![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#31 |
Admiral
![]() Join Date: Feb 2006
Location: PQ AN 25
Posts: 2,178
Downloads: 70
Uploads: 0
|
![]()
Sweet Dude!
Wasn't aware how much this would add to the game! Keep it up mate! Man this fresh wind in SH3 modding makes mi heart smile! ![]()
__________________
SH3+GWX SH5+WoS Still Sailing....still Deep ![]() |
![]() |
![]() |
![]() |
#32 | |
Grey Wolf
![]() |
![]() Quote:
Thanks for the feedback, i think that hole in the tower was a stock issue since i havent altered any geometry but i will look into it. Some of the problems you pointed out are related to resolution and mapping issues, the maps for the towers and hull are 2048 maps, i could loose those issues if i made them larger but the texture filesizes go up rapidly if i do that. I might try seperating those parts and mapping them seperatly. I think it comes down to personal taste how soft the illumination is, also i wanted to make it as non-directional as possible so it would look approximatly correct in all lighting situations which is why i chose to use occlusion, if i had used global illumination i would have needed a definate lightsource (ie the sun and sky) which would have added in my opinion too much directionality to the shadows, not to mention increasing my render times ![]() |
|
![]() |
![]() |
![]() |
#33 |
Sparky
![]() Join Date: Sep 2006
Posts: 155
Downloads: 61
Uploads: 0
|
![]()
That's strange, the type 1 turm does not work for me, it does not change nothing. But the others two work ok.
I have tested with SH3+1.4b+GWX3 and any other mods. Do you know why it could be? Tx EDIT: Found the "problem". I was testing with the VIIB not the VIIC. It only works with the VIIC, as the mod title says ![]() Last edited by Darkbluesky; 03-26-10 at 04:06 PM. |
![]() |
![]() |
![]() |
#34 |
Frogman
![]() Join Date: May 2005
Posts: 295
Downloads: 69
Uploads: 0
|
![]()
Beautiful work, FM! Very nice.
What is the purpose of the revised sensors.dat? Have sensor values been altered? |
![]() |
![]() |
![]() |
#35 |
Seasoned Skipper
![]() Join Date: Mar 2008
Location: Oakland CA, USA
Posts: 737
Downloads: 570
Uploads: 0
|
![]()
thanks flakmonkey for another fabulous mod!
![]() |
![]() |
![]() |
![]() |
#36 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
![]()
Just found this Flakmonkey.
Great timing too, I've just started a new career in a VIIC. What can I say? Looks beautiful. Good work mate ![]() |
![]() |
![]() |
![]() |
#37 | |
Weps
![]() Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
|
![]() Quote:
![]()
__________________
Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M |
|
![]() |
![]() |
![]() |
#38 | |
Crusty Capt.
![]() Join Date: Sep 2007
Posts: 2,752
Downloads: 40
Uploads: 25
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#39 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
|
![]()
Any plans to do a Lightmap for the Type IX Flakmonkey?
|
![]() |
![]() |
![]() |
#40 |
Torpedoman
![]() Join Date: Jun 2003
Location: Vancouver, BC, Canada
Posts: 118
Downloads: 58
Uploads: 0
|
![]()
After some playing I've finally encountered another error with this mod. This is distressing as it is by far one of my favorites!
The turm 1 ID test file fixed my problem with the black textured conning tower during career missions. I've now finally upgraded my Type 7 to the turm 2, and now the problem has returned. I imagine it is the same issue as before, where the turm 2 mesh ID conflicts with something else. I was wondering if anyone (flakmonkey - I hope you're still active ![]() Thanks for the help!
__________________
...Wir alle leben auf einem gelben Unterseeboot... |
![]() |
![]() |
![]() |
#41 |
Ace of the Deep
![]() |
![]()
Hi mate,
The easiest way is to use S3ditor: Open the file: Turm7c_2_hd.dat located in the mod's "objects" folder. Locate the following nodes: Turm7c_2_coning7c_High and Turm7c_2_int_coning7c_High export both of these 3d models with both uvs, uv and -uv2, don't flip co-ordinate system or reverse face winding then delete the models and re-add them (append new child chunk) then 3d model and load the right one back in each place, it should be obvious by their filenames eg. Turm7c_2_coning7c_High.obj and Turm7c_2_int_coning7c_High.obj (and -uv2.objs for both) This will cause them to have new ids. Save the file and test and repeat as the above if neccessary. The problem is beacause the ids of one or other (or both) of these nodes have an id that's clashing with another mod etc. hope this help Best Regards Aces
__________________
Gamefront: http://tinyurl.com/bpbaeyl Mediafire: http://tinyurl.com/bn2aoqt YouTube: http://tinyurl.com/clvy94f RSS Feed: http://tinyurl.com/cpbbqv9 Blog: http://tinyurl.com/cv44x82 ![]() |
![]() |
![]() |
![]() |
#42 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
![]()
I think it's not necessary to export, delete and reimport the models because it's possible to change the IDs directly by clicking 'New'...
![]() |
![]() |
![]() |
![]() |
#43 |
Ace of the Deep
![]() |
![]()
hi mate, my experience with changing the id that way didn't work, it will remove the association with the parent node if you do this with 3d models so I gave the tried and tested way.
Best Regards Aces
__________________
Gamefront: http://tinyurl.com/bpbaeyl Mediafire: http://tinyurl.com/bn2aoqt YouTube: http://tinyurl.com/clvy94f RSS Feed: http://tinyurl.com/cpbbqv9 Blog: http://tinyurl.com/cv44x82 ![]() |
![]() |
![]() |
![]() |
#44 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
Uploads: 0
|
![]()
Of course, you've to change depending IDs, too...
by 'copy & paste' of the new ID ![]() |
![]() |
![]() |
![]() |
#45 |
Ace of the Deep
![]() |
![]()
Yes you can do that, I guess it's six of one and half a dozen of the other as the saying goes
![]() Regards Aces
__________________
Gamefront: http://tinyurl.com/bpbaeyl Mediafire: http://tinyurl.com/bn2aoqt YouTube: http://tinyurl.com/clvy94f RSS Feed: http://tinyurl.com/cpbbqv9 Blog: http://tinyurl.com/cv44x82 ![]() |
![]() |
![]() |
![]() |
|
|