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Old 01-31-09, 03:47 AM   #526
Awful Smutje
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Quote:
Originally Posted by Awful Smutje
Quote:
Originally Posted by Readme
-OLCE and RB's Fx mod are already compatible. (materials.dat). Just install then Over this mod.
I just downloaded the mod to try it with GWX 3.0. But I discoverd a little problem. I don't understand this line from the readme.

Wich one should be activated first? RB's FX mod or Waterstreams?
(I use the current version of the FX mod by asanovic7.)

Is the Watersteam mod still compatible with the FX mod?

And: PhilippThomsen's RB's Exhaust for Waterstream mod should be activated at last, shouldn't it?

Sorry for causing so much trouble around here...

*bump*

Still nobody can help?
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Old 02-01-09, 09:50 AM   #527
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Quote:
Originally Posted by Awful Smutje
Quote:
Originally Posted by Awful Smutje
Quote:
Originally Posted by Readme
-OLCE and RB's Fx mod are already compatible. (materials.dat). Just install then Over this mod.
I just downloaded the mod to try it with GWX 3.0. But I discoverd a little problem. I don't understand this line from the readme.

Wich one should be activated first? RB's FX mod or Waterstreams?
(I use the current version of the FX mod by asanovic7.)

Is the Watersteam mod still compatible with the FX mod?

And: PhilippThomsen's RB's Exhaust for Waterstream mod should be activated at last, shouldn't it?

Sorry for causing so much trouble around here...

*bump*

Still nobody can help?
Hi Awful Smutje,

Sorry to no reply early...I´m with a serious hardware problem (probably memory or virus) and lost a lot o of my last work (including some of the new Dasboot mission) and I´m now installing Sh3 and all my mods again...what is really not easy when you have so much selfmade modifications ,etc

I also really don´t know much to help you because I don´t use RB exaust neither it´s FX mod. The PT kombimod already have the exaust. Ask asanovik7 about it´s RB md, if it have any problems with WS or not (I guess not). In the end they are all JSGME ready, so it´s just a matter to invert the install order if you note any problem.
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Old 02-05-09, 01:47 PM   #528
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Quote:
Originally Posted by Reece
Not to be a party pooper conus00 but I would like to see lees volume of water emitting from the limber holes of the XXI, no offense Evan, your mod is great, but would like to see it toned down, just my opinion though!
So I made now another [alternative] version of "e82 XXI Water Stream"
37 water nodes + 37 control nodes = less nodes than before. For better game play [fps] on slower PC. Old version will be always available also.
Work in progres:
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Old 02-05-09, 06:10 PM   #529
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Quote:
Originally Posted by evan82
Quote:
Originally Posted by Reece
Not to be a party pooper conus00 but I would like to see lees volume of water emitting from the limber holes of the XXI, no offense Evan, your mod is great, but would like to see it toned down, just my opinion though!
So I made now another [alternative] version of "e82 XXI Water Stream"
37 water nodes + 37 control nodes = less nodes than before. For better game play [fps] on slower PC. Old version will be always available also.
Work in progres:
No I think this is a bad concept. I will left all old nodes [53] and only set new specification for them.
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Old 02-08-09, 06:25 AM   #530
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Does this affect framerate much?
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Old 02-08-09, 08:13 AM   #531
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Well. I checked game with 37 nodes for XXI, and 53 nodes, and I don't noticed difference.
XXI has big main holes. I can fit less nodes there but this looks less natural than 53.
Yes. In XXI I used about 10 nodes more than in Rubinis VIIC water.
I can use less nodes, but for this I must delete some underwater nodes visible durning heavy storm or emergency surface. XXI have more water holes than other types. It's not easy to skip this.
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Old 02-08-09, 01:56 PM   #532
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Is there any chance evan82 that you may pass on your work to be converted to work with JSGMEI'd like to use your waterstream mods but not without the safety net of JSGME
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Old 02-08-09, 07:03 PM   #533
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Nikbear, I can't look at it right now since I'm at the library and can't use WinRar or 7Zip. However, if all the files are properly pathed, i.e. there is a Data/whatever/file leading to the proper places, simply place the Data folder inside another one and name it Evan82's WaterStreams, or Type XXI WaterStreams, or just call it Shirley if you like. Install that folder into JSGME and it will work fine.

If that's problematic I'll take a look at it tonight and JSGME it for you.
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Old 02-08-09, 10:52 PM   #534
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Quote:
No I think this is a bad concept. I will left all old nodes [53] and only set new specification for them.
Sounds good to me!
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Old 02-09-09, 03:58 AM   #535
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Quote:
Originally Posted by nikbear
Is there any chance evan82 that you may pass on your work to be converted to work with JSGMEI'd like to use your waterstream mods but not without the safety net of JSGME
This is a little problem. I don't use JSGME
Quote:
Originally Posted by Sailor Steve
Nikbear, I can't look at it right now since I'm at the library and can't use WinRar or 7Zip. However, if all the files are properly pathed, i.e. there is a Data/whatever/file leading to the proper places, simply place the Data folder inside another one and name it Evan82's WaterStreams, or Type XXI WaterStreams, or just call it Shirley if you like. Install that folder into JSGME and it will work fine.

If that's problematic I'll take a look at it tonight and JSGME it for you. 02-08-2009 07:56 PM
Thank You Sailor Steve for help in this and resolving this problem.

Quote:
Originally Posted by Reece
Quote:
No I think this is a bad concept. I will left all old nodes [53] and only set new specification for them.
Sounds good to me!
Yes. Only old nodes with new settings and little place correction.
I know. Maybe I work little slowly, but it must be done good.
I waiting for the storm again [for better view], and for other little things also.
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Old 02-09-09, 05:22 AM   #536
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Hi again!

After some tests I figured out, that the waterstream mod and Racerboys Sh4 effects for SH3 by asanovic7 aren't compatible.

It seems that materials.dat is the only file wich is shared by these mods. Maybe someone is able to merge them? I've tryed it, but I seem to stupid... S3D is really not my friend...
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Old 02-09-09, 09:00 AM   #537
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Quote:
Originally Posted by Awful Smutje
Hi again!

After some tests I figured out, that the waterstream mod and Racerboys Sh4 effects for SH3 by asanovic7 aren't compatible.

It seems that materials.dat is the only file wich is shared by these mods. Maybe someone is able to merge them? I've tryed it, but I seem to stupid... S3D is really not my friend...
Hi mate,

The materials.dat just have the water stream particle itself. That time that i made this mod I was not aware about the possibility to make all this on it's own files. So, is absolutelly possible to make a new .dat just with this water stream particle, this way not messing with others mods that already use materials.dat. If I have time...it's a 5 min task!
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Old 02-09-09, 09:55 AM   #538
Awful Smutje
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If you'll do that, you get a really happy Smutje.

Of course, my offering to help you is still up to date, just ask.
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Old 02-09-09, 10:37 AM   #539
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Ok! Here it is. Just not use the materials.dat that comes whith Water stream mod. Use this one on your library folder and it´s done. No more conflicts with anything that also uses materials.dat.

http://www.mediafire.com/file/dn5zyo...m_material.dat

Let me know if you encounter any problem. Don´t forget to not use (you can delete it) the materials.dat from the original WStream mod. Also needs to restart the game to all works again.

edit: also this way it becomes now almost totally compatible with GWX2.1/GWX3.0
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Old 02-09-09, 11:07 AM   #540
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........ also this way it becomes now almost totally compatible with GWX2.1/GWX3.0
Thank you very, very much Sir.

Perhaps is a good idea to edit the first post of this thread, no?


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