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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 |
Sonar Guy
![]() Join Date: Apr 2005
Posts: 399
Downloads: 10
Uploads: 0
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spam?
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![]() Behold, the Glory of the Sh4 engine..... Morning strole off Tokyo Bay... |
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#47 |
Medic
![]() Join Date: Nov 2002
Location: Tasmania
Posts: 167
Downloads: 22
Uploads: 0
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Wrong forum! and duplicate post!
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Use of undefined constants causes assumptions! Last edited by Anachronous; 03-29-07 at 06:07 AM. |
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#48 |
Commodore
![]() Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
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I'm not the one to talk to since I have nothing to do with GWX. Best you talk to "Kpt Lehmann". However since GWX is about historical accuracy they most likely won't include a scenario where you can attack Japanese ships.
Nevertheless expanding the merchant fleet of SH3 with new SH4 merchants would be pretty nice for ME. Japanese warships are nice eye candy but attacking them with a German boat is not what I'm looking for. |
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#49 | |
Lucky Jack
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#50 |
Lucky Jack
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Sarcastic humour
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#51 |
Pacific Aces Dev Team
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I'm not sure it was a double post, as it had some more new screens. So what I have done to prevent them from getting lost is mergue both threads
![]() @kys2000: I undestand you have some difficulties expressing yourself in english, but remember that the game is about "sinking japanese ships" an not about "killing japanese". That last one sounds a bit harsh and aggressive towards fellow japanese forum members. If you are looking for the experience of killing japanese in a video game, probably "Medal of Honour: Pacific Assault" is a better choice. Anyway, thanks for the effort of doing this conversion and also for sharing ![]()
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One day I will return to sea ... |
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#52 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
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Hi,
Here DL link To my page of the JAM: http://hosted.filefront.com/UBOAT234 Four file, part1,2,3,4. But for me have some problem for water simulation... And other some problem :hmm: Who wants to try... BEST REGARDS UBOAT234 |
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#53 |
Admiral
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mod is veri nice
![]() ![]() only i can't see the aircrafts propellers. I see only a rectangular white textures rounding in place of props. ![]() But the Yamato... the Conte Verde... ![]() ![]() ![]()
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![]() Those, others and WIP ships are avaiable in my SHIPYARD here: http://www.subsim.com/radioroom/showthread.php?t=136508 |
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#54 |
Stowaway
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Aircraft were imported also?
The water simulation is all in the val files. Lot's of hand editing for all those ships. |
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#55 | |
Loader
![]() Join Date: Oct 2005
Posts: 84
Downloads: 13
Uploads: 0
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thank you very much !!! do you make a career for the mod ? eg the same as a story U571 ? |
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#56 | |
Medic
![]() Join Date: Jan 2006
Posts: 167
Downloads: 70
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Go on ya crazy man. ![]() Any chance of u adding US and Brit ships so I can sink em too. Especially like the Kent Cruiser, Wasp Carrier, US Cruisers and sommers destroyers. |
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#57 |
Weps
![]() Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
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#58 |
US Navy LT
![]() Join Date: Apr 2004
Location: Bay Area, California
Posts: 120
Downloads: 582
Uploads: 0
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Uboat234, could you please describe the steps you would take to convert the SH4 Merchant ships into SH3 ships, with wakes and guns firing, etc.? I've downloaded your 4-part files and have my eye on about 17 Merchants that I would like to bring into my game. I'm not that interested in the Navy ships at this time, except maybe the Allied ones.
I noticed you had some comments related to .val files for the Cleveland. So I suppose this would cover the wake issue, but what about making the guns active? Are there some other issues that would also need to be fixed, besides changing the .cfg file to mirror the SH3 model? For example, activating or deleting "the little people", as Privateer put it. By the way, if you are planning on doing all of these modifications yourself and releasing it to the community, I'll just wait for your usual excellent work. Thanks a lot for your help. EmeAzul |
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#59 |
Stowaway
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The animated crew and such just will not work "as is"
in SH3. They can be made to work with alot of hex time thrown at them. I've started mapping out what I need to do to get a demo working. ![]() Guns from SH3 are done by changeing the eqp files. DCRacks in SH3 will not work without a node shift in dats of all SH4 ships that use DCRacks. There maybe other nodes that need adjusted also for a true conversion. Planes on decks of ships (Cleveland for example) Also need a work around. And the last pic posted is from SH4 not SH3. Crew don't appear on deck in SH3. Why post it? |
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#60 | |
Loader
![]() Join Date: Oct 2005
Posts: 84
Downloads: 13
Uploads: 0
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can you help me to solve these problem ? the last pic is my final aim of my modify |
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