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Old 03-28-07, 10:36 PM   #46
Spaxspore
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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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Old 03-28-07, 10:57 PM   #47
Anachronous
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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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Old 03-29-07, 06:35 AM   #48
Woof1701
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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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Old 03-29-07, 06:40 AM   #49
STEED
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Quote:
Originally Posted by jimbuna
I will
Traitor.
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To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT!
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Old 03-29-07, 06:45 AM   #50
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Sarcastic humour

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To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT!
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Old 03-29-07, 08:43 AM   #51
Hitman
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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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Old 03-29-07, 08:45 AM   #52
UBOAT234
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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
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Old 03-29-07, 09:01 AM   #53
VonDos
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mod is veri nice , but..
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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Old 03-29-07, 09:23 AM   #54
Madox58
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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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Old 03-29-07, 09:59 AM   #55
kys2000
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Quote:
Originally Posted by UBOAT234
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

thank you very much !!!
do you make a career for the mod ? eg the same as a story U571 ?
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Old 03-29-07, 02:05 PM   #56
sandbag69
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Quote:
Originally Posted by kys2000
my email :
kyshdl@163.com

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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Old 03-29-07, 05:02 PM   #57
UBOAT234
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An interesting link
http://www.combinedfleet.com/

BEST REGARDS
UBOAT234
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Old 03-29-07, 07:35 PM   #58
EmeAzul
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Default Uboat234: Could you Describe the Steps

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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Old 03-29-07, 08:56 PM   #59
Madox58
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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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Old 03-29-07, 10:00 PM   #60
kys2000
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Quote:
Originally Posted by privateer
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?

can you help me to solve these problem ?
the last pic is my final aim of my modify
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