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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#91 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
Uploads: 0
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Hi Sergbuto,
I have a comment from one of the users, we are testing this mod together with me and LeoVampires upcoming "Visual upgrade mod" http://www.subsim.com/radioroom/showthread.php?t=121226, I don't know if anything can be done about it though, but my skills lacks to fix this problem: "With the bridge camera, if I move to the left or right quickly, then stop, the camera 'jerks' back in the opposite direction. (Like when a bus comes to a stop, and people standing feel like they're falling backward)." When will you japanese subs mod be released ? ![]() /Kriller2 |
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#92 | ||
Pacific Aces Dev Team
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#93 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
Uploads: 0
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Can celestial objects like the sun and moon be made to show up the same size in the Bridge to fallow ship or sub view to free cam view? Each of the outside of sub views shows the sun and moon at differn't sizes. Without zooming in on anything or with anything.
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#94 | |
Engineer
![]() Join Date: Oct 2006
Location: Berlin, Germany, Europe
Posts: 205
Downloads: 38
Uploads: 0
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__________________
Regards, Tell |
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#95 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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I havn't the foggiest on how to do anything with that camera work. I tryed once to make a few changes and screwed it up and had to just apply other people's camera mod.
I have no basic knowledge of camera stuff so would have to learn it all and at the moment with the work I am doing for mod's just not ready to try and learn yet. So I am asking the comunity for help with it because it actualy makes a difference on how the reflection effect's Mod I am makeing works. With no consistancy with the differn't outside views it is hard to get everything set and working properly. |
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#96 | |
Weps
![]() Join Date: Aug 2005
Posts: 351
Downloads: 0
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![]() Where the problem comes in is if you do something stupid like I did, and run MiniTweaker, and end up with "Copy of Cameras.dat" in the folder, and forget about it, and don't delete it ![]() I've decided that for whatever reason, SH4 (SH3 also?) will read any file it finds ending in ".dat" (possibly any other valid extension also?) no matter what the name, and load whatever data it finds there. If it's already loaded a node, it won't load it a 2nd time, but if it finds a node not in the 1st file it loaded, it will add it to what it already has loaded. In effect, merging the contents of 2 different .dat files. Don't think the name has anything to do with this, I think I could have renamed "Cameras.dat" to "Arsewipe.dat" before installing your mod and "Arsewipe" still would have loaded - except in that case I'm thinking the mod wouldn't have worked at all as "Arsewipe" would have been loaded 1st, and since it already contained all the nodes in your modded Cameras.dat, none of your mods would have been loaded. As it is, your modded .dat file was missing the AxisRotation data, and since "Copy of Cameras.dat" was loaded after your modded Cameras.dat, and did contain AxisRotation data, that data was loaded and added to the changes you made. Hence the problem I had of not only "walking the deck" but also having the camera rotate up/down/left/right... Well I learned something at least. Not sure I understand the reasoning behind it, I've been writing code for 25 years and if I'm looking for data that should be found in a file named "Cameras.dat" I sure as hell won't be trying to read it from a file named "Tiddlywinks.dat" (or even one called "Camera.dat" for that matter) Forgive my "rant" ![]() DH [edit] Actually, assuming I'd renamed "Cameras.dat" to "Arsewipe.dat" before installing your mod, the results would have turned out the same. SH4 would have loaded the original data for Conning Deck cam from "Arsewipe", then read the modded "Cameras.dat" and loaded the FreeMove data you added. Again, combining 2 functions on cursor keys, both movement and camera rotation. |
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#97 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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Thanks to your advice I was able to get all the sun and moon views set to appear the same size between free cam's follow cam's and Bridge cam's and the list goes on.
Without this knowledge I never would have gotten everything to look right so you really did me a big favor! And for the guys using the sexton mod from Mav87 I set all the camera working's to match the Bridge cam view so there would be no confilcts with that mod. With all angularangle views set to 75 degree's in the camera parameters/property settings it fixed it all. Of course you leave the zoom's alone but the normal TBD and Binoc's and Basic Scope views all set to this angle it works out perfect. Thought I would post the results and settings for anyone doing camera mod's I used the S3D editor for this BTW Only for camera view's dealing with looking outside of the sub have no clue about inside view's. Free cam Fallow cam Bridge cam ![]() ![]() ![]() Last edited by leovampire; 09-05-07 at 05:52 PM. |
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#98 | |
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
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#99 | |
Weps
![]() Join Date: Aug 2005
Posts: 351
Downloads: 0
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My prob I guess is I do business programming, the only place I should read info on open orders is for instance, "Orders.dat". Accounts Payable info should be read only from "Payables.dat" and so on. All hell would break loose if I read payables data from any file that had payables data in it, for instance "Copy of Payables.dat" that I made 6 months ago when testing some changes ![]() ![]() So it was my bad!!! :rotfl::rotfl::rotfl:I've learned something, and any day you learn something is a good day, right? ![]() DH |
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#100 | ||
Grey Wolf
![]() Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
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Ie, if I want to make a new set of diveplanes, then I would have to include them in diveplanes.dat, making very difficult to make compatible mods, instead with their approach I can made my new diveplanes and put them into Ref_diveplanes.dat and distribute this file with my mod making it compatible with any other existing diveplane mods. Ref |
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#101 | |
Pacific Aces Dev Team
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Last edited by sergbuto; 09-06-07 at 04:20 AM. |
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#102 |
Pacific Aces Dev Team
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DirtyHarry,
Different people think different ways. The same problem is often approached differently depending on the mind set. The same goes for Devs and designes of various games. As to sub sims, I personally liked the SH2 design (makes it easier to figure out things and do modding). But SH3/4 is not that bad, one just needs to get used to it. |
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#103 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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sergbuto I didn't see anything posted by him about it so didn't know but I will thank him personaly also.
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#104 |
Officer
![]() Join Date: Jan 2007
Location: england
Posts: 241
Downloads: 117
Uploads: 0
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hi were do you go to download the jap sub mod 1.0 the link on the site does not work.:hmm:
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#105 |
Swabbie
![]() Join Date: Jul 2007
Posts: 10
Downloads: 27
Uploads: 0
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Hi,
I am not able to walk on the deck using the camera.dat of this mod with the latest ROW delivery, while with your first ROW Alpha release Leo, it was still working. Am i the only one with the problem ? or is there any interference? |
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