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Old 10-01-08, 06:32 PM   #181
Madox58
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He's a Finnish Ferret.
They are a very advanced breed.

Just don't feed them Jack Danials!!

:rotfl:
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Old 10-01-08, 06:37 PM   #182
Task Force
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granted he dosent his beer for the day and goes crazy, hunts you down and steals his wallet and leaves you broak.

I wish for this Torpedo room to be fully done.:rotfl:
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Old 10-02-08, 07:32 AM   #183
Tomi_099
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Default Everything over lights and shadows (VIDEO TUTORIAL)

some meal must click one to two meal


Video

http://www.dma.ufg.ac.at/app/link/So...ik/module/9878

Specular / Diffuse
http://www.dma.ufg.ac.at/app/link/Al...0087/sub/10118




.
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Old 10-05-08, 04:39 PM   #184
Tomi_099
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one Light Test !!



















The beds were made somewhat brighter around the shedow efect to get out.
The area of illuminations works automatically.
I inserted all lights,

but me personal pleases the area completely without lights and somewhat more darker.

The lights into the area to remain switched off.
if you the lights fallen can click their it then in the S3D.





I will leave it probably darker.
It still another Variante to give with all lights are activated and the area,
how also the lighting will show the walls.
This should show however the Badroom.

so we mast test al options , for best option !!!
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Old 10-05-08, 05:22 PM   #185
iambecomelife
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Excellent work! The lighting is almost perfect at this point - you can see the details well. Maybe if you have the time a few more static human figures & personal items, to give the place a "lived in" look?
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Old 10-06-08, 12:37 AM   #186
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The light looks good!
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Old 10-06-08, 02:20 AM   #187
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for the first time I may actually take a type 2 out. I have always avoided this boat mainly due to the low number of torps. but heck ill certainly give it a try just to experience this extremely well made mod. Keep up the good work.
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Old 10-06-08, 04:57 AM   #188
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very nice tomi

i dont think the room is to bright. for me, it looks realistic. on patrol, the torpedoroom should be well enlighted, because the men are working there. the curtains look a little bit strange. perhaps, the color is too intensive?

and second, the wall to the command room looks naked... perhaps, you could add some wires, valves, buttons, pictures....

and third: what about footage? i think they stored most of the footage in the torpedo room. bananas, sausages, and big boxes under the beds...
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Old 10-06-08, 06:25 AM   #189
Tomi_099
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Quote:
Originally Posted by Jaeger
very nice tomi

i dont think the room is to bright. for me, it looks realistic. on patrol, the torpedoroom should be well enlighted, because the men are working there. the curtains look a little bit strange. perhaps, the color is too intensive?

and second, the wall to the command room looks naked... perhaps, you could add some wires, valves, buttons, pictures....

and third: what about footage? i think they stored most of the footage in the torpedo room. bananas, sausages, and big boxes under the beds...
................................................



Your pieces of advice is good
and I into the detail will go now,

because the rough ones work are final.
Now it comes the area a life and a nostalgia to give
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Old 10-06-08, 03:28 PM   #190
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Tomi_099,

I guess somebody out there is going to kiss you
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Old 10-06-08, 10:30 PM   #191
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Too great.!!!!!!!!!!!!!!!!!!!!!!
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Old 10-07-08, 07:34 AM   #192
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Fantastic!
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Old 10-09-08, 06:33 AM   #193
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This must be one of the most exciting threads on this forum ever!
Not since DivingDucks open hatch mod have I been that excited (at least regarding Silent Hunter).

Thanks a lot!

Kai
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Old 10-09-08, 06:49 AM   #194
Jaeger
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yeah, i am looking for new screenshots every day. the major work seems to be done, i think tomi is working on details now.

tomi, when a stable version is ready, you should release it. lots of players will betatest it and you can get lots of hints and information on how to make it best. what do you think?

oh, i still have a question: will the player be able to go in the room by using the free camera? or can you implement a cameraposition standing in the middle of the room and connect this camera to a key? for example the player could enter (and leave) the room by pressing shift t. this would be faster than "flying" into it by using the free view.
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Old 10-09-08, 08:39 AM   #195
Tomi_099
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I appreciated !!!

Ich möchte mich für die so große Anteilnahme bedanken.
Und ich hoffe dass wir den Maschinenraum auch einmal zu sehen bekommen.

Ich möchte mich bedanken für den großen Pioniergeist den der Diving Duck und all die alten Hasen die hier noch sind,
und uns das wissen weitergeben um uns die Arbeit zu erleichtern.
Großen Respekt an all die Moder die hier vieles geleistet haben und dieses Forum am Leben
halten.

Danke euch allen !!

Ich weis das zu schätzen

………………………………………………………..



I would like to thank for the so big condolence.
And I hope the engine room that we also once get to see.

I would like to thank for the big pioneer's mind of the Diving Duck and all old hares they are here still,

and to us this know transmit to make easier to us the work.

A big respect to all Moder has performed here a lot and holds this forum in the life.

Thank you to you - to all!!

I appreciated !!
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