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Old 09-02-07, 08:24 PM   #796
TarJak
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Quote:
Originally Posted by DivingDuck
Moin K Gunn,

if the file is 0KB in size everything should be fine.
Iīve heard about snagit, but never seen it. Which file format does it use? If it is a common image file format (jpg, bmp, gif, ...) I would recommend to use imageshack.us or photobucket.com to upload your screenshot. Both are free to use.

Regards,
DD
SnagIt saves images in most common formats. You get to choose the format you want to use. It can also do vidcaps. Only drawback is that it's payware but worth it if you need some of the features it has.
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Old 09-03-07, 09:43 AM   #797
Kpt, Otto
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Default Just wondering....

Hello DivingDuck, first can I say I think this is a great Mod and to thank you for all the time you must have spent on it.

I have it installed and it works great, but I was just wondering if the elements bleeding over in other compartments got solved in an update? :hmm:

The version I have is type VII 1.01.



if not then ah well ! Its still a brilliant Mod!

Kind regards,
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Old 09-03-07, 10:59 AM   #798
DivingDuck
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Moin Kpt.Otto,

the problem is fixed already with version V1.01. Make sure you have V1.01 installed. If so try to disable and re-enable the mod.
But there are still fragments intersecting the bulkhead to the command room. They are on my to do list for further updates.

Regards,
DD
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Old 09-04-07, 12:49 PM   #799
K Gunz
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Default Open hatch in CommandRoom

Genedige Karleun DD,

Just got back from the patrol mentioned above and now upgraded to a VIIC. I have several other problems with the graphics (trying to get my exhaust smoke working is one). I will try and get these basics working first and see how I get on - then with your kind permission will try open hatch again. Thanks again for your patience on this.

Kind regards and respect
K Gunz (U-83)
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Old 09-04-07, 10:30 PM   #800
Slick Rick
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This is a great mod....thank you for all your work in this regard....you guys are the best!! Rick
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Old 09-17-07, 07:36 PM   #801
DivingDuck
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Moin,

Iīve made the tweakfiles to adjust
  • ambient light
  • bulbīs brightness + color
user friendly.

Files for OpenHatch and NON-OpenHatch installations included.



ambient light


bulbīs color + brightness

Grab the file here: DD_InteriorLights_V2_TweakFiles.rar (ca 1.0MB)

Regards,
DD
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Old 09-17-07, 08:15 PM   #802
Myxale
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Yesterday was the first tim I installed open Hatch and sailed around. This is great stuff. The feeling is great. Needed a few minutes to adjust to the new open room, but i will never sail without it ever again.

I'm also very fond of the Peri_fix for the Type II since this is my work Horse over at W@W III.

I just hope that one day you will add the missing parts and in all the subs.:hmm:

Keep working your magic and thanx
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Old 09-17-07, 08:23 PM   #803
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Ah, many thanks DD, I have been waiting patiently for this!
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Old 09-17-07, 11:10 PM   #804
XanderF
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Quote:
Originally Posted by DivingDuck
Grab the file here: DD_InteriorLights_V2_TweakFiles.rar (ca 1.0MB)

Regards,
DD
...that definitely looks like a very cool set of files for the Sh3 tweaker, and would be very helpful, but...

...I dunno, any thought to making your own configuration of dimmer ambient illumination/variation in bulb colors into a JSGME-ready mod?
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Old 09-18-07, 12:33 AM   #805
Venatore
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Quote:
Originally Posted by DivingDuck

bulbīs color + brightness

Grab the file here: DD_InteriorLights_V2_TweakFiles.rar (ca 1.0MB)

Regards,
DD
Bloody show off DD. totally outstanding.
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Old 09-18-07, 12:57 AM   #806
XanderF
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One more question on the 'open hatch' mods...

In the mod 'DD_TypeII_Peri_Correct_V1r.rar', 'TypeII_Peri_Correct_HiRes' directory, you make use of a texture 'periscop_2.tga'. In the lower left of this file is the texture for the periscope shaft from inside the boat, and I REALLY like this effect. However, it only seems to be used on the Type II U-Boats. The periscope shaft in the Type VIIs is just a flat gold-brown color, no apparent texture at all. And when using the 'peri_correct' version of the mod, the 'scope is pretty much right in the middle of the room, so gets seen quite a bit!

Oh, and one more thing...



A number of pages back, there was some discussion surrounding adding the periscope 'wells' into the control rooms for the second 'scopes. Per below. Did anything come of this?

MOST looking forward to some developments on this!

Quote:
Originally Posted by DivingDuck
Moin,

proofing that this mod isnīt dead Iīm investigating how to make my own light- and shadowmaps. The issue lies with the TMAP. It is needed to attach these maps to the object. If this TMAP section is missing, the textures are pretty dark (see first pic below).


periscope well without TMAP

below is the same well with TMAP

This is what Iīve got so far. Some objects belonging to the periscope housing are still missing. Besides this typeIX well is looking strange in a typeVII. FlakMonkey modelled a correct typeVII well. But unfortunately heīs got no TMAP. As a result the texture remains dark. See this thread.



Regards,
DD
(Also - have you considered accepting Paypal donations for your work? I'm sure quite a few wouldn't mind 'tossing some coins in the till', as it were!)
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Old 09-18-07, 03:09 AM   #807
DivingDuck
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Moin,

@XanderF:
  1. as everybody has installed MiniTweaker to another (non-standardised) path, I canīt make it JSGME ready. But itīs only a matter of copy&paste. Copy all files to ...\SH3_MiniTweaker\TweakFiles\... and run MiniTweaker. Thatīs it.
  2. As for the periscopeīs skin. I didnīt change anything about the uvw mapping or the textures themselves. That would be a job for a guy more talented in skinning than me.
  3. The persicope well is not abandoned yet. Still investigating TMAP.

@All:
had no chance to test the files with other than my OpenHatch installation. So I would need some feedback on the non-OH typeVII and typeIX.




Regardless of what mod you use, the CT lights have to be modified separately. OpenHatch users donīt need to / must not load the RR tweakfiles for types VII + IX. All others have to tweak RR lights as well separately.

Regards,
DD
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Old 09-18-07, 03:33 AM   #808
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Ducky - thanks for your lights!
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Old 09-18-07, 10:54 AM   #809
XanderF
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Quote:
Originally Posted by DivingDuck
  1. as everybody has installed MiniTweaker to another (non-standardised) path, I canīt make it JSGME ready. But itīs only a matter of copy&paste. Copy all files to ...\SH3_MiniTweaker\TweakFiles\... and run MiniTweaker. Thatīs it.
  2. As for the periscopeīs skin. I didnīt change anything about the uvw mapping or the textures themselves. That would be a job for a guy more talented in skinning than me.
  3. The persicope well is not abandoned yet. Still investigating TMAP.
1. Right, but what I was getting at is that a JSGME-ready version wouldn't use the mini-tweaker. Once a configuration is finished up as 'good', you could just export the changed files as a JSGME-ready mod. It wouldn't be a "tweakable" mod, just one you import directly.
2. Ah, right. I'll have to dig into that some, it's definitely a cool effect.
3. Looks great!
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Old 09-18-07, 03:12 PM   #810
DivingDuck
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Default TMAP created

Moin,

Quote:
Originally Posted by XanderF
...Once a configuration is finished up as 'good', you could just export the changed files as a JSGME-ready mod. It wouldn't be a "tweakable" mod, just one you import directly.
Ok, Iīve got it. Dimmed/adjusted lights will be part of the next update.


GOOD NEWS about TMAP

@All:
And hereīs good news guys. I was able to create a TMAP section and attached it to FlakMonkeyīs periscope well. As you can see on the screenie, thereīs way to go. A new light map matching the mapping coords is needed. But itīs a start to begin with.



Regards,
DD
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