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Old 02-28-07, 04:20 PM   #226
Hartmann
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No is the same problem with lights and bodies in bridge and control room views ???

i remember that some lights pass through bodies and somebody made a fix for it.
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Last edited by Hartmann; 02-28-07 at 04:33 PM.
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Old 02-28-07, 04:26 PM   #227
The Noob
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Quote:
Originally Posted by Hartmann
No is the same problem with lights and bodies in bridge and control room views ???

i remember that some lights pass through bodies in the bridge view
and Anvart made a fix for it.
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Old 02-28-07, 04:48 PM   #228
Alex
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Here is the link to the Halo not visible through body !!
Hope this helps....
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Old 02-28-07, 05:01 PM   #229
VipertheSniper
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Don't want to spoil the fun here, but shouldn't the hatch, even when it's open, still be there on it's hinges? So I'd rather try to rotate the hinges 90° to the left, and reattach the hatch.

Diving Duck you say the *.dat is already 40 MB, how big was it before your work on this mod?
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Old 02-28-07, 05:04 PM   #230
Hartmann
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Quote:
Originally Posted by The Noob
Quote:
Originally Posted by Hartmann
No is the same problem with lights and bodies in bridge and control room views ???

i remember that some lights pass through bodies in the bridge view
and Anvart made a fix for it.

thanks !
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Old 02-28-07, 05:16 PM   #231
LukeFF
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Quote:
Originally Posted by VipertheSniper
Don't want to spoil the fun here, but shouldn't the hatch, even when it's open, still be there on it's hinges? So I'd rather try to rotate the hinges 90° to the left, and reattach the hatch.
I was thinking the same thing as well.
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Old 02-28-07, 09:07 PM   #232
Filax
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Hello
Quote:
Originally Posted by DivingDuck
Moin,

I need help. My brain is burning and I´m stuck.




  1. The lights are shining trough the walls.
  2. And I cant find the hinges objects to delete them from the scene.

Actual Standing
  • the *.dat file has reached 40MB in size now
  • I´ve deleted the RR.dat, it seems that this one is not needed any more
  • F8 does not bring you to the radio room any more
  • you may walk trough the command AND radio room in one piece
  • everything seems to be functional in the "attached" radio room, but I don´t have time to test it to all detail
Regards,
DD
I can not help you. But I just must say . Wow.
Spotting SHIV at the horizont I never thought this project will be finished, until now. By the way, I do not care if the hatch is missing.

Filax
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Old 03-01-07, 02:58 AM   #233
CptGrayWolf
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Quote:
Originally Posted by VipertheSniper
Don't want to spoil the fun here, but shouldn't the hatch, even when it's open, still be there on it's hinges? So I'd rather try to rotate the hinges 90° to the left, and reattach the hatch.
If you do that I think the hatch would block the radio shack. Unless you meant to move it on the other side.
Anyways, It's just fine by me to simply remove the thing.
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Old 03-01-07, 05:04 AM   #234
VipertheSniper
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Quote:
Originally Posted by CptGrayWolf
Quote:
Originally Posted by VipertheSniper
Don't want to spoil the fun here, but shouldn't the hatch, even when it's open, still be there on it's hinges? So I'd rather try to rotate the hinges 90° to the left, and reattach the hatch.
If you do that I think the hatch would block the radio shack. Unless you meant to move it on the other side.
Anyways, It's just fine by me to simply remove the thing.
Since you can't move freely through the U-Boat anyway (and if you do with shift+F2 there is no clipping), it doesn't matter much if it's "blocking" access to the radio shack, unless you can't click on the radio operator anymore.

of course he could make it open to the right (seen from the captains quarter), I don't know in which direction it opened so, that would be fine with me, but I think it shouldn't just go away completely
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Old 03-01-07, 07:47 AM   #235
Kumando
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This is great, you even located the obs periscope in the right position
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Old 03-01-07, 12:08 PM   #236
CptGrayWolf
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Quote:
Originally Posted by VipertheSniper
Quote:
Originally Posted by CptGrayWolf
Quote:
Originally Posted by VipertheSniper
Don't want to spoil the fun here, but shouldn't the hatch, even when it's open, still be there on it's hinges? So I'd rather try to rotate the hinges 90° to the left, and reattach the hatch.
If you do that I think the hatch would block the radio shack. Unless you meant to move it on the other side.
Anyways, It's just fine by me to simply remove the thing.
Since you can't move freely through the U-Boat anyway (and if you do with shift+F2 there is no clipping), it doesn't matter much if it's "blocking" access to the radio shack, unless you can't click on the radio operator anymore.
For me, personally, it would be a much bigger immersion killer to have the hatch smack in the middle of the radio room.
And looking at the size of the hatch and its relation to the radio room, I think it would be about right in the middle of it.
Hey look, we can barely see the radio operator because the hatch is in the way...
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Old 03-01-07, 12:14 PM   #237
Alex
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I think that CptGrayWolf is right, IMHO.... :p
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Old 03-02-07, 03:40 PM   #238
DivingDuck
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Moin,

the doctors say there won´t be any persistent damage to my brain.

There will be no further additional compartments, UFN. To understand why I have to tell you about this project which was initiated by Urfish. In the end it turned out to be an issue of hex editing only. After you´re through you´ll see that this pro isn´t made from magic. I´ve just copied and pasted some lines.
The first approach was based on implementing newly created objects to the scene. This worked out basically, but the major problem, the scence´s prelighting couldn´t be solved till now. Allthough the textures were apllied to them all new objects showed up "foggy". It seems that Pack3D isn´t able to import/export a specific section (TMAP). This section contains data necessary to enlighten the scene and works together with some data blocks that have been attached to the *.tga files to control prelighting. So I took another approach, I merged the command and radio room *.dat files and adjusted the camera sectors. That´s why no radioroom.dat is necessary. The CR.dat has grown from about 23MB to about 40MB. Pack3D refuses to import objects since then. And on the other hand we still have the problem of prelighting when adding new objects. Unfortunately the hinges are part of the radio room object. I rotated them already but the prelighting information was lost after re-importing. Actually I´m trying to identify the data that represent the hinges. Maybe there´s a way to rotate them by hex. As for the lights that shine trough the walls I´m getting closer to a solution. I´ve found out how this has been achieved with stock lights in the radio room. Applied it to the command room bulkhead and it worked. But for some unknown reason the lights in CR turn off when passing the bulkhead now. I´m at it and have reasonable assurance that it will work out fine.



Regards,
DD
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Old 03-02-07, 06:34 PM   #239
thefretmaster
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outstanding work there!
but funny how things work out. think about it, if the game came with no hatches, would someone be doing exactly the same thing to add them in :hmm: ha keep it up!
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Old 03-03-07, 02:47 AM   #240
Payoff
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Thanks for all your hard work DD. This must be very time consuming.
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