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-   -   [REL] Mines and Subnets Fix (https://www.subsim.com/radioroom/showthread.php?t=254953)

Mon Homme 03-14-23 01:37 PM

Mines and Subnets Fix
 
Correction of the broken position of Mines and Subnets.

The fix is only for The Wolves of Steel!

After installation, you need to start a new campaign!

https://www.mediafire.com/file/i0v39...s_Fix.zip/file

GrenSo 03-15-23 01:38 AM

Quote:

Originally Posted by Mon Homme (Post 2857927)
Correction of the broken position of Mines and Subnets.

The fix is only for The Wolves of Steel!

After installation, you need to start a new campaign!

https://www.mediafire.com/file/ce75z...s_Fix.zip/file


:Kaleun_Applaud::Kaleun_Thumbs_Up:

Onkel Neal 03-15-23 08:28 AM

Good deal, please be sure to add it to the mods section here.:Kaleun_Salute:

kapuhy 03-16-23 06:32 AM

Quote:

Originally Posted by Mon Homme (Post 2857927)
Correction of the broken position of Mines and Subnets.

The fix is only for The Wolves of Steel!

After installation, you need to start a new campaign!

https://www.mediafire.com/file/ce75z...s_Fix.zip/file

Downloaded :up:

It will probably be a while until I have chance to test it out for myself, but still I'm very happy my favourite subsim is still receiving new fixes. Keep them coming :)

Mon Homme 03-17-23 01:27 AM

Thanks, friends! I hope that my corrections will be useful to you for our favorite game.

GrenSo 03-17-23 02:57 AM

Quote:

Originally Posted by Mon Homme (Post 2858432)
Thanks, friends! I hope that my corrections will be useful to you for our favorite game.


May be, I will start this weekend a new career and that only because of your small but great fixes.
Just if FiFi release a new version 3.3 of his Fifi Enhancements for NYGM mod for SH3, a new career in SH5 have to wait. :D

Mon Homme 03-26-23 07:50 AM

Today I made some more changes. I recommend that you re-download and install the fix. :up:
This is the final version of the changes.

gap 03-26-23 09:07 AM

@ Mon Homme

I think I still have a beautiful and realistic British mine model made by Targor Avelany and already imported in a GR2 file. Targor discontinued the mod because for some reason the new mines didn't get triggered on impact. If I find the files I will send them your way, maybe you will succeed where we failed :salute:

Mon Homme 03-26-23 10:32 AM

Quote:

Originally Posted by gap (Post 2859953)
@ Mon Homme

I think I still have a beautiful and realistic British mine model made by Targor Avelany and already imported in a GR2 file. Targor discontinued the mod because for some reason the new mines didn't get triggered on impact. If I find the files I will send them your way, maybe you will succeed where we failed :salute:

I've been fiddling with the idea of creating a new mine model, but all a new UV meshes when imported using S3D give an error. :hmmm:

gap 03-26-23 02:15 PM

Quote:

Originally Posted by Mon Homme (Post 2859961)
I've been fiddling with the idea of creating a new mine model, but all a new UV meshes when imported using S3D give an error. :hmmm:

You probably mean 3D mesh. All the meshes must be UV-mapped and triangulated before one can import them in game. My recommendation is to import any new mine as a granny object, in which case the tool to be used is GR2 Editor, not S3d.

Mon Homme 03-26-23 04:36 PM

Quote:

Originally Posted by gap (Post 2860006)
You probably mean 3D mesh. All the meshes must be UV-mapped and triangulated before one can import them in game. My recommendation is to import any new mine as a granny object, in which case the tool to be used is GR2 Editor, not S3d.

If you send me your model or a 3D mesh from it, I will try to import it into mines.

gap 03-26-23 05:02 PM

Quote:

Originally Posted by Mon Homme (Post 2860023)
If you send me your model or a 3D mesh from it, I will try to import it into mines.

Tomorrow I will check my archives for that :salute:

Mon Homme 03-26-23 07:01 PM

Quote:

Originally Posted by gap (Post 2860027)
Tomorrow I will check my archives for that :salute:

:up::yeah:

gap 03-28-23 05:37 AM

British Mk XVII contact naval mine
 
Here you go:

https://www.mediafire.com/file/zkjhm...%2529.rar/file

I hope this is the correct package. The model is by Targor Avelany. If memory serves I only made some final touch ups, added better textures (in four versions), and made some minor file changes.
We copied file settings from the dat mine already added to the game, which I believe was originally from the GWX megamod. In spite of that, we didn't manage making the mine to explode on contact, but maybe you will be luckier than us. If nothing else works, extracting the gr2 model and importing it in the GWX dat file, should do the trick.

Unfortunately Targor is no longer an active member of this community and I lost his private contacts, but I think he wouldn't have any rejections if his model was used in someone else's mod with proper credits :salute:

Mon Homme 03-28-23 10:08 AM

Quote:

Originally Posted by gap (Post 2860267)
Here you go:

https://www.mediafire.com/file/zkjhm...%2529.rar/file

I hope this is the correct package. The model is by Targor Avelany. If memory serves I only made some final touch ups, added better textures (in four versions), and made some minor file changes.
We copied file settings from the dat mine already added to the game, which I believe was originally from the GWX megamod. In spite of that, we didn't manage making the mine to explode on contact, but maybe you will be luckier than us. If nothing else works, extracting the gr2 model and importing it in the GWX dat file, should do the trick.

Unfortunately Targor is no longer an active member of this community and I lost his private contacts, but I think he wouldn't have any rejections if his model was used in someone else's mod with proper credits :salute:

Thank you! :up: I will work on it and inform you about the results of my work.


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