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Old 01-22-15, 02:15 PM   #16
Jeff-Groves
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Ubi didn't have a problem. RAD had a problem when a ripper was written that could extract the 3d models using their .dll files.
That program is no longer available.
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Old 01-22-15, 02:21 PM   #17
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Hi Jeff,

a VIIA would be great, indeed!

Regards, LGN1

PS: Any news about your WIP (http://www.subsim.com/radioroom/show...11596&page=3)?
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Old 01-22-15, 02:23 PM   #18
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Quote:
Originally Posted by Jeff-Groves View Post
Ubi didn't have a problem. RAD had a problem when a ripper was written that could extract the 3d models using their .dll files.
That program is no longer available.
Ok so all is good then
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Old 01-22-15, 02:35 PM   #19
Jeff-Groves
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Quote:
Originally Posted by LGN1 View Post
Hi Jeff,

a VIIA would be great, indeed!

Regards, LGN1

PS: Any news about your WIP (http://www.subsim.com/radioroom/show...11596&page=3)?
Luck was with me on the Win 7 restore and I didn't lose all the work.
It did set me back aways though.
Most of the animations were lost so I need to re-install some programs and redo them.
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Old 01-22-15, 02:38 PM   #20
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Ok so all is good then
Yep. Pretty much everything has been ripped from SH5 one way or the other then converted/adapted to SH3 or SH4.
I'd bet Ubi sales of 3 and 4 are driven in someway by this.
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Old 01-28-15, 06:09 PM   #21
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Using WB's Type VIIA Files and an Early test build it's looking pretty good.
The main dat is coming along nicely along with adjustments to sim and zon files as needed.
The VIIA from SH5 is not that much of a WOW model in SH3.
But it's a start.
I'm also going to do the Turm for it by the way.
A few more days and I'll get some screen shots.
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Old 01-28-15, 08:24 PM   #22
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hey, a long time ago our group that was working on the kreigsmarine mod was also working on the type 7D. I think it was maddogk actually and the last time I spoke to him he had the mines and functional doors and all that on the model being developed. would this be something of interest to you to develop ?
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Old 01-29-15, 05:29 AM   #23
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Wise is being developing the type VIIB-VIIC/41 mod. The 1st versions of the B type were "almost" similar in design as the VIIA.
One could also do the Type I, we got to love those chunky u-boats!
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Old 01-29-15, 07:00 PM   #24
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I wouldn't call what I'm doing "developing".
I'm using the 3D models Rowi already exported and adjusted for the dat.
I did blend separate models into one bigger model as much as I could.
I stayed with the stock UV Mapping so far. I could see a re-UV as a MAJOR upgrade to the SH5 models to get better skins.
I also removed all the SHD models and Dynamicshadow controller.
(When's the last time you saw Dynamic Shadows in SHIII?)


WB's Basic VIIA Mod works great as is, so all I've only done is blend some great work by others into a different sub you can go blow stuff up with.


@drakkhen,

Was he using Tomi's VIID?

Last edited by Jeff-Groves; 01-29-15 at 08:04 PM.
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Old 01-29-15, 08:34 PM   #25
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Quote:
Originally Posted by Jeff-Groves View Post
(When's the last time you saw Dynamic Shadows in SHIII?)
Just a couple of days ago. I was looking at a...wait. What's a Dynamic Shadow?

Seriously, though:
Quote:
WB's Basic VIIA Mod works great as is, so all I've only done is blend some great work by others into a different sub you can go blow stuff up with.
That is very cool. I always use the VIIa mod for one of my starting careers, just to shake things up. To actually have it look right? I can hardly wait.
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Old 01-30-15, 07:30 PM   #26
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I've only got a few more parts to import and adjust the position on.
Then get the animation for the rear tube adjusted to work properly.
Then I'll start on the Turm.

I'll probably do screen shots and maybe a FRAPS of the rear tube with the 7B turm just for the halibut.
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Old 01-30-15, 10:07 PM   #27
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Quote:
Originally Posted by Sailor Steve View Post
Just a couple of days ago. I was looking at a...wait. What's a Dynamic Shadow?
Dynamic Shadows are shadows that act like shadows.
SH3's Shadows failed at that. (Even SH5 has problems with shadows)

Oh Yea. By the way it was the Original release of SH3 before the first patch.
The shadows would fall on the ship it belonged to but not anything near by.
There were other problems as well but I don't recall them all.

The SHD_whatever 3D objects are just a waste of ID's and trash in the dats. So I fired those lazy gits!
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Old 01-31-15, 05:21 AM   #28
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Quote:
Originally Posted by Jeff-Groves View Post
The SHD_whatever 3D objects are just a waste of ID's and trash in the dats. So I fired those lazy gits!
Some time ago, I deleted all SHD nodes, material and Dynamic Shadow controllers, for all ships and submarines, in Library folder, everywhere. Why fill my .dat files if dynamic shadows don't work!
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Old 01-31-15, 12:50 PM   #29
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Yes. But is there an improvment with the FPS in game when all SHD 3D objects are deleted ?
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Old 01-31-15, 10:50 PM   #30
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Quote:
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@drakkhen,

Was he using Tomi's VIID?
I cant remember but it sounds familiar. I just remember the PMs which I still have for some reason telling me about the animations of the mines actually coming out of the tubes on top instead of magically appearing at the back of the Uboat.
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