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Old 09-18-13, 10:17 AM   #331
SnipersHunter
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Hey silentmichal
Will you first fix the bugs or first add new features in the next version?
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Old 09-18-13, 10:22 AM   #332
Admiral Von Gerlach
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thanks SilentMichel, for this marvelous update for the boats.

My question was about adding the mod, but since it is just the boat's statics I suppose it can be added either at sea or in port. Just asking about that.

Grandfather will be fine anywhere, it was a nice touch you thought of and i do like such historic detail. None of us have much reason to LIKE him but he was part of life back then. thank you again for your wonderful thoughtful work here.
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Old 09-18-13, 02:17 PM   #333
gap
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Quote:
Originally Posted by Michal788 View Post
I need help i can't delete subset 1.
Subset 1 is the ladder isnt?
Can you help me?
I used to know the property controlling whether a mesh is visible or not, but I cannot find it anymore
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Old 09-18-13, 05:13 PM   #334
gap
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Quote:
Originally Posted by Michal788 View Post
I need help i can't delete subset 1.
Subset 1 is the ladder isnt?
Can you help me?
Quote:
Originally Posted by gap View Post
I used to know the property controlling whether a mesh is visible or not, but I cannot find it anymore
Found it at last! Follow the below instructions please:
  • Run GR2 Editor and, if you are using it for the first time, set the SH5 install path from the 'File' menu.

  • Once done, open the GR2 file from silentmichal's mod containing the object you want to remove. Depending on the complexity of the file, loading can take a while but (at least on my rig) never more than 10-20 sec, often much lesser.

  • Sometimes, on opening files GR2 Editor asks you if you want to add some essential strings to the file loaded in memory; press 'yes' to confirm.

  • At this point you should see the meshes contained in your file, previewed in GR2 Editor's viewport. Pan and magnify the view so that you can clearly see the object you want to make invisible. Panning is made by pressing the Left/Right/Pg Up/Pg Down arrow keys on the numeric keypad of your keyboard, or by dragging the mouse with the left button pressed; Zooming is made by pressing the Up/Down keys (numeric keypad), or by dragging the mouse with the right button pressed.

  • When you are satisfied with what you can see, select the 'Bones' tab, and make sure that the 'Show' checkbox (bottom left corner) is unchecked.

  • Go then to the 'Meshes' tab, and look for ladder meshes in the tree view. When you select a mesh (by clicking on it with the left mouse button), it gets highlighed in the viewport; this should make your search much easier.

  • When you have finally found the desired mesh, make sure that the checkbox on its left (tree view) is checked, click on its name with the right mouse button, and select 'Edit bone binding(s)' from the following contextual menu.

  • Take note of the bone name(s) highlighted in the following window (usually it is one bone, and it matches the name of mesh that it refers to).

  • Go back to the 'Bones' tab, check the 'Show' checkbox and locate in the tree view the bone name you had previously written on paper.

  • Check the check box on the left of the bone name, click on it with the right mouse button, and select 'Edit'.

  • In the following window, expand the 'ExtendedData' section, look for 'MaxProperties', expand it, and locate the 'Hide' property.

  • Right click on the above property, select 'Edit', and change the setting from 0 to 1.

  • Close the property editing window, click on the 'Store' button of the 'Changes' section, and select 'Save' from the 'File' menu.

Easier done than said.
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Old 09-19-13, 02:35 AM   #335
Michal788
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Oh cool Gap.
Tomorrow im try it.
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Old 09-19-13, 04:27 AM   #336
gap
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Quote:
Originally Posted by Michal788 View Post
Oh cool Gap.
Tomorrow im try it.
Let us know if you need for more assistance
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Old 09-24-13, 11:52 AM   #337
silentmichal
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Quote:
Originally Posted by SnipersHunter View Post
Hey silentmichal
Will you first fix the bugs or first add new features in the next version?
Hi!

Now I don't have time for modding.

But I'm planning to make existing food (salamis) in QR1 disappearing. I'm also going to delete additional food in command room, because it needs too good GFX (in future I'll add new food, with reduced number of triangles).

That'll be 1.2.4 version.



Best regards, Michael.
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Old 09-24-13, 12:01 PM   #338
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Quote:
Originally Posted by silentmichal View Post


Hi!

Now I don't have time for modding.
School is your main job now
We will wait your new works
Thank you and see you
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Old 09-24-13, 08:03 PM   #339
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Is this mod compatible for the WoGaDi mod?
Because I have had trouble with both of them working.

If not, are there any other mods that get the Dials to work without conflicting without using any other interior mods?
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Old 09-25-13, 03:48 AM   #340
silentmichal
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Quote:
Originally Posted by V13dweller View Post
Is this mod compatible for the WoGaDi mod?
Because I have had trouble with both of them working.

If not, are there any other mods that get the Dials to work without conflicting without using any other interior mods?

I don't know what exactly WoGaDi makes... If I'm at home, I'll check it.
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Old 10-19-13, 11:30 AM   #341
silentmichal
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Hi!

Version 1.2.4 released.
I deleted food in CR (performance problems - I'm going to remake it in the future). Food in QR1 is now vanishing (linked it to fuel). Go to #1 post.

Best regards, Michael.

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Last edited by silentmichal; 10-19-13 at 11:50 AM.
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Old 10-19-13, 12:37 PM   #342
SnipersHunter
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Nice
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Old 10-19-13, 12:49 PM   #343
gap
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Quote:
Originally Posted by silentmichal View Post

Version 1.2.4 released.

Thank you very much Michl

Quote:
Originally Posted by silentmichal View Post
I deleted food in CR (performance problems - I'm going to remake it in the future).
Do you mean that you had added too many/too detailed food meshes and the game wasn't handling them well, or what else?

Quote:
Originally Posted by silentmichal View Post
Food in QR1 is now vanishing (linked it to fuel).
This is actually a cool feature. Would be cool if food was replaced by dirt and personal objects out of place, but I doubt it can be possible. On a more serious note, do you think we can do the same with torpedoes? I can be wrong, but I don't think that the models shown in torpedo room are linked to actual torpedo reserves onboard...
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Old 10-19-13, 06:38 PM   #344
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Thank you silentmichal.

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Old 10-20-13, 12:10 AM   #345
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Nice work, silentmichal
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