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Old 09-06-21, 01:12 PM   #91
kyle9154
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I actually did that, and it puts it back to the normal VIIB turm but still the hull of the uboat has all its texture issues and only way to fix that is removing the .dat file in submarine folder which means I go back to the normal VIIB hull and lose the rear torpedo tube that you made on the top. At that point you might as well use WB's VIIA mod which is the VIIB with reduced stats and torpedoes but not the correct model.
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Old 09-06-21, 01:20 PM   #92
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Ok. If you can do me some screen shots that would help a BUNCH!
I did ask LONG ago for feed back and going back in this thread?
Crickets!


I'm am working on the updated stuff.


Along with the modified Hull is new UV mapping and such.
I'm much better at this work then I was 6 years ago so it goes a lot faster now days.
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Old 09-06-21, 01:26 PM   #93
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I think it has to do with the fact that i'm using Onealex's mod (most popular compilation overhaul mod out right now) and something is interfering file wise. It's weird when I try to use your mod it now crashes my game when before it would load it with the texture glitches. I will try again
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Old 09-06-21, 01:38 PM   #94
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Try this version.
It is only a test version and enable it with JSGME.
https://www.mediafire.com/file/r0av1...t-VIIA.7z/file

I won't guarantee it works with other peoples Mods. It works with Stock GWX 3 as that is what I work with.
Other mods can have ID conflicts and all sorts of problems. That is on them. Not me.

Should they adapt the files for their Mods? That's fine and dandy but I won't be doing that.
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Old 09-06-21, 02:01 PM   #95
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The water stream stuff Anvar1061 did I may rip and add in.

With credits of course!
Real simple for me to do that with 010 hex editor.

One thing I am working on is a way to grab all ID numbers in any Mod and have a list.
Then I can have a data bank of free ID numbers to play with.
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Old 09-06-21, 02:27 PM   #96
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Quote:
Originally Posted by Jeff-Groves View Post
As to the deck? Remove the alpha channel in the NSS_7A-TurmDeck.tga
That was an experiment that didn't turn out good.
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Originally Posted by kyle9154 View Post
Actually I was hoping you would upload a version of when you did those two youtube videos as I didn't notice any texture issues on the hull at that time and it had the rear torpedo tube on the top of the hull.
I understand its not perfect but I can live with that, hope to one day see full completion of this so I can start playing VIIA campaigns in SH3.
I found my old 2019 mod for GWX and removed the alpha channel. I then did not install a new water spray and crew on deck. The deck looks good now.


But there is a reflection issue that I hadn't paid attention to before. You can try this.


D/l link https://www.mediafire.com/file/ibrk8...3_Cmdr%2529.7z
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Old 09-06-21, 02:30 PM   #97
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Quote:
Originally Posted by Jeff-Groves View Post
Try this version.
It is only a test version and enable it with JSGME.
https://www.mediafire.com/file/r0av1...t-VIIA.7z/file

I won't guarantee it works with other peoples Mods. It works with Stock GWX 3 as that is what I work with.
Other mods can have ID conflicts and all sorts of problems. That is on them. Not me.

Should they adapt the files for their Mods? That's fine and dandy but I won't be doing that.
Okay got the game to work now and tried that latest version you sent me, turm seems to have no texture blotch on it now so that works, thanks for that. I still get the texture issue on the side of the hull (saddle tanks) with what looks to be the slow to flank speed dial and the bearing dial and then looks like it patches over it self again. If your not getting these on the side of the hull then I would say it has to do with OneAlex's compilation mod as he uses some of the uboat models from the uboat compilation mod by wiese in his overhaul mod. I also use sh3 commander and see the VIIA option when i don't select use historic uboat availability dates.

Thanks for trying though and keep up the work on this...maybe you and Onealex can get together and he can add your mod here to his compilation. I will ask him if he can add it to his mega mod.
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Old 09-06-21, 02:42 PM   #98
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Yep. Like I said this is all early work.
Still a lot to do to reach my original goal for a Playable VIIA that is historical in visual appearance.

Now should someone want the interior for a VIIA? I have the 3D models.
But I'll not be doing that work.

I'll download Onealex's mod and see what conflicts are going on.
I have GWR so may as well download another mishmash.
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Old 09-06-21, 02:47 PM   #99
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Actually Anvar's edit 2 posts up fixed it, I added the files from his sh3commander folder which were the Date and Cfg folders to sh3 commander and all is well now. No texture issues except a small little strip at the steps from the deck to conning tower and I still get early message stb rudder has been destroyed but his edit fixed the hull texture problems.

P.S both Anvar's and Onealex's compilation mods are the most downloaded these days so if you can get your VIIA to work in GWR and OneAlex's overhaul then that would please most peoples. I'm happy that i brought this thread back to light because in less then one day I got a working 3d model well with the rear tube anyways working, I know theres still more to do and minor details as well but hey this beats using WB's mod using a VIIB model in its place lol. Keep it up the good work Jeff!!!
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Old 09-06-21, 02:50 PM   #100
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Quote:
Originally Posted by Jeff-Groves View Post
Try removing the Objects folder in the Mod.
That will leave the original 7B turm in place.
I don't recall what I did but give that a try.
The cables will not match their correct position.
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Old 09-06-21, 02:51 PM   #101
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Cool. I'm working on the updated hull now.
After I get that the new Deck will be worked on.
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Old 09-06-21, 02:53 PM   #102
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Quote:
Originally Posted by Anvar1061 View Post
The cables will not match their correct position.
And as I have said. I am working on things!
If I'm not fast enough for you all?
Then feel free to jump in and do it yourself for christ sakes!
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Old 09-06-21, 02:53 PM   #103
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Quote:
Originally Posted by kyle9154 View Post
AI still get early message stb rudder has been destroyed but his edit fixed the hull texture problems.
The VIIA has one steering wheel, while the VIIB has two.
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Old 09-06-21, 02:54 PM   #104
kyle9154
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Quote:
Originally Posted by Anvar1061 View Post
I found my old 2019 mod for GWX and removed the alpha channel. I then did not install a new water spray and crew on deck. The deck looks good now.


But there is a reflection issue that I hadn't paid attention to before. You can try this.


D/l link https://www.mediafire.com/file/ibrk8...3_Cmdr%2529.7z
Thanks for this soooooo much!!!
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Old 09-06-21, 02:58 PM   #105
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I work ONLY with GWX 3
Any anomalies with other Mods are NMFP!
No issues with people doing what they do but I'm not out to fix issues with the work they do.

It's called take my Mod or leave it. I really don't care and bitching at me can cause me to drop it again!

I don't get paid and do stuff for fun. When the fun ends? So does my interest!
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