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Old 03-31-15, 01:32 PM   #421
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Quote:
Originally Posted by MASS1L1A View Post
So, I use the fantastic silentmichal's Mod except for the Room_CR.gr2 file,

but it's not what I wanted, how to say... it's too "nightclub" !
Blue Lights in these Sub`s only occurs close to the hatches, all the other lights?
no change is needed.
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Old 03-31-15, 10:01 PM   #422
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Hi gap and MASS1L1A,

Thanks very much for the replies and advice. I hope to attempt this compatibility mod sometime after the Easter break.

Quote:
Originally Posted by MASS1L1A
So, I use the fantastic silentmichal's Mod except for the Room_CR.gr2 file,
I've been using this mod minus the Room_CR.gr2 file with "TWoS" for a while now without any problems so far....well maybe only one.....I keep hitting my head on the sausages trying to get to the hydro
While you're working on your lights, you may be able to illuminate the one over Michael's dining table
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Old 04-01-15, 01:13 AM   #423
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Hi kevinsue,


Quote:
Originally Posted by kevinsue View Post
Hi gap and MASS1L1A,
While you're working on your lights, you may be able to illuminate the one over Michael's dining table

like this, already done





Quote:
Originally Posted by kevinsue View Post
I've been using this mod minus the Room_CR.gr2 file with "TWoS" for a while now without any problems so far....well maybe only one.....I keep hitting my head on the sausages trying to get to the hydro
precisely, I research how to remove objects in .gr2 file (and others files), because I don't like sausages and this guy, looking for the intruder...



Last edited by MASS1L1A; 04-01-15 at 01:31 AM.
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Old 04-01-15, 02:08 AM   #424
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Heey! Sausages are OK, maybe a little bit too big, but most of us like them xD.
I'm impressed you've made this one bulb working ;-) .

PS. Of course do whatever you want with my sausages. Feel free :-) .
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Old 04-01-15, 02:33 AM   #425
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sausages or not sausages, this does not affect your amazing work


you still have the first version ? (without sausages)
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Old 04-01-15, 06:27 AM   #426
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Quote:
Originally Posted by MASS1L1A View Post
you still have the first version ? (without sausages)
Quote:
Originally Posted by silentmichal View Post
I release here ALL my SH5 life-work. If you'd like to see my mess (I worked in), download this file:
https://drive.google.com/file/d/0B2A...ew?usp=sharing
It's packed in RAR5 format.

If you have fast Internet connection - then download it, there you can find everything, including old version without sausages:







But if you have very slow internet connection, then tell me, I'll upload this one version you want .
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Old 04-01-15, 07:10 AM   #427
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I'll try it !
Thank you very much Michal !


Edit: link work perfectly, I have download file thank you


* sorry again for the translation, Google traduction is my friend..

Last edited by MASS1L1A; 04-01-15 at 10:25 AM.
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Old 04-01-15, 10:29 AM   #428
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MASS1L1A;2302714]Hi kevinsue,

like this, already done
Hey..that's excellent!!! Any chance of posting the file? Trying to read at the table with no light is ruining my eyesight.

Quote:
precisely, I research how to remove objects in .gr2 file (and others files), because I don't like sausages and this guy, looking for the intruder...
Don't know where that bloke came from.....he's never appeared in my version

BTW....the sausages get consumed at the same rate as the diesel
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Old 04-01-15, 10:35 AM   #429
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Originally Posted by kevinsue View Post
Don't know where that bloke came from.....he's never appeared in my version
He's from my crew mod. To remove him, some scripts have to be edited (this guy is from QR1 room, so excactly script \data\Scripts\AI\Crew\Crew_Idle_Actions_QR1.aix has to be edited).
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Old 04-01-15, 11:15 AM   #430
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Quote:
Originally Posted by kevinsue View Post
Hey..that's excellent!!! Any chance of posting the file? Trying to read at the table with no light is ruining my eyesight.



Don't know where that bloke came from.....he's never appeared in my version

BTW....the sausages get consumed at the same rate as the diesel
Hi kevinsue, all my files is your files (for everyone here), no problem for that
For the sausages, I would just remove half but not all, just those before the bed of the captain, my bed of course !


@Michal thank you for advices, it saves my time
I would put all my files edited online very soon for those interested, this is my small small small contribution to this wonderful site

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Old 04-03-15, 07:25 AM   #431
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Hello, I continue my work on the interior my project is to make only the room_cr with bluish light and some blue bulbs (also white and red) and I have 2 little problems
first, the blue light does not reflected on the crew and two, night red light does not reflect on the room !

Also I have already done a lot of changes, reflections on painting (more shiny), the dining lamp table is lit now, the observation periscope rework between chromium and bronze, many textures saved in DXT5 with interpolated alpha edited in DXT3 with explicit alpha, when the alpha channel is useful to a lesser extent, it is not useful to use the DXT5, quality is the same than DXT3 except for the detail of the alpha channel, the DXT5 used for textures of u-boot skins, crew faces and clothes..etc.. for a more accurate result, there are many Mods on SH5 with textures too big and it's useless, do the test with "wood" texture for exemple and we see almost no difference

I wanted to continue putting red and white bulbs, adjust the contrast and brightness and I'll see if it's possible to illuminate the gauges but if I can't find the solution to these two problems it's not worth it..




Night (no red light reflection in the room)


Night


Day (no blue reflection on the crew)


Day


if a kind soul with some information about the parameters "light day / light night" it would be really welcome !

Sorry for my translation, thank you gentlemen


EDIT 2 :

I managed to get the blue glare on the crew (I do not know why screenshots are darker than in the game..)




Now search for the night light (red light)

Last edited by MASS1L1A; 04-04-15 at 03:12 AM.
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Old 04-04-15, 09:35 AM   #432
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Quote:
MASS1L1A;2303363]Hello, I continue my work on the interior my project is to make only the room_cr with bluish light and some blue bulbs (also white and red) and I have 2 little problems
first, the blue light does not reflected on the crew and two, night red light does not reflect on the room !

Also I have already done a lot of changes, reflections on painting (more shiny), the dining lamp table is lit now, the observation periscope rework between chromium and bronze, many textures saved in DXT5 with interpolated alpha edited in DXT3 with explicit alpha, when the alpha channel is useful to a lesser extent, it is not useful to use the DXT5, quality is the same than DXT3 except for the detail of the alpha channel, the DXT5 used for textures of u-boot skins, crew faces and clothes..etc.. for a more accurate result, there are many Mods on SH5 with textures too big and it's useless, do the test with "wood" texture for exemple and we see almost no difference

I wanted to continue putting red and white bulbs, adjust the contrast and brightness and I'll see if it's possible to illuminate the gauges but if I can't find the solution to these two problems it's not worth it..
Looks like it's coming along nicely!
Not sure where to find the day/night switch but the brightness of the bulbs and the overall room exposure is adjusted in the Lights.cfg, MiddleGray line. I had read a thread somewhere regarding interior lighting and from what I could gather, the conning tower was on one controller and the rest of the sub was on the other.(Tried to do a search but can't find it again )

I haven't seen "Das Boot" for a while but from (poor) memory, they appeared to switch to blue lights in the forward torpedo room to indicate that the TDC data was matched to the torpedo and and ready to fire.

EDIT: Doesn't seem to make any difference to the bulbs!

Quote:
[HDR Interior Submarine]
SunMultiplier=1 ; multiplier for the sun color
MiddleGray=0.4 ; regulates the scene exposure
MaxLuminanceScale=1.3 ; controls how much the eye adapts
LightOffset=0.5 ; a larger amount means less glow from the bright pass
EyeAdaptationTime=0 ; the time it takes for the eye to adapt to the new exposure
GaussBloomDeviation=1.15 ; Deviation factor for the Gauss Blur & Bloom
GaussBloomMultiplier=1.5 ; Multiplier for the Gauss Blur & Bloom
StarEffectMultiplier=0 ; Scale for the stars effect
BloomEffectMultiplier=0.183 ; Scale for the bloom effect
LightShaftsStrength=0.05
LightShaftsDensity=0.6
LightShaftsDecay=0.97
LightShaftsWeight=1.0
LensFlareOffset=2 ; amount of light that goes into lensflare (relative to LightOffset)
LensFlareMultiplier=0.3
LensFlareBlur=3.0
EnableColorCorrection=1
ColorCorrectionFilter=data/filters/ColorCorrection/hdr_interior_submarine.cfg
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Old 04-14-15, 08:35 PM   #433
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Originally Posted by MASS1L1A View Post
Hi kevinsue, all my files is your files (for everyone here), no problem for that
For the sausages, I would just remove half but not all, just those before the bed of the captain, my bed of course !


@Michal thank you for advices, it saves my time
I would put all my files edited online very soon for those interested, this is my small small small contribution to this wonderful site

G'day MASS1L1A, just wondering how your mod is progressing?
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Old 04-22-15, 07:13 AM   #434
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test:

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Old 04-26-15, 08:02 PM   #435
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Checked out the youtube link...looking good. The other link just goes to the download section of Subsim but can't find any files Looking for the easy (lazy) way to turn on the light over the dining table without having to do the work myself...
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