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wjschneider

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Everything posted by wjschneider

  1. I wonder what programming language(s) would be involved in recreating the BatCave for the current WoT?
  2. Bat Cave from 9.17 still works. I have a slightly modified version here: https://www.dropbox.com/s/rn7wol3juf0ervv/IGR Cave.7z?dl=0 ...mostly just made the waterfall look "fuller". I wasn't able to make it work with other hangar mods installed.
  3. Bat Cave from 9.17 still works. I have a slightly modified version here: https://www.dropbox.com/s/rn7wol3juf0ervv/IGR Cave.7z?dl=0 ...mostly just made the waterfall look "fuller". I wasn't able to make it work with other hangar mods installed.
  4. Still a problem with UT Announcer and loging on. I can use the same image as nevaehruo_1. Same situation: with UT Announcer I get no ability to logon...Without UT Announcer I am OK. Using version 41 of the mod pack. _Aslain_logs.zip _Aslains_Installer.log _Aslains_Installer_Options.inf python.log
  5. That is pretty funny! I have one to use with the Spanky image. sixthSense.mp3
  6. That is pretty funny!  I have one to use with the Spanky image.

    sixthSense.mp3

  7. OK, never mind, I found it. In C:\Games\World_of_Tanks\res_mods\configs\ElkRDA.json under announce_teamdamage
  8. Hi, I got team shot the other day (my fault really) and an automatic message was sent out telling the shooter to be careful etc... Can anyone tell me where this message is. I want to change it to something else...(ouch ...)? Thanks, wjschneider
  9. In a similar vein, I was wondering how I could control the volume of the sixth sense sound...without touching any other sounds.
  10. Goofy67 said it was another change to the space.bin file. :wacko:
  11. The format for garages was changed to the point where no one (so far) has been able to fix the old garages for the game.
  12. So the BatCave fails again in 9.14. Have you heard anything as to the cause? Like was it the sound changes or another tweak to the way WG handles garages/hangars (a new version of the .bin file)?
  13. I looked a little at damage stickers files, and I was wondering if anyone knows how it is controlled/used. I have seen damage sticker files with 13 stickers and 14 stickers and with or without a "blank" one. Just Curious...
  14. Who fixed the Bat Cave? I would love to know what to do to modify it !
  15. Thanks, What I had been wondering was, could the OTM damage be added separate from any particular damage panel...seems not.
  16. Hi, I saw the attached image in a youtube video. It shows an OTM damage indicator. I cannot determine who made it or how you obtain it. Does anyone know anything about it? The youtube is https://===.youtube.com/watch?v=6DmXcLyz5Mo, about 8:40 into the replay. If it is located, can it be put in the mod pack?
  17. OK, Using these 2 files, how does it look? system/data/hangar_IGR_cave.xml and spaces/hangar_IGR_cave/space.settings <space.settings> <timeOfDay>system/data/hangar_IGR_cave.xml</timeOfDay> <skyGradientDome>system/data/hangar_IGR_cave.xml</skyGradientDome> <PBSReady> true </PBSReady> <decals> <fadeStart> 170.000000 </fadeStart> <fadeEnd> 790.000000 </fadeEnd> </decals> <bounds> <minX> -99 </minX> <maxX> 99 </maxX> <minY> -99 </minY> <maxY> 99 </maxY> </bounds> <terrain> <version> 200 </version> <lodMapSize> 256 </lodMapSize> <aoMapSize> 256 </aoMapSize> <heightMapSize> 64 </heightMapSize> <normalMapSize> 256 </normalMapSize> <normalMapCaching> true </normalMapCaching> <holeMapSize> 64 </holeMapSize> <shadowMapSize> 128 </shadowMapSize> <blendMapSize> 256 </blendMapSize> <blendMapCaching> true </blendMapCaching> <lodInfo> <startBias> 0.800000 </startBias> <endBias> 0.990000 </endBias> <lodTextureStart> 600.000000 </lodTextureStart> <lodTextureDistance> 100.000000 </lodTextureDistance> <blendPreloadDistance> 600.000000 </blendPreloadDistance> <bumpFadingStart> 600.000000 </bumpFadingStart> <bumpFadingDistance> 100.000000 </bumpFadingDistance> <lodNormalStart> 700.000000 </lodNormalStart> <lodNormalDistance> 100.000000 </lodNormalDistance> <normalPreloadDistance> 600.000000 </normalPreloadDistance> <defaultHeightMapLod> 0 </defaultHeightMapLod> <detailHeightMapDistance> 500.000000 </detailHeightMapDistance> <lodDistances> <distance0> 25.000000 </distance0> <distance1> 202.000000 </distance1> <distance2> 379.000000 </distance2> </lodDistances> <server> <heightMapLod> 0 </heightMapLod> </server> </lodInfo> <detailNormal> <normalMap></normalMap> <wrapU> 10.000000 </wrapU> <wrapV> 10.000000 </wrapV> </detailNormal> <borderline> <width> 0.001000 </width> <blendMultiplier> 0.400000 </blendMultiplier> <fadingStart> 0.000000 </fadingStart> <fadingEnd> 100.000000 </fadingEnd> <attenuationDistance> 300.000000 </attenuationDistance> </borderline> <soundOcclusion> <directOcclusion> 0.000000 </directOcclusion> <reverbOcclusion> 0.000000 </reverbOcclusion> </soundOcclusion> </terrain> <skyWorld> <row0> 1.000000 0.000000 0.000000 </row0> <row1> 0.000000 1.000000 0.000000 </row1> <row2> 0.000000 0.000000 1.000000 </row2> <row3> 0.000000 0.000000 0.000000 </row3> </skyWorld> <skyDomePartition> 0 </skyDomePartition> <windSpeed> 0.000000 0.000000 </windSpeed> <windGustiness> 0.000000 </windGustiness> <floraWindFactor> 0.000000 </floraWindFactor> <farPlane> <max> 500.000000 </max> <high> 500.000000 </high> <medium> 500.000000 </medium> <low> 500.000000 </low> </farPlane> <navmeshGenerator>navgen</navmeshGenerator> <flora>system/data/noflora.xml</flora> <PS_SUN_MULT_CORRECTOR>0.2</PS_SUN_MULT_CORRECTOR> <PBSConversions> <Terrain> <EnabledConversion> true </EnabledConversion> <AlbedoParams> 0.200000 1.610000 1.570000 0.920000 </AlbedoParams> <GlossParams> 0.050000 0.750000 0.500000 2.000000 </GlossParams> <MetallicParams> 0.020000 0.600000 2.000000 1.500000 </MetallicParams> </Terrain> <Flora> <EnabledConversion> true </EnabledConversion> <AlbedoParams> 0.050000 0.950000 0.700000 0.300000 </AlbedoParams> <GlossParams> 0.050000 0.750000 0.500000 2.000000 </GlossParams> <MetallicParams> 0.020000 0.600000 2.000000 1.500000 </MetallicParams> </Flora> <SpeedTree> <EnabledConversion> false </EnabledConversion> <AlbedoParams> 0.050000 0.950000 0.700000 0.300000 </AlbedoParams> <GlossParams> 0.050000 0.750000 0.500000 2.000000 </GlossParams> <MetallicParams> 0.020000 0.600000 2.000000 1.500000 </MetallicParams> </SpeedTree> <Decal> <EnabledConversion> true </EnabledConversion> <AlbedoParams> 0.050000 0.900000 0.800000 0.300000 </AlbedoParams> <GlossParams> 0.050000 0.750000 0.500000 2.000000 </GlossParams> <MetallicParams> 0.020000 0.600000 2.000000 1.500000 </MetallicParams> </Decal> <Overlay> <EnabledConversion> false </EnabledConversion> <AlbedoParams> 0.050000 0.950000 0.700000 0.300000 </AlbedoParams> <GlossParams> 0.050000 0.750000 0.500000 2.000000 </GlossParams> <MetallicParams> 0.020000 0.600000 2.000000 1.500000 </MetallicParams> </Overlay> <Objects> <EnabledConversion> true </EnabledConversion> <AlbedoParams> 0.050000 0.850000 0.700000 0.300000 </AlbedoParams> <GlossParams> 0.050000 0.750000 0.500000 2.000000 </GlossParams> <MetallicParams> 0.020000 0.600000 2.000000 1.500000 </MetallicParams> </Objects> <ObjectsAlbedoConversion> 0.900000 </ObjectsAlbedoConversion> </PBSConversions> <skyDome>maps/skyboxes/hangar_v2_sky/skydome/skybox.model</skyDome> </space.settings>
  18. Well, I fixed the problem I was having with the "Bat Cave", or IGR cave. Most of my tweaking was in the res_mods\0.9.9\system\data\hangar_IGR_cave.xml file. In order to adjust the lighting (latest version was too bright for me) I adjusted the HDR section, particularly the bloom and tonemapping subsections: <bloom> <enable> true </enable> <brightThreshold> 9999.000000 </brightThreshold> <overBloom> 9.000000 </overBloom> <factor> 1.400000 </factor> <tint> 1.000000 0.900855 0.800000 0.000000 </tint> <mipWeight0> 0.090000 </mipWeight0> <mipWeight1> 0.220000 </mipWeight1> <mipWeight2> 0.470000 </mipWeight2> <mipWeight3> 0.740000 </mipWeight3> <mipWeight4> 1.000000 </mipWeight4>> </bloom> <tonemapping> <eyeDarkLimit> 0.450000 </eyeDarkLimit> <eyeLightLimit> 0.550000 </eyeLightLimit> <middleGray> 0.055000 </middleGray> <whitePoint> 3.000000 </whitePoint> </tonemapping> ...and then I tweaked the waterfall to make it look "fuller": <VFX> <particlesColMult> 2.200000 </particlesColMult> <meshParticlesColMult> 2.500000 </meshParticlesColMult> <volumetricEffectsColMult> 25.500000 </volumetricEffectsColMult> <tracersColorMultiplier> 2.000000 </tracersColorMultiplier> <trailColorMultiplier> 9 </trailColorMultiplier> <particlesConfigXml> </particlesConfigXml> <particlesSpaceConfigXml>spaces/hangar_IGR_cave/particles.xml</particlesSpaceConfigXml> </VFX> Too bad there isn't a manual on these things.
  19. Based on my experiments, Using the HD version of WoT most mod hangars won't display well using "improved graphics", but will display (but not perfectly) with "standard graphics".
  20. Anyone experience the problem of hangar mods displaying pixelated/blocky looking (the waterfall in bat cave)? In many cases textures seem to be missing altogether (fury). This is not the fault of Aslain's mod pack as far as I can determine. Version 0.9.9 seems to have ruined most of my hangar mods.
  21. Yes, Dellux has the armor/penetration and Shtys does not. Also, Damocles Sword has the armor/penetration data. Thanks for all your work on your mod pack!
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