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-   -   [REL] Eye Patch for Missing Eyes and Staring Crew (https://www.subsim.com/radioroom/showthread.php?t=149948)

Reventlow 06-03-13 05:20 PM

*UPDATE*

I installed TMO and the appropriate eye fix mod and now it's working. So thanks again everyone for the help!

drakkhen20 12-09-16 12:54 AM

im having an issue with the stock version. i have eyes in the interior but not on bridge. then when applying this patch the interior crew have no eyes and the bridge crew has white eyes with no pupils at all. is there something im missing ?

Webster 12-09-16 10:07 AM

I doubt you will get any replies in here since this problem hasn't happened to anyone since 2010 but a few people like yourself have had issues created when trying to use this old mod

Anvart 12-28-16 11:14 AM

WOW... again the same thing? Since 2007 or 2008 year?
153 replicas about a simple problem. It's terrible... :03:
... joke ...
This Nisgeis's thread always amused me.
Nisgeis does not understand the causes of eye problems... so he just deleted the eye animation controllers... so we see frozen zombie eyes in his mod.
I even gave him the name "Mr. Frozen eyes".
Why?
Because:
In this part of the original game, there are two problems:
1) Right: incorrect rendering of crew eyes in exterior (on the bridge and on the deck).
2) Left: incorrect angle positioning of the eyes after application "TIME COMPRESSION"... if compression was equal or greater than the value of the parameter "CharacterAnim" in main.cfg file.
 
https://s25.postimg.cc/6copkm5in/Eyes_issue.jpg

Below
left: "Frozen Eyes" by Nisgeis ............. on right: "Live Eyes" with corrected rendering!

https://s25.postimg.cc/llemyemcf/Live_vs_Frozen.jpg
When I encountered with the first problem I at once realized that the reason is in incorrect shaders... I was lazy to fix global shaders so I applied (for each eye in MARINE.dat file) old proven controller "BumpMap" (SH3), which locally regulates rendering of the eyes... So the first problem is gone... it cost me five minutes total.
Small video with my mod (Live eyes) in RFB 2.0... size ~ 8 MB :
http://www.mediafire.com/file/psqdxc...d/sh4_RFB2.mp4
The second problem appears not only with the eyes, but and with the animated rudders on the bow of submarine of the submarinewith... I increased the value of the specified parameters in the main.cfg and put a limit on the maximum time compression.
main.cfg:
 
...
[TIME COMPRESSION]
...
CharacterAnim=1026
...
Maximum=1024
...
This helped ... but not at 100%... sometimes (rarely) there were glitches. In a game for such a situation, there is an easy way out... you need to give the command for the redeployment of the crew (any command for spawn/respawn any sailor or crew)... and eyes will be on the spot.

P.S.
Old mod Live eyes (only rendering fix) for stock game:
http://www.mediafire.com/file/aslezg...f/sh4_eyes.rar

Can be used with any mod.

Rockin Robbins 12-28-16 01:05 PM

Quote:

Originally Posted by Anvart (Post 2454684)
WOW... again one and the same? Since 2007 or 2008 year?...

main.cfg:
...
[TIME COMPRESSION]
...
CharacterAnim=128
...
Maximum=126
...
This helped ... but not at 100%... sometimes (rarely) there were glitches. In a game for such a situation, there is an easy way out... you need to give the command for the redeployment of the crew... and eyes will be on the spot.

VERY interesting. I may have some questions later!

I have a question now: redeploying the crew. Could calling battlestations and then return from battlestations accomplish that?

Anvart 12-28-16 04:25 PM

Quote:

Originally Posted by Rockin Robbins (Post 2454706)
...
I have a question now: redeploying the crew. Could calling battlestations and then return from battlestations accomplish that?

:D
R.R., it was so long ago... maybe 8...9 years ago... and now I don't remember SH4 commands... Any command for spawn/respawn of any sailor or crew...

Anvart 01-04-17 09:05 AM

Jubilee for the SH4 year came!
... and therefore I broke the vow of silence in this topic. :haha:
-- joke --
Another (also quite old) solution to the problem of rendering the eyes in the exterior:
Attach the InteriorIllumination controller (located in any interior file) to the Marine node in Marine.dat file. You will get a positive effect.
The advantage of the first option - you can adjust the subtle shades of color for each eye... and BumpMap controller is not included in the pool used in this context... but the second way is easier to implement.
P.S.
Since the moderator interferes with describing the solution of problems, I stop talking about solving the described problems by editing the existing shaders in SH4.
Sorry, English is not my native... :haha:

Rockin Robbins 01-04-17 09:07 AM

Thank you Anvart!

Webster 01-04-17 12:48 PM

sorry for any misunderstanding guys, but I closed the thread because I thought you were talking about something similar as it related to the FOTRS RR is working on rather then working on a solution to "fixing" this mod.

I just didn't want this thread to cause confusion with any new members who see it, and might want to try it thinking it does some benefit to the game but as it stands now, in its present form, this mod corrupts their games beyond repair and requires major cleanup to remove the corruption.

if you guys think there is a way to fix this mod that would be helpful but im not sure if there is even a problem anymore that this mod has a reason to even still be used.

thread has been reopened

Koranis 12-07-17 10:56 PM

Why? I'm running stock 1.5 + GFO and the eyes are still frakked up.

Where can I find this mod nowadays?...

THEBERBSTER 12-08-17 03:27 AM

Hi Koranis
There are 3 options including stock for GFO.
Eye Patch for missing eyes for 1.5, RFB & TMO
Peter

Koranis 12-08-17 05:33 AM

Thank you, sir.

Koranis 12-08-17 08:39 AM

Eh, it doesn't work. The eyes are still zombie-like even with the patch.

sh3rules 12-01-20 02:32 AM

Where can I download what Anvart posted? I'd like to try that file. The crew have eyes now (sort of :o), but my boats had names like The Flying Dutchman and A Touch of Evil. I'm going to try White Walker next.


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