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

Nisgeis 03-29-09 06:34 AM

Could you check that the mod installed OK? Check the date stamp on /Silent Hunter 4/data/library/characters/marine.dat and see if the date says 2009.

Changing the pixel shader won't affect the geometry or the positioning of 3D objects, which is the problem with the eyes. The pixel shaders only affect the colour of the eyes.

Captain von Keldunk 03-29-09 09:23 AM

Eye to eye
 
THX:D:D
I manually moved marine dat to right place and now it works.:salute:
About " EyeBallsPS" FX file. If I disabled it I saw eyes ok on bridge. But not
inside sub.:06:
Also I downloaded nvidia FX composer and opened " EyeBallsPS" FX file
here it is:hmmm:

float4 stage : register(c0);
float4 ambient : register(c1);

struct PS_IN
{
float2 Tex0 : TEXCOORD0;
};

sampler EyeTexture : register(s0);
sampler LightMapTex : register(s1);

float4 main( PS_IN In ) : COLOR
{
float4 Color, LightMap;
Color = tex2D(EyeTexture, In.Tex0);
LightMap = tex2D(LightMapTex, In.Tex0*2);
Color = lerp(Color, LightMap, stage.x);

Color *= ambient;

return Color;

}
Maybe this" float2 Tex0 : TEXCOORD0" has something to do
with texture coordinates or something. As it is that some people
do not have this eye problem at all. I do not know. Your "Eye Patch for 1.5"
is all I need. :D:D:D:yeah:

Nisgeis 03-29-09 09:46 AM

Glad it's working for you.

That float2 Tex0 : TEXCOORD0 just defines a data variable that has two numbers and holds the co-ordinates of the pixel on the eye texture being reference.

gimpy117 03-29-09 11:01 AM

I dunno I'd give up the nifty caps for my crew not looking like the undead.

Captain von Keldunk 03-29-09 11:06 AM

Eye to eye
 
Hello:DL
I play now "Fall of the rising sun", and it had marine.dat and marine2.dat
files, so removing only marine.dat did not help. I had to remove also marine2.dat. Main reason I think why your patch do not work with "supermods".:hmmm: I see now that " EyeBallsPS" was not reason for this
eye problem even if you could with it move you zombie crew from bridge to
command room. :DL
Some gards+drivers work and some do not, but your
fix works for all:yeah:
PS If you make a copy of your marine.dat and
name it marine2.dat then it will work with all mods, you may lose some eye
candy but at least your crew has eyes.:):DL:D:haha::har:

Nisgeis 03-29-09 01:05 PM

Quote:

Originally Posted by gimpy117 (Post 1074277)
I dunno I'd give up the nifty caps for my crew not looking like the undead.

It seems I was wrong about losing the caps, due to the way the caps were added or some other arrangement, the caps mods changes the name of the file which this mod tries to overwrite, so it has no effect.

Captain von Keldunk 03-29-09 03:01 PM

Eyes for eye candy
 
Quote:

Originally Posted by Nisgeis (Post 1074355)
It seems I was wrong about losing the caps, due to the way the caps were added or some other arrangement, the caps mods changes the name of the file which this mod tries to overwrite, so it has no effect.

Hello :DL
In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat
This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME .
:woot: :woot: :woot:
Sure I loose some eye candy, but my crew eats too much candy anyway.
Zombies are all happy and making movies in hollywood I am sure:DL

Nisgeis 03-29-09 05:50 PM

Quote:

Originally Posted by Captain von Keldunk (Post 1074416)
Sure I loose some eye candy, but my crew eats too much candy anyway.

Ah of course! The crew had obviously heard about eye candy and had started eating their own eyes, to see what the fuss was about. The mystery is solved! Thanks Captain :-).

Topo65 03-29-09 08:56 PM

Quote:

Originally Posted by Captain von Keldunk (Post 1074416)
Hello :DL
In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat
This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME .
:woot: :woot: :woot:
Sure I loose some eye candy, but my crew eats too much candy anyway.
Zombies are all happy and making movies in hollywood I am sure:DL

YES! And that way work fine in RFB too! Thanks for the data, Captain von Keldunk! :up:

XanderF 03-30-09 01:17 AM

Quote:

Originally Posted by Captain von Keldunk (Post 1074416)
Hello :DL
In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat
This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME .
:woot: :woot: :woot:
Sure I loose some eye candy, but my crew eats too much candy anyway.
Zombies are all happy and making movies in hollywood I am sure:DL

So...if I'm following correctly...

...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it? Is that really the only thing in the files for TMO that would be affected by that? (Caps would have been nice, but fixing the eyes is much more important)

Captain von Keldunk 03-30-09 01:44 AM

MARINE.dat and Marine2.dat
 
...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello :DL
Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc :o

XanderF 03-30-09 02:56 AM

Quote:

Originally Posted by Captain von Keldunk (Post 1074592)
...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello :DL
Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc :o

Oh. Well, yeah, just that.

:wah:

Sharkley 03-31-09 07:45 AM

Thanks for the fix.

I am playing a 100% stock version of SH4 UBM and the will be happy to lose the zombies..

:yeah:

Webster 03-31-09 09:33 AM

take the "caps" dats and impliment your fix and call it "caps" patch version

with permission naturally

Ivan Putski 03-31-09 11:46 AM

I just installed this, and it`s working a treat, glad to get rid of the stares.


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