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-   -   [REL] SH5_Type7_RadioRoom_Tweaks (https://www.subsim.com/radioroom/showthread.php?t=197557)

TheBeast 08-09-12 08:24 PM

[REL] SH5_Type7_RadioRoom_Tweaks
 
SH5 Type-7 Radio Room Tweaks byTheBeast | Created: 5:32 PM 8/9/2012
================================================== =====
This MOD is JSGME Ready!


PURPOSE:
Fix SIM file Dial Control for Radar Bearing texture that was spinning in wrong direction.
Veryified Fix using FuMO-29GEMA Radar Antenna.


NOTE:
Only the data\Submarine\Common\Rooms\Room_QR1.SIM file is required for this fix. All other files are WIP but thought I would share them.:up:


CREDITS:
SteelViking - SteelViking's Interior Mod V1.21
BIGREG - Work done getting most Interior Dials working correctly.
TheDarkWraith - GR2 Editor/Viewer/Extractor/Importer
FlakMonkey & DivingDuck - Food Crates and Sea Bags

OTHER CHANGES:
Added Dial control to Radio Room Radio so Needle moves when changing radio stations.
Added Sonar Room Ambient Sound Sourse Bone for possible future Sound enhancement. This is WIP!
Added Crates of Canned Goods and Oranges. This is WIP!


FILES CHANGED:
- data\Submarine\Common\Rooms\Room_QR1.GR2
- data\Submarine\Common\Rooms\Room_QR1.SIM
- data\Submarine\NSS_Uboat7a\NSS_Uboat7a.lnx
- data\Submarine\NSS_Uboat7b\NSS_Uboat7b.lnx
- data\Submarine\NSS_Uboat7c\NSS_Uboat7c.lnx
- data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.lnx

FILES ADDED:
- data\Library\QR1_Items.dat
- data\Textures\TNormal\tex\fruitNveg.dds
- data\Textures\TNormal\tex\fruitNvegLM.dds

HISTORY:
09/02/2012
- Added 2 Sea Bags

DOWNLOAD LINK:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3665
http://img580.imageshack.us/img580/6...rtersitems.jpg

Regards!:salute:
TheBeast

Trevally. 08-10-12 11:12 AM

Thanks TheBeast - this is an important bug fix:woot:

gap 08-10-12 12:01 PM

Well done! :yeah:

tonschk 08-10-12 02:16 PM

Amazing, Thank you :yeah::rock: TheBeast :salute:

Sepp von Ch. 08-10-12 03:53 PM

Thanks TheBeast, little but important mod.

Captain73 08-10-12 04:08 PM

:yeah:
Boxes can be and more!
And add bananas need! :hmmm:

Good job!

TheBeast 08-10-12 08:14 PM

Quote:

Originally Posted by Ralf73 (Post 1920147)
:yeah:
Boxes can be and more!
And add bananas need! :hmmm:

Good job!

When/If I figure out how to render the crates correctly, I will add many more items such as Bananna's, Salommi, Bread, Fruit, Canned goods etc.

arnahud2 08-11-12 04:14 AM

Quote:

Originally Posted by TheBeast (Post 1920206)
When/If I figure out how to render the crates correctly, I will add many more items such as Bananna's, Salommi, Bread, Fruit, Canned goods etc.

Do you plane to render food consumption ?

(I mean that fruits, sausages, etc supplies will have to decrease regarding patrol duration).

TheBeast 08-11-12 04:50 AM

Quote:

Originally Posted by arnahud2 (Post 1920267)
Do you plane to render food consumption ?

(I mean that fruits, sausages, etc supplies will have to decrease regarding patrol duration).

Not sure if food consumption is even possible to do in SH5 but that would be cool.:hmmm: Not Sure but I dont think it has even been done for SH4 yet.

TheBeast 09-02-12 02:08 PM

[INFO] Sea Bags
 
Added 2 Sea Bags to Fwd Quarters area.

See Post #1 for more information.

TheDarkWraith 09-02-12 02:15 PM

Quote:

Originally Posted by TheBeast (Post 1920277)
Not sure if food consumption is even possible to do in SH5 but that would be cool.:hmmm: Not Sure but I dont think it has even been done for SH4 yet.

FadeObject controller or use the dial trick :yep:

DrJones 09-02-12 02:20 PM

Quote:

Originally Posted by TheDarkWraith (Post 1929353)
FadeObject controller or use the dial trick :yep:

Something like the Fuel Dial?!:hmmm:

That is how it has been done in SH3 as i remember

BIGREG 09-02-12 02:34 PM

:salute: Hi

Yes,is based of fuel dial with a linear "show" val :yep: (the mesh would be displaced 15-20km to disapear)
But ,for that the "foods" must have its own mesh (and no subset) or bone ... for each elements ... to be controllable ...

Great job TheBeast:yeah:

TheBeast 09-02-12 04:13 PM

Wish I knew how to edit the 3D Models. I would replace those big square wood columns in the Forword Quarters with Pipes or Chains.
The wooden deviders between bunks is fairly accurate but I've never seen a picture with those wooden columns. At least not in Aft Quarters area.
http://upload.wikimedia.org/wikipedi...t_Zentrale.jpghttp://centroeu.com/uboote/099k.jpg
http://img337.imageshack.us/img337/441/aftquarters.jpg
U-995 3D Interior View
http://www.uboataces.com/photos/2006528201566428.jpg

BIGREG 09-02-12 04:24 PM

You mean the "beams" (not sure of the translation) ?
If you can let me know with a picture (color the parts to change)

edit:have you try to control the needles via the bones (in the .sim from .gr2) ? Maybe if,that work ,we can just use one mesh (one .dat for all needles ) :hmmm:


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