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03-13-10, 04:11 AM | #91 |
Swabbie
Join Date: Nov 2005
Posts: 8
Downloads: 19
Uploads: 1
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Oh I see, I never tried it with an unedited file.
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03-13-10, 04:36 AM | #92 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
Uploads: 11
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Apparantly its working now. go figure. I didn't do anything different.
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03-13-10, 08:20 AM | #93 | ||
Sonar Guy
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Quote:
Quote:
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03-13-10, 08:46 AM | #94 | |
Helmsman
Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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Quote:
For example where is the code for "Page XO_TDC_Dialog.ini" ? |
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03-13-10, 11:18 AM | #95 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
Uploads: 11
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I had already read that and followed it to the T.
Last edited by gutted; 03-13-10 at 05:02 PM. |
03-13-10, 01:01 PM | #96 | |
Frogman
Join Date: Sep 2005
Location: Oslo, Norway
Posts: 306
Downloads: 24
Uploads: 0
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Quote:
I can open dds files, but when I tried saving as dds it wouldn't allow me for unknown reason. So I use TheCompressonator instead for saving to .dds file format. I have been doing this so far: a) Load dds file into photoshop and rework the image b) Save as Tif c) Load tif into Ati's "TheCompressonator" (32bit and 64bit software) and do "save as original = save as" to store file as dds file. d) I preview dds files in windows with TheCompressonator. When viewing dds files in TheCompressonator, make sure to right click the image and switch to RGBA if the file has an alpha channel, or stick with default RGB if the file has no alpha channel. Right clicking the image offer three modes. RGB, RGBA & Alpha. http://developer.nvidia.com/object/p...s_plugins.html (I think this is the phtososhp plugin) http://ati.amd.com/developer/compressonator.html TheCompressonator is available if one register on Amd/Ati's developer website, no confirmation email is even required. Just register and you can download their tools. Last edited by Decoman; 03-13-10 at 01:50 PM. |
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03-13-10, 02:06 PM | #97 | |
Black Magic
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Also if you use Photoshop CS4 64bit the nVidia DDS plug-ins don't work (bug with 64 bit version) but they do work with the 32 bit version which sucks for me since I have the 64 bit version. |
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03-13-10, 06:18 PM | #98 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
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@maerean_m, is there a way to have completely 'new' .py scripts to autoload when the game starts, without the need to hook into a stock .py file and calling "MakeSureIsLoaded( MenuPageWrapper.InitializeScript.Now )" (I have made a blank/empty Page in menu editor). I have completely isolated functionality and would like to be able to install my mod without overwriting a stock file (which could potentially conflict with other mods).
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
03-13-10, 07:12 PM | #99 | |
Black Magic
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from xxx import xxx where xxx = name of page (i.e. Pageobsperiscope). Oh you're probably wanting to have the game automatically import a new Page without having to use import huh? |
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03-13-10, 07:45 PM | #100 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
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Ya
I really don't want to distribute a new Page Default Hud.py file for just one new line, when all of my code is in a seperate .py file and a DLL Currently I hooked via Page Background.py which is empty. But still, others may want to do so too, and then there's the drama of merging scripts. Being able to just dump a file in a folder and have it's initializer called would be alot easier for us... [edit] Oh and import doesn't do the same thing as my little script above, I also need to invoke the script to run (at least, it doesn't work without it). Yea, I want an autoload folder of some sorts... Currently my Page background.py file only does this... note, this is only to run the entire script in another file 'MyModule.py'. The target script does nothing UI related... Code:
from MyModule import MyModule def InitializeScript(): MyModule.MakeSureIsLoaded( MenuPageWrapper.InitializeScript.Now ) def StartGame(): pass def EndGame(): pass def UnloadScript(): pass
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 03-13-10 at 08:00 PM. |
03-14-10, 08:22 PM | #101 |
Samurai Navy
Join Date: May 2006
Posts: 594
Downloads: 1367
Uploads: 0
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How to edit .py files
Hi Mates,
I'm trying to edit "Page Default Hud.py". What tools do I use? I'm currently in the "menu editor" but can't find a reference to this file anywhere. Thank you!
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03-14-10, 09:01 PM | #102 |
The Old Man
Join Date: Apr 2007
Location: Netherlands
Posts: 1,547
Downloads: 26
Uploads: 3
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You can edit the scripts via the Script editor. Run the game in a window, then right click on the title bar to start the editor (one of the menu items). Each time you save the script it is reloaded so it's easy to test...
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SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
03-14-10, 09:31 PM | #103 |
Samurai Navy
Join Date: May 2006
Posts: 594
Downloads: 1367
Uploads: 0
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Sywasjer,
I was trying do do this "Open up Silent Hunter 5\data\scripts\menu\Page Default Hud.py Search for: def SetMiniMap( boolvalue ): Look down a few lines and change these values to True: Code: PageDefaultHud_MapGroup_ParallelCourseButton.Visib le = False PageDefaultHud_MapGroup_InterceptCourseButton.Visi ble = FalseThat's it." I can't find it/or the method to do it. Thanks for the info.
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__________________________________________________ ________ __________________________________________________ ________ Joe |
03-15-10, 02:50 AM | #104 |
The Old Man
Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,378
Downloads: 480
Uploads: 11
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I'm sorta lost.
I was looking to add a thing or two into the UI. As a alittle "test" for myself i was just gonna do something simple like put an image onto the TDC page, and i was gonna have it rotate with the scope. Well I THOUGHT it would be pretty easy, as i have the mod that enables the TDC dials (by DarkWraith).. and i could just look at how the bearing dial works by peeking in the files that came with the mod. No Joy. I've got the graphic showing in-game no problem using the menu editor. But looking through the files that came with the TDC mod.. i just dont see where the bearing dial's hand is tied to the scope anywhere. I've looked through the .ini files, i've looked at the relevant scripts.. and i just dont see it. If i could figure this one example out, it would go a long way to understanding how the UI modding works. |
03-15-10, 10:07 AM | #105 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Hi Gutted are you trying to port the AoB calculator into SH5. Nice good luck with it.
Being going over this thread trying to figure out how to mod stuff into the UI, but its all gone over my head. Maybe someone like a Dev or TheDarkWraith (No1 in UI mods to date) could do up a bacic tutorial on say getting in a custom dial and tying it into the interface. Hint hint... Please Last edited by reaper7; 03-15-10 at 10:44 AM. |
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