SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-29-09, 06:34 AM   #16
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

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.
__________________
--------------------------------
This space left intentionally blank.
Nisgeis is offline   Reply With Quote
Old 03-29-09, 09:23 AM   #17
Captain von Keldunk
Sonar Guy
 
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
Eye to eye

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

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.
__________________
SH
Captain von Keldunk is offline   Reply With Quote
Old 03-29-09, 09:46 AM   #18
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

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.
__________________
--------------------------------
This space left intentionally blank.
Nisgeis is offline   Reply With Quote
Old 03-29-09, 11:01 AM   #19
gimpy117
Ocean Warrior
 
Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
Default

I dunno I'd give up the nifty caps for my crew not looking like the undead.
__________________
Member of the Subsim Zombie Army
gimpy117 is offline   Reply With Quote
Old 03-29-09, 11:06 AM   #20
Captain von Keldunk
Sonar Guy
 
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
Eye to eye

Hello
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". 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.
Some gards+drivers work and some do not, but your
fix works for all
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.
__________________
SH
Captain von Keldunk is offline   Reply With Quote
Old 03-29-09, 01:05 PM   #21
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

Quote:
Originally Posted by gimpy117 View Post
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.
__________________
--------------------------------
This space left intentionally blank.
Nisgeis is offline   Reply With Quote
Old 03-29-09, 03:01 PM   #22
Captain von Keldunk
Sonar Guy
 
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
Eyes for eye candy

Quote:
Originally Posted by Nisgeis View Post
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
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 .

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
__________________
SH
Captain von Keldunk is offline   Reply With Quote
Old 03-29-09, 05:50 PM   #23
Nisgeis
Ocean Warrior
 
Join Date: Jan 2008
Posts: 2,909
Downloads: 77
Uploads: 11
Default

Quote:
Originally Posted by Captain von Keldunk View Post
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 :-).
__________________
--------------------------------
This space left intentionally blank.
Nisgeis is offline   Reply With Quote
Old 03-29-09, 08:56 PM   #24
Topo65
Samurai Navy
 
Join Date: Nov 2005
Location: Atlántico Sur
Posts: 557
Downloads: 382
Uploads: 0
Default

Quote:
Originally Posted by Captain von Keldunk View Post
Hello
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 .

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
YES! And that way work fine in RFB too! Thanks for the data, Captain von Keldunk!
__________________
Cold Waters 1968 Campaign
LINK a lista de Youtube
My Blog: www.marenguerra.blogspot.com
Topo65 is offline   Reply With Quote
Old 03-30-09, 01:17 AM   #25
XanderF
Samurai Navy
 
Join Date: Jun 2003
Location: Portland, OR
Posts: 554
Downloads: 14
Uploads: 0
Default

Quote:
Originally Posted by Captain von Keldunk View Post
Hello
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 .

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
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)
__________________
XanderF is offline   Reply With Quote
Old 03-30-09, 01:44 AM   #26
Captain von Keldunk
Sonar Guy
 
Join Date: Dec 2007
Posts: 376
Downloads: 187
Uploads: 21
MARINE.dat and Marine2.dat

...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello
Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc
__________________
SH
Captain von Keldunk is offline   Reply With Quote
Old 03-30-09, 02:56 AM   #27
XanderF
Samurai Navy
 
Join Date: Jun 2003
Location: Portland, OR
Posts: 554
Downloads: 14
Uploads: 0
Default

Quote:
Originally Posted by Captain von Keldunk View Post
...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello
Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc
Oh. Well, yeah, just that.

__________________
XanderF is offline   Reply With Quote
Old 03-31-09, 07:45 AM   #28
Sharkley
Engineer
 
Join Date: Mar 2009
Location: Ontario, Canada
Posts: 216
Downloads: 12
Uploads: 0
Default

Thanks for the fix.

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

Sharkley is offline   Reply With Quote
Old 03-31-09, 09:33 AM   #29
Webster
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

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

with permission naturally
  Reply With Quote
Old 03-31-09, 11:46 AM   #30
Ivan Putski
Captain
 
Join Date: May 2005
Location: Memphis, Tn. U.S.A.
Posts: 548
Downloads: 21
Uploads: 0
Default

I just installed this, and it`s working a treat, glad to get rid of the stares.
__________________
" Is He?..........Yeah..........Nothing Moving, But His Watch."
Ivan Putski is offline   Reply With Quote
Reply

Tags
eye patch

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:52 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.