View Full Version : [WIP] Corecting the Medals Box
CaptainCox
06-06-07, 02:09 AM
This discussion started in the RFB thread but I thought not to clog it up with further discussions, so i started a new thread.
For reference see
http://www.subsim.com/radioroom/showthread.php?t=111770&page=40, (the medal discussion starts at post 784)
Ok I compared the "Real Medals Mod" with the original and I have found that this should be the correct location for the "Badges.dds" (these are the textures for the medal box)
http://i10.photobucket.com/albums/a138/CaptainCox/mofified.jpg
I think it would be enough to modify 3 of the 6 3D models to achieve this, as we already have 3 of the shapes in the game. Will have a look at it. If anyone want to chip in here, please do!
Also if someone could have a look at the actual text showing up when clicking the medals as it is WRONG!.
Also if someone could have a look at the actual text showing up when clicking the medals as it is WRONG!.
The text is probably being taken from menu.txt and so just needs to be adjusted to match what the game is showing on the screen, right?
CaptainCox
06-06-07, 02:50 AM
I guess, have not look at it yet. Trying to do some rudimentary 3D modeling here :p Will take a bit as I never really modeled from scratch before. Good learning project but, as the shapes are not that complex.
CaptainCox
06-06-07, 03:57 AM
Finished the 1st model :p not 100% but sort of does the job.
Now to export it to the .dat...easier said then done actually.
http://i10.photobucket.com/albums/a138/CaptainCox/Medalmodel1.jpg
I guess some of the veteran 3D guys would be of great help here. Diving Duck or UBOAT234 for example ;)
Anyway will give it my best here...
Keep it up, that's looking good!
CaptainCox
06-06-07, 06:28 AM
Well i got all the models done etc. Now I am getting in to the worst problem...exporting this stuff to the DAT. All guys working with 3D knows what I mean i am sure. So far CTD all the way. I will put this on the back burner for a bit.
But its not impossible, its just that I am not 100% as to how one should put this back in the .dat.
As I had to change the UVW mapping I guess I have to export the verts, triangles, and texcoord's here?.
I am not sure if I have to include "ALL" code here, like the 25 bytes before the verts as well as the 4+4 between the triangles and texcoord's etc.
Then we have the TMAP prob...
Anyhow gonna leave it for a bit.
This discussion started in the RFB thread but I thought not to clog it up with further discussions, so i started a new thread.
For reference see
http://www.subsim.com/radioroom/showthread.php?t=111770&page=40, (the medal discussion starts at post 784)
Ok I compared the "Real Medals Mod" with the original and I have found that this should be the correct location for the "Badges.dds" (these are the textures for the medal box)
http://i10.photobucket.com/albums/a138/CaptainCox/mofified.jpg
I think it would be enough to modify 3 of the 6 3D models to achieve this, as we already have 3 of the shapes in the game. Will have a look at it. If anyone want to chip in here, please do!
Also if someone could have a look at the actual text showing up when clicking the medals as it is WRONG!.
What about AwardsItems_1.dds, AwardsItems_2.dds, SH4Medals.dds, Medals.upc ...?
CaptainCox
06-06-07, 06:57 AM
That's not for the medal box in the Captains room.
Those are for:
- The image that pops up when clicking one of the medals in the box.
- The medals that shows up in the crew/load out screen.
That's not for the medal box in the Captains room.
Those are for:
- The image that pops up when clicking one of the medals in the box.
- The medals that shows up in the crew/load out screen.
It needs to be edited too?
CaptainCox
06-06-07, 07:09 AM
Nope its all done if you use "The Real Medals Mod" if not, yea you have to modify the textures. The textures for the Medal Box in the Cpt Room are all in the "Badges.dds"
Standalone:
http://www.subsim.com/radioroom/showthread.php?t=109864
Combined with my "Classic Crew 1.2" (last in the 1st post)
http://www.subsim.com/radioroom/showthread.php?t=111502
Nope its all done if you use "The Real Medals Mod" if not, yea you have to modify the textures. The textures for the Medal Box in the Cpt Room are all in the "Badges.dds"
Standalone:
http://www.subsim.com/radioroom/showthread.php?t=109864
Combined with my "Classic Crew 1.2" (last in the 1st post)
http://www.subsim.com/radioroom/showthread.php?t=111502
Thanks. :up:
CaptainCox
06-06-07, 07:49 AM
Just for "your" information
All the Medals "TEXT" have been corrected if you are using RFB 1.28 (not sure of earlier versions of RFB) when clicking the medals in the medal box.
If you are not using RFB 1.28 replace
5150=Medals
5151=Submarine service medal
5152=Wounded medal
5153=Patrol star
5154=Medal of valor
5155=Campaign star
5156=Victory cross
with
5150=Medals
5151=Purple Heart
5152=Bronze Star
5153=Silver Star
5154=Navy Distinguished Service Medal
5155=Navy Cross
5156=Medal of Honor
In the
menu.txt
Found In:
C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Menu
Of course to be used with the "Real Medals Mod" made by "fullmetaledges"
I forgot to turn RFB on when I took the previous screenshots, that's why I did not notice it until now. Apologies...one tend to get a bit confused at times when doing mods :p
Nope its all done if you use "The Real Medals Mod" if not, yea you have to modify the textures. The textures for the Medal Box in the Cpt Room are all in the "Badges.dds"
Standalone:
http://www.subsim.com/radioroom/showthread.php?t=109864
Combined with my "Classic Crew 1.2" (last in the 1st post)
http://www.subsim.com/radioroom/showthread.php?t=111502
Are order of medals correct in Medals.upc?
CaptainCox
06-06-07, 08:31 AM
If you use the "Real Medals mod" yes ( I think, cause everybody seems to use it, and the discussion on whats right and wrong here was done back when the mod was created) If you are not using the mod...i am not sure. Don't think so.
Anyhow, just wanted to post anyway.
I keep getting CDT here.
This is an example of what i get
NEW MEDAL MODEL "deco01"
104 vertices, 204 triangles, 104 textures coords
ORIGINAL MEDAL MODEL "deco01"
72 vertices, 140 triangles, 106 textures coords
Not 100% how to export here, but i calculate like this.
"from DivingDuck"
8 bytes data block type 1/101
4 bytes for node´s size indicator
8 bytes for node ID
1 byte type of object identifier
4 bytes for number of vertices
104 bytes (12x104(number of vertices))
4 bytes for number of triangles
204 bytes (13x 204(number of triangles)
4 bytes for number of vertex coords
106 bytes (8x106(number of vertex coords); you should end by TMAP or the node´s end
I do end by TMAP but still CTD :(
ReallyDedPoet
06-06-07, 09:01 AM
Nice work here, look forward to the end result:up:
RDP
So if the devs include any fixes to awards in 1.3, this mod wont be used cause it has the wrong medal order????
Just wondered...
If you look how awards are given... the criteria that must be met, the DEV order is CORRECT but the game is too easy so people get higher awards..
However the realmedals mod, adjusts it by FREQUENCY, which is fine if you like that, but that is using the standard campaign. When you start to see mass changes to the campaign that make large tonnages more rare, again the DEV order of medal awards will be correct.
E.g the devs award a purple heart or wounded cross when the sub takes a certain amount of damage.. how can it be correct to award a purple for sinkings as the real medal mod does..
Stick to dev order and things will turn out correct once the game gets harder..
CaptainCox
06-06-07, 10:38 AM
That's all good and fine, but the devs will never correct the "graphics" as its apparently copyrighted, the prob here is more to get the darn 3D models to work properly, then in what order you get them etc, can be tweaked. But as it is now in the Vanilla game its all a bunch of fantasy medals, that's what needs to be fixed 1st. Well its all relative, depends if you are in to realism or not. The Vanilla game is just fine if your not, sure!
If you use the "Real Medals mod" yes ( I think, cause everybody seems to use it, and the discussion on whats right and wrong here was done back when the mod was created) If you are not using the mod...i am not sure. Don't think so.
Anyhow, just wanted to post anyway.
I keep getting CDT here.
This is an example of what i get
NEW MEDAL MODEL "deco01"
104 vertices, 204 triangles, 104 textures coords
ORIGINAL MEDAL MODEL "deco01"
72 vertices, 140 triangles, 106 textures coords
Not 100% how to export here, but i calculate like this.
"from DivingDuck"
8 bytes data block type 1/101
4 bytes for nodeґs size indicator
8 bytes for node ID
1 byte type of object identifier
4 bytes for number of vertices
104 bytes (12x104(number of vertices))
4 bytes for number of triangles
204 bytes (13x 204(number of triangles)
4 bytes for number of vertex coords
106 bytes (8x106(number of vertex coords); you should end by TMAP or the nodeґs end
I do end by TMAP but still CTD :(
You have other numbers of vertex (faces) in new model, therefore old TMAP cannot be used ...
Type 1: 3D OBJECT dBlock
- dBlock Type - 4 bytes unsigned long
- dBlock SubType (Version) - 4 bytes unsigned long
- Data Size - 4 bytes unsigned long
- obj3dID – 8 bytes 3D object identifier (ID)
- “04” – 1 byte Object Type
.........00 – Shadow?
.........04 – Main?
.........06 – Reflect, SelfIllum?
.........(“02”, “0E” and so on)
- vertsNum: 4 bytes unsigned long
- vertex data: (vertsNum * 3 vertCoord float), (1 vertex = 3*4 = 12 bytes)
= vertsNum*12
- triFacesNum: 4 bytes unsigned long
- triFaces data:
.........vertex1: unsigned short 2 bytes
.........vertex2: unsigned short 2 bytes
.........vertex3: unsigned short 2 bytes
.........txtrCoord1: unsigned short 2 bytes
.........txtrCoord2: unsigned short 2 bytes
.........txtrCoord3: unsigned short 2 bytes
.........mtlIndex: 1 byte material index
= triFacesNum*13
- txtrVertsNum: 4 bytes unsigned long
- txtrCoords data: (txtrVertsNum * 2 txtrCoord float) 1 txtrCoord = 4 bytes
= txtrVertsNum*8
End of some blocks.
- TMAP – Label 4 байта
- tmapType – 2 bytes
- TMAP data:
triFacesNum * (3 * Vt (unsigned short 2 bytes))
CaptainCox
06-06-07, 10:55 AM
Well sure...in that case how to do?. As the new model will be totally different look here. http://www.subsim.com/radioroom/showpost.php?p=558380&postcount=4
Unless you start to pull verts. I actually did that for the Officer Hat, as i could not get the "vert+triangle+texcoords" to work there either. Bit of a job that but :p
That's all good and fine, but the devs will never correct the "graphics" as its apparently copyrighted, the prob here is more to get the darn 3D models to work properly, then in what order you get them etc, can be tweaked. But as it is now in the Vanilla game its all a bunch of fantasy medals, that's what needs to be fixed 1st. Well its all relative, depends if you are in to realism or not. The Vanilla game is just fine if your not, sure!
Good stuff, the models need fixing, as long as we can alter the order at a later date pretty easily and if needed, thats cool..
I presume they are in a dat file somewhere.
CaptainCox
06-06-07, 11:05 AM
All the medals for the box in the "Captains Room" are here.
C:\Program Files\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Interior\CaptainRoom
In
CaptainRoom.dat
If you run that in P3D you will find the 6 medals named
deco01.obj
deco02.obj
deco03.obj
deco04.obj
deco05.obj
deco06.obj
Anyone that feels like trying PLEASE! :)
Well sure...in that case how to do?. As the new model will be totally different look here. http://www.subsim.com/radioroom/showpost.php?p=558380&postcount=4
Unless you start to pull verts. I actually did that for the Officer Hat, as i could not get the "vert+triangle+texcoords" to work there either. Bit of a job that but :p
I did not see these files, but try to do without TMAP (with and without UnifiedRenderControler)...
CaptainCox
06-06-07, 11:33 AM
Yea...well I tried without anything but the verts...and still CTD. But i give it another go.
CaptainCox
06-06-07, 11:58 AM
I think this will not work unless the verts are exactly the same as the orig...I am speculating as i don't know enough about this stuff, but sure looks like it.
CaptainCox
06-06-07, 01:54 PM
Does someone know how to "cheat" to see all the medals in the box? I am trying something here, and need to see them all.
Thanks!
Yea...well I tried without anything but the verts...and still CTD. But i give it another go.
If all is made correctly CTD will not be possible will be texture distorsion only ...?
CaptainCox
06-06-07, 03:53 PM
Yea...well I tried without anything but the verts...and still CTD. But i give it another go.
If all is made correctly CTD will not be possible will be texture distortion only ...?
I think I miscalculated something there, so yea it works but how the HE.L :p is one to have the same amount of verts if the model looks so different. And also the texture is gonna be all over the place. I think the closest we can get this is to simply just have the medals this way
http://i10.photobucket.com/albums/a138/CaptainCox/medals2.jpg
(I already moved the "purple heart and the NDSM" in this pic)
At least they sort of correspond with the shapes then. And its what the stock game uses...ok "Real Medals Mod" goes out the window...But me personally can't get those darn texture coords to stack up, or the verts for that matter.
CaptainCox
06-07-07, 06:52 AM
Does someone know how to "cheat" to see all the medals in the box? I am trying something here, and need to see them all.
Thanks! BUMP!
Argus00
06-07-07, 07:25 AM
Does someone know how to "cheat" to see all the medals in the box? I am trying something here, and need to see them all.
Thanks! BUMP!
I think you need to save a game in base, then edit the CareerTrack.upc file. Somewhere in the first block of data, towards its end, is a line "PlayerCurrentMedals= medalID,medalID,etc.", just above the CrewmemberMedalsRepository. These names might be wrong (at work now, spitting it out from memory), but they are intuitive and easy to find. Note the space after the "=" sign.
CaptainCox
06-07-07, 08:23 AM
Cheers, will check that out!
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.