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sergbuto
09-26-07, 06:59 PM
Just dropped by to say that it is available on my site.

I mostly play SH4 nowdays and use SH3 only for looking at attacking aircrafts prior putting them in SH4 (such an option is not available in SH4, unfortunately). However, some of friends of mine ask me to make a free-walk cameras mod for SH3 similar to what I did for SH4. After completing it I thought that some of the SH3 players here might be also interested in the mod and therefore put it on my SH3 site (download can be found there).

This mod adds the following things:

1. Free-walk/move camera in the Bridge View (F4) [see below example screenshots]

http://usx218.fysik.uu.se/users/Sergei/files/FreeWalk_Bridge01.jpg

http://usx218.fysik.uu.se/users/Sergei/files/FreeWalk_Bridge02.jpg

http://usx218.fysik.uu.se/users/Sergei/files/FreeWalk_Bridge03.jpg

http://usx218.fysik.uu.se/users/Sergei/files/FreeWalk_Bridge04.jpg


2. Destabilized binocle which moves together with the boat and follows the free-walk camera in the bridge view (I had to do it because "No stabilized views" option does not work for binocle in vanilla SH3).

http://usx218.fysik.uu.se/users/Sergei/files/Binocle01.jpg

http://usx218.fysik.uu.se/users/Sergei/files/Binocle02.jpg


3. Free-walk interior camera in the conning tower.

http://usx218.fysik.uu.se/users/Sergei/files/FreeWalk_CT01.jpg

(setting up a torpedo attack in conning tower)
http://usx218.fysik.uu.se/users/Sergei/files/FreeWalk_CT02.jpg



4. Shaking with the boat movement and collision shock for the hydrophone, radar, nav. officer, weapon officer, helmsman, captain bed views and free-move camera in the Command room. Credits for the idea to add shaking/collision shock should go to l3th4l.

(free-move Shift-F2 camera after a collision)
http://usx218.fysik.uu.se/users/Sergei/files/Collision_FreeCam.jpg

(helmsman view collision)
http://usx218.fysik.uu.se/users/Sergei/files/Collision_Helmsman.jpg

(captain bed view collision)
http://usx218.fysik.uu.se/users/Sergei/files/Collision_CptBed.jpg

Letum
09-26-07, 07:10 PM
:o Wow!

3Jane
09-26-07, 07:26 PM
Is the 'air attacks' mod still available for SHIII. It says file not found. Thanks.

Myxale
09-26-07, 07:29 PM
:o

No way mate! This is ultra!:rock:

KrvKpt. Falke
09-26-07, 07:48 PM
Great! Just downloaded it. Will test tomorrow cause its almost 3am here.
Hope it will work with GWX...
Thanks!:up:

Kpt. Lehmann
09-27-07, 12:32 AM
Great! Just downloaded it. Will test tomorrow cause its almost 3am here.
Hope it will work with GWX...
Thanks!:up:

It will function, but will remove all other camera settings and corrections, defaulting them back to stock settings if this mod is based on the SH3 stock Cameras.dat.

Sergbuto will need to comment on whether or not this mod adjusts the stock cameras or otherwise.

dcb
09-27-07, 12:43 AM
Outstanding mod. Always got my view blocked by the spotting crew and wished to see a little more around the sub.:rock:

sergbuto
09-27-07, 02:45 AM
Great! Just downloaded it. Will test tomorrow cause its almost 3am here.
Hope it will work with GWX...
Thanks!:up:

It will function, but will remove all other camera settings and corrections, defaulting them back to stock settings if this mod is based on the SH3 stock Cameras.dat.

Sergbuto will need to comment on whether or not this mod adjusts the stock cameras or otherwise.
Yes, the mod is based on the stock Cameras.dat file and will work with any mod because I am not aware of any mod making adjustment to Cameras.dat except for the regular parameters. These parameters/settings concern things like the speed/ranges of movement/rotation and angle/distance of viewing for the player viewport, which are basically a matter of taste and do not affect gameplay in any way.

If needed these parameters can be easily adjusted to anyone's liking by using skwasjer's S3D editor. It is like editing a text file.

I did not introduce free-walk cameras for the command- and radio-rooms because that would require changes in other files which were already modified by various mods.

Myxale
09-27-07, 04:31 AM
Lyin' in the Cap. Bunk and watchin the room sway....grand feeling that!:rock:

mic1184
09-27-07, 06:30 AM
really nice of you to release this for SH3 although you arent playing it anymore. i think it adds quite a bit to the game, especially the free walk outside on the bridge.

thanks mate.

ps.: something else, on your SH3 download page, there is a mod that adds lifeboats, but there is no download link. where can i get that? thx.

ReallyDedPoet
09-27-07, 06:47 AM
Nice work :up: Love this option in SH4 as well.


RDP

Jhereg
09-27-07, 11:30 AM
Thank you very much I have been wanting to walk on my U-boat since you released this for SH4.:rock:

sergbuto
09-27-07, 11:32 AM
Is the 'air attacks' mod still available for SHIII. It says file not found. Thanks.
That reminds to update the link and also put the Kriegsmarine mod and the Library pack on my site. It would be easier if someone could make available archives of my Kriegsmarine mod and my Library pack to me. :lol:

sergbuto
09-27-07, 11:35 AM
ps.: something else, on your SH3 download page, there is a mod that adds lifeboats, but there is no download link. where can i get that? thx.
I am afraid this project will be never finished unless I'll get interested in SH3 again. SH4 has lifeboats implemented therefore there is no need or stimulus to work on the project any more.

mic1184
09-27-07, 11:39 AM
ps.: something else, on your SH3 download page, there is a mod that adds lifeboats, but there is no download link. where can i get that? thx. I am afraid this project will be never finished unless I'll get interested in SH3 again. SH4 has lifeboats implemented therefore there is no need or stimulus to work on the project any more.

oh thats a pity, maybe you can give it away to someone else to complete it, looks quite nice on the screenshot already.

KrvKpt. Falke
09-27-07, 12:14 PM
Ok, after a few hours of testing ive noticed some bugs (at least when using your mod with gwx 1.03):
1. there are some weird black/grey "artifacts" at the horizon when using binoculars (made screenshots but unfortunetly they are all black except the one posted below...);
2. when clicking on watch officer camera moves to the top - like this:

http://img265.imageshack.us/img265/5682/sh3img2792007183242890tz0.jpg

Also it would be nice if second use of F4 would reset the camera to default position on conning tower.

Other than that - great mod:up:

sh3rules
09-27-07, 12:41 PM
Nice! :up:

TheDarkWraith
09-27-07, 02:41 PM
ps.: something else, on your SH3 download page, there is a mod that adds lifeboats, but there is no download link. where can i get that? thx.
I am afraid this project will be never finished unless I'll get interested in SH3 again. SH4 has lifeboats implemented therefore there is no need or stimulus to work on the project any more.

Perhaps you would be interested in turning it over to me? I would like to add this to my SH4 effects for SH3 mod.....:hmm:

KaustikSoda
09-27-07, 02:54 PM
Great mod, exactly what I was looking for.
Unfortunately I got the same graphics corruption at the horizon as Falke when looking through binoculars. For me it looks similar to texture overlapping, with parts flickering.
Really hope this can be fixed, this mod immediately became one of my favorite mods.

Thanks.

sergbuto
09-27-07, 04:04 PM
Ok, after a few hours of testing ive noticed some bugs (at least when using your mod with gwx 1.03):
1. there are some weird black/grey "artifacts" at the horizon when using binoculars (made screenshots but unfortunetly they are all black except the one posted below...);
2. when clicking on watch officer camera moves to the top - like this:

Concerning graphic artifacts, I just realized that I put the wrong version of the Cameras.dat file in the download. Sorry about that. It should work now.

As to point 2, good catch, KrvKpt. Falke (I wonder why guys who used the mod before the release did not mention that). I actually forgot about the Watch Officer. Unfortunately, this can be corrected only by making modifications to additional files.

Anyhow, you can now download a version of the mod from my site which eliminates both of the bugs mentioned.

I just want to repeat that even if other mods made some adjustment of parameters/settings in the same files as those found in the download of my mod, the parameters are only related to the player "viewport" and do not affect the gameplay in any way.

sergbuto
09-27-07, 04:20 PM
ps.: something else, on your SH3 download page, there is a mod that adds lifeboats, but there is no download link. where can i get that? thx.
I am afraid this project will be never finished unless I'll get interested in SH3 again. SH4 has lifeboats implemented therefore there is no need or stimulus to work on the project any more.

Perhaps you would be interested in turning it over to me? I would like to add this to my SH4 effects for SH3 mod.....:hmm:
Sure. Let me only recall and gather what I had for the project and I will pass that on you.

dcb
09-27-07, 04:48 PM
Serg, may I come with a suggestion to your mod? Maybe you should increase the clipping distance on the binoculars, so that it "skips" the various obstacles of the conning tower, including the watch crew.
I would do it myself, but I don't have the right tweak file of cameras.dat for minitweaker. Thanks in advance.:)

Huskalar
09-27-07, 05:00 PM
Great mod. :up:

MLF
09-27-07, 05:11 PM
Ah Serg, the magician's sleeve! Many thanks.:lol:

MLF

KrvKpt. Falke
09-27-07, 06:06 PM
Works fine now, thanks Serg!

3Jane
09-27-07, 06:31 PM
Serg, may I come with a suggestion to your mod? Maybe you should increase the clipping distance on the binoculars, so that it "skips" the various obstacles of the conning tower, including the watch crew.
I would do it myself, but I don't have the right tweak file of cameras.dat for minitweaker. Thanks in advance.:)


It would be nice not to have to stand on the sill of the tower to see past the watch crew and the rdf loop. It's nice to be able to move around the boat though, especialy during the slow times.
Just a small question. Does this mod alter the screen resolution in anyway. I get the feeling that my IXB looks a little more streched when using the free-cam, but that might just be my impression.

dcb
09-27-07, 11:33 PM
Just a small question. Does this mod alter the screen resolution in anyway. I get the feeling that my IXB looks a little more streched when using the free-cam, but that might just be my impression.

I'm in a IXC myself and, to be honest, I didn't notice anything weird about stretching, but I didn't play a lot with the new mod. Maybe after a few hours into the game...

sergbuto
09-28-07, 08:41 AM
Serg, may I come with a suggestion to your mod? Maybe you should increase the clipping distance on the binoculars, so that it "skips" the various obstacles of the conning tower, including the watch crew.

No way I am going to do that. :D I love obstacles. That is how it was in reality. One needs to move around on the bridge to get rid of obstacles while using binocles, especially on US subs. :D I would do that for UZO/TBT as well if there was an opportunity to have a second one in the bridge stern.

If you do not like that, you can indeed adjust the clipping distance back to a stock value. You do not have to use a minitweeker, take advantage of skwasjer's S3D editor. It can read any file and will allow you to set any parameter for the cameras to your liking.

sergbuto
09-28-07, 08:49 AM
the magician's sleeve
Have not heard that expression for quite a while, MLF. :) Brings good memories from my childhood. :)

sergbuto
09-28-07, 09:02 AM
I get the feeling that my IXB looks a little more streched when using the free-cam, but that might just be my impression.
Some mods you are using might have adjusted the viewing angle of the camera, therefore going back to stock viewing angles may give such an impression.

Bismarck
09-29-07, 06:44 AM
Simply Superb.

Just one thing.

Please, please reupload the Air attacks mod and the new british boats.
I've always wanted a beaufighter :cry:

sergbuto
09-29-07, 10:00 AM
Ah, one more broken link for British boats. I just realized that Addititional Merchants part2 is also missing on the site. After changing the internet provider, I used the backup copy of my site but obviously it was not the latest version.

Bismarck
09-29-07, 11:25 AM
Thats a pity. Ah well no use crying over spilt milk. If you have it please upload.

dcb
09-29-07, 03:12 PM
Hi Serg

I found something that might be a problem (at least to me) in the Cameras.dat file. In Binoculars view, there's no counting of the azimuth - i.e. no matter in which direction you point the binocs, the azimuth counter stays on zero (0).
Checking the file with S3D, I found there is no azimuth (named Azimunth in the file) entry under the 172 node Dummy_Cam_Binocular. I think this is an effect of the fact that there is no RestrictedRotation node, as binocs are no longer restricted.
Still it would be handy to know the azimuth/direction you're looking at through binocs.
Is there any fix to this?
Also there is no node for UZO, or is it?

sergbuto
09-29-07, 03:39 PM
Hi Serg

I found something that might be a problem (at least to me) in the Cameras.dat file. In Binoculars view, there's no counting of the azimuth - i.e. no matter in which direction you point the binocs, the azimuth counter stays on zero (0).
Checking the file with S3D, I found there is no azimuth (named Azimunth in the file) entry under the 172 node Dummy_Cam_Binocular. I think this is an effect of the fact that there is no RestrictedRotation node, as binocs are no longer restricted.
Still it would be handy to know the azimuth/direction you're looking at through binocs.
Is there any fix to this?
Also there is no node for UZO, or is it?
In RL, there is no azimuth reading in binoculars. Therefore it is quite realistic to have this info missing in the binocular view. I did not remove that on purpose, it is a side effect of destabilizing the binoculars and I do not think it is possible to bring the azimuth reading back.

dcb
09-29-07, 04:08 PM
In RL, there is no azimuth reading in binoculars. Therefore it is quite realistic to have this info missing in the binocular view. I did not remove that on purpose, it is a side effect of destabilizing the binoculars and I do not think it is possible to bring the azimuth reading back.
Alright. That's also what I've thought. I'll try to live without the azimuth and, as you mentioned about RL in the previous post, I've also brought back the clipping to 0.1. It brings more immersion. It makes the game more realistic and gives a completely new perspective!:up:

Myxale
09-29-07, 05:17 PM
I think the missing azimuth is a great side effect to the cool free cam.
The de-stabilized Bino are great i give sme a bein there feel. Stormy sea ahoy!

:up:

Sailor Steve
09-29-07, 06:14 PM
Destabilized binoculars.


One of the things I missed from SH2 was looking at the moon through the binoculars and having to move them back and forth to keep it in the field of view.

Sergei, I've always said you were a genius, but I'll say it again just so you can hear it: YOU'RE A ****** GENIUS!

p.s. Love the idea of walking around the conning tower, too.:rock:

sergbuto
09-30-07, 10:28 AM
Thank you, Steve.

As a former SH2 player I also missed destabilized binoculars in SH3 from the beginning and wanted to look into this problem and other modifications of cameras but was dragged into importing the new units to SH3. After switching to SH4 which already comes with a decent coverage of main units and exellent visuals, I finally had an opportunity and stimulus to look into the camera modifications in an attempt to get a free walk through the sub. When working on that I came across the solution for destabilized binoculars. Since in SH4 they can be destabilized by simply checking the appropriate option, the solution was applied to SH3 where such an option does not work for binoculars. It is pity that this solution was found too late.

Lord_Kitchener
10-01-07, 06:40 PM
Thanks a million Sergbuto! Been waiting for this for a long time..I can finally peep over the front of the bridge! Get a close up look at the deck gun and crew! Emblems!...everything that you could only get sorta near before..lol.:D

Wolfehunter
10-01-07, 08:38 PM
This is a must have!:o Downloading now thanks a bunch dude. :up: :rock:

CaptainNemo12
10-02-07, 04:16 PM
Sweet!

One suggestion, could this mod be intergrated with NVDrifter's excellent Depth Charge Shake Mod? I believe it also uses Cameras.dat. I want to install the Camera mod but would hate to lose the shaking effects....

P.S.: How do you activate the free camera in the conning tower?

sergbuto
10-03-07, 03:28 PM
I am not familiar with the Depth Charge Shake Mod but my guess is that only some values for regular parameters were changed by this mod in Cameras.dat. It shoud not be difficult to identify those with help of the S3D editor by opening and comparing two files. Do not hesitate to use it.

On the other hand, someone has already complained to me that it is inconvenient to use hydrophone after the depth charge attack in my mod because it is shaking too much.

CaptainNemo12
10-03-07, 04:44 PM
I'm currently have trouble getting S3D to work, would someone be kind enough to take look for me? Thanks!

KaustikSoda
10-03-07, 05:42 PM
On the other hand, someone has already complained to me that it is inconvenient to use hydrophone after the depth charge attack in my mod because it is shaking too much.

It is a little inconvenient to get depth charged :hmm:
Realism.

Wolfehunter
10-03-07, 06:44 PM
I found a minor bug. When your on the bridge using your binoculars the compass doesn't work. On the UZO it does. Cool thing about this mod is Now I can position myself nicely on the bridge and really see!:up:

Heres a snack you might want to bite. Give the option to clipping or no clipping through walls and floors. If that is possible.

skookum
10-04-07, 12:53 AM
Serge, this is one of the coolest mods I've seen for SH3. It's an absolute must have. It turns a frighteningly immersive game into a black hole for the mind and soul. I'm indifferent to whether you should allow clipping through walls and floors. Clipping lets you get to the outer decks where the view is really cool. Leave the binoculars alone. Obstacles are a fact of life. And no, binoculars don't have compasses, that's what the UZO is for.

However, I have a small bug to report.
I have noticed that when I'm in the radio room or the hydrophone room, the up/down axis on the mouse scrolling is mapped to the roll left/right axis instead of the looking up and down axis. Scrolling left and right with the mouse maps correctly to pan view left/right.

I don't know if this makes any sense, but go to either the radio room or the hydrophone room, move the mouse forwards and backwards and you'll see what I mean.


Just when I thought this game couldn't possibly get any better, another killer (and really simple) mod comes out and totaly changes my perspective on the gameplay. I'm starting to view this game as more of a FPS/RPG now, rather than a simulator. But as either, it truly kicks ass.

It came out in 2005 and it is still, IMHO the best computer game of all time (and I've played a few).

sergbuto
10-04-07, 01:09 AM
I found a minor bug. When your on the bridge using your binoculars the compass doesn't work.
See post #35 of this thread.

Give the option to clipping or no clipping through walls and floors. If that is possible.
It is possible but requires an extensive re-work of the collision model.

Wolfehunter
10-04-07, 01:42 AM
Guys guys ok I get the message.:D

sergbuto I missed that post. My bad, I take that back. :smug:

Skookum is right about the radio room. I didn't see that happen in the hydrophone room yet. :hmm:

And for the clipping its not an issue your mod rock regardless. :rock:

chris
10-06-07, 01:50 PM
Excellent mod, sergbuto! Thank you very much. It gives a complete new visual feeling.

sergbuto
10-06-07, 04:35 PM
However, I have a small bug to report.
I have noticed that when I'm in the radio room or the hydrophone room, the up/down axis on the mouse scrolling is mapped to the roll left/right axis instead of the looking up and down axis. Scrolling left and right with the mouse maps correctly to pan view left/right.

I don't know if this makes any sense, but go to either the radio room or the hydrophone room, move the mouse forwards and backwards and you'll see what I mean.
I can't reproduce what you are describing. The up/down movement with the mouse works fine for me in the radio/hydrophone rooms in my vanilla SH3. My guess is that some changes (made by some of the mods you are using) in the Commands_en.cfg settings in the Data\Cfg folder may lead to things you have encounted.

skookum
10-06-07, 10:26 PM
I have been away, sorry for the lack of replies. The issue seems to have resolved itself. The next time I loaded SH3, all was as it should be. Thanks! (for nothing...er...except this crazy awesome mod:up::hmm::rock::rock::rock:)


Word

Gotmilk
02-25-08, 01:44 PM
I am unable to download this mod from Sergbuto-s home page. Could you be so kind and upload it again. Thank you.

sergbuto
02-25-08, 03:06 PM
Download link:
http://rapidshare.com/files/94887614/SB_cameras_mod_SH3.zip.html

Gotmilk
02-25-08, 03:56 PM
Thank you so much. I love this community. The most friendliest community i have ever seen :up:

Sailor Steve
02-25-08, 09:40 PM
I'd like to say thanks for the reposted download link as well. After all that time away from my computer, I finally got everything set up again too late. Today I finally downloaded and installed, and it's everything I could have hoped!:rock:

I was taken by surprise when I saw my bridge crew in the way.:rotfl: This is just too cool!

I have a request: I completely agree that it's realistic not to know the azimuth when looking through the binoculars. I always look with the naked eye to find a target anyway, then look through the binocs. What I would like to know is this: is it possible to remove the azimuth reading from the screen altogether? It's kind of annoying to see it there anyway.

Kpt. Lehmann
02-25-08, 10:36 PM
What I would like to know is this: is it possible to remove the azimuth reading from the screen altogether? It's kind of annoying to see it there anyway.

It certainly is possible. We've already removed the bearing indicator from the binocs altogether in the upcoming GWX 2.1 update.

Philipp_Thomsen
02-25-08, 11:16 PM
What I would like to know is this: is it possible to remove the azimuth reading from the screen altogether? It's kind of annoying to see it there anyway.

It certainly is possible. We've already removed the bearing indicator from the binocs altogether in the upcoming GWX 2.1 update.


In real life its very very easy to know at what bearing you are looking at with the binoculars, while in the game you are turning the mouse left or right and have no idea how much your head is turning, thats why i think that the bearing indicator is useful... sometimes you turned to 270 looking for something and nothing shows up, you get out of the binoculars and see you already turned too much past 180... too hard to control that turning speed sometimes without the bearing indicator. Maybe if were only a north/south/east/west indicator, would be perfect...

Madox58
02-25-08, 11:27 PM
Now days, most military opticals may have bearing marks controlled by Microchips.
It would give feed back to Military Command after all.

However.
In the field, should that fail?
Are the Troopers trained to overcome this "bug"?

I highly doubt any type of "here's your bearing" was in use during WWII
for Binos.

So GWX goes towards what was fact then, as best it can.
It is a thinking mans game after all.

Sailor Steve
02-26-08, 08:39 AM
In real life its very very easy to know at what bearing you are looking at with the binoculars, while in the game you are turning the mouse left or right and have no idea how much your head is turning, thats why i think that the bearing indicator is useful... sometimes you turned to 270 looking for something and nothing shows up, you get out of the binoculars and see you already turned too much past 180... too hard to control that turning speed sometimes without the bearing indicator. Maybe if were only a north/south/east/west indicator, would be perfect...
I'm not sure that's true. In real life you would have an idea how much your head is turning, but that only helps if you're scanning in one general direction. Any more than a few degrees and you're turning your whole body, at which time you lose that sense of absolute direction. When using plain old binoculars in real life, I think we automatically drop them and use the naked eye, and then replace them without thinking about it.

skookum
04-01-08, 03:02 AM
any word if a version of this mod is compatable with GWX 2.0 OLC GUI/enviro/etc...?

dertien
04-01-08, 03:18 AM
IIRC a GWX 2.0 compatible version will be released in their update 2.1.

so to answer your question: nope its not, alas

bobchase
04-01-08, 09:11 PM
In real life its very very easy to know at what bearing you are looking at with the binoculars, while in the game you are turning the mouse left or right and have no idea how much your head is turning, thats why i think that the bearing indicator is useful... sometimes you turned to 270 looking for something and nothing shows up, you get out of the binoculars and see you already turned too much past 180... too hard to control that turning speed sometimes without the bearing indicator. Maybe if were only a north/south/east/west indicator, would be perfect...
I'm not sure that's true. In real life you would have an idea how much your head is turning, but that only helps if you're scanning in one general direction. Any more than a few degrees and you're turning your whole body, at which time you lose that sense of absolute direction. When using plain old binoculars in real life, I think we automatically drop them and use the naked eye, and then replace them without thinking about it.
Steve,
You are absolutely right. When I was at sea, any good lookout could give you a relative bearing of a visual contact within ten degrees of actual. Any good OOD would then pick up his binoculars and immediately confirm the sighting & the bearing. You are also right about the binoculars and the eyeball being used together. You scan from the ship to the horizon with the old Eyeball MK-1, Mod-1 and then you rescan with the binoc's. Next you turn slightly and do both scans again with an intentional overlap of the first scan. You do this over & over until you complete your sector of the sea, then you start all over again, and again, and again... It's a very long 4 hour watch in the winter.
When you find a contract, you confirm the contact with the binoculars and then drop your eyes to the hull to find your bearing. Then the officers do the just the reverse of that to find the contact from the approximate bearing derived from the hull.
Bob

Kptlt. Neuerburg
04-01-08, 09:37 PM
The camera mod does work with GWX 2.0. I installed it with JSGME. Heres some screenshots to prove it.

http://img442.imageshack.us/img442/8711/sh3img14200819757750gp4.png (http://imageshack.us/?x=my6&myref=http://my.imageshack.us/v_images.php)

http://img442.imageshack.us/img442/3369/sh3img142008192415812qy2.png (http://imageshack.us/?x=my6&myref=http://my.imageshack.us/v_images.php)

Wolfehunter
04-01-08, 11:32 PM
It works but its not 100% compatible. You will see modeling glitches. This was issue was posted ages ago. GWX team is working on a revised version and including it to there GWX 2.1 Patch.

dertien
04-02-08, 02:09 AM
Danke Wolfhunter :know:

:D

dertien
04-02-08, 02:32 AM
About that bearing in the compass...

Nowadays, the more sofisticated binoculars have a lighted compass mounted into them. I don't know if that was already the fact in WWII.

Sailor Steve
04-02-08, 07:03 AM
About that bearing in the compass...

Nowadays, the more sofisticated binoculars have a lighted compass mounted into them. I don't know if that was already the fact in WWII.
Oh, definitely not. When I was a boy growing up in the '50s my dad liked to have the best toys money could buy. He had a great pair of binoculars, but they couldn't do anything like that. Also, if they had that the UZO wouldn't need a bearing indicator dial below the binocs.

skookum
04-02-08, 12:42 PM
I've been able to get SB cam to work with GWX 2.0, but not with OLC GUI installed as well. I hope there's someone who can help me get all three working together. I miss walking around on deck, but I'll never play SH3 again without OLC GUI.

CptGrayWolf
04-02-08, 03:27 PM
Oh my God! Does this mean I'll be able to put on 'J'attendrai' on the gramophone and sway with the ocean waves in my captain's bunk?? Too good to be true! Downloading now...

CptGrayWolf
04-02-08, 05:09 PM
Perfect! One of the most important mods for immersion imho! :rock:

btw is there an easy way to make the binocs all black? Since the numbers are disabled I'd like to get rid of them.

Sailor Steve
04-03-08, 02:00 PM
Perfect! One of the most important mods for immersion imho! :rock:

btw is there an easy way to make the binocs all black? Since the numbers are disabled I'd like to get rid of them.
I asked that question earlier in the thread. The reply was that the camera mod will be part of GWX 2.1, and the numbers will be gone.

If you don't want GWX there is definitely a way to do it. I don't know what it is, but someone who does will surely give it up.

CptGrayWolf
04-03-08, 02:43 PM
Perfect! One of the most important mods for immersion imho! :rock:

btw is there an easy way to make the binocs all black? Since the numbers are disabled I'd like to get rid of them.
I asked that question earlier in the thread. The reply was that the camera mod will be part of GWX 2.1, and the numbers will be gone.

If you don't want GWX there is definitely a way to do it. I don't know what it is, but someone who does will surely give it up.

Ooops, I really do read all posts, but looks like I missed that one. :oops:
Yup, either enable the bearings or get rid of them. Either way is fine with me. If anybody knows how to do this, let me know!
Great mod once again! :up:

RICH12ACE
04-04-08, 03:26 PM
hi i what THIS mod! but the links on your download/mods page do not work! help!:nope: :nope:

CptGrayWolf
04-04-08, 03:59 PM
hi i what THIS mod! but the links on your download/mods page do not work! help!:nope: :nope:

It's on page 3, http://rapidshare.com/files/94887614/SB_cameras_mod_SH3.zip.html :up:

edit: new link

RICH12ACE
04-04-08, 04:05 PM
hi thanks for the info but i get "file not found" with the link!:-?

RICH12ACE
04-04-08, 04:18 PM
ok thanks i have got the link now:cool: .

Bosje
07-16-08, 12:37 PM
this is not in GWX2.1 though, is it?

i just installed it on top of 2.1, no problems while sailing out of lorient, except a bit of choppyness which is usual for me in ports

i do get the bug where the camera resets downward when looking directly up, kind of annoying when looking at the sky

on a related note, I just uninstalled OLC GUI but I loved the numpad 0 function of getting away from the station. any easy ways to get that function to work in GWX 2.1?
kind of feels natural to go with this mod, walk around the conning tower, have a peek through the obs scope and go straight back to the conning tower, rather than having to go to the zentrale and then back up to the conning tower.
if you know what i mean

bobchase
07-16-08, 06:19 PM
Bosje

The easiest way is to use Setkeys1.3 to set the "Go Back to prev cam" (7th choice down in the list) to Numberpad 0

If you don't have SH3 Setkeys1.3, I put a copy of it up on my filefront page some time ago.

Bob Chase

Bosje
07-17-08, 04:55 AM
I got another solution, installing U-jagd tools gets the numpad ins but removes the numpad enter function of resetting to 1x time compression.

after almost getting killed from that, I just looked up the command lines for both INS and ENTER (back to previous + time compression 1x) and put both commands into the U-jagd mod, re-installed U-jagd with JSGME and it works like a dream.

Somewhere in between my mod packages I have misplaced my IXC heavy Flak Gun but i'll make a seperate threat for that as it's not related

I love this camera mod, very immersive. Particularly laying in my bunk, watching the boat roll and pitch, get out of bed, through the open hatch into the control room, have a chat with the officers there, take a peek at the charts, up into the conning tower and out onto the bridge. there you just stroll over to the wintergarten railing and watch the sun rise while leaning back and having a fag

just... wow :rock:

LGN1
07-20-08, 12:38 PM
It seems that using this mod in combination with SH3 Commander's malfunctions and/or sabotage option can lead to a CTD. For a fix look at this thread, second post

http://www.subsim.com/radioroom/showthread.php?t=139603

Cheers, LGN1

flakmonkey
07-21-08, 03:41 AM
Wow, only just spotted this one (late to the party as usual). Sadly the DL link doesnt work, just get file not found:cry:

Cheapskate
07-21-08, 08:57 AM
Wow, only just spotted this one (late to the party as usual). Sadly the DL link doesnt work, just get file not found:cry:

Try: http://rapidshare.com/files/94887614/SB_cameras_mod_SH3.zip.html :D

Haddock
07-29-08, 09:40 PM
I've been able to get SB cam to work with GWX 2.0, but not with OLC GUI installed as well. I hope there's someone who can help me get all three working together. I miss walking around on deck, but I'll never play SH3 again without OLC GUI.

Moin Kaleuns
Any news?
Is there a way to make this mod compatible with OLC Ubermod v2.4.2 for GWX 2.1?
Or should i stop dreaming.
Walking around on deck like in SH4 would be great
but SH3 without OLC GUI........ :o :nope: :damn: :cry: :down: :x :dead:

999-Jay-999
07-30-08, 02:45 AM
I've been able to get SB cam to work with GWX 2.0, but not with OLC GUI installed as well. I hope there's someone who can help me get all three working together. I miss walking around on deck, but I'll never play SH3 again without OLC GUI.
Moin Kaleuns
Any news?
Is there a way to make this mod compatible with OLC Ubermod v2.4.2 for GWX 2.1?
Or should i stop dreaming.
Walking around on deck like in SH4 would be great
but SH3 without OLC GUI........ :o :nope: :damn: :cry: :down: :x :dead:




In GWX I am sure you have free roam built in already... I can not recall the key combo to activate it though. :hmm:

Myxale
07-30-08, 02:51 AM
Shift-F2 will let you fly tru your tube!:hmm:

Haddock
07-30-08, 09:58 AM
Thanks for reply, Männer.
But that isn't the thing i'm searching for.
I know the key combo to walk inside the sub. But this mod do you need to walk outside, along your deck and tower.
I'm no modding-specialist, so i have to wait for a talented modder, who miss the "OLC GUI + Free Cam combo" too.

thx, haddock




ps: Dear modder, please hurry up....:lol: :oops:

Cheapskate
07-30-08, 10:26 AM
In GWX I am sure you have free roam built in already... I can not recall the key combo to activate it though. :hmm:

The Shift+F2 combo is present in all versions of the game.

However,although similar, it is not truly comparable to Serge's Camera Mod.
For one thing Shift+F2 does not work outside the hull or CT. So you can't walk round the bridge or go down on to the deck. Nor does it allow you to interact with other crew members or equipment. To illustrate this: Using Shift+F2 walk up to the LI/Helmsman left click on him to give him an instruction...he'll just ignore you. Now (still using Shift+F2), climb the ladder into the control tower..it can be done...provided you don't end up in the black " camera out of sector" limbo. Click on the periscope - nothing happens!

Now (with Serges mod loaded) start the comparison process. Go to bridge. Walk up to 1WO (using arrow keys), left click on him. You will then have his undivided attention and he'll follow your orders. Click on the UZO...it works!. Right click on hatch cover. You'll be in the CT. You can then walk round and click on the attack periscope to access the external peri camera view and the tube opening switches beneath it. From there you can use the periscope as if you had pressed the F3 key.

The camera mod works best with one of the 'go back' mods and provides a much more immersive feeling to the game, than just moving around using the Station icon shortcuts or F key equivalents.

Not everyone will want to play the game this way. But for those that do - this mod is an absolute 'must'.

Edit

@ Haddock

Mikhayl's S-Boot mod used a version of the OLC Gui and a modified Serge's Camera...maybe it might be an idea for an experienced modder to have a look at that with a view to making the two mods compatible??

pkl75
07-30-08, 01:04 PM
Hi mates. I am not experienced modder but started doing this merging work 2 days ago - I am planning to share it this week as a WIP for testing. There will *hopefully* be dfferent combinations, for OLC GUI and LRT Final 2.02, those both separately and together, as well as with additional options for "light shake" and "medium shake" as in LRT mod.

:hmm: We'll see then how it will be.

Haddock
07-30-08, 02:53 PM
Great news, pkl75.
Looking forward for this and wish you good luck with the merging.:up:

pkl75
07-30-08, 05:55 PM
Great news, pkl75.
Looking forward for this and wish you good luck with the merging.:up:

Thanks - now I opened the thread for this. ;)

conus00
08-12-08, 03:53 PM
I would love to get this mod but as of now D/L links from Sergubtos' homepage don't work and the Rapidshare link does not work either. Can somebody, please, post the mod for me again?
Thanks a lot!

Cheapskate
08-12-08, 04:41 PM
Hi Conus

I just checked the Rapidshare link given in my earlier post. It is actually working OK.

If you are one of those who can't ever d/l from Rapidshare, drop me a PM with your Email address and I'll send you a copy. It's a tiny little file.


Cskate

conus00
08-13-08, 01:11 AM
Cheapskate,
thanks for the offer but I managed to finally d/l the file. You would not believe this: Trying to d/l the file using Firefox+DAP I was getting "File not found" message. I have tried to open link in the Explorer and voila it worked!!! Firefox seems to be the culprit.
Unbelievable...! :damn:

One more question though: Cameras.dat was also modified by Open Hatch V2 mod. Does anyone know if these two files conflict with each other or in which order they need to be installed? THX!

Cheapskate
08-13-08, 03:36 AM
Conus
Glad you managed to get download Ok in the end. It doesn't really surprise me to hear that the browser was involved. I use plain old unvarnished IE (version 6). Seem to be able to get most of what I need without too much fuss.:D

There are a couple of areas of conflict with OH_V2. SB Camera causes the camera viewpoint to be brought back to stock 1.4b levels. This is most noticeable in the peri views. There is also some very minor artifacting when in the forward control-room position. Beyond that, I haven't noticed anything. The Camera mod has to be loaded after OH_V2 BTW.

conus00
08-13-08, 09:02 AM
Thank you! I will give it a shot.

conus00
08-18-08, 09:09 PM
I just have to tell you: this mod rocks! :rock: Just a quick question for Sergbuto, though: how hard it would be to have camera freely moveable in the Zentralle? That would make it 100% in my book.

SquareSteelBar
08-19-08, 07:37 AM
...how hard it would be to have camera freely moveable in the Zentralle?Hit 'Shift + F2'...

Cheers,
SquareSteelBar ;)

brett25
08-23-08, 01:20 PM
Great mod, thanks! I did notice a bug, however, that hasnt been mentioned yet. For some reason I cant get into the conning tower by clicking on it fron the CR. Instead, clicking on the conning tower puts me in "free roam" mode in the CR. I cant seem to get into the conning tower anymore, even from the deck.

Cheapskate
08-23-08, 08:12 PM
What you are experiencing, Brett25, isn't a bug, and you aren't in free-Roam mode in the CT - unless you walked up the ladder while using Shift+F2.:D

The Camera mod is a variation of free-roam (Shift+F2) and is active on the bridge and in the CT.

The main difference between the two is that free-roam (shift=F2) does not allow interaction between yourself and the crew or equipment. The Camera mod does. When you go into the tower from CR by clicking on the hatch, try to use the scope - you'll be able to. You wouldn't if you were in free roam.

To go from bridge to CT, right click on hatch. To go from CT to CR, you can right or left-click on hatch. Either way, you then leave the Camera mod.

To get around in CR you have to use the Station ShortCuts or use free roam. If you are using free-roam, you will not be able get into CT with a mouse click until you have left free-roam (right click).

Sorry if this all sounds a bit complicated. Actually it is! If Serge's mod operated in the control room as well as everywhere else,getting around downstairs would be a lot simpler and better. This was what Conus00 was saying in post #97.

brett25
08-25-08, 10:55 PM
hmmm. ok i will try to play around with that, although i tried switching between free raom and non free roam, however i could never get back into the conning tower (but i could go everywhere else).

Another thing has happened since then however, namely, i cant play the sonar guy, and when i go up there, there is no crew in either the sonar station or radio room. there are crew assigned in the management screen. i do play with several mods, so i suppose i will just go through each untill i fins a conflict.

Cheapskate
08-26-08, 03:16 AM
From what you say about the Radio & Sonar crew, I'd almost lay money on you having a problem with an Open Hatch mod install.

If you look in the data\Interior\NSS_Uboat directory, and open any of the sub files, you should see that the NSS_Uboat_RR.dat file is a 0 kb file. If it isn't, you will get the AWOL RR room crew.

What game version are you using (GWX,NYGM,Stock etc)? And which OH mod version?

brett25
08-29-08, 02:18 AM
cheapskate,

you hit the nail on the head. Indeed it was the open hatch mod, or more specifically, the interior diving angle mod, which interferes with the open hatch component of the game. There are a few versions of IDA mod which address the open hatch, so I will have to play around to figure out what works. OR it may be the IDA and the camera mod are incomatible. It may be possible to figure out a way to get them both to work, because they are each fairly essential mods for those players seeking emmersion as a big reason for playing.

Ive been playing with the steel sharks mod (steel sharks league) but also several other mods as well. Im not sure which open hatch mod i have as Steel Sharks includes this in their build. I also play an GWX install with an open hatch mod among a few others, but havent tested out the camera mod with this particular install config yet. I can send you a screen grab of my JGSME

Darkbluesky
08-29-08, 01:42 PM
The link does seem not be working. Is there another link to download it, please?

Darkbluesky
08-30-08, 04:11 AM
Just in case someone has the same problem as me, I found this link googling the name of the file,

http://files.filefront.com/SB+cameras+mod+SH3zip/;8882664;/fileinfo.html

I have still to test it but it seems ok.

Greetings

Cheapskate
08-30-08, 04:18 AM
@ Brett25
Glad you've found the source of your problems. When mods based on major camera position alterations conflict, you can end up with some very strange results indeed.

OH_V1, which came in several different parts and is characterised by white interior lamps in daytime mode, could do some very odd things if the parts were not put on in the correct order.

Similarly, Serge's Camera won't function at all, unless it is put on after any Open Hatch mod.

From what little I know about the Improved Diving Angle Mod, I would have serious doubts about it working with the Camera Mod as they both seem to make radical changes to camera movements in the Control Room area. Hopefully some camera modding expert will prove me wrong!

Regarding your other install: GWX 2.1 comes with a special version of OH mod but I think it only works on the type VIIs. In my opinion a far better option would be to replace it with OH_V2 which works for all subs - and adds some really good stuff for the TypeII. In case you don't have it, the link is:-

http://www.subsim.com/radioroom/showpost.php?p=397371&postcount=1

The Camera mod has a couple of minor conflicts with GWX. The most noticeable of which is the reduction of periscope magnifications to stock 1.4b levels. However this is easily rectified with S3d.....I managed to do it in about 5 minutes flat....and I don't possess any modding skills worthy of the name.


@ Darkbluesky

Did you try:-

http://rapidshare.com/files/94887614/SB_cameras_mod_SH3.zip.html ??

Just checked that one and it is working ok.

Edit: Posts crossed!

pkl75
08-31-08, 01:51 PM
@ Brett25
Glad you've found the source of your problems. When mods based on major camera position alterations conflict, you can end up with some very strange results indeed.

OH_V1, which came in several different parts and is characterised by white interior lamps in daytime mode, could do some very odd things if the parts were not put on in the correct order.

Similarly, Serge's Camera won't function at all, unless it is put on after any Open Hatch mod.

From what little I know about the Improved Diving Angle Mod, I would have serious doubts about it working with the Camera Mod as they both seem to make radical changes to camera movements in the Control Room area. Hopefully some camera modding expert will prove me wrong!

Regarding your other install: GWX 2.1 comes with a special version of OH mod but I think it only works on the type VIIs. In my opinion a far better option would be to replace it with OH_V2 which works for all subs - and adds some really good stuff for the TypeII. In case you don't have it, the link is:-

http://www.subsim.com/radioroom/showpost.php?p=397371&postcount=1

The Camera mod has a couple of minor conflicts with GWX. The most noticeable of which is the reduction of periscope magnifications to stock 1.4b levels. However this is easily rectified with S3d.....I managed to do it in about 5 minutes flat....and I don't possess any modding skills worthy of the name.


I am not an expert camera modder but I have some opinions over what you said above:
1) SB_cameras_mod_SH3 contains no files in folder "interior" while GWX - Open Hatch Mod does contain only files in "interior" and in no other folder. Therefore the order of installation should not make a difference.
2) interior diving angles and interior diving angles (openhatch) only change .sim and .dat files in "Interior" folders, no .cam files (as SB_cameras_mod_SH3 does) and also there are no changes to cameras.dat in the IDA mods. I am not sure about functionality of type XXI boat after those, because both change that sub, but at least there are no same files changed by those mods. In my opinion the other subs should work anyway. I have not tested that.
3) I agree about differences between GWX and camera mod.

I remind about a little work I did a while ago for combining LRT, camera mod and OLC GUI (in GWX of course).
http://www.subsim.com/radioroom/showthread.php?t=140085

I did not however make it for camera + GWX only. Glad that you did!

Cheapskate
09-01-08, 06:06 AM
Hi pkl75

Nice to hear from you again! I do remember the work you did on OLC Gui/SBC fix and I was thinking of you when I said " Hope some camera modding expert will prove me wrong".:D

I note what you say about SB Camera Mod and its compatability with Open Hatch Mods. However, I know for certain that the Camera Mod's free movement on deck and in the Control Tower is disabled when it is loaded before Open Hatch.
Don't know why this happens, and when the answer is simply to load SBCamera after OH, I'm quite happy to leave it at that. I've absolutely no desire to mod anything....unless the problem is very,very easy to correct - like the peri magnification fix in GWX.

I remember Open Hatch uses a 0byte RR.dat file. If a RR.dat containing data was loaded when running OH_V1 (usually by loading the parts in the wrong order), it seemed to cause the RR Room crew to disappear. That was exactly what Brett reported in his earlier post. I've also seen the RR screen replaced by a view of the sea, without any sign of the sub!

Haven't ever used IDA, but I did look at it briefly. The version I saw included a populated RR.dat file. I was pretty sure that there would be a clash if it loaded after Open Hatch. However, following your comments, I'll actually load it up and see what happens. Should really have done that in the first place :oops:

Cheapskate

Edit: Just noticed your PM. Will reply just as soon as I've mowed the lawns. Got to do that before the rain comes!!! :damn:

supposedtobeworking
09-07-08, 09:27 PM
so is there a free walk camera mod that is totally compatible with GWX 2.1??

Philipp_Thomsen
09-07-08, 09:42 PM
so is there a free walk camera mod that is totally compatible with GWX 2.1??

Aren't you supposed to be working? :lol:

supposedtobeworking
09-08-08, 10:51 AM
I am working...on finding a a free walk camera for GWX 2.1...you haven't seen one have you?

Sailor Steve
09-08-08, 12:08 PM
And the answer is "no". The GWX team said they were working on adapting it fully, but they just couldn't get it to full compatibility in the time frame they were working in, so they had to abandon it.

I use it anyway, and haven't noticed any real problems. But then, there are a lot of things I don't notice, so don't listen to me.

supposedtobeworking
09-08-08, 03:16 PM
ok i'll give it a shot...I still have the original I think..thanks.

Desga
03-14-09, 10:27 AM
excuseme but is the Depthcharge_shake_2.01 compatible with this SB Camera Mod ?

chrysanthos
11-14-12, 12:12 PM
maybe is the wrong forum but i would like a answer please....is there a camera
just like silent hunter 4 outside that follows the ship? for 3? thanks

gmetzo
07-10-20, 08:45 PM
is there a chance to get a new working link for the mod?

FUBAR295
07-10-20, 09:12 PM
Try this :

http://www.mediafire.com/file/3wjmjx2qgo48119/SB_cameras_mod_SH3.zip/filettp://

Good hunting,
FUBAR295