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View Full Version : Star shell mod anywhere?


kakemann
11-05-07, 04:48 PM
Someone knows if anyone modded starshell ammo to use with the american subs? Enjoyed using them in SH3.

Thanks anyway

adam090584
11-05-07, 05:56 PM
Don't know of any mod. But you can get them by using the SH3 Mini Tweaker and Tweak Files

leovampire
11-06-07, 02:50 PM
But didn't happen right off the bat. I think only certain weapon's can run them. Maybe just the big flak gun when you can get it lator in the war.

adam090584
11-07-07, 01:37 PM
When using the Tweak Files and the mini tweaker look for the deck gun .sim files load them and then add the desired amount you want.

panthercules
11-07-07, 10:04 PM
When using the Tweak Files and the mini tweaker look for the deck gun .sim files load them and then add the desired amount you want.

Are you talking about SH3 or SH4? I tried this with the SH4 files, and it accomplished nothing - my deck gun did not show up in game as having any star shells at all or even a place for them (just the usual AP, HE and AA, the latter being unavailable even though there's a third shell indicator as if it could have some AA shells).

Is there a specific type of gun/sub combo that you have actually done this with and succeeded in getting the star shells to show up, load and fire properly as star shells in SH4?

Sailor Steve
11-08-07, 06:56 PM
They probably took to heart all of our complaints that SH3 was wrong. U-boats didn't carry starshells either.

leovampire
11-08-07, 07:04 PM
That only the big AA gun for the sub was able to carry the star shell's. Along with the flak rounds.

panthercules
11-08-07, 09:19 PM
That only the big AA gun for the sub was able to carry the star shell's. Along with the flak rounds.

I'll have to try that some time - I was just testing with the 4"/50 on my Salmon class sea trials boat (it's the only one I use 'cause it's the only one kv29 ever got destabilized, as far as I recall) and it for sure didn't work with that one.

adam090584
11-09-07, 01:11 PM
When using the Tweak Files and the mini tweaker look for the deck gun .sim files load them and then add the desired amount you want.

Are you talking about SH3 or SH4? I tried this with the SH4 files, and it accomplished nothing - my deck gun did not show up in game as having any star shells at all or even a place for them (just the usual AP, HE and AA, the latter being unavailable even though there's a third shell indicator as if it could have some AA shells).

Is there a specific type of gun/sub combo that you have actually done this with and succeeded in getting the star shells to show up, load and fire properly as star shells in SH4?

SH4. I can get the star shells to load and fire properly on all deck guns and with any submarine. They use the third shell indicator. When using the tweak files the first thing you should be able to see is the shell storage amounts with AP,HE,AA and SS highlight the SS (Star Shell) and use the New Value box to add the desired amount you want.

panthercules
11-10-07, 01:05 AM
When using the Tweak Files and the mini tweaker look for the deck gun .sim files load them and then add the desired amount you want.

Are you talking about SH3 or SH4? I tried this with the SH4 files, and it accomplished nothing - my deck gun did not show up in game as having any star shells at all or even a place for them (just the usual AP, HE and AA, the latter being unavailable even though there's a third shell indicator as if it could have some AA shells).

Is there a specific type of gun/sub combo that you have actually done this with and succeeded in getting the star shells to show up, load and fire properly as star shells in SH4?

SH4. I can get the star shells to load and fire properly on all deck guns and with any submarine. They use the third shell indicator. When using the tweak files the first thing you should be able to see is the shell storage amounts with AP,HE,AA and SS highlight the SS (Star Shell) and use the New Value box to add the desired amount you want.

Odd - I tried this again tonight, and still no luck. I changed the SS number from the 28000+- number that was in there to 20, and when that didn't work I went back and also changed the AA number that was in there from 28000+- to 0, but the third shell indicator is still grayed out and unusable. This was on a Salmon class using the 4"/50 deck gun on stern mount. Deleted the "copy of" file that the tweaker creates, and even started with new career, but no luck. In fact, it got stranger, 'cause now it thinks I don't have any HE shells available either (although that's set to 100 via the minitweaker), yet I know that it's recognizing some of the minitweaker changes because it's showing me as having only 100 AP (I changed that from 120 just to see if the changes were being recognized).

Any idea what's going on? I used minitweaker to check the .sim file in my game folder just to make sure that nothing had gone screwy during the JSGME process, but it shows all the parameters are as I had set them before (100 AP, 100 HE, 0 AA and 20 SS). No matter what I set those numbers to now (even when I put them back to the 120 AP and 100 HE, 0 AA and 0 SS that used to work), the game only recognizes the AP number and grays out both the HE and AA shell indicators. Any idea what's going wrong here?

leovampire
11-10-07, 01:50 AM
But until you add the rounds to the Amunition and Weapon's upc file's and tie them into the weapon's you want to be able to use it you will never get them.

Once you do this then you can refit at a port or a Sub tender and they will suply you with the round's or if you make the change's while in base.

I sugest you make it a JSGME ready mod so as not to screw up the original game file's.

Yes you do also need the tweeked sim file to go with the other changes to make it all work.

panthercules
11-10-07, 01:59 AM
Thanks leo - I am using a JSGME mini-mod to do my gun-tweaking, but it does look like I hosed up my .sim file somehow in all the tweaking - I dropped back to a stock .sim file, and the game is recognizing the numbers I stick in there (via minitweaker) for AP, HE and AA shells again just fine. However, it's not doing anything with the SS numbers I put in there, and based on your info above it sounds like it won't unless those other files are tweaked too. Since that's way beyond my current skill/info level with this stuff, I'll have to wait until some other enterprising modder makes this available in easy JSGME format, or until I find some authentic reports of US subs actually using star shells to give me enough incentive to try to dig into those other files and figure out how to make all that work.

leovampire
11-10-07, 02:03 AM
Thanks leo - I am using a JSGME mini-mod to do my gun-tweaking, but it does look like I hosed up my .sim file somehow in all the tweaking - I dropped back to a stock .sim file, and the game is recognizing the numbers I stick in there (via minitweaker) for AP, HE and AA shells again just fine. However, it's not doing anything with the SS numbers I put in there, and based on your info above it sounds like it won't unless those other files are tweaked too. Since that's way beyond my current skill/info level with this stuff, I'll have to wait until some other enterprising modder makes this available in easy JSGME format, or until I find some authentic reports of US subs actually using star shells to give me enough incentive to try to dig into those other files and figure out how to make all that work.

Anyway's as I said in a PM to you I will make a mod for you tomarrow to have and you can do with it what you want I don't want credit or anything. And FYI the UPC file's are word pad friendly no special tweeker file or anything else is needed to make changes to them only the sim file. It is 2 a.m. I am going to bed. Good night everyone.

panthercules
11-10-07, 03:31 PM
Thanks Leo - I tried to beat you to it, so you wouldn't have to divert time away from ROW, and I opened up the .upc files hoping I could figure out what needed to be added, but no joy. I couldn't figure out why the only ammo type shown for the 4" gun in either of the .upc files was the AP (what happened to the HE?). And I wasn't sure where to find the data/entries for the star shells in SH3 to try to port them over into these files. As I said above, apparently this is beyond my skill/info level at this point, so if you ever get around to it that would be great but don't hurry on my account for this.

leovampire
11-10-07, 06:26 PM
Thanks Leo - I tried to beat you to it, so you wouldn't have to divert time away from ROW, and I opened up the .upc files hoping I could figure out what needed to be added, but no joy. I couldn't figure out why the only ammo type shown for the 4" gun in either of the .upc files was the AP (what happened to the HE?). And I wasn't sure where to find the data/entries for the star shells in SH3 to try to port them over into these files. As I said above, apparently this is beyond my skill/info level at this point, so if you ever get around to it that would be great but don't hurry on my account for this.

I will try to get it out to you somtime late today as it is now 6:30 p.m. here.

I will be sending it to you in a PM then you can do with it what you want.

BTW from the looks of it I can only set them up for the 3in and 4in deck gun's. It is not going to be easy as I have to find out the exact in game name use for the Star shells first then add them to the Ammo file for the sub's and then add them to the available round that can be used. I am also fixing the 20mm and 40mm AA gun's to properly display and use ammo as it didn't seem to be set up right for them along with that notation you made for the deck gun round's.

I am going to make it so a sub can only carry 20 Star shell rounds max.

leovampire
11-10-07, 09:16 PM
Found a lot of refrences for the starshell rounds but hard to track down what exactly is needed for in game reference and use. SS_Shell I think is the one I need to use making some changes here and there and testing.

Unfortunatly some of the old SHIII file's are mixed in with the new SHIV stuff so it is hard to track it all down on what needs to be changed to make this happen so it is slower going than I thought it would be.

leovampire
11-10-07, 09:58 PM
In the menu file it now has to be set up to display the shell's when you are in deck gun view.

Right now as most know there is a dark slot for Anti Aircraft rounds for the deck gun if there could also be a 4th slot for the Star Shell's it should be good to go with the change's I made to the other game file's.

I see there are dds images for this and that a display can be set up for 4 shells to be seen in the view to pick and chose from.

The problem is I have never ever tryed to do my own menu changes just what other people have posted.

So now we need somone good at the layout stuff of the dds files and setting them up in the menu file to actualy make this work so you can pick the round's to be loaded.

The DDS images for the sub gun's ammo is in Data/Menu/GUI/Shells

UUUMMM oh Digital_Trucker where are you when I need you!?

Digital_Trucker
11-11-07, 10:22 AM
Going to take a look at it now. I'm no menu mastermind, but I'll see what I can do.

leovampire
11-11-07, 04:00 PM
Going to take a look at it now. I'm no menu mastermind, but I'll see what I can do.

I just can not test the work for them unless I can access the shell's in the game. So this will be on hold till someone get's the menu changes to me I need to make.

Thanks for your time and effort Digtial_Trucker.

BTW these are all the file's I had to change just to get it half way working. Now when the menu work is done I can test it and fine tune it.

Data/Library/USSubParts both of the sim file's for the Deckgun 4 50and Deckgun 3 50 deck gun's.

Then Data/UPCData/UPCLocalization you have to make some changes in that file. UPCLocalization

Also:

Data/UPCData/UPCUinitsData have to make changes to both Amunition and Weapons

Digital_Trucker
11-11-07, 04:35 PM
Graphics part is complete and now that the Falcons are done with their 2nd consecutive victory (it's a miracle!), I hope to have the menu part done soon (as in soon as I figure out the dreaded 1024x768_menu.ini). Whether it's realistic or not, I'd like to have the star shells myself for night time surface attacks:arrgh!:

leovampire
11-11-07, 06:12 PM
To get this fixed and working for all of you. We are sharing each others work and idea's to get it fixed.

Just wanted to give you guy's a progress report.

Digital_Trucker
11-12-07, 12:04 PM
Another small update. I got the changes done to the deck gun screen so that we now have selectable star shells. Just can't get them to load and fire yet. We'll keep plugging until it works.

For now, here's a little screenie showing the new shell selection

http://i19.photobucket.com/albums/b173/digital_trucker/sh4/11-12-2007-112648AM.jpg

I also took the liberty of labelling the anti-aircraft shells to avoid confusion. They are still available when they are supposed to be, so no functional loss.

leovampire
11-12-07, 03:30 PM
Another small update. I got the changes done to the deck gun screen so that we now have selectable star shells. Just can't get them to load and fire yet. We'll keep plugging until it works.

For now, here's a little screenie showing the new shell selection

http://i19.photobucket.com/albums/b173/digital_trucker/sh4/11-12-2007-112648AM.jpg

I also took the liberty of labelling the anti-aircraft shells to avoid confusion. They are still available when they are supposed to be, so no functional loss.

I will now finish getting them set up and usable then give the file's back to you Digital_trucker to see and test for yourself then you can release it to the public once you feel good with it.

leovampire
11-12-07, 09:21 PM
3in deck gun and the 4in deck gun just trying to figure out the star shell rounds still.

So now when it is done there will be HE AP AA and SS round's for all 3 deck gun's.

3in /50 4in/50 and 5in/25

ben cg
11-12-07, 10:20 PM
I am looking forward to playing with star shells :up:

leovampire
11-12-07, 10:54 PM
http://static1.filefront.com/images/personal/l/leovampire/93141/wgwnfllbcr.thumb500.jpg
http://static1.filefront.com/images/personal/l/leovampire/93141/vcnoobtxml.thumb500.jpg

We are having a little problem with the menu file so give us some more time on this okay guy's?!

Captain Vlad
11-14-07, 05:35 AM
You guys rock. I know this was mostly for the other folks request, but I'll be DLing this when ya'll finish as well. I too missed the star shells...so thanks for working to make sure that my virtual captain can purloin that which is not standard issue.:arrgh!:

Taurolas
11-16-07, 07:34 AM
wow guys this looks like it will deffinately be a must for all us who like to cause mayhem in the early hours :up:

cant wait to sneak up on a convoy and fire a few Star Shells into the air and watch the chaos hehehe.

leovampire
11-16-07, 03:48 PM
There is an ingame triger for being able to click on and use the star shells we are trying to locate and apply to the menu file. Until we find the right triger to use and set up we are stuck at the moment.

So give us a bit to figure it out seeing how many file's we have to go through to find it.

Digital_Trucker
11-16-07, 04:19 PM
I've looked through everything I can find that has anything to do with guns and shells and whille the star shell appears in some places, it doesn't in others. For instance, I can't find it in any of the shells files, but it is mentioned (partially) in the menu file. The real problem is that there is a possibility that the game isn't looking to see if the shell is selected because it is not implemented and the use of the shell may be "hard not coded" (meaning that without changing the source code for the game, it won't work).

If that is the case, then the only choice is to replace the deck gun AA shells (which are late war 5" gun options) with the star shells. Even then, there may be some work to be done in the shells files (thank goodness for skwasjer's S3D, or I would just give up:damn: ).

To make a long story even longer, the ship is still afloat and the captain hasn't given the abandon ship order (yet).

Taurolas
12-06-07, 07:45 AM
Folks,

I've been looking into the star shell thing... the only reference to star shells i've seen so far is something to do with the 88mm ( node 134 i believe) so if its in the game i'm assuming its on a ship (As I've seen DD's use star shells)... would it not be possible to check the weapon loadouts on the Jap ships and see how these are implemented and then try and clone the info into the relevent weapons loadout on a sub? (I have no experience at all with nodes and renaming or cloning stuff like that so i could quite easily screw it up)

or would it be easier to look at a gun like the 5.25 and see why they put the AP ammo info in there (check S3D) i take it something in the game uses 5.25 AP ammo but its not implemented in the ammo files for the subs... it is however easy enough to implement AP ammo on the 5.25 which in turn displays the correct ammo pics and ammo amounts when manning the 5.25 AP HE AA in that order.

Sorry if i've covered things others are doing, have done or have talked about but i'd really like those Star Shells!!!!

All the main modders out there... keep up the good work, you guys :rock:

Digital_Trucker
12-06-07, 09:22 AM
Those are all good thoughts, Taurolus. In my case, the exporting and importing of nodes is pretty close to the "edge of the envelope" as far as my skills go. The problem, too, is going to be how to get the on screen button to relate to the ammo. Right now, Leo is really busy getting recuperated and catching up on the changes 1.4 for the ROW mod. Since the hard coded part of the game changed considerably, it's going to be a major PITA to recreate IMO.

Taurolas
12-07-07, 07:45 AM
Hi DT, thanks for the reply :up:

I take it by the on screen button you mean the shell graphic image which when clicked loads up the weapon with the selected ammo type? i'm assuming thats what you mean...

From the tinkering i've done so far i've got AP ammo loaded up on the 5.25 would it not then be possible to do away with the AP ammo which isnt a standard loadout on the 5.25 in sub format believe its AA and HE only, leave the onscreen image which we know works when AP ammo is set up to work on it and link the SS rounds to that? I'm assuming that the gun calls up the required ammo type from a cfg file for that to work, atleast then if the graphic is hard coded eg (3 rounds displayed only)we should end up with an AP graphic but when selected it'll load star shells?.

by the way i'm well over my head and sinking fast!

PS From the other posts i've read dotted about... it sounds like both you and Leo have got 95% of it working but are stuck on the graphic selection problem and if that is hard coded, would this not be a possible workround?

Digital_Trucker
12-07-07, 10:10 AM
Yes, that certainly should work as long as we substituted the star shells for the AP rounds. Leo and I discussed that and I had thought about doing a poll regarding it, but we also wanted to do everything we could to have our cake and eat it, too, so to speak, by getting them both working. Then Leo was out for a while and the patch came out and real life reared it's head (my oldest son got married and guess who gets to do the video/slide show DVD?) and, to be honest with ya, I hadn't thought much more about it.

I'm a bit over my head, too, when it comes to dealing with most of the games files. Any that are in "plain text", I don't have much problem with and the ones that are well labelled (and S3D or mini-tweaker accessible) I can muddle through, but some of the shells files have, like, 40 gazillion shells in them and none of them are labelled anything except "ammo".

I used the naming conventions that went along with what little was already on the menu for the star shells when I set up the on screen graphic "button", but I think there just isn't a star shell modelled for the submarines. I think we could probably clone the ones that the DDs use, but we'll have to figure out which one it is and I definitely need to learn more about how the files relate to each other.

Taurolas
12-07-07, 03:17 PM
DT yeah i know what you mean with regard the ammo info in S3D.. i think you underestimated the 40 gazillion shells...:rotfl:think its more like 50!!!:o

i'll have some testing time later and i'll fiddle with files and see if i can do with regard the AP ammo and integrating the Star Shells into their slot.

i'll keep you guys updated with any info i find within the ammo files etc just incase it can be used by you or Leo.

keep up the good work.

TheDarkWraith
12-12-07, 12:28 AM
look in \data\Cfg for the file Basic.cfg. Scrolling through it reveals:

highlighted in yellow are the rounds of SS shells allocated to the weapon. Currently only your 10.5cm SK C/32 and 8.8cm SK C/35 have starshells. This is assuming of course that SS is the same thing in SH4 as it is in SH3. I rarely play SH4 as I mod SH3.


[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
AP=40
HE=60
SS=20
Renown=0
[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
AP=40
HE=160
SS=40
Renown=0
[AMMO_TYPE2];3.7cm FK M 42 Twin
Idx=2
Year=1943
Month=12
AP=1600
AA=2400
Renown=0
[AMMO_TYPE3];3.7cm FK M 42
Idx=3
Year=1943
Month=12
AP=800
AA=1200
Renown=0
[AMMO_TYPE4];3.7cm SK C/30
Idx=4
Year=1939
Month=1
AP=400
AA=800
Renown=0
[AMMO_TYPE5];2cm FK C/38 Flakvierling
Idx=5
Year=1943
Month=5
AP=4000
Renown=0
[AMMO_TYPE6];2cm FK C/30 Flakzwiling
Idx=6
Year=1940
Month=7
AP=2000
Renown=0
[AMMO_TYPE7];2cm FK C/38
Idx=7
Year=1943
Month=1
AP=1000
Renown=0
[AMMO_TYPE8];2cm FK C/30
Idx=8
Year=1939
Month=1
AP=1000
Renown=0
[AMMO_TYPE9];2cm FK C/38 Flakzwiling XXI
Idx=9
Year=1944
Month=4
AP=2000
Renown=0
[AMMO_TYPE10];2cm FK C/38 Flakzwiling
Idx=10
Year=1943
Month=7
AP=2000
Renown=0

Seeing that the SS rounds have a number greater than 0 you should have SS shells. It could be that the SS rounds aren't in the particles.dat file. I will take a quick look. Duh!! I should know it is, I ported your SH4 particles and materials.dat files to SH3 :doh: Hmm...let me take a quick look at the shells.dat file for this ID: CC9681C9C15D5456
that is the starshell's shell object ID.
found it. Let's check the shells.sim to make sure it has effects tied to it: yep. Set to detonate at 1800 meters, using effect ID B389E6C2687816AC which in the particles.dat file is the event StarShell. Codewise to make the starshell is there. I would check your guns .sim files to ensure that the starshell's shell ID is located in the correct spot and it's amount is set to a value > 0.

I was bored over in the SH3 forum so I decided to pop over and see what was going on over here :up:

Ok, I was really bored so I checked your \data\Library\USSubParts deck gun .sim files and either they were missing the starshell shell's ID and/or the amount was set to 0. That is one reason (and probably the only reason) why you don't have starshells :yep:

Racerboy :|\\

Taurolas
12-12-07, 07:37 AM
@ Racerboy

Thanks for mentioning SH3... you made me wonder why there is an 88mm star shell round but from what i understand nobody uses 88mm... So i'm thinking its the 8.8cm SK C35 star shell round from SH3.
the only reference to star shell rounds i'd seen so far in SH4 refers to that 88mm SS, which would also explain why i cant find anything else, looks like they left the ammo file in there by mistake :cry:

as for the ammo count i use S3D (which is an excellent tool :up: ) and i have altered various files regarding ammo and weapons and this makes no difference.

So far i've added bow and stern 5.25"s changed the AA guns to Twin 40's and messed about with a hole lot of moddifications just for the hell of it but Star shells on the deck guns are eluding me :cry:.

TheDarkWraith
12-12-07, 10:55 AM
Ok, did some testing and the star shell does work in SH4. I was able to fire them and they light up and all just like in SH3. Here's how to do it (quick fix until I can figure out why the SS shell won't display):

in the data\Library\USSubParts are the deckguns for the subs. Edit the xxx.sim file via hex editor (or use S3D as you guys like to use) and replace the ID for the AA shell with the ID for the SS shell. Make sure to give it an amount like 0x10 (which would be 16 decimal) or something. Now when you click on the AA shell in your deckgun it will actually be the SS shell. Fire away and enjoy the sights ;)
I'll look into why the SS shell won't display on the deckgun screen. I tried to make it display on the AA screen also with no luck :hmm:

Digital_Trucker
12-12-07, 11:36 AM
I can get the SS shell to display on the deck gun screen, I just couldn't get it to relate to the SS shell in the game. I'll use what you've come up with and see if I can get it to work correctly now.

TheDarkWraith
12-12-07, 11:44 AM
I can get the SS shell to display on the deck gun screen, I just couldn't get it to relate to the SS shell in the game. I'll use what you've come up with and see if I can get it to work correctly now.

would you mind please telling me how you got the SS shell to display on the deck gun screen? Just so I can see how you did it ;)

Digital_Trucker
12-12-07, 12:22 PM
When I say, I got the shell on the screen, I got a radio button for it on the screen, but never could get the game to relate the button to the shells. The button is on the screen (I used the same nomenclature as the other shells in the hopes that would make the game realize that the button was for the star shells) but the button does not function whether you have Star Shells in the .sim or not. I think that the game just isn't looking for the menu id of the star shell button (or I haven't found the correct menu id yet).

I hadn't looked at this since before the 1.4 patch, so I need to double check whether it still functions with the patch. I'm in the process of checking it right now. Once I'm sure that it still displays correctly, I'll post the code I used in the menu.ini file and will upload the entire thing (with the graphics changes) so others can play with it and possibly get it to work.

Digital_Trucker
12-12-07, 01:03 PM
The code that I added to the menu.ini file is as follows :


[G38 I7]
Name=SS
Type=1036;Radio
ItemID=0x38010010
ParentID=0x38010000
Pos=127,-29,26,142
Zone= 901 505 26 142 0 1 0x38010003 1 -1 0x38010010 0 1 10 -1
Materials=8
Display=2;Linear
Mat 0=data/menu/gui/shells/us_shells.tga
Crop 0=0.703125,0.7656253,0.203125,0.2441344
Mat 1=data/menu/gui/shells/us_shells.tga
Crop 1=0.703125,0.7656253,0.203125,0.2441344
Mat 2=data/menu/gui/shells/us_shells.tga
Crop 2=0.09375,0.7656253,0.203125,0.2441344
Mat 3=data/menu/gui/shells/us_shells.tga
Crop 3=0.296875,0.7656253,0.203125,0.2441344
Mat 4=data/menu/gui/shells/us_shells.tga
Crop 4=0.5,0.7656253,0.203125,0.2441344
Mat 5=data/menu/gui/shells/us_shells.tga
Crop 5=0.296875,0.7656253,0.203125,0.2441344
Mat 6=data/menu/gui/shells/us_shells.tga
Crop 6=0.5,0.7656253,0.203125,0.2441344
Mat 7=data/menu/gui/shells/us_shells.tga
Crop 7=0.296875,0.7656253,0.203125,0.2441344
MatFlags=0x9
TexFmt=0x0
Font=0
Text=0
TextPosFlags=0x2
TextFlags=0x0
CheckBoxWidth=0
StatesColors=0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF
ToolTipText=2233

[G38 I8]
Name=AA
Type=1036;Radio
ItemID=0x38010006
ParentID=0x38010000
Pos=87,-29,26,142
Zone= 901 455 26 142 0 1 0x38010002 1 -1 0x38010006 0 1 10 -5
Materials=8
Display=2;Linear
Mat 0=data/menu/gui/shells/us_shells.tga
Crop 0=0.703125,0.541016,0.203125,0.2441344
Mat 1=data/menu/gui/shells/us_shells.tga
Crop 1=0.703125,0.541016,0.203125,0.2441344
Mat 2=data/menu/gui/shells/us_shells.tga
Crop 2=0.09375,0.541016,0.203125,0.2441344
Mat 3=data/menu/gui/shells/us_shells.tga
Crop 3=0.296875,0.541016,0.203125,0.2441344
Mat 4=data/menu/gui/shells/us_shells.tga
Crop 4=0.5,0.541016,0.203125,0.2441344
Mat 5=data/menu/gui/shells/us_shells.tga
Crop 5=0.296875,0.541016,0.203125,0.2441344
Mat 6=data/menu/gui/shells/us_shells.tga
Crop 6=0.5,0.541016,0.203125,0.2441344
Mat 7=data/menu/gui/shells/us_shells.tga
Crop 7=0.296875,0.541016,0.203125,0.2441344
MatFlags=0x9
TexFmt=0x0
Font=0
Text=0
TextPosFlags=0x2
TextFlags=0x0
CheckBoxWidth=0
StatesColors=0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF, 0xCDBEB4FF
ToolTipText=2232


Basically, I added the new [G38 I7] section, made a few changes in the old [G38 I7] (which is now the [G38 I8] and increased the rest of the chapter numbers to reflect the insertion (i.e. old [G38 I7] became [G38 I8]). I also added some graphical work to allow for a fourth shell type and idenifying the AA and SS shells.

The button still shows up, but doesn't function as it should. I'm still thinking that the game is not looking for any menu id associated with the star shell and that is why it isn't working. But I've gotten in trouble for thinking before:rotfl: , so someone please prove me wrong and get it to work:up:

I've uploaded the work I've done so far to http://files.filefront.com/Shell+Mod+Testrar/;9242828;/fileinfo.html . This include the menu.ini changes, the graphic work for the additional shell (and identifying the AA and SS shells) and the .sim files for all three guns with 50 star shells.

If anyone can get this button to function, it would be wonderful. If not, then we can just insert the star shell id for the AA, relabel the AA shell to SS and make the changes necessary to have the shells loaded for all the guns. If that is the case, though, that means that there would be no way to use the AA shels later in the war, so a little trade-off is necessary.

TheDarkWraith
12-12-07, 03:57 PM
If anyone can get this button to function, it would be wonderful. If not, then we can just insert the star shell id for the AA, relabel the AA shell to SS and make the changes necessary to have the shells loaded for all the guns. If that is the case, though, that means that there would be no way to use the AA shels later in the war, so a little trade-off is necessary.

not necessarily so. Make a clone of the gun and change the AA ID back to it's original AA shell. Add a new entry in the .cfg file that references this new gun to start in whatever year it is supposed to start (for having AA shells). That's one way around that one :up:

Digital_Trucker
12-12-07, 06:09 PM
not necessarily so. Make a clone of the gun and change the AA ID back to it's original AA shell. Add a new entry in the .cfg file that references this new gun to start in whatever year it is supposed to start (for having AA shells). That's one way around that one :up:

Excellent point:up: It would be nice, though, if the fourth shell type could be implemented. I'm hoping that someone with a lot better grasp of the file relationships might be able to get it to work.:hmm: