Log in

View Full Version : [REL] Gato Interior overhaul and Salmon/sargo gauge fix


Ducimus
01-12-08, 11:59 PM
Gato Interior Overhaul ver 1.0

Credits:
Anvart ( files used are anvarts post 1.4 patch fix on blacked out dials )
Ducimus ( grumpy with bloodshot eyes)
Oakgroove ( textures files )
Leovampire ( camera mod )
edit:
skwasjer ( for the awesome editor)


Permissions:
Do whatever you want with it so long as your not putting it in a commerical product for monitary gain.



What it does:
This mod retouches the Gato interior. Adjustments are many, which include
- all three gyrocompasses,
- forward battery
- after battery
- total battery
- all engine RPM gauges
- fuel gauges
- trim tanks
- retouching of various misc lights.
- etc etc

- Camera mod retouched to allow free movement in conning tower.

Known issues:
4 small dials to the left of the navagation station are stilll inoperable.
Electrical section in control room, dials lack a background texture. I really wish i could fix that, but don't know how.

Compatiblity:
-All files are derived from files found Trigger Maru ver 1.75, and will run without any problems.
- Camera mod included may produce a "camera out of sectors" error if used in any mod in a mod combination that does not have the ROW camera mod present.
- Do not remove the associated textures. Dat files have been altered so the gato uses its own specific texture files, and not shared with another submarine interior.


http://www.ducimus.net/sh4/new_gato_interior_01.jpg
Xmas tree while surfaced.
http://www.ducimus.net/sh4/new_gato_interior_02.jpg
Xmas tree submerged. Brighter lights.
http://www.ducimus.net/sh4/new_gato_interior_03.jpg
If one battery gets wasted, you should be able to see which one still holds a charge.
http://www.ducimus.net/sh4/new_gato_interior_04.jpg
Rear of the control room, the navagators table.
http://www.ducimus.net/sh4/new_gato_interior_05.jpg
Unfortunatly the torpedo status indicators, don't do anything except look pretty. They are not tied to any functionality at all that i could so. So I changed it to function like a xmas tree in the conning tower. This is while on the surface.
http://www.ducimus.net/sh4/new_gato_interior_06.jpg
And this is while submerged.
----------
http://www.ducimus.net/sh4/new_gato_interior_07.jpg
These guages work, i have them tied to the battery, but they lack a background texture



D/L link:
http://files.filefront.com/REL+Gato+interior+Overhaul7z/;9426615;/fileinfo.html


------------------------------------------------------------------------------------------

Salmon/Sargo Interior gauge fix ver 1.0

Dial layout is same as Gato interior overhaul.

Credits:
Anvart ( files used are anvarts post 1.4 patch fix on blacked out dials )
Ducimus ( grumpy with bloodshot eyes)
Oakgroove ( textures files )
Leovampire ( camera mod )
skwasjer ( for the awesome editor)

Permissions:
Do whatever you want with it so long as your not putting it in a commerical product for monitary gain.



What it does:
This mod fixes the gauges on the interior used by salmon and sargo class submarines.

Known issues:
- Texture mapping on some dials is out of whack.
- gyrocompass in CR helmsman station inop

Compatiblity:
-All files are derived from files found Trigger Maru ver 1.75, and will run without any problems.
- should run fine on any stock game or any other mod.


D/L
http://files.filefront.com/REL+Salmon+Sargo+Gauge+fix7z/;9444341;/fileinfo.html

Mush Martin
01-13-08, 04:33 AM
:oWow Nice Work team.
:up::up::up:
M

[edit] does this supplant Anvarts conning tower guages fix
or do I still need that too? this does not have the 600 ft
depth guage then?

Ducimus
01-13-08, 05:50 AM
:oWow Nice Work team.
:up::up::up:
M

[edit] does this supplant Anvarts conning tower guages fix
or do I still need that too? this does not have the 600 ft
depth guage then?


It has the 600 ft depth gauge, and you shouldnt need anvarts conning tower gauge fix anymore.

andycaccia
01-13-08, 05:56 AM
Excellent work a usual Ducimus, looking forward to try this one!:up:

About the torpedo panel in the conning tower, I'm gonna take a closer look to it an see If I can do something to make it more useful.:hmm: ..however it is already pretty looking enough..

I'll keep ypu informed If I discover something Interesting.

AVGWarhawk
01-13-08, 08:19 AM
Any work being done on the other subs? This is just great!

ReallyDedPoet
01-13-08, 09:54 AM
Nice to see you branching out to other stuff, well done Duci :yep::up:


RDP

Sockeye
01-13-08, 10:55 AM
:up:

Rhodes
01-13-08, 11:28 AM
Exellent work!!!:up: :up: :up:

Donner
01-13-08, 11:31 AM
Any work being done on the other subs? This is just great!

I agree with AVG...If the mood hits you, I would certainly welcome any improvements you might make to the other boats.

This is truly stunning work! Thanks! :up:

DrBeast
01-13-08, 11:48 AM
Glad you're still in a modding mood, skipper! Interesting mod, I'll give it a go when I'm back from the mandatory shore leave :yep:

Lagger123987
01-13-08, 12:53 PM
Good work! Will there be a Salmon-Sargo reworked interior?

Alex
01-13-08, 01:10 PM
Nice work, and very pretty indeed.

M. Sarsfield
01-13-08, 01:13 PM
Nice work.

Just FYI, the panels in the last photo that Duci posted are the Internal Communications (I.C.) Switch Board for 1MC, 7MC, alarms, engine telegraphs, rudder indicator, blah, blah, blah... and the one on the right operates the Gyro Compasses, mainly. Think of them as huge breaker panels, like in your house. If a circuit has a fault, a light will light up beside the corresponding circuit switch.

Ducimus
01-13-08, 01:40 PM
Any work being done on the other subs? This is just great!

I agree with AVG...If the mood hits you, I would certainly welcome any improvements you might make to the other boats.

This is truly stunning work! Thanks! :up:


Ill try the sargo in another week or two. What you see here, prepresents alot of midnight oil by itself. Every gauge you see in the interior, represents at least one cycle of

1.loading the game.
2. trying to find the dial
3. exiting the game.
4. modding the file.
5 goto 1.


Once i found the dial, then i needed to calibrate it, which means more reloading. :roll:

Eventually i found the best way to find where dials were, was to switch the controller to a battery type, and then load the game, run the sub at flank speed submerged, and see which needle starts moving after a little TC. Once i got this method down, i just went down the controllers in the sim file, one at a time. Theres around 130 dial objects in the sim file.

Soooo.. im taking a break from that for a week or two. I cant say im looking forward to doing this again. :rotfl:

DrBeast
01-13-08, 01:48 PM
Duci, while you're here. This has been bugging me for quite a while, but do the metric equivalents of these textures actually work? Oakgroove's textures had a metric counterpart, but in my game the imperial ones still showed up. Any clues? I'm not talking about your mod, but Oakgroove's, which you've been using as well. To Rockin Robbin's chagrin, I'm a metric thoroughbred! :rotfl:

skwasjer
01-13-08, 02:37 PM
Eventually i found the best way to find where dials were, was to switch the controller to a battery type, and then load the game, run the sub at flank speed submerged, and see which needle starts moving after a little TC. Once i got this method down, i just went down the controllers in the sim file, one at a time. Theres around 130 dial objects in the sim file.

Soooo.. im taking a break from that for a week or two. I cant say im looking forward to doing this again. :rotfl:

Hmmm, a modelviewer would definately help out in these scenario's :smug:

Ducimus
01-13-08, 02:45 PM
Hmmm, a modelviewer would definately help out in these scenario's :smug:
Where can i get one? :88)

I know a *little* bit about alot of things, but i don't know everything, contrary to popular beleif :roll:, and in particular 3d modeling.

But i know enough to where i think some of the texture mapping is off. That's my biggest thorn. Some of the textures are just OFF or missing, such as the one panel in the gato, and some of the dials in the other control room. I mean, its kind of obvious when all the gauges are on one graphic file, the games just mapping to an individual sector of that graphic file... errrr.. tangent.. nevermind.

Im gonna go play now. That was my biggest motivation to revamping the gato interior, im going to play a career game and im NOT using the external camera, so all my focus will be inside the boat.. and the busted gauges drove me nuts. Had to fix it.


edit:

Duci, while you're here. This has been bugging me for quite a while, but do the metric equivalents of these textures actually work? Oakgroove's textures had a metric counterpart, but in my game the imperial ones still showed up. Any clues? I'm not talking about your mod, but Oakgroove's, which you've been using as well. To Rockin Robbin's chagrin, I'm a metric thoroughbred! :rotfl:

Truthuflly ive no idea. There is a controller ID that specifies "international depth gauge", that might be the one that converts measurements. im not sure. I just kind of dove into the file and went with what works. Some controllers dont do anything . Compressed Air being one of them, you can blow ballast all you want, it wont budge. Not that compressed air is ever really used by the game anyway. THAT STILL ticks me off, even in SH3 it ticked me off.. Compressed air is a really big deal for a submerged submarine, and is involved in everything from blowing tanks, to firing torpedos, and the game doesnt use it except to blow ballast, and even then, the amount of air used is miniscule. I so wish i could fix taht, im 100% positive taht is a code issue.

baxter
01-13-08, 02:59 PM
Very nice! Thanks, Ducimus.:up:

skwasjer
01-13-08, 03:06 PM
Where can i get one? :88)

I have one, it's just awefully unstable atm :oops:
Probably in a month or two it will be in... if you can wait that long :smug:

Btw, did you use the new functionality (S3D: light nodes) to adjust lights or did you adjust other parameters for the lights? Could use some feedback on that part (there's also an unknown value there for omni lights that someone needs to tamper with a bit to figure out what it does).

Nice work on the overhaul :up:

Ducimus
01-13-08, 03:40 PM
Btw, did you use the new functionality (S3D: light nodes) to adjust lights or did you adjust other parameters for the lights?:

Oh yeah, i experimented with it, but couldn't see any discernable effect, at least none that i could see. I was fixated on the light bulbs really. I dont know if anyone noticed, but i changed which bulbs are on, and which are off. Since they alernate at nighttime. The ones off during the day, are on at night.

What i was trying to do, was lower the overall brightness of the interior, but maintain a bright light bulb. (I think the interior is a bit too bright, and the bulbs too dull) I coudlnt figure out how to sperate the light bulb from the interior lighting color. If i lowered the color for the day lights, the bulbs would lower to similar color, and it blew the overall effect.


Maybe if i lowered the interior lights, and then experimented with the light nodes again id notice a difference?

skwasjer
01-13-08, 04:01 PM
See what happens if you bump the intensity... I can't say out of experience how to use the values. I just made assumptions on what the data in those nodes could be. The type is pretty explanatory, as is the color. The other two values, you'll just have to play with. I have no idea if these omni lights are just there at centered positions in the interior globally illuminating it, or if they are placed near/over bulbs to similate a real light source. In any case, this could be tried as well (clone an omni light, move it to a bulb and play with the values)... The problem then again is, at what coordinates (modelviewer?) :)

Maybe I'll have to ask DivingDuck. He has changed light intensity and colors for alot of bulbs in his interior mod. He knows how to do it for sure...

Rip
01-13-08, 09:20 PM
Hmmm, a modelviewer would definately help out in these scenario's :smug: Where can i get one? :88)

I know a *little* bit about alot of things, but i don't know everything, contrary to popular beleif :roll:, and in particular 3d modeling.

But i know enough to where i think some of the texture mapping is off. That's my biggest thorn. Some of the textures are just OFF or missing, such as the one panel in the gato, and some of the dials in the other control room. I mean, its kind of obvious when all the gauges are on one graphic file, the games just mapping to an individual sector of that graphic file... errrr.. tangent.. nevermind.

Im gonna go play now. That was my biggest motivation to revamping the gato interior, im going to play a career game and im NOT using the external camera, so all my focus will be inside the boat.. and the busted gauges drove me nuts. Had to fix it.


edit:

Duci, while you're here. This has been bugging me for quite a while, but do the metric equivalents of these textures actually work? Oakgroove's textures had a metric counterpart, but in my game the imperial ones still showed up. Any clues? I'm not talking about your mod, but Oakgroove's, which you've been using as well. To Rockin Robbin's chagrin, I'm a metric thoroughbred! :rotfl:
Truthuflly ive no idea. There is a controller ID that specifies "international depth gauge", that might be the one that converts measurements. im not sure. I just kind of dove into the file and went with what works. Some controllers dont do anything . Compressed Air being one of them, you can blow ballast all you want, it wont budge. Not that compressed air is ever really used by the game anyway. THAT STILL ticks me off, even in SH3 it ticked me off.. Compressed air is a really big deal for a submerged submarine, and is involved in everything from blowing tanks, to firing torpedos, and the game doesnt use it except to blow ballast, and even then, the amount of air used is miniscule. I so wish i could fix taht, im 100% positive taht is a code issue.
+1 one on the compressed air tirade. No good reason something so important and easy to model wasn't. A big noise factor as well.

Travis Reed
01-14-08, 12:47 AM
I, for one would like to have the RPM gauges for all sub models fixed, I'm tired of all stop reading as some large negative number...but, when you have the time/patience/mood, Duci...

Wilcke
01-14-08, 10:34 AM
Ducimus,

I thougt you were on patrol....I sent you a radio message of convoy exiting Bungo Suido.....no reply....now I know why!:up:

I will have to go it alone instead of some wolf packing!:nope:

Sweet mod by the way!

Sockeye
01-14-08, 01:00 PM
It really is a great improvement. I spend most of my time either on the bridge, at the map, or in the conning tower, so it's great to be able to move around in the tower. I know the 600' gauge is supposed to be for aethestic purposes only, but I was happily surprised to see that the gauge actually tells the correct depth--I had assumed that the gauge would read 600, but really mean 450, for example. In other words, I'm another satisfied customter.

I especially like looking over the shoulder of my diligent radar operator now:arrgh!:

Ducimus
01-14-08, 02:07 PM
600 ft depth gauge in the gato interior works correctly.

Before the graphic was being unintentinally used in other boats. This i not the case now, you should only see the 600 ft depth gauge in the boats that use the gato interior.

Anvart
01-14-08, 06:15 PM
Btw, did you use the new functionality (S3D: light nodes) to adjust lights or did you adjust other parameters for the lights?:

Oh yeah, i experimented with it, but couldn't see any discernable effect, at least none that i could see. I was fixated on the light bulbs really. I dont know if anyone noticed, but i changed which bulbs are on, and which are off. Since they alernate at nighttime. The ones off during the day, are on at night.

What i was trying to do, was lower the overall brightness of the interior, but maintain a bright light bulb. (I think the interior is a bit too bright, and the bulbs too dull) I coudlnt figure out how to sperate the light bulb from the interior lighting color. If i lowered the color for the day lights, the bulbs would lower to similar color, and it blew the overall effect.


Maybe if i lowered the interior lights, and then experimented with the light nodes again id notice a difference?
The Earth is round and all moves on a circle (already many times) ... :hmm:
Recollect SH3.
...
For interior:
Global Light source - AmbientLight** (type 0 light source) with InteriorLight controller.
In Type 4 of this object are 2 param's Color and Intensity, but you can adjust color for
day and night in InteriorLight controller.
Local Light source - Omni** (type 2 light source). In Type 4 of this object are 3 param's: Color (day),
Intensity and Color (night).
In game (for exterior) we have directional light source also (type 1 light source).
You cannot see these light sources in game (it's not a lamp and it's not halo), you can see only objects
shined by these sources.
...
It's only my opinion ... :rotfl:

skwasjer
01-14-08, 07:18 PM
Thanks Anvart, just what I needed.

Now I can finish the S3D light node support :up: I had one 'Unknown' 4-byte value, and your tip of night-color is great. The rest I already figured out myself...

John W. Hamm
01-15-08, 06:43 AM
I appreciate this mod for a number of reasons, most of all because it allow free movement in the conning tower, but now it takes away the realism of the binoculars while on deck, I was using the Cameras.Dat file from
01-RFB_1.4_for_stock_RC1 and in this one if ther was a tower or a wire in the wayyou could not see around it, I liked this it was realistic. If push comes to shove I would rather have the free movement in the tower rather than the realistic bino view, but its clear that it is possible to have both, so my quetsion is how do I edit the dat file to allow it?

DrBeast
01-15-08, 06:54 AM
I appreciate this mod for a number of reasons, most of all because it allow free movement in the conning tower, but now it takes away the realism of the binoculars while on deck, I was using the Cameras.Dat file from
01-RFB_1.4_for_stock_RC1 and in this one if ther was a tower or a wire in the wayyou could not see around it, I liked this it was realistic. If push comes to shove I would rather have the free movement in the tower rather than the realistic bino view, but its clear that it is possible to have both, so my quetsion is how do I edit the dat file to allow it?
Open up the cameras.dat file with S3d and look for
Node- _Dummy_Cam_Binocular
Select CameraParams, and then Properties. Now, on the right side window, select
ClipDistance. Setting in between 0.1 and 0.5 (don't remember the value exactly) will give you a realistic binoculars view, where the obstacles on your boat obscure your vision.

ETA: Just to clarify, it's the cameras.dat file of this mod that you'll need to modify, to keep the free movement option still available.

John W. Hamm
01-15-08, 07:59 AM
Thanks a million, thats perfect.:up:

and on a side note. I go to other forums from time to time for other games and stuff but I have to saythat this forum has got to be the most helpfull one that I have found! thank you to everyone.

DrBeast
01-15-08, 08:34 AM
I go to other forums from time to time for other games and stuff but I have to say that this forum has got to be the most helpful one that I have found!

It's contagious ;)
TDK1044 et al sum it up pretty nice in this thread (http://www.subsim.com/radioroom/showthread.php?t=128992).

Ducimus
01-15-08, 02:55 PM
Just FYI, im halfway around the Salmon/Sargo interior in regards to gauges. Ive already fixed the throttle in the CR and CT of this interior, just going around and doing the other stuff.

No ETA, and its liable to be JUST the *.sim files. Im debating if i want to touch the dats and the indictaor lights in the CT or not.

stabiz
01-15-08, 03:18 PM
Very nice!:up:

M. Sarsfield
01-15-08, 03:20 PM
Any improvement is a good improvement. :up:

Ducimus
01-16-08, 03:12 AM
Salmon sargo interior gauge fix posted on orginal post.

D/L here.
http://files.filefront.com/REL+Salmon+Sargo+Gauge+fix7z/;9444341;/fileinfo.html

I didnt mess with any textures this time, just a straight up interior gauge fix.

vickers03
01-16-08, 06:57 AM
hi ducimus,

i already did this for the s-class+other enhancements
a while ago, maybe you could take a look and make
it trigger maru-compatible?

http://www.subsim.com/radioroom/showthread.php?t=127568

EAF274 Johan
01-16-08, 07:25 AM
Would be nice if these projects were merged! Then we'd have sound and vision :)

Interior sounds by vickers03 (S-class + Porpoise)
http://www.subsim.com/radioroom/showthread.php?t=128904

Gato interior sounds by SteveTRM
http://www.subsim.com/radioroom/showthread.php?t=128994

SteveTRM
01-16-08, 06:37 PM
I'm almost ready with the Gato sounds for This Mod and it should be TM compatible aswell. It should be available before the end of the week.

As far as i'm aware Vickers is concentrating on Stock upgrades and i will Concentrate on the Modded Files.

Vickers and i are working together so hopefully we will be able to give you some quality sounds and ones that will be compatible :)

EAF274 Johan
01-17-08, 03:45 AM
If there was a + rep button, I'd use it for the three of you! Thanks for your work :up:

SteveTRM
01-17-08, 06:05 AM
Gato Sound Update is ready for Download - It is Combatible with Ducimus's Mod and therefore it should work with TM 1.7.5 aswell - Please let me know if you have any problems.

Visit our Home Page - More Downloads to Come, Just Click on the TRM Productions LINK
http://www.trm-racingleagues.com//index.php?option=com_content&task=view&id=155&Item id=251 (http://www.trm-racingleagues.com//index.php?option=com_content&task=view&id=155&Itemid=251)


Enjoy
Steve Jones

M. Sarsfield
01-17-08, 05:11 PM
Do either the Gato fix or the Salmon/Sargo fix affect Tambor/Gar boats? Or do they have their own gauge files?

Ducimus
01-17-08, 05:15 PM
Tambor, Gar, Gato, Balao, all use the Gato interior.

Salmon and Sargo both use the Salmon interior.

Porpoise and psudeo Narwhal use the Porpoise interior

S class is the only one that uses the S class interior.

M. Sarsfield
01-17-08, 05:22 PM
Thanks! :up:

Did they model any Tench class boats in the game? I think only 8 saw war patrols.

Ducimus
01-17-08, 05:42 PM
Nope. Not hard to create one by instantiating a balao object and calling it a tench, but, id have to ask, what would be the point? It wasnt that much different from a balao i don't think.

M. Sarsfield
01-17-08, 05:46 PM
Just curious. I haven't heard anyone talk about them and figured that they didn't bother modeling any, which is no big deal, since they were very similar to Balao subs.

ekempey
01-17-08, 07:32 PM
Hey guys,
First of all, Duci, thanks so much for all of your mods, espically this one if I could get it to work. I am currently running TM 1.7.5, and RSRDC TM v. 221 and the gauges are all blacked out in any Gato class sub I try to use (campaign/single missions). I tried running Anvarts DialsGatoCT_Fix_14 mod, but that did not work. The order of the mods are TM 1.7.5 (1.7.2+BETA1.7.5), RSRD v221, Gato Interior, Salmon/Sargo interior. Thanks in advance for your help.

Edit: The Salmon/Sargo mod does work for me, the Gato mod does not. Tambor, Gar, Gato, Balao gauges are missing and filled in black.

ekempey
01-19-08, 11:15 AM
Bump:

Anyone have any ideas that might get my gauges to work?

DrBeast
01-19-08, 11:49 AM
Duci, just out of curiosity, which ROW camera did you use as a base for your own adaptation? I'm using the one without the turning sway and with nvdrifter's DC Shake mod as a base, with some small tweakings of my own.

Anvart
01-22-08, 03:39 PM
I tried to read through this subject but nothing has understood ... :hmm:
Some old pictures:

http://img87.imageshack.us/img87/5513/gatocrtf1.jpg

http://img87.imageshack.us/img87/1757/gatoctwv8.jpg

Ducimus
01-22-08, 03:56 PM
Anvart, the problem isnt the dials. Those are fixed. They are super easy, just tedious. The problem is the lighting! The lighting is the problem. I think its too bright. The light bulbs are somehow tied to the overall ambient lighting. Lower the ambient lighting, and you lower the lightbulbs brightness. This isnt what i want. I want to make it darker, but not make the lightbulbs darker.

The top of this pictures is sort of what im looking for:
http://www.ubisoft.de/marc/silenthunter4/makingof/sshot1.jpg

But i only want this for daylight, not night time. Ive tried, and retried, all sorts of different ways, alot of trial and error type of thing. No luck yet. I know theres some things in this im not understanding. But looking at the lights in general, its clear the devs didnt spend near as much time on it as they did in Sh3. If you compare halo light soruces between a Sh3 interior and Sh4 interior, its pretty sad.

Ducimus
01-23-08, 05:23 AM
YEEEEEHAWWWW!!!!

http://www.ducimus.net/sh4/light_halo_shader_01.jpg
So i figured out how to increase the light intensity, and did so by around 6 or 7 times the normal.


http://www.ducimus.net/sh4/light_halo_shader_02.jpg
Same light intensity, but lowered the ambient light in the conning tower by 50%.

All i need to do now, is fine tune it, the halo intensity with the proper dimming of the ambient light, and then try and get some better shading/lighting effects on surfaces with some of the omni lights.

Anvart
01-23-08, 06:40 AM
Anvart, the problem isnt the dials. Those are fixed. They are super easy, just tedious. The problem is the lighting! The lighting is the problem. I think its too bright. The light bulbs are somehow tied to the overall ambient lighting. Lower the ambient lighting, and you lower the lightbulbs brightness. This isnt what i want. I want to make it darker, but not make the lightbulbs darker.

The top of this pictures is sort of what im looking for:
http://www.ubisoft.de/marc/silenthunter4/makingof/sshot1.jpg

But i only want this for daylight, not night time. Ive tried, and retried, all sorts of different ways, alot of trial and error type of thing. No luck yet. I know theres some things in this im not understanding. But looking at the lights in general, its clear the devs didnt spend near as much time on it as they did in Sh3. If you compare halo light soruces between a Sh3 interior and Sh4 interior, its pretty sad.
OK. http://img172.imageshack.us/img172/237/okyn8.gif
I have understood you ... :up:
You should use for your task AmbientLight, Omni and LightHalo objects.
LightHalo, it's a visible glow (glare) object ("Size" param.)...
For AmbientLight and Omni try to change not only intensity but also color ...
And more ...
You can try to change parameters in ..\Silent Hunter Wolves of the Pacific\Data\Filters\interior\interiorfilter.pfx :yep: and (if you know how) in ..\Silent Hunter Wolves of the Pacific\Data\Shaders\InteriorIllumination\ --> InteriorIlluminationPS.fx, LightHalloPS.fx ... :rock:
... And SH4 != SH3 ...

Stary Wuj
01-23-08, 07:48 AM
Great, excellent job! Thank You!

:rock:

Stary Wuj

PS. Just one, stupid qestion - this 2 fixes are part of TMaru 1.7.5 ???

Wilcke
01-23-08, 10:51 AM
...man thats bright!:sunny:

:up: Well done!

Rolf Eschke
01-23-08, 11:35 AM
Wow,that looks very Nice!
Thank You for Your work,
Regards
Rolf

Dutchman 51
01-31-08, 11:57 PM
Does anyone know if the success Ducimus made in the interior changes above are incorporated in TM 1.7.6? I did not see it directly mentioned in the post for TM 1.7.6, but thought someone may know. Thanks

lurker_hlb3
02-01-08, 12:21 AM
Does anyone know if the success Ducimus made in the interior changes above are incorporated in TM 1.7.6? I did not see it directly mentioned in the post for TM 1.7.6, but thought someone may know. Thanks


Yes

Capt Jack Harkness
02-02-08, 01:22 AM
Not to nag, but the gauges with the black knobs are the telegraphs, so the right gauge at the desk (the compass currently) should be swapped with the telegraph in the middle.

Matilda
09-30-08, 06:06 AM
Ducimus, I've combined this mod with "Animated Fans (1.1)" by skwasjer found here: http://www.subsim.com/radioroom/showthread.php?t=140707 .

Also with "HighRes PPI-Radar Screen 1.5 " by Demonizer found here:
http://www.subsim.com/radioroom/showthread.php?t=140855&highlight=high

If you are interested in getting the combined files to offer as a package let me know and I'll make them available to you. Great Mod "I like it alot". Thanks.

Sailor Steve
09-30-08, 05:21 PM
Ducimus, I've combined this mod with "Animated Fans (1.1)" by skwasjer found here: http://www.subsim.com/radioroom/showthread.php?t=140707 .

Also with "HighRes PPI-Radar Screen 1.5 " by Demonizer found here:
http://www.subsim.com/radioroom/showthread.php?t=140855&highlight=high

If you are interested in getting the combined files to offer as a package let me know and I'll make them available to you. Great Mod "I like it alot". Thanks.
Ducimus is no longer with us. You might be able to contact him via the UBIsoft boards, but I don't know. All I do know is that he is unable to answer anything you post here.

He may or may not be working on any given project. Whatever he is doing, I wish him well.:sunny:

Matilda
09-30-08, 06:04 PM
Thx Sailor Steve I should have looked at the dates on his posts.

theluckyone17
09-30-08, 10:43 PM
Ducimus is no longer with us. You might be able to contact him via the UBIsoft boards, but I don't know. All I do know is that he is unable to answer anything you post here.

He may or may not be working on any given project. Whatever he is doing, I wish him well.:sunny:

Last I knew (from posts on Ubi's forums), he was "retired from modding", and taking a break from SH4 in general.

wetwarev7
10-01-08, 10:42 AM
very very cool lights! :up:

Stary Wuj
10-06-08, 08:43 AM
I wish him well too, I like his job very much!

With Best Regards


Stary Wuj

BellJack95
10-06-08, 08:53 AM
My thanks to the modders who created this fine mod that improved the look of the interiors. I appreciate the hard work and effort that went into the mod and just wanted to say "Thank You".

silent killer
10-08-08, 07:58 PM
:D thanks fellas continue the excellent mods

neilbyrne
10-28-08, 01:15 PM
Duci,
As we used to say in the real navy, you guys are s--- hot. :arrgh!: Thanks

FIREWALL
10-28-08, 01:33 PM
You guys just keep raising the Bar. WoW ! :up: :up: :up:

Capt. Shark Bait
12-04-08, 04:12 PM
so, is this 1.5 compatible? i'm guessin Ducimus is still in the brig

aanker
12-04-08, 09:10 PM
so, is this 1.5 compatible? i'm guessin Ducimus is still in the brig
It was for 1.4 however the changes are in the latest TMO from what I've read.
See: REL_TriggerMaru_Overhaul_152

Also, regarding Ducimus see above post:
http://www.subsim.com/radioroom/showpost.php?p=957316&postcount=63

Happy Hunting!

Art

Capt. Shark Bait
12-05-08, 10:17 AM
just got it. i was thinking, couldn't the torpedo status indicators be tied in to those in control? saw that post, but it doesn't say what actually happened to him

Admiral Von Gerlach
12-06-08, 03:53 PM
Does anyone know a current address for the sound mods mentioned in this thread? or are they included in the main mod? the link for the sound mods is no longer good.