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peabody
01-12-09, 03:05 PM
In the Menu_1024_768.ini what do these number refer to:

[G26 I39]



Peabody

vanjast
01-12-09, 03:27 PM
Depending on the mod... Static BMP Array in 'Periscope.tga' (or Periscope.dds)

Haven't run up sh4, but it looks like the Tube select control lights (Those round red tube pics) slide out bar.
:D

peabody
01-12-09, 03:59 PM
Depending on the mod... Static BMP Array in 'Periscope.tga' (or Periscope.dds)

Haven't run up sh4, but it looks like the Tube select control lights (Those round red tube pics) slide out bar.
:D

I worded that totally wrong. I didn't mean those 'specific' numbers. What I wanted to ask is this just a section of the menu 1024....... or does it refer to some other file that may be hardcoded. And can new sections be added?
Problem: Keltos needs some more lights for extra tubes, these sections appear to be where they are taken from the tga file and placed on the panel, and there is one for each light I to VI. If they link to something else, we may be sunk, if they are just sections that can be added and given coodinated then it may be workable.

So, basically what I mean is do these number refer to another file? If not can more sections be added?

Peabody

vanjast
01-12-09, 04:12 PM
Haven't played with this but this might be what you're looking for
in C:\Games\SH4\Data\Cfg\Basic.cfg file

.
.
Comp5=5; BowTorpedo
Nb5=5
Subs50=BowDivePlanes;
BowDivePlanes=15; E_BowDivePlanes
TimeRecovery50=3
Subs51=BowTorpedoTubes
BowTorpedoTubes=14; E_BowTorpedoTubes
TimeRecovery51=2
Subs52=BowTorpedoTubes2
BowTorpedoTubes2=35; E_BowTorpedoTubes2
TimeRecovery52=2
Subs53=BowTorpedoTubes3
BowTorpedoTubes3=36; E_BowTorpedoTubes3
TimeRecovery53=2
Subs54=Hydrophones_Receivers
Hydrophones_Receivers=43;E_Hydrophones_Receivers
TimeRecovery54=1


Not sure but maybe one can add extra commands in the Commands.cfg file to accomodate the extra buttons in [G26 Ixx]
Isn't there someone that has done this already....very recently ?

peabody
01-12-09, 04:31 PM
Not sure but maybe one can add extra commands in the Commands.cfg file to accomodate the extra buttons in [G26 Ixx]
Isn't there someone that has done this already....very recently ?
Thanks for the info.

I tried a search but maybe I am not looking for the right info.

I know a while ago, Keltos made a sub and needed 8 forward tubes. On a Fleet boat when a tube is added a light is added automatically. It uses the same three lights for all of the lights. I remade the image it uses to make the lights smaller so they would not overlap each other.
On the Uboat each light is different and there are only six of them, each with a number (Roman numeral) on it. So when he adds tubes, the panel does not add lights. And the lights appear to be coming from the Menu 1024.......... I'll take a look at the other file you mentioned and see what I can find.

Thanks again for the response.


Edit: I just looked at the Basic.cfg and it's "greek to me", I don't have a clue what that is.
Peabody

Munchausen
01-12-09, 07:05 PM
You can duplicate or clone commands used elsewhere, adding them to a different set of IDs (Item and Parent). But that's no guarantee they will operate. For instance, I added some of the nav tools to the attack map ... but none of them actually worked.

Somewhere on this forum, there's an old, old tutorial explaining how menu_1024_768 works. If you can locate it, you might find what it is you need to know.

Edit: Try this link:
http://www.subsim.com/radioroom/showthread.php?t=111832

peabody
01-12-09, 08:42 PM
You can duplicate or clone commands used elsewhere, adding them to a different set of IDs (Item and Parent). But that's no guarantee they will operate. For instance, I added some of the nav tools to the attack map ... but none of them actually worked.

Somewhere on this forum, there's an old, old tutorial explaining how menu_1024_768 works. If you can locate it, you might find what it is you need to know.

Edit: Try this link:
http://www.subsim.com/radioroom/showthread.php?t=111832

Thanks Munchausen, I had read that a long time ago, and it has a lot of info. Some of it I may be using. But it doesn't really address adding stuff only changing it.

Peabody

keltos01
01-13-09, 04:29 AM
just my 2 cents : since all the tubes showing in my Jyunsen 1M v 1.6 mod are forward shooting tubes, the game has already added two lights and the aft ones aren't visible or is it that is allows preferably the first six lights to the foraward tubes ?


keltos

ps I really need those 2 extra lights in the UZO/Peri....

peabody
01-13-09, 12:26 PM
just my 2 cents : since all the tubes showing in my Jyunsen 1M v 1.6 mod are forward shooting tubes, the game has already added two lights and the aft ones aren't visible or is it that is allows preferably the first six lights to the foraward tubes ?


keltos

ps I really need those 2 extra lights in the UZO/Peri....

I am not sure. I think I have found the section where the lights are taken from the picture and put on the panel. We will just have to experiment to see if we can add any or not.

Peabody

keltos01
01-13-09, 02:33 PM
Good news Peabody !
I'm gonna work some more on the 3d model then.

(edit) my wife went off with my car and my computer...

keltos

keltos01
01-13-09, 02:58 PM
in the basic .cfg there is this (for each sub version):

[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask

might not be as simple as that but I'd change it to :

[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=6
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask

peabody
01-13-09, 03:47 PM
in the basic .cfg there is this (for each sub version):

[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=4
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask

might not be as simple as that but I'd change it to :

[SUBMARINE_AMMO7];IXC
Type=2
Version=1
ForeTubes=6
AftTubes=2
ForeResIntern=4
ForeResExtern=6
ForeResExtra=2
AftResIntern=2
AftResExtern=2
ShellSlots=12
NbYears=6
Renown=8
SNK_MASK=NSS_Uboattype9_SNK_mask

That is part of the problem. The tubes and bunkers are in the submarine.upc they are on the submarine.sim file, menu1024_768, basic.cfg. How many of those are actually used? How many places do they need the same thing? And how many places have we not found yet? Very weird programming. And what is the IXC? The sub is an IXD2. And now that it is changed to the J1M, will these files even apply to it? I would think they won't since they list a specific sub. The menu1024_768 does not list a specific sub so may apply to all uboats....(all both of them)
That is what I have found frustrating as a beginner. I have found several thing left over from SH3 that are not even used, including the main Logo. How hard is it to hit delete? I know the devs have limited time to complete the game but deleting files you know are not used should not take very long.

Peabody

keltos01
01-13-09, 03:56 PM
Maybe I should add the J1M to the basic.cfg and see what gives ?
btw I found the IXD2 later on..

keltos

added :

;[SUBMARINE_AMMO11];J1M
[SUBMARINE_AMMO10]
Type=2
Version=3
ForeTubes=6
AftTubes=2
ForeResIntern=4
ForeResExtern=0
ForeResExtra=2
AftResIntern=2
AftResExtern=0
ShellSlots=16
NbYears=4
Renown=10
SNK_MASK=NSS_Uboattype9d2_SNK_mask

and for each year's ammo added 2 tubes :

Year3=1945
ForeTube30=3 ;T1
ForeTube31=3
ForeTube32=4
ForeTube33=4
ForeTube34=4
ForeTube35=4

keltos01
01-13-09, 04:17 PM
the attack map selector shows 8 tubes :
http://img440.imageshack.us/img440/1084/8tubeser3.jpg (http://imageshack.us)

peabody
01-13-09, 06:27 PM
the attack map selector shows 8 tubes :
http://img440.imageshack.us/img440/1084/8tubeser3.jpg (http://imageshack.us)
http://img440.imageshack.us/img440/8tubeser3.jpg/1/w1024.png (http://g.imageshack.us/img440/8tubeser3.jpg/1/)
Sorry to burst your bubble but it only shows six lights. On the .dds file you made the lights smaller, now one torpedo tube takes 1 1/4 lights. If you select the lights you will see that you can only click six times, not eight.
If you look closely at light II you will see a small black line going through the first I. That is the end of light # I and the beginning of light #II. If you look again at light number VII you will see a small black line just after the VII and that is the beginning of light VI. So there are really only six selections on the panel, even though it looks like eight.
Sorry but not solved yet.

Peabody

keltos01
01-14-09, 05:05 AM
the attack map selector shows 8 tubes :
http://img440.imageshack.us/img440/1084/8tubeser3.jpg (http://imageshack.us)
http://img440.imageshack.us/img440/8tubeser3.jpg/1/w1024.png (http://g.imageshack.us/img440/8tubeser3.jpg/1/)
Sorry to burst your bubble but it only shows six lights. On the .dds file you made the lights smaller, now one torpedo tube takes 1 1/4 lights. If you select the lights you will see that you can only click six times, not eight.
If you look closely at light II you will see a small black line going through the first I. That is the end of light # I and the beginning of light #II. If you look again at light number VII you will see a small black line just after the VII and that is the beginning of light VI. So there are really only six selections on the panel, even though it looks like eight.
Sorry but not solved yet.

Peabody

I know that !
- If you look at the upper left corner of the attack map : there are only six tubes listed -> so that must reference to a file we haven't changed yet.

- If you look at the selection light, apart from the fact that my adding 2 lights and making all of them smaller didn't change anything, we have only six selection boxes BUT they all are for the 6 fore tubes -> we need to add 2 selection boxes and make the rear ones appear.

- If you look at the selection knob : you can select tube I through VIII with that one, I checked, it works : tubes VII and VIII are stern tubes.

3D :

in the conning tower there's a box with the 6 firing lights : should be 8, there is also a box with 6 switches to open the tubes, should be 8 as well.

So we have one knob solved, two problems on the attack map.

We have a lights problem in the periscope and UZO views.

The important one is the lights in peri and UZO : that's what I use most with the attack map. it's nice that I can select the aft tubes with the knob in the attack map, I didn't like the "W" option nor the torpedo loadout option.

so there are still problems but it's already workable. Onwards with the 3D then.

Keltos

keltos01
01-17-09, 05:47 AM
any progress ?

I din't find anything more yet, but I released the Kaidai 3b as is, it's workable but would be better with a firing pannel showing 8 tubes !

keltos

keltos01
01-17-09, 09:40 AM
in the upcge :

[UserPlayerUnit 1.Compartment 3.EquipmentSlot 3]
ID= CommRoomTDC
NameDisplayable= Torpedo Data Computer
Type=NULL
AcceptedTypes=GerTDC
UserCustomizable=No
IDLinkEquipmentIntervalDefault1= NULL, NULL, VorhaltrechnerS3
ExternalNodeName3D= NULL
ExternalDamageZoneTypeID3D= -1

links to equipment.upcge :

[Equipment 15]
ID=VorhaltrechnerS3
NameDisplayable= Torpedo Data Computer
FunctionalType= EqFTypeTDC
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15

[Equipment 16]
ID=UZO
NameDisplayable= Deck Attack Station
FunctionalType= EqFTypeTBT
EquipmentInterval= NULL, NULL
EquipmentSlotType=USSurfaceAiming
ExternalLinkName3D= NSS_TBT_base
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15

keltos01
01-17-09, 10:28 AM
[G28 I19]
Name=Tube VI sel
Type=1031;Stat bmp array
ItemID=0x28010016
ParentID=0x28010000
Pos=46,-75,43,43
Zone= 876 307 43 43 1 1 0x28010000 0.237113 -0.590551 0x28010016 0 0 0 0
Materials=3
Display=2;Linear
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.426758,0.768555,0.0419922,0.0419922
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.426758,0.811523,0.0419922,0.0419922
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.426758,0.854492,0.0419922,0.0419922
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G28 I20]
Name=Tube VI
Type=1031;Stat bmp array
ItemID=0x28010006
ParentID=0x28010000
Pos=46,-75,43,43
Zone= 876 307 43 43 1 1 0x28010000 0.237113 -0.590551 0x28010006 0 0 0 0
Materials=3
Display=2;Linear
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.383789,0.768555,0.0419922,0.0419922
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.383789,0.811523,0.0419922,0.0419922
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.383789,0.854492,0.0419922,0.0419922
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G28 I21]
Name=Tube V sel
Type=1031;Stat bmp array
ItemID=0x28010015
ParentID=0x28010000
Pos=0,-75,43,43
Zone= 830 307 43 43 1 1 0x28010000 0 -0.590551 0x28010015 0 0 0 0
Materials=3
Display=2;Linear
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.426758,0.768555,0.0419922,0.0419922
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.426758,0.811523,0.0419922,0.0419922
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.426758,0.854492,0.0419922,0.0419922
MatFlags=0x9
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


would that be it ? can we add two for the tubes VII and VIII ?
right I think we found the selector for the 6 tubes in Data\menu\menu_1024_768

here's part of it :

[G28 I19]
Name=Tube VI sel
Type=1031;Stat bmp array
ItemID=0x28010016
ParentID=0x28010000
Pos=45.9999,-75,43,43
Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010016 0 0 0 0
Materials=3
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.426758,0.768555,1,1
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.426758,0.813477,1,1
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.426758,0.857422,1,1
MatFlags=0x21
TexFmt=0x0
Drag=false
BmpState=0
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G28 I20]
Name=Tube VI
Type=1031;Stat bmp array
ItemID=0x28010006
ParentID=0x28010000
Pos=45.9999,-75,43,43
Zone= 882.999 311 43 43 0 1 0x28010000 0.237113 -0.590551 0x28010006 0 0 0 0
Materials=3
Display=0;No stretch
Mat 0=data/menu/gui/Periscope.tga
Crop 0=0.383789,0.768555,1,1
Mat 1=data/menu/gui/Periscope.tga
Crop 1=0.383789,0.8125,1,1
Mat 2=data/menu/gui/Periscope.tga
Crop 2=0.383789,0.855469,1,1
MatFlags=0x21
TexFmt=0x0
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

I wanted to look for the highlighted ids using S3D but it doesn't accept the 0x ...

is there a way to convert these ids to ones S3D can read ? we wanna see what files those are linked to - still for the 8 tubes stuff ;) -

keltos

jmardlin
01-19-09, 08:50 PM
the 0x is at the beginning of all the id's i have seen using s3d try disreguarding it also what version of s3d are you using?

peabody
01-19-09, 09:00 PM
the 0x is at the beginning of all the id's i have seen using s3d try disreguarding it also what version of s3d are you using?
Thanks for the offer of help, but this is a text file, I am not using S3D. And I found what I was looking for but it was posted in another thread. The uboat has 6 tubes by default but Keltos built a sub that needed 8 so we needed to add two lights to the panel. Problem solved.

http://img110.imageshack.us/img110/9874/8torpedosfaij1.jpg


Peabody

keltos01
01-20-09, 04:39 AM
the 0x is at the beginning of all the id's i have seen using s3d try disreguarding it also what version of s3d are you using?
Thanks for the offer of help, but this is a text file, I am not using S3D. And I found what I was looking for but it was posted in another thread. The uboat has 6 tubes by default but Keltos built a sub that needed 8 so we needed to add two lights to the panel. Problem solved.

http://img110.imageshack.us/img110/9874/8torpedosfaij1.jpg


Peabody

:oops:

And what am I gonna come up with after that ??? :rotfl:

did they have subs with 10 tubes ? just kidding...

keltos

keltos01
01-30-10, 04:41 PM
bump

line of thought for 8 tubes

keltos