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View Full Version : [REL] Eye Patch for Missing Eyes and Staring Crew


Nisgeis
03-28-09, 01:49 PM
Here's a little mod to fix the starting crew and occasional zombie look. It also stops the crew eyeing you up at all times and they now look straight ahead, instead of at you.

Thanks to Skwas for S3D and Vickers03 for taking the time to fix up the patches compatible with TMO and RFB.

Compatibility:

Campaigns:


Works with both US and German crews.


Mods:


RFB
Stock 1.4
Stock 1.5
TMO 1.7

The pack contains three mods, one for stock (1.4 & 1.5), one for RFB and one for TMO.

It has been uploaded to the mod bank here:

Vikinger
03-28-09, 02:13 PM
Thanks for this. :yeah:

Gona install it and hope i get rid of thos maniac staring look my crew gives me :rotfl:

And finaly the watch crew have some eyes. I think its important to have that as a watch crew :har:

I have TMO and RUIM. Hope it doesnt change to much from thos mods.

Demon777
03-28-09, 02:19 PM
Unfortunately in 1.4 this mod has a little conflict with RUIM.
Eye mod returns old shape of officers' Service caps, and this makes some mess ((

Nisgeis
03-28-09, 02:20 PM
From TMO you'll lose the caps mod, I don't know about RUIM.

Vikinger
03-28-09, 02:51 PM
Ahhhh My crew is still staring in a maniac maner at me and the watch crew has empty eye sockets :/

I installed it and it wrote over some files from TMO and RUIM but it didnt work for me.

But iam also on a patrol and maybe i need to be in port before a mission for it to take effect. So i leave it on to next mission :)

Topo65
03-28-09, 02:57 PM
For me, work very well in stock 1.5. But in RFB, dont.

Will be a RFB version in near future?

Thx for your time and your work, Nisgeis!

Nisgeis
03-28-09, 03:02 PM
OK, apparently TMO has added some new .dat files, which the game eagerly loads and that means that any files changed, if they have been duplicated will not be effective. It's not compatible with TMO or RFB.

Nisgeis
03-28-09, 03:05 PM
Will be a RFB version in near future?

I should think so, but there should be a version of this in RFB at the moment already I think.

el cheguevara
03-28-09, 04:21 PM
Really nice, working well on this end with stock. THANKS MUCH! :yeah:

Nisgeis
03-28-09, 04:23 PM
You're very welcome. It was the first thing I wanted to mod. I knew that if I waited long enough, someone would do it :-).

Webster
03-28-09, 06:36 PM
so is this thing ready to be put into my GFO Patch?

XanderF
03-28-09, 08:47 PM
OK, apparently TMO has added some new .dat files, which the game eagerly loads and that means that any files changed, if they have been duplicated will not be effective. It's not compatible with TMO or RFB.

Ah, bummer! I use TMO, myself, but have tinkered with RFB once or twice. The improvements over the stock game are really quite substantial!

Have you contacted either of those two mod compilers with your improvements? They've both seemed fairly eager to integrate useful changes into their mods - I'd love to see this fix incorporated into either (preferably both!).

LukeFF
03-28-09, 11:07 PM
Have you contacted either of those two mod compilers with your improvements? They've both seemed fairly eager to integrate useful changes into their mods - I'd love to see this fix incorporated into either (preferably both!).

We're working on a RFB-compatible version.

BTW, Nisgeis, I did forget to tell you in my PM that indeed the American officer's cap was also altered (Captain Cox's old mod) for RFB.

Nisgeis
03-29-09, 03:26 AM
Yeah, I'm not sure how the cap mod was put in, as there's an extra file in there, as you say and I haven't looked at it yet.

Captain von Keldunk
03-29-09, 04:39 AM
Hello :):DL:D:cry::wah:
I have ati 3870 and your mod did not work with my card, driver .My problem is that
eyes are ok inside sub but on bridge they do not work. But
your mod made me to look for other solutions. and in C:\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Data\Shaders\Skinning there is " EyeBallsPS" FX file,
I renamed it to "XEyeBallsPS" to disable it, and now eyes work ok on bridge
but not in command room. :damn: So how can I or someone else, FIX the " EyeBallsPS" file . :06: If someone else has same trouble as I with eyes
on bridge, did renaming " EyeBallsPS" FX file work as it did for me :D

Nisgeis
03-29-09, 06:34 AM
Could you check that the mod installed OK? Check the date stamp on /Silent Hunter 4/data/library/characters/marine.dat and see if the date says 2009.

Changing the pixel shader won't affect the geometry or the positioning of 3D objects, which is the problem with the eyes. The pixel shaders only affect the colour of the eyes.

Captain von Keldunk
03-29-09, 09:23 AM
THX:D:D
I manually moved marine dat to right place and now it works.:salute:
About " EyeBallsPS" FX file. If I disabled it I saw eyes ok on bridge. But not
inside sub.:06:
Also I downloaded nvidia FX composer and opened " EyeBallsPS" FX file
here it is:hmmm:

float4 stage : register(c0);
float4 ambient : register(c1);

struct PS_IN
{
float2 Tex0 : TEXCOORD0;
};

sampler EyeTexture : register(s0);
sampler LightMapTex : register(s1);

float4 main( PS_IN In ) : COLOR
{
float4 Color, LightMap;
Color = tex2D(EyeTexture, In.Tex0);
LightMap = tex2D(LightMapTex, In.Tex0*2);
Color = lerp(Color, LightMap, stage.x);

Color *= ambient;

return Color;

}
Maybe this" float2 Tex0 : TEXCOORD0" has something to do
with texture coordinates or something. As it is that some people
do not have this eye problem at all. I do not know. Your "Eye Patch for 1.5"
is all I need. :D:D:D:yeah:

Nisgeis
03-29-09, 09:46 AM
Glad it's working for you.

That float2 Tex0 : TEXCOORD0 just defines a data variable that has two numbers and holds the co-ordinates of the pixel on the eye texture being reference.

gimpy117
03-29-09, 11:01 AM
I dunno I'd give up the nifty caps for my crew not looking like the undead.

Captain von Keldunk
03-29-09, 11:06 AM
Hello:DL
I play now "Fall of the rising sun", and it had marine.dat and marine2.dat
files, so removing only marine.dat did not help. I had to remove also marine2.dat. Main reason I think why your patch do not work with "supermods".:hmmm: I see now that " EyeBallsPS" was not reason for this
eye problem even if you could with it move you zombie crew from bridge to
command room. :DL
Some gards+drivers work and some do not, but your
fix works for all:yeah:
PS If you make a copy of your marine.dat and
name it marine2.dat then it will work with all mods, you may lose some eye
candy but at least your crew has eyes.:):DL:D:haha::har:

Nisgeis
03-29-09, 01:05 PM
I dunno I'd give up the nifty caps for my crew not looking like the undead.

It seems I was wrong about losing the caps, due to the way the caps were added or some other arrangement, the caps mods changes the name of the file which this mod tries to overwrite, so it has no effect.

Captain von Keldunk
03-29-09, 03:01 PM
It seems I was wrong about losing the caps, due to the way the caps were added or some other arrangement, the caps mods changes the name of the file which this mod tries to overwrite, so it has no effect.
Hello :DL
In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat
This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME .
:woot: :woot: :woot:
Sure I loose some eye candy, but my crew eats too much candy anyway.
Zombies are all happy and making movies in hollywood I am sure:DL

Nisgeis
03-29-09, 05:50 PM
Sure I loose some eye candy, but my crew eats too much candy anyway.

Ah of course! The crew had obviously heard about eye candy and had started eating their own eyes, to see what the fuss was about. The mystery is solved! Thanks Captain :-).

Topo65
03-29-09, 08:56 PM
Hello :DL
In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat
This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME .
:woot: :woot: :woot:
Sure I loose some eye candy, but my crew eats too much candy anyway.
Zombies are all happy and making movies in hollywood I am sure:DL

YES! And that way work fine in RFB too! Thanks for the data, Captain von Keldunk! :up:

XanderF
03-30-09, 01:17 AM
Hello :DL
In my "Eye Patch" mod file I have now MARINE.dat and its copy MARINE2.dat
This way it works fine with "Fall of the rising sun V1.2." Also I have tested it with "TMO 163" and works ok. I enable "Eye Patch" as last mod with JSGME .
:woot: :woot: :woot:
Sure I loose some eye candy, but my crew eats too much candy anyway.
Zombies are all happy and making movies in hollywood I am sure:DL

So...if I'm following correctly...

...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it? Is that really the only thing in the files for TMO that would be affected by that? (Caps would have been nice, but fixing the eyes is much more important)

Captain von Keldunk
03-30-09, 01:44 AM
...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello :DL
Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc :o

XanderF
03-30-09, 02:56 AM
...the current implementation of the patch 'breaks' the caps in TMO 163, but otherwise works alright with it
Hello :DL
Yes, only how crew looks, caps, uniforms, and bodyparts, eyes etc :o

Oh. Well, yeah, just that.

:wah:

Sharkley
03-31-09, 07:45 AM
Thanks for the fix.

I am playing a 100% stock version of SH4 UBM and the will be happy to lose the zombies..

:yeah:

Webster
03-31-09, 09:33 AM
take the "caps" dats and impliment your fix and call it "caps" patch version

with permission naturally

Ivan Putski
03-31-09, 11:46 AM
I just installed this, and it`s working a treat, glad to get rid of the stares.

Nisgeis
03-31-09, 12:18 PM
Will do a TM and RFB version Soon (TM).

Without the crew constantly looking at me, we've been spotting some ships. Plus, I've never eaten so many sandwiches in all my life.

Sailor Steve
03-31-09, 12:27 PM
Just installed it myself. Works great!:rock:

ATR-42
03-31-09, 12:51 PM
i replaced my RUIM mod with this. you did a fantastic job!

thread drift...
i was getting a little bored of the formal crewman (RUIM), i dont think it was all that real... the hats, medals, ranks ect inside the ship. It sure looked nice and polished but this eye fix was a fantastic relief.

if anything, someone should come up with a shorts and flip flops mod for the crew man. I think that may have been more accurate to what they wore at sea...

i digress.

thanks Nisgeis, nice job.

Nisgeis
03-31-09, 01:16 PM
All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?

Captain von Keldunk
03-31-09, 03:30 PM
All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?
Here is part of TMO readme credits
:DL
Captain Cox
- Nav tools
- periscope graphics.
- officers cap and crew uniforms:o
- smaller seabed rocks
- smaller seaplants (medium version)
- pull down speed chart mod
It is Captain Cox work and I think that "fall of the rising sun" also has Captain Cox mod.
If Iremember right you do not have to ask permission but only give gredits to
Captain Cox and Ducimus in your readme and that you are willing to share your work.
:woot:

Budds
03-31-09, 03:40 PM
I was expecting a Black Pirate "Eye Patch".........
Im disappointed ! ;)


Nice Work !
:up:

Nisgeis
03-31-09, 04:47 PM
Thanks Captain and Budds :-).

LukeFF
03-31-09, 04:50 PM
All these mods and I've never used them... is the RUIM the Real Uniform something something mod? Is that what's part of TMO and RFB?

Yes, it's part of RFB, but more has been added to the mod by conus00 than can be found in the standalone RUIM download.

Sailor Steve
04-02-09, 12:13 PM
Will do a TM and RFB version Soon (TM).
I'm glad to hear that! Right after I posted about it working perfectly I loaded up RFB and saw the empty eye sockets for the first time!

:o

Or rather :dead:
:rotfl:

Anvart
04-02-09, 03:21 PM
I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...

Captain von Keldunk
04-02-09, 03:53 PM
I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...

I think it depends of your Graphic gard and driver some have this problem som do not .I have ati 3870 and have this problem but only on bridge crew
Command room eyes were ok. Also when I Renamed EyeBallsPS.FX
To disable it, my bridge eyeles zombies went to Command room and
command room Good eye crew went to bridge. Why it happened I do not know
Maybe Missing "EyeBallsPS.FX" file forced game engine use different "initialization of eyes animation"as you say.
But I woud be interested to know if you who do not have this eye problem,
Downloaded and tried this "Eye Partch" . to see if it makes any problem for you.
If not then what ever is behind this eye problem ,is solved I hope.:woot:

Anvart
04-02-09, 04:02 PM
Do you have the same problem after use "Eye Partch"?

Captain von Keldunk
04-02-09, 04:41 PM
Do you have the same problem after use "Eye Partch"?

No, I do not have any problems. But I was wondering I those who do Not
have any problems with eyes, have any problem with "eye Patch mod.:hmmm:
Edit: If you meant that while using "Eye patch" mod disabling "EyeBallsPS.FX"
has any effect, the answer is: it does not .(maybe eyes are shaded a bit differently but I can not
see any difference.)

Nisgeis
04-02-09, 05:38 PM
I did not notice such problem at myself ...
it can be not good initialization of eyes animation ...


It's not the initialisation, as some people have crew with eyes, who at some later date get a knock on the head and their eyes fall out. The problem, I have theorised, is bad target data being sent.

Anvart
04-03-09, 03:32 AM
...
The problem, ..., is bad target data being sent.
What do you mean?

P.S.
In early version of game sometimes i had blind crew right after loadings of game and after reload all was OK ...
And ...
You know that each character type has the StateMachine Class and accordingly the animations sequences (depending on a situation) ...
and may be not obligatory to change geometry and another (delete EyeBall controller)? ... though it can be one of variants ...

Anvart
04-03-09, 05:17 AM
...
I was wondering I those who do Not
have any problems with eyes, have any problem with "eye Patch mod.:hmmm:
...
If the person has no problems what for to him to use mod ...?

Nisgeis
04-03-09, 07:59 AM
What do you mean?

The eyeball controller makes the eye point at the target (the last camera position when TC was non zero). The eyes do not disappear, they sink back into the head and they are super cross eyed, as if their target is inside the head, so the eyes move back to point at it. When it happens you can clip off the face and you can see the eye objects inside the head, super cross eyed, so I am assuming bad target data is being sent and the dummy position is not being updated to the position of the camera. I don't believe the eyes are controlled by a seperate scripted animation.

I don't see the point in trying to come up with a second fix for this. Unless you want the crew looking at you all the time.

Does anyone prefer having the crew stare at them all the time, to not?

virtualpender
04-03-09, 10:36 AM
Nisgeis, bless you for tackling this fix. My vote is that the crew not stare at me.

Any hope of a TMO 1.7 release?

Nisgeis
04-03-09, 11:31 AM
Any hope of a TMO 1.7 release?

Why yes, there is hope! Never give up hope friends :-). I've got a version made for RFB (version x?) and TMO 1.7 and it just needs a bit of testing now.

Anvart
04-03-09, 11:51 AM
The eyeball controller makes the eye point at the target (the last camera position when TC was non zero).
..., they sink back into the head and they are super cross eyed, as if their target is inside the head, so the eyes move back to point at it.

I am not assured ... because guys have no this problem in an interior and have it on the bridge or in both cases ... (these are your imaginations) ...
It's bad initialization of eyes position ...
...
When the general assemblage of the character is made correctly (it's important),
EyeBall controller (SensorEyeball) limits rotations of eyes (look its adjustment) ... to right-left ~ 20° from init. position and so on ...
... and EyeBall controller is in SH3 too ... but with other scripted adjusting ... and withot problems ...

... I don't believe the eyes are controlled by a seperate scripted animation.

Yeah, but we have EyeBall controller and EyeballSetTarget action in GraphAnimation sequences ... IOW it's hardcoded ...

I don't see the point in trying to come up with a second fix for this. Unless you want the crew looking at you all the time.
...

... only when the camera is before character eyes ...
this business of your taste ... it can be deleted for part of characters only ...
and look my first phrases ...

P.S.
You can test all our words using transparent mode for all heads ...
I not against yours mod ... simply it's interesting to me to know (to read) your opinion ... english is not my language ...

Regio Sommergibile
04-03-09, 11:58 AM
Why yes, there is hope! Never give up hope friends :-). I've got a version made for RFB (version x?) and TMO 1.7 and it just needs a bit of testing now.

Really looking forward to it man... I didn't know about this and when i saw all those guys staring at me again i feared for my chastity :D

Nisgeis
04-03-09, 12:04 PM
I am not assured ... because guys have no this problem in an interior and have it on the bridge ...

The interior and exterior are two different 3D environments though, so they may well be seperated into two completely seperate pieces with seperate variables, so the 3D info from one environment is not shared with the other. Or perhaps somehow one's information overwrites the other, e.g. the exterior target is getting info from the camera position dummy from the interior view, thus causing a problem.

If you want to have the crew only look at the camera when it is in front of their faces, then perhaps we should start a new TEC or WIP thread, so the discussion doesn't get lost. This one is only for the mod that stops the crew looking at you, so you can steal their sandwiches. Yum.

Anvart
04-03-09, 12:18 PM
The interior and exterior are two different 3D environments though, so they may well be seperated into two completely seperate pieces with seperate variables, so the 3D info from one environment is not shared with the other. Or perhaps somehow one's information overwrites the other, e.g. the exterior target is getting info from the camera position dummy from the interior view, thus causing a problem.
...
This distinction has no relation to this problem ... i think ... and i see ...

If you want to have the crew only look at the camera when it is in front of their faces, then perhaps we should start a new TEC or WIP thread, so the discussion doesn't get lost. This one is only for the mod that stops the crew looking at you, so you can steal their sandwiches.

Don't worry ... if i want to make that, i will make it without your councils ... :haha:

Nisgeis
04-03-09, 01:07 PM
Don't worry ... if i want to make that, i will make it without your councils ... :haha:


I've given you plenty of hints already. That was me trying to politely ask you to stop spamming. As long as you stop hijacking this thread, so it can go back on topic, I really don't care what you do :DL. If you didn't want to make the mod as you describe, then why start posting about it pointlessly? Actually, don't answer that.

Good luck with another of your 'Anvart has a better fix to the problem than anyone else does, but only because someone else has already done it, but it will never get released' mod. :salute:.

Do you want the crew to look at you, so you are the centre of attention? :haha:. Actually, don't answer that :).

Nisgeis
04-03-09, 01:08 PM
OK, anyone want to test this for TMO and RFB? May not be immediate though as FF is being a pig and won't let me upload.

Sailor Steve
04-03-09, 01:52 PM
MeMeMe! My crew had eyes, but they followed me everywhere. Your original Eye Patch (love that pun, btw) fixed it. I installed RFB and got, not no eyes, but black ones. I'd love to test it for you.

Nisgeis
04-03-09, 02:15 PM
Arrr Jim Lad, thanks for noticing :-) PMed you a link to the RFB version.

vickers03
04-03-09, 02:28 PM
OK, anyone want to test this for TMO and RFB? May not be immediate though as FF is being a pig and won't let me upload.

would like to test the TMO version:salute:

Regio Sommergibile
04-03-09, 02:30 PM
Another TMO submarine availble.... :salute:

Nisgeis
04-03-09, 02:43 PM
Fear for your Gentleman to Gentleman chastity no longer Vickers and Regio, PM sent.

Anvart
04-03-09, 03:32 PM
I've given you plenty of hints already.
I have not seen any hints ... i see "verbal fog" only ...
I have not received the direct and clear answer from you ...
that you have solved the problem of animation initialization simply having removed this animation ... :har:

That was me trying to politely ask you to stop spamming. As long as you stop hijacking this thread, so it can go back on topic ...
When discussion of technical aspect of mod realisation became a spam? ...
and who shouts at this forum about transparency of mods solutions?
may be i?
...
Do you want the crew to look at you, so you are the centre of attention? ...
It's your prob's ...
I see that you in this verbal fog try to disguise an essence of mod ...
or you have not understood that you have made ...?:salute:

Nisgeis
04-03-09, 04:16 PM
When discussion of technical aspect of mod realisation became a spam? ...


It becomes spam when the spammer posts that they have no interest in creating the mod that they have been spamming about and it has been requested by the OP that the spammer start a new thread, rather than continue to post in the wrong thread - which you continue to do so. As I have said, this is the thread for a completed mod. If your comments are not concerning this completed mod, then you should start your own thread and I will be happily to give you assistance there.


and who shouts at this forum about transparency of mods solutions?
may be i?


Thankyou Dr. Strangemodder. I think you are trying to imply here something about me wanting transparency of mods, or something to that effect. I don't know, you are hard to understand. I have not shouted about 'transparency of mod solutions' to anyone. Why would I care about that? It doesn't affect me either way. Maybe you are operating under some false pretence about me, I don't know, you make little sense. I only did this mod because other people said they had a problem with missing eyes. As I stated, I do not get this problem very often, so this mod is for the benefit of other people. I'm sorry if my trying to help other people with an impure mod has offended you. Perhaps you should have released your fix sooner, but of course you couldn't, because you didn't have one. Only now that one has been provided can you work on it.

If you want to create a better version of it, then by all means go ahead, but for God's sake do it in your own thread and don't hijack this one. You have been asked not to post here, unless your comments are related to this mod, so please observe that bit of etiquette. I don't really mind if you have a better way of doing this fix, that's great if you do. But you know, post that fix and let people download it. If that fix doesn't exist, then I guess people can't download it can they. Don't say this fix is wrong, until you have a version that you can release yourself, or you will look like a big fraud, trying to poo poo someone else's efforts for the greater community. I won't be giving you anymore help with this, so let's see how far you get with your version. You speak as if your version is already done and much better, so publish or be damned. I really hope for your sake, this isn't another of your much better mods that doesn't exist.

I am here only to make the game better, not to try to glorify myself as an amazing modder. If I could download every mod, reverse engineer it and say I had a better way of doing it though, I'd be Dr. Strangemodder - the amazing man who knew best. I'd also be a useless member of the community. A better mod that doesn't exist is useless.

Now, let's please keep all further posts on topic, of the eye fix for people who have use for it and not for glory seeking hounds who have nothing better to offer than an imaginary mod that you can't download.

Regio Sommergibile
04-03-09, 05:15 PM
Thanks! :up:

Nisgeis
04-03-09, 05:21 PM
Looking forward to the feedback Reggio. Anvart already has a fully fledged fix for this, but the downside is that it doesn't exist and hasn't been tested, other than in his mind (which may not be up to 100% working capacity), so we'll have to struggle on in the real world.

Regio Sommergibile
04-03-09, 06:18 PM
Just tried it now and at first sight seems perfect, really! Sailors look straight in head's direction but still seems natural. Here's a pair of pics.

http://img232.imageshack.us/img232/2893/sh4img20090404010810760.th.png (http://img232.imageshack.us/my.php?image=sh4img20090404010810760.png)http://img232.imageshack.us/img232/4084/sh4img20090404010717822.th.png (http://img232.imageshack.us/my.php?image=sh4img20090404010717822.png)

I also tried TMO 1.7 with RSRD... No issues. Maybe i need more time to find one. Tomorrow i'll tell you smth more, btw thanks again, this was one of the most irritating issues of vanilla SH4 :up:

briyeo
04-04-09, 07:06 AM
I have just installed SH4 to 1.5 with no mods yet. I tried the eyeball fix but it hasn't worked for me. As a newbie could I just check that dragging and dropping the file MARINE.dat replacing the original should work, or have I got the wrong idea? Thanks.

Anvart
04-04-09, 07:41 AM
It becomes spam when the spammer posts that they have no interest in creating the mod that they have been spamming about and it has been requested by the OP that the spammer start a new thread, rather than continue to post in the wrong thread - which you continue to do so. As I have said, this is the thread for a completed mod. If your comments are not concerning this completed mod, then you should start your own thread and I will be happily to give you assistance there.

May be you are right ...
But I do not understand what for to begin a new thread to receive the short answer?

I don't know, you are hard to understand.

Yes, my big problem ...:cry:

Thankyou Dr. Strangemodder. I think you are trying to imply here something about me wanting transparency of mods, or something to that effect. ... I have not shouted about 'transparency of mod solutions' to anyone.

Sorry ... i have told it not having in view of your person ... :wah:

Why would I care about that? It doesn't affect me either way. Maybe you are operating under some false pretence about me, I don't know, you make little sense. I only did this mod because ...
If you want to create a better version of it, ...
I am here only to make the game better, ...

If you have not understood me i will try to repeat ...
I do not condemn and i do not discuss yours mod ...
You have made that wanted ... and it is good ...
I think it's the only possible solution with stable effect for today ...
I did not wish to discuss with you, but i have seen your "key phrase": #44
It's not the initialisation, as some people have crew with eyes, who at some later date get a knock on the head and their eyes fall out. The problem, I have theorised, is bad target data being sent.
and your opinion on this problem became interesting to me ... :D
This problem is similar to a problem of collapsible forward planes ...
Don't worry thats all ... :salute:

Budds
04-04-09, 08:35 AM
So...............
After all that, does that mean I Will get my "Pirate Eye Patch" ? :D

Be Well.......... Both you guys !
:arrgh!:

Nisgeis
04-04-09, 03:26 PM
I have just installed SH4 to 1.5 with no mods yet. I tried the eyeball fix but it hasn't worked for me. As a newbie could I just check that dragging and dropping the file MARINE.dat replacing the original should work, or have I got the wrong idea? Thanks.

Hi Briyeo, welcome aboard! Yes, just dragging and dropping the file marine.dat over the original one in /data/library/characters/ should do the trick, but you will be better off with the excellent JSGME, which does all that sort of stuff for you and offers the option to uninstall very easily.

What didn't work about applying the patch? You still have a zombie crew?

Nisgeis
04-04-09, 03:28 PM
So...............
After all that, does that mean I Will get my "Pirate Eye Patch" ? :D

Be Well.......... Both you guys !
:arrgh!:
But which eye and how many crew should have had that accident?

Sailor Steve
04-04-09, 03:55 PM
Well, the RFB version works perfectly for me!
http://i14.photobucket.com/albums/a325/SailorSteve/SH4Img2009-04-03_185028_500.jpg

Oops...he blinked!
http://i14.photobucket.com/albums/a325/SailorSteve/SH4Img2009-04-03_185032_984.jpg

http://i14.photobucket.com/albums/a325/SailorSteve/SH4Img2009-04-03_185337_781.jpg

Now if I can just get my American crew to stop wearing those German undershirts...:rotfl:

Thanks, Nisgeis.:rock:

briyeo
04-04-09, 03:58 PM
Hi Briyeo, welcome aboard! Yes, just dragging and dropping the file marine.dat over the original one in /data/library/characters/ should do the trick, but you will be better off with the excellent JSGME, which does all that sort of stuff for you and offers the option to uninstall very easily.

What didn't work about applying the patch? You still have a zombie crew?

Yes Nisgeis, the coning tower crew still have no eyes, the patch file is located as you outline above. I just got a new laptop with NVidia 9600GT the game runs very well so far. I will investigate JSGME, I have a lot of catching up to do it seems:) Thanks for your time.-

Nisgeis
04-04-09, 04:01 PM
Oh dear Briyeo, this patch should fix that. Hmmm. I wonder what could be wrong.

Sailor Steve
04-04-09, 04:02 PM
WELCOME ABOARD, briyeo!:sunny:

Yes, JSGME is absolutely vital if you're swapping out a lot of mods. It's quick, easy and painless.

Nisgeis
04-04-09, 04:50 PM
Well, the RFB version works perfectly for me!

Now if I can just get my American crew to stop wearing those German undershirts...:rotfl:

Thanks, Nisgeis.:rock:
Are there any missing cap mod issues, or anything like that? The RFB crew still get their altered (larger) caps?

Sailor Steve
04-04-09, 05:23 PM
Oops! Didn't even look for that part.:oops:

briyeo
04-04-09, 06:27 PM
Dont worry Nisgeis your fix did work, I have added the dat file to the character folder every way I could think of. I was renaming the original file then adding the new fix file, that didnt work, but when I removed the original file altogether then added the fix it worked. I dont understand why though.

My mate looks a lot better now:DL

http://img.photobucket.com/albums/v30/briyeo/sailor.jpg

Nisgeis
04-05-09, 03:17 AM
I was renaming the original file then adding the new fix file, that didnt work, but when I removed the original file altogether then added the fix it worked. I dont understand why though.

Depending on the folder, the game will load anything with a .dat extension, so if you add an extra file it will load that as well as the original. In the .dat files everything is referred to by ID number, so what you end up with is duplicates and a load of things all with the same ID and with duplicates, you can never be sure which one the game will choose to use. Generally, mods are designed to overwrite the original stock game files to avoid this problem / feature :).

Even people who have been modding for a long time get caught out by this, when they rename the original and don't move it out of the game folder, then scratch their head wondering why their change isn't working. So you're in good company :).

briyeo
04-05-09, 04:02 AM
OK, thanks for explaining that, I thought that may be what was causing me problems just because every thing else had failed,I have used mods on flightsims and others but Im not sure I have ever had to deal with .dat files before. Im never confident enough to lose the original file, I suppose using JSGME would cover this then? I mean let you go back to the pre-mod state easily.

LukeFF
04-05-09, 04:26 AM
Now if I can just get my American crew to stop wearing those German undershirts...:rotfl:

It's an issue when users select the "low-res textures" option in the graphics menu. It's on my to-do list to add the new uniform textures to the low-res folders for RFB 2.0.

Nisgeis
04-05-09, 06:58 AM
Im never confident enough to lose the original file, I suppose using JSGME would cover this then? I mean let you go back to the pre-mod state easily.

Yeah,that's exactly what it's for. You just click on a mod and it uninstalls it or installs it for you, replacing the original files. It also warns you of mod conflicts (two mods trying to alter the same file) and all sorts of clever stuff like that.

Regio Sommergibile
04-05-09, 07:32 AM
I tried it again with 2 mod folders. eye patch and eye patch for TMO.

Still no issues. Just perfect with the dedicated one :up:

ATR-42
04-05-09, 12:51 PM
any chance of this being integrated wtih RUMI (or is it RUIM) :) ?

Sailor Steve
04-05-09, 04:25 PM
OKAY! It works with the hats as well!
http://i14.photobucket.com/albums/a325/SailorSteve/SH4Img2009-04-04_184830_687.jpg

Nisgeis
04-05-09, 04:51 PM
any chance of this being integrated wtih RUMI (or is it RUIM) :) ?

If the original author of that mod allows such changes to be made, it would be possible yeah.

Nisgeis
04-05-09, 04:53 PM
OKAY! It works with the hats as well!


OK, that's RFB right? Apparently there was a slight problem with the TMO version, which Vickers very kindly fixed and sent me the file, so I will put them all together and upload them tomorrow.

Sailor Steve
04-05-09, 04:58 PM
OK, that's RFB right? Apparently there was a slight problem with the TMO version, which Vickers very kindly fixed and sent me the file, so I will put them all together and upload them tomorrow.
Yep, RFB. I wasn't sure about their hats so I'm also using John Hamm's Hats and Uniforms mods. His Uniform mod puts the proper insignia and patches on the shirts as well (not on the one in that picture, though). It's fun for an old sailor to see the PO stripes and officer's collar pins.

Nisgeis
04-06-09, 04:46 AM
I've updated the mod to have the TMO and RFB versions. Download link is the same. Thanks to Vickers03 for consolidating the files together for the TMO and RFB versions.

Topo65
04-06-09, 09:14 AM
Thanks, Nisgeis! :up:

sergbuto
04-07-09, 08:05 AM
[:D]

briyeo
04-12-09, 08:58 AM
Im thinking of Modding my game as below, firstly is that advisable?

TMO 17
OM V700
Omv700 Patch3

Would the TMO eyepatch still work if required?

Nisgeis
04-12-09, 09:11 AM
The eye patch shouldn't interfere with OM, so it should be fine.

OneTinSoldier
04-12-09, 01:34 PM
Yep, RFB. I wasn't sure about their hats so I'm also using John Hamm's Hats and Uniforms mods. His Uniform mod puts the proper insignia and patches on the shirts as well (not on the one in that picture, though). It's fun for an old sailor to see the PO stripes and officer's collar pins.

Hello Sailor Steve,

Are you talking about John W. Hamm's R.U.I.M. v1.0 for SH4 1.4 & 1.5? Because if you search for his older Hats and Uniforms Mod you can't download it as there is no link and it says it's been superseded by R.U.I.M.

Just asking because inquiring minds want to know for certain if this works ok with R.U.I.M. ! ;)

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

Fantastic Mod Nisgeis! If there's one thing that really bothered me about SH IV, it had to be the eyes going back behind their eye sockets! And having them look straight ahead is very nice too. :up:

Cheers

OneTinSoldier
04-12-09, 02:03 PM
Im thinking of Modding my game as below, firstly is that advisable?

TMO 17
OM V700
Omv700 Patch3

Would the TMO eyepatch still work if required?

Hi briyeo,

You should be fine. Here's my(more complex) install order listed below and it's working fine for me. I alos have a few other mods installed but I consider this to be my base installation.

Also, if you're using TMO 1.7 and going to play the U-Boats in Ops Monsun you'll probably want to get the TMO_Enable_Uboat_V4.7z mod if you don't already have it. You can find it here (http://files.filefront.com/TMO+Enable+Uboat+V47z/;11094048;/fileinfo.html)

TriggerMaru_Overhaul_17
MaxOptics & SCAF fix TMO1.7_41109
RSRDC_TMOv163_V410
RSRDC_V410_Patch2B
OpsMonsun_V700
OM_V700_Patch3
#1 Real Environment mod install
#4 Ships_Reflect and Caustic_Environment Mod 5.1
Lite Fog (made by Vikinger for what some consider to be a slight fog issue in Real Evironment v1.0)
Eye Patch for TMO v1.7


Cheers and Good Hunting

briyeo
04-13-09, 04:12 AM
Thanks for the help chaps:up: I have downloaded TMO_Enable_Uboat_V4.7z OneTinSoldier what does it actualy do?

OneTinSoldier
04-13-09, 08:25 AM
This is from a year ago...


I’ve just uploaded a new version of “TMO_Enable_Uboat”. The difference between version 3 and this new version 4 is minor, but it now allows you to switch between RSDRC and OM without having to de-install OM. Here's the install order

TMO
RSRDC V371
RSRDC V371 Patch X
OM V100
OM V100 Patch X
TMO_Enable_Uboat_V4

Now to go from USN ops to Uboat ops, install ‘TMO_Enable_Uboat_V4’, to go back to USN ops, de-install ‘TMO_Enable_Uboat_V4’


So obviously, you just use JSGME to enable it when you want to play the U-Boat addon and OM, and disable it when you want to play TMO! :yeah:

I hope that helps but let's not hijack this thread anymore from it being about the Eye Patch. If you have any more questions about other mods and/or need more help I recommend you make a new thread. ;)

Cheers

Sailor Steve
04-13-09, 10:47 AM
Hello Sailor Steve,

Are you talking about John W. Hamm's R.U.I.M. v1.0 for SH4 1.4 & 1.5? Because if you search for his older Hats and Uniforms Mod you can't download it as there is no link and it says it's been superseded by R.U.I.M.

Just asking because inquiring minds want to know for certain if this works ok with R.U.I.M. ! ;)
I have the older mods as I downloaded them when they were new. I'm pretty sure JH just combined the two and may have added a couple of goodies, so Eye Patch should work with RUIM as long as you load it first and Eye Patch last. Just make sure you use JSGME so you can backtrack if a problem does turn up.

I didn't even know what RUIM was until you asked about it!:doh:

MichaelSpencer
05-11-09, 02:58 PM
[Hi Briyeo! :DL My best to the lad.]


I applied the Eye Patch to stock 1.5 and it worked, first time, but when I rebooted and tried again I had no eyes whatsoever, above *or* belowdeck.

Reading through the thread, however, I think the problem may be that I did not delete the original MARINE.DAT file but instead simply renamed it to originalMARINE.DAT and left it in the directory. I'll try re-renaming it to MARINE.THAT and see if that fixes the problem.

Nisgeis
05-11-09, 03:35 PM
The game will load anything with a .dat extension, so you'll end up with duplicate nodes within the files and the game will choose (randomly) which nodes to use and bad things will happen. Use JSGME if you can to apply mods, it's very useful.

MichaelSpencer
05-12-09, 11:23 AM
Much obliged. JSGME sounds like a wonderful tool; I'm impressed by its ability to make backups of changes to stock files, which is all I had wanted to do anyway.

Webster
05-14-09, 03:55 PM
The game will load anything with a .dat extension, so you'll end up with duplicate nodes within the files and the game will choose (randomly) which nodes to use and bad things will happen. Use JSGME if you can to apply mods, it's very useful.


i m not sure if this is the same problem i had with my GFO mod or not but when i installed it with jsgme for the stock game it worked at first but after restarting i had no eyes anywhere with any crewmember.

in the end i had to leave this fix out of it since it gave you the eye bug even if you didnt have it before lol.

since i didnt have the eye bug to start with, i cant say if the fix works but IMO if you dont already have the eye bug you shouldnt use this mod or it will give you the eye bug.

OldFrenchy
06-17-09, 09:48 AM
I recently (yesterday!) reinstalled SH4 with the newly purchased U-boat expansion after a long absence.
I have the eye bug as well.
I tried downloading the eyeball fix, but the file had a .efw extension and I can't open it. Is the patch a .zip file that I can rename the .efw to? How would I go about doing this?
Thanks ahead of time!
OldFrenchy

Frederf
08-14-09, 07:07 AM
I'm surprised no one noticed this but the Eye Patch mod isn't time compression (TC) compatible. At higher than (8x?) TC the crew disappear from the submarine interior like is coded but the eyeballs are rendered at TC settings higher than the rest of the crew models. The result? Floating eyeballs.

I'm goin' down
08-26-09, 02:52 AM
Why would anyone put a "patch" on a missing eye? It seems to me that patching a missing eye would ensure that the crew member would be blind or partially blind. Blind crewmen would have to helped off the ship unless they worked sonar, in which case they could still do their job.:haha:

The inmates are loose again, and are running the asylum.

rfxcasey
10-15-09, 06:28 AM
I have 1.4 installed and had the missing eyes. I bought 1.5 Uboat missions and still have the eye problem. Installed TMO 1.7 and still have the problem. Installed the eyefix and still have the problem. Dude someone has got to fix this crap it runes the whole game. Is there a fix that actually works. I read some people had sucess with JSGME but I can't find the latest version for sh4. Really would love some help as I have no other showstopping issues with this game but the eye thing is unbarable.:damn:

Sailor Steve
10-15-09, 02:59 PM
JSGME is universal, so the latest version is nice but not necessary, and there is no special SH4 version. It works fine for me, both with RFB and OM, so I would suspect something wrong in the order you have them installed.

rfxcasey
10-15-09, 04:47 PM
JSGME is universal, so the latest version is nice but not necessary, and there is no special SH4 version. It works fine for me, both with RFB and OM, so I would suspect something wrong in the order you have them installed.

I'm not too sure about that. What other order is there. I installed SH4 v1.4 from the DVD and no joy. I installed SH4 Gold addition v1.5 with the U-boat expansion and no joy. I installed TMO as per the instructions and no joy. I installed the eyefix as per the instructions and no joy. I have always had this freakin missing eye thing and it never goes away. The funny thing is if I do a quick mission it doesn't happen or at least appears that it doesn't I haven't tested it too much, put if I do a career or campaign it does. Hate to say it but this game was totally half assed from day one. Just a rushed buggy sub par product in my opinion and Ubi doesn't seem to give a hoot.

longam
10-15-09, 06:14 PM
wasn't it also related to vid cards or drivers?

rfxcasey
10-15-09, 07:51 PM
Sorry to change subjects really quick but why is this forums so buggy. I constantly have to log in for everything I do and I post I just posted got lost and never showed up. Very frustrating. That aside, I'm using a 4830 with the latest catalyst drivers. I am wondering if there is something wrong with the z buffering implementation in the game. Oh and one more question why is the external camera so slow. Even holding down shift it is painfully slow. Is there anything I can do to make it more like SH3 speed.

Ducimus
10-15-09, 10:07 PM
Thought i would clarify earlier confusion with the two marine.dat files located in TMO, and probably FOTRS, and maybe RFB, i have no idea.

Marine.dat
is a pre UBM file. It does not contain any uboat crew data at all. None what so ever. It is being used for two reasons.
1.) for whatever reason i've never been able to figure out, it renders the US crew MUCH better then the updated marine.dat file that came with the UBM add on. See here for picture comparision: ( http://forum.kickinbak.com/viewtopic.php?f=36&t=328&p=1978 )

2.)Officers cover is shaped properly thanks to CaptainCox's mod.

Marine2.dat
This is the UBM file, and was purposely renamed so the game had the resource to render Uboat crews.

Now as mentioned previously, the game doesn't care what dat files are named, only whats in them. Node ID's and such. Right now, with those two files, its rendering US crew perfectly , while still rendering Uboat crews. The pre UBM marine.dat file is taking presence over the post UBM Marine2.dat file. I really don't know why, my only guess is the game is looking at the marine files in logical/numberical sequence. Having said that, ive always been suspicious of the game getting the two files confused. Having both in place, i dont think that should be working.... but it does. Never figured out why, i think that this crew rendering solution was in poor form, but i never had the time (or desire) to go back and find a better fix for it.

Anyway, thats why those two files are there. My question now is, does this eyeball fix work? If so, how does it work?

rfxcasey
10-16-09, 01:06 AM
Thanks for the reply, but no it isn't working. I'm going to try and install it again just for the sake of argument. If what you say is true why can't you just remove the file you don't want the game to use? I really don't know anything about it so I may be totally off base here but you made it sound like there are 2 files conflicting. I know enough programming to get myself in trouble but I am willing to help do some leg work on this and help sort it out if you have any suggestions. I really like the game less the missing eyes. My external view is painfully slow too with or without using shift. Is there a way to fix that. Also I was weened on SH3 GWX but the interface in SH4 is totally different. I am having trouble in particular with setting torp depth, speed and triggering (impact/magnetic) as it doesn't seem very similar to SH3. Still, the eye thing takes priority.:damn::damn::damn::damn::damn::doh::88)

rfxcasey
10-16-09, 02:56 AM
OK, I got it working, I didn't realize you had to remove the marine2 file. Now the eyes have it! Or should I say, the CREW have eyes....hehe. I it didn't take me much playing around to realize I don't like the TMO mod. There is no external view while submerged. And while some probably thing that is kool cause it's more realistic for me it is just less fun. If you want realizism, the next time your sub gets sunk stick your head in a bucket of water until you pass out. How that for realizism?:arrgh!:

Ducimus
10-16-09, 03:22 AM
OK, I got it working, I didn't realize you had to remove the marine2 file. Now the eyes have it! Or should I say, the CREW have eyes....hehe. I it didn't take me much playing around to realize I don't like the TMO mod. There is no external view while submerged. And while so probably thing that is kool cause it's more realistic for me it is less fun. If you want realizism, the next time your sub gets sunk stick your head in a bucket of water until you pass out. How that for realizism?:arrgh!:

(insert blunt and unvarnished negative response here) :/\\chop

Anvart
10-16-09, 12:28 PM
This old cud has lost taste for a long time already... :haha:

I'm not too sure about that. What other order is there. I installed SH4 v1.4 from the DVD and no joy. I installed SH4 Gold addition v1.5 with the U-boat expansion and no joy. I installed TMO as per the instructions and no joy. I installed the eyefix as per the instructions and no joy. ...
I played SH4 v. 1.5 without any mods (excepting my own) and had no problems with eyes ...
look:
http://www.subsim.com/radioroom/showthread.php?t=150430

rfxcasey
10-16-09, 03:41 PM
OK, I got it working, I didn't realize you had to remove the marine2 file. Now the eyes have it! Or should I say, the CREW have eyes....hehe. I it didn't take me much playing around to realize I don't like the TMO mod. There is no external view while submerged. And while so probably thing that is kool cause it's more realistic for me it is less fun. If you want realizism, the next time your sub gets sunk stick your head in a bucket of water until you pass out. How that for realizism?:arrgh!:

Wow, way to butcher a comment.... Stupid fingers! Stupid words!:timeout:

The funny thing is I reinstalled the game without the mods and used the stock version eyeball fix, now they have eyes they are just either all black or all white. OMG! Can someone please give me there original or working marine.dat file, I didn't back it up before I overwrote it.

rfxcasey
10-19-09, 02:42 AM
I popped in the eyefix marine.dat file to my install of the SH4 Gold edition which comes with the uboat pack. I overwrote the original without checking to see if the eye thing was working before hand. Don't ask it's a long story. Can someone with post there stock working marine.dat or tell me how to extract it from the cab file. I think the cab is a proprietary format cause I can't view it in XP. I just don't wanna reinstall the whole thing.

virtualpender
10-19-09, 07:13 PM
Casey, I don't mean to be rude but since you insulted Ducimus and all of his hard work which the rest of us all enjoy very much I don't think anyone is going to be inclined to help you with your issue. I suggest you reinstall.

Good luck.

rfxcasey
10-24-09, 12:32 AM
Hum, you must be one of those. Oh well, to clarify I don't think I did or intended to offend anyone. And if he WAS offended, why don't you let him say so, OK. I am so tired of forum butt kissers it's not funny. Mind your own business and quit tiring to start crap. This isn't even worth my time :yawn:, BUT, SH4 has had many bugs, as have several other Ubi products I have used, some of which seem rushed, and mostly some were, as can be backed up in many articles written by reputable reviewers some of which have actually discussed this with the dev team. It usually isn't the devs fault just that business in business as far as the corp side is concerned :down:. The other thing that is frustrating is that the hoped for fixes sometimes never come along of have to be made my someone else. Wasn't insulting the mod either, I thinks it's really nice, but don't get me wrong I am not typing this as an admission of guilt only to justify when I ask you, WTF???:hmmm:

Nisgeis
10-27-09, 03:35 PM
This old cud has lost taste for a long time already... :haha:

You should stop chewing over the same old thing over and over then. No one was interested before and no one is interested in you now, no matter how much you try to hijack this thread. Just get over it and carry on. I told you well over two years ago about this. You'd be much happier if you just dropped the whole thing. No one will think any less of you if you do, but if you carry on they probably will think less of you. Some sort of has been probably.

Someone set up up the bomb. Gentleman, mods are live, no matter we download them. Stop the loser spam to change the adjustment. He is loose. Ignore the cats, the cats are loose. The mod works, so set us up the mod.

Webster
10-27-09, 04:14 PM
Hum, you must be one of those. Oh well, to clarify I don't think I did or intended to offend anyone. And if he WAS offended, why don't you let him say so, OK.

did you not understand the "off with their heads" animation as a response to your harsh words about TMO?

ducimus has been around a long time and chose to just leave it at that and not get into a further discussion about it.

i would caution you to remember that people help others when they feel the help is appreciated but we are not hear to "serve" you or to be treated as thou we owe you help in any way.

please remember you are "asking" for help and you should try to be less critical of someone elses mod. if you dont like it thats fine and saying why you dont like it is fine too but its not necessary to insult others work.


I am so tired of forum butt kissers it's not funny.

this comment was totally out of line and uncalled for and serves no purpose except to invite further negative comments.

Webster
10-27-09, 04:21 PM
Anyway, thats why those two files are there. My question now is, does this eyeball fix work? If so, how does it work?


when i looked at it for GFO i found that people who didnt have a problem with eyes before were actually given the missing eyeball bug when i included these files.

you probably have a better idea why that is then i do but it was something i found issue with.

it seems some peoples computers get the bug and others dont and i even got comments that two people with the same hardware, one had missing eyes and the other didnt so i think drivers effect it too.

i hope this info is usefull in some way :06:

Onkel Neal
10-27-09, 04:26 PM
did you not understand the "off with their heads" animation as a response to your harsh words about TMO?

ducimus has been around a long time and chose to just leave it at that and not get into a further discussion about it.

i would caution you to remember that people help others when they feel the help is appreciated but we are not hear to "serve" you or to be treated as thou we owe you help in any way.

please remember you are "asking" for help and you should try to be less critical of someone elses mod. if you dont like it thats fine and saying why you dont like it is fine too but its not necessary to insult others work.




this comment was totally out of line and uncalled for and serves no purpose except to invite further negative comments.


Agreed. It's not necessary to be sarcastic and rude to other members. Infraction given.

Webster
10-27-09, 04:32 PM
I have 1.4 installed and had the missing eyes. I bought 1.5 Uboat missions and still have the eye problem. Installed TMO 1.7 and still have the problem. Installed the eyefix and still have the problem. Dude someone has got to fix this crap it runes the whole game. Is there a fix that actually works. I read some people had sucess with JSGME but I can't find the latest version for sh4. Really would love some help as I have no other showstopping issues with this game but the eye thing is unbarable.:damn:

in most cases its driver related so update your video drivers to the latest version and that should fix the eyes, if not the eye fix should work for you after you update your drivers.

in rare cases it could be a video card issue, what video card are you using and what is the driver version you are using for it?

Nisgeis
10-28-09, 05:44 AM
rfxcasey, there are two files in use in TMO that mirror some funtionality in each other. The mod combines the extras that Ducimus put into TMO in the two files, which was something to do with the models in 1.5 being better defined. Having the extra file with this mod causes problems, due to the way the game will load everything up.

If you install the mod with JSGME, then the extra file will be deleted as it has an instruction for JSGME to remove the extra file. If you don't install the mod with JSGME, you will get duplicate IDs and it won't work the way it was intended. If you want to install the mod manually, you need to put the new file in place and remove the extra one by hand, I think it's called marine2.dat. Either way, there should only be one marine*.dat file in the directory.

In short, installing with JSGME will remove the extra file for you and is much easier. You don't need a specific version of JSGME for Silent Hunter, as it's not tied to the game you use it on. If you need any more help, PM me.

Nordmann
02-20-10, 07:39 PM
Sorry to drag up an old thread, but I can't seem to find any reference to this bug apart from this one. Having recently installed UBM, I noticed that my watch crew are rather lacking in the visual department! I tried the mod listed here, but the result is all crew losing their eyes (poor bastards).

Does anyone have a fix, or know of one aside from this? I'd be grateful if you could point me in the right direction.

Nisgeis
02-21-10, 09:44 AM
Did you take the individual folder out of the main one? E.G. there's one folder called 'Eye Patch Pack' and in that there are three sub folders. If your JSGME says 'Eye Patch Pack' then it isn't installed poperley.

Nordmann
02-21-10, 11:10 AM
I used the sub folder "Eye Patch for Stock", and installed using JSGME. As I said earlier, the result is missing eyes across my entire crew, whereas before it was just the watch. It's a damned odd bug, not game-breaking, but it does rather spoil the immersion.

Nisgeis
02-21-10, 11:24 AM
There was talk of there being a 'no eyes' anti-piracy device, but apart from that and this problem here, where the eyes are still there, but just way back inside their heads, no idea. Sorry.

Nordmann
02-21-10, 02:57 PM
Weird. I didn't have this problem with 1.4, so it seems as if 1.5 introduced it, at least for me.

Frederf
02-21-10, 08:00 PM
This fix makes the eyes not disappear but has the problem that they don't do away >4x TC so while the sailor models go away, the eye stay at higher TC floating alone. Is this fixable?

IRISH4Life
02-21-10, 09:46 PM
Yes when I was using 1.4 it did that. If I went to time lapse the watch would disappear but his eyes would still be there. It was sort of funny. Felt like I was being watched. havent had the issue with the eyes since I went to 1.05.

IRISH4life

OneDominatus
03-01-10, 08:12 PM
Hi there, many thanks for this fix, it was really really bothering me and I was close to returning to the flight sim world beforehand!

I couldn't get the fix to work until I read some chap's post from a page or so back that mentioned that you have to delete marine2 file before applying the fix, perhaps this info should be added to the first post and readme.

Cheers Dom :)

Daniel Jackson
03-03-10, 12:36 PM
Thanks for this patch. Really took care of something I found very annoying. : )

Nordmann
03-12-10, 11:02 PM
Right, it's dragging up time again, because I've still got this issue and it's damned frustrating!

Using this fix, my watch are given eyes (pure white, no other detail), but the rest of the crew have black pits. I have verified, by clipping into the models, that the eyes have been moved back into their heads.

Now, I don't know what the hell's going on, the fix works for some, but not others. The problem was not present when I was using 1.4, as soon as I installed UBM, the problem appeared (along with missing gauges in most of the Fleet Boat bridges).

Does anyone have any further solutions that may work? Because if not, it seems I'm going to have to shelve SH4 and go back to SH3, which at least does not have ridiculous graphical issues.

rfxcasey
07-20-10, 11:49 AM
did you not understand the "off with their heads" animation as a response to your harsh words about TMO?

ducimus has been around a long time and chose to just leave it at that and not get into a further discussion about it.

i would caution you to remember that people help others when they feel the help is appreciated but we are not hear to "serve" you or to be treated as thou we owe you help in any way.

please remember you are "asking" for help and you should try to be less critical of someone elses mod. if you dont like it thats fine and saying why you dont like it is fine too but its not necessary to insult others work.




this comment was totally out of line and uncalled for and serves no purpose except to invite further negative comments.

Really, so what WAS exactly the insulting part of my original post? You never did clarify. Cause as far as I am concerned there was none and none intended, only the one perceived incorrectly. Perhaps YOU didn't notice the :arrgh!: at the end of my post. I don't feel I should have to justify my opinion when it is misconstrued (wrongly) as an insult. If anything I feel I was insulted by the smearing of my intentions. There is no sense in reasoning then, though I tried it was of no use. You'll probably take that as an insult too. Though it wasn't, just my opinion. Please don't respond to this post even though you won't be able to resist. You got your way, I am not coming back here so that should make you happy. Mission accomplished.

Nisgeis
07-20-10, 12:01 PM
Oh come on... that was posted nine months ago!

Webster
07-20-10, 02:26 PM
I am not coming back here so that should make you happy. Mission accomplished.


if you cant have a mature disscussion like an adult without insulting everyone then im sorry to see you go but we ask members to treat others with respect at this site.

Takeda Shingen
07-20-10, 02:28 PM
Please don't respond to this post even though you won't be able to resist. You got your way, I am not coming back here so that should make you happy. Mission accomplished.

Clearly you are coming back to issue a parting shot. You obviously want to continue an argument that has lay dormant for months. How could you possibly expect your target not to reply?

Ducimus
07-20-10, 09:00 PM
Oh come on... that was posted nine months ago!

Seriously, but I guess that's what happens when someone climbs up the stupid tree, falls, and hits every branch on the way down. :shifty:

John Channing
07-21-10, 08:58 AM
OK, folks.

That ringing sound is the bell for the end of the fight. Everybody back to their corners to await the judge's decision.

JCC

Darojax
05-06-12, 02:09 PM
Great patch, thanks!

CptNase
07-24-12, 03:58 PM
Nice !

Reventlow
06-01-13, 03:23 PM
Hi all,

Sorry to un-Earth an old topic.

I used to play SH3 quite a bit way back in the day and very recently acquired SH4 to give it a go. I was immediately impressed and very excited to get going when I noticed the eyes (or lack thereof). It seems to only affect my crew members on the bridge.

After some sleuthing I found out about the bug and was eventually lead here. Now I have installed the mod through JSGME and for the life of me can not get it to work.

When I have everything in place and running as it should, the JSGME enabled mod doesn't seem to have any affect at all. Out of curiosity, I replaced the stock MARINE.DAT file with the one from the mod and that made my crew in the boat have black eyes and gave the crew up top (the bridge) bright blue eyes.

I have no other mods installed and am running SH4/UBM 1.5 via Steam.

Is there anything I am missing? I am DYING to play this but I just can't get past the eye bug.

Thanks very much for any and all input - and thanks for taking the time to make the mod in the first place!

Nisgeis
06-01-13, 05:17 PM
Did you take the individual folder out of the main one? E.G. there's one folder called 'Eye Patch Pack' and in that there are three sub folders. If your JSGME says 'Eye Patch Pack' then it isn't installed poperley.

Reventlow
06-01-13, 05:33 PM
Did you take the individual folder out of the main one? E.G. there's one folder called 'Eye Patch Pack' and in that there are three sub folders. If your JSGME says 'Eye Patch Pack' then it isn't installed poperley.

Thanks for the prompt reply, Nisgeis.

I did indeed. JSGME says that 'Eye Patch for Stock' is active. My video card (GTX 570) has all the latest drivers but I'm beginning to suspect that may be the problem?

Nisgeis
06-01-13, 05:58 PM
Hmmm, if you installed it by JSGME, but that had no effect, but manually replacing the file did have an effect, I'd say something went a bit wrong... as JSGME should have replaced the file.

One thing you have to be aware of when manually replacing files is that you shouldn't back up the old file in the same directory, as SH4 will load all files, not just ones with specific names, so make sure you didn't back up in the same dir. If you have duplicates, then SH4 can load both files, but deal with duplicates in an odd way, e.g. it chooses one ID from one file and one from another with no rhyme nor reason.

And you have no other mods, no super mod? Hmmm, just check you don't have a duplicate of marine.dat in there somewhere.

Reventlow
06-01-13, 06:15 PM
Hmmm, if you installed it by JSGME, but that had no effect, but manually replacing the file did have an effect, I'd say something went a bit wrong... as JSGME should have replaced the file.

One thing you have to be aware of when manually replacing files is that you shouldn't back up the old file in the same directory, as SH4 will load all files, not just ones with specific names, so make sure you didn't back up in the same dir. If you have duplicates, then SH4 can load both files, but deal with duplicates in an odd way, e.g. it chooses one ID from one file and one from another with no rhyme nor reason.

And you have no other mods, no super mod? Hmmm, just check you don't have a duplicate of marine.dat in there somewhere.

When I manually replaced it I transferred the original file to an external drive so as to avoid the game mistakenly implementing the wrong file.

All of this was done on a fresh install from Steam.

I'm wondering now if I installed JSGME correctly? To install I simply unzipped it to my game folder.

And no, zero other mods are active at the moment. I did download TMO to try but have yet to even unzip it. I thought that perhaps using TMO might help to get the mod working correctly.

Reventlow
06-01-13, 06:39 PM
Re-installed JSGME as I don't think I had everything in the right place. Now I have the program in the root folder and it seems to be working as intended.

But, when I implement the mod I am getting the black/bright blue eyes again.

iambecomelife
06-01-13, 07:35 PM
Sorry not to answer your question but I'm not sure I would bother with this fix. I tried it and it had no effect, even though I did not get the bright blue eyes bug.

If I get the time (:rotfl2:) I'm going to retexture the head models' eye sockets with eyes (replacing the flesh tone) as a crude work-around measure. I will release it when it's done.


No offense to Nisgeis; I appreciate the effort.

Webster
06-01-13, 10:20 PM
not everyone has this problem. if you don't have the problem then using this mod can cause the eyes to disappear on you so don't use it if you don't need to.

this was one of those strange issues that showed up for some but not all and I "think" it was hardware related.

I don't ever recall anyone having this issue anymore so it might have been grafics driver or mod related

Reventlow
06-03-13, 05:20 PM
*UPDATE*

I installed TMO and the appropriate eye fix mod and now it's working. So thanks again everyone for the help!

drakkhen20
12-09-16, 12:54 AM
im having an issue with the stock version. i have eyes in the interior but not on bridge. then when applying this patch the interior crew have no eyes and the bridge crew has white eyes with no pupils at all. is there something im missing ?

Webster
12-09-16, 10:07 AM
I doubt you will get any replies in here since this problem hasn't happened to anyone since 2010 but a few people like yourself have had issues created when trying to use this old mod

Anvart
12-28-16, 11:14 AM
WOW... again the same thing? Since 2007 or 2008 year?
153 replicas about a simple problem. It's terrible... :03:
... joke ...
This Nisgeis's thread always amused me.
Nisgeis does not understand the causes of eye problems... so he just deleted the eye animation controllers... so we see frozen zombie eyes in his mod.
I even gave him the name "Mr. Frozen eyes".
Why?
Because:
In this part of the original game, there are two problems:
1) Right: incorrect rendering of crew eyes in exterior (on the bridge and on the deck).
2) Left: incorrect angle positioning of the eyes after application "TIME COMPRESSION"... if compression was equal or greater than the value of the parameter "CharacterAnim" in main.cfg file.
https://s25.postimg.cc/6copkm5in/Eyes_issue.jpg

Below
left: "Frozen Eyes" by Nisgeis ............. on right: "Live Eyes" with corrected rendering!

https://s25.postimg.cc/llemyemcf/Live_vs_Frozen.jpgWhen I encountered with the first problem I at once realized that the reason is in incorrect shaders... I was lazy to fix global shaders so I applied (for each eye in MARINE.dat file) old proven controller "BumpMap" (SH3), which locally regulates rendering of the eyes... So the first problem is gone... it cost me five minutes total.
Small video with my mod (Live eyes) in RFB 2.0... size ~ 8 MB :
http://www.mediafire.com/file/psqdxcypxjng5fd/sh4_RFB2.mp4
https://s25.postimg.cc/v8vj0ki3z/sh4_eyes.jpgThe second problem appears not only with the eyes, but and with the animated rudders on the bow of submarine of the submarinewith... I increased the value of the specified parameters in the main.cfg and put a limit on the maximum time compression.
main.cfg:
...
[TIME COMPRESSION]
...
CharacterAnim=1026
...
Maximum=1024
...This helped ... but not at 100%... sometimes (rarely) there were glitches. In a game for such a situation, there is an easy way out... you need to give the command for the redeployment of the crew (any command for spawn/respawn any sailor or crew)... and eyes will be on the spot.

P.S.
Old mod Live eyes (only rendering fix) for stock game:
http://www.mediafire.com/file/aslezgmtzq1p6hf/sh4_eyes.rar

Can be used with any mod.

Rockin Robbins
12-28-16, 01:05 PM
WOW... again one and the same? Since 2007 or 2008 year?...

main.cfg:
...
[TIME COMPRESSION]
...
CharacterAnim=128
...
Maximum=126
...
This helped ... but not at 100%... sometimes (rarely) there were glitches. In a game for such a situation, there is an easy way out... you need to give the command for the redeployment of the crew... and eyes will be on the spot.
VERY interesting. I may have some questions later!

I have a question now: redeploying the crew. Could calling battlestations and then return from battlestations accomplish that?

Anvart
12-28-16, 04:25 PM
...
I have a question now: redeploying the crew. Could calling battlestations and then return from battlestations accomplish that?
:D
R.R., it was so long ago... maybe 8...9 years ago... and now I don't remember SH4 commands... Any command for spawn/respawn of any sailor or crew...

Anvart
01-04-17, 09:05 AM
Jubilee for the SH4 year came!
... and therefore I broke the vow of silence in this topic. :haha:
-- joke --
Another (also quite old) solution to the problem of rendering the eyes in the exterior:
Attach the InteriorIllumination controller (located in any interior file) to the Marine node in Marine.dat file. You will get a positive effect.
The advantage of the first option - you can adjust the subtle shades of color for each eye... and BumpMap controller is not included in the pool used in this context... but the second way is easier to implement.
https://s25.postimg.cc/apwjumka7/sh4_eyes_int_v.jpgP.S.
Since the moderator interferes with describing the solution of problems, I stop talking about solving the described problems by editing the existing shaders in SH4.
Sorry, English is not my native... :haha:

Rockin Robbins
01-04-17, 09:07 AM
Thank you Anvart!

Webster
01-04-17, 12:48 PM
sorry for any misunderstanding guys, but I closed the thread because I thought you were talking about something similar as it related to the FOTRS RR is working on rather then working on a solution to "fixing" this mod.

I just didn't want this thread to cause confusion with any new members who see it, and might want to try it thinking it does some benefit to the game but as it stands now, in its present form, this mod corrupts their games beyond repair and requires major cleanup to remove the corruption.

if you guys think there is a way to fix this mod that would be helpful but im not sure if there is even a problem anymore that this mod has a reason to even still be used.

thread has been reopened

Koranis
12-07-17, 10:56 PM
Why? I'm running stock 1.5 + GFO and the eyes are still frakked up.

Where can I find this mod nowadays?...

THEBERBSTER
12-08-17, 03:27 AM
Hi Koranis
There are 3 options including stock for GFO.
Eye Patch for missing eyes for 1.5, RFB & TMO (http://www.subsim.com/radioroom/downloads.php?do=file&id=747)
Peter

Koranis
12-08-17, 05:33 AM
Thank you, sir.

Koranis
12-08-17, 08:39 AM
Eh, it doesn't work. The eyes are still zombie-like even with the patch.

sh3rules
12-01-20, 02:32 AM
Where can I download what Anvart posted? I'd like to try that file. The crew have eyes now (sort of :o), but my boats had names like The Flying Dutchman and A Touch of Evil. I'm going to try White Walker next.

CIA_MAN
07-21-24, 04:15 PM
Eh, it doesn't work. The eyes are still zombie-like even with the patch.

Here the same... SH4 1.5 (U-Boat missions) :k_confused: