View Full Version : [REL] Replacement TDC Graphics
reaper7
03-18-10, 02:00 PM
Hi I've created a replacement set of TDC graphics to replace the hidden one's in SH5.
These are free to use for anyone's use. They will even work with TheDarkWraiths excellent UI Replacement Mods.
Can be installed with JDSME or just extract the files into the relevant folder.
Graphic's Comparison:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/TDC-Graphics-2.jpg
In Game shot: Using TheDarkWraith UI Interface Old V1.3.1
http://i236.photobucket.com/albums/ff240/reaper7_bucket/Silent%20Hunter%205%20Recon%20Manual%20Mod/TDC-Graphics-Game.jpg
Download: http://www.subsim.com/radioroom/downloads.php?do=file&id=1622
Edit: Just notice that one of the dials is not showing up correct in the image above. Don't worry its correct in the download file.
Must of had that layer hidden in Photoshop when doing the screenshot.
Edit 2: Corrected dial in screenshot and added ingame screenshot.
robbo180265
03-18-10, 02:10 PM
Blimey ! they're nice - thanks matey:yeah:
Looking good Reaper7, I'll give 'em, a go. :up:
Hartmann
03-18-10, 03:50 PM
very nice, i like it
Devs trying to convert SHV in a arcade game and modders returning the game to his natural state, a simulator.:up:
reaper7
03-18-10, 04:46 PM
Devs trying to convert SHV in a arcade game and modders returning the game to his natural state, a simulator.:up:
Yes, we'll have the best of both worlds some day. :salute:
EDIT: Some Photshop work to show:
I have been messing about in Photoshop doing to concept work and I came up with the following.
This is mainly a background to TheDarkWraith UI stuff, which in my standard interface now.
But also include my dials from above.
I haven't got into the scripting side of things and don't know if I'll get to learn (But who knows, getting into this modding stuff),
so this may not go much further . Maybe even DarkWraight might be interested in bringing this into his own UI.
He has all the work done anyway so there wouldn't be any point in me redoing the same.
(I have a feeling his mod is becoming the First SuperMod)
Anyways what do you think. Also what type schemes would ye like ie what instruments.
Maybe if this does go forward, it could have a few variants.
I have shown 2 types : One for the old style Torp depth and one for the new.
First one shown The old type Torpedo Depth Dial:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/TDC-Interface-Concept-Old.jpg
Second one shown The new type Torpedo Depth Dial:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/TDC-Interface-Concept-New.jpg
Feedback Please.
U-Bones
03-18-10, 06:46 PM
Feedback Please.
Freaking brilliant. :yeah:
reaper7
03-18-10, 07:09 PM
Panel backgound graphic is from Karamazovnew KiUB frontend for SH4
http://www.subsim.com/radioroom/showthread.php?t=152590
My aim would be to recreate a similar look to that. ;)
The Dials Are just reworked from the stock ones. But I will prob redo theme from scratch (Poss at a higher resolution as the Editor can scale the dials).
Stormfly
03-18-10, 08:46 PM
looks good, maybe a bit dirt here and there, and the whole interface also as a much darker version for night times ? ...the current tdc dials are much to bright in dark conditions.
TheDarkWraith
03-18-10, 08:54 PM
in the next release of the UI mods I have the correct AOB and heading dials. The heading dial loses it's vernier and it's dial picture has changed to reflect this. The AOB gains a vernier and it's dial picture has changed to reflect this. Once I have some time I'm going to script a working Track angle dial into the UI mods so that the torpedo impact angle can be shown relative to the vessel.
I welcome all UI additions to my UI mods. I can add your new TDC interface as an option. I love options :D
java`s revenge
03-18-10, 11:25 PM
Thanks Reaper :yeah:
I have one remarc on your package. When you unpack it there isn`t
a subfolder. The "head map" is data.
Stormfly
03-19-10, 03:12 AM
ohh, i would also love some scratches, also the "Fire button" should be relabeled to "Los" or something :DL
...would it also be possible to integrate at least the left gauge of the gyroangel gauges, that would enable to see the path the torp would go ?
regarding dark conditions, maybe some overlay filter could do that (if the game engine switches to redlight, the filter would activate, of course using a button or switch for that would be perfect).
reaper7
03-19-10, 06:04 AM
in the next release of the UI mods I have the correct AOB and heading dials. The heading dial loses it's vernier and it's dial picture has changed to reflect this. The AOB gains a vernier and it's dial picture has changed to reflect this. Once I have some time I'm going to script a working Track angle dial into the UI mods so that the torpedo impact angle can be shown relative to the vessel.
I welcome all UI additions to my UI mods. I can add your new TDC interface as an option. I love options :D
Thanks The Dark Wraith any chance you could forward me on a screen shot of the dials, going two rework the above and would love to implement them into. (Just images required not the actual dials :03:)
Thanks Reaper :yeah:
I have one remark on your package. When you unpack it there isn`t
a subfolder. The "head map" is data.
Ah.. missed that one. Thanks will fix. :up:
ohh, i would also love some scratches, also the "Fire button" should be relabeled to "Los" or something :DL
...would it also be possible to integrate at least the left gauge of the gyroangel gauges, that would enable to see the path the torp would go ?
regarding dark conditions, maybe some overlay filter could do that (if the game engine switches to redlight, the filter would activate, of course using a button or switch for that would be perfect).
Again these are just mockups so alot of changes are gonna occur before the are built for release.
At this stage I think I'm gonna go two route with this.
1. The authentic route, similar two above with all the working dials possible, A restructure will be needed so as not to be obtrusive to the current TAI map and the XO dialog box and Recognition Manual.
That is unless somebody manages to get pop out panels working.
Then We could do the above without it being in the way.
2. A more minimalistic version in the same style as the stock UI.
Will look at remaking the dials so suit the style of that.
Any ideas or feedback welcome. :up:
Church SUBSIM
03-19-10, 07:17 AM
I really like these latest ones a great deal. The only thing I would say is that if you could tone down the brightness of the metal. Perhaps a dark grey or something. Makes it a lot easier on the eyes at night!
Great work! Look forward to using these when released!
java`s revenge
03-19-10, 07:40 AM
Reaper,
I have one question to you when i look to your screens.
Here is my screen,
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-03-19_070233.jpg
When i look at your screens the old sh5 gui is gone. What did i do
wrong?
Firstly installed tdc dials by thedarkwraith and thereafter yours.
urfisch
03-19-10, 07:47 AM
looks good so far...i would change the depth indicator to an analog one, the original one from the real tdc and the "papenberg" for the periscope. it is already in the menu files integrated, just needs to be activitated, afaik.
additionally some fine tuning on the graphics/textures and its done!!!
:salute:
reaper7
03-19-10, 07:54 AM
Reaper,
I have one question to you when i look to your screens.
Here is my screen,
http://img.photobucket.com/albums/v423/hornetsting/SH5Img2010-03-19_070233.jpg
When i look at your screens the old sh5 GUI is gone. What did i do
wrong?
Firstly installed TDC dials by TheDarkWraith and thereafter yours.
Hi, this mod doesn't get rid of the SH5 UI it just replaces the stock hidden dials for new ones.
Its these dials that are turned on by other mods like the one your using from TheDarkWraith. You'll end up with the same Interface just different graphics for the dials.
Screen shot above is with TAI map minimized and XO dialog box closed.
I'm hoping to start a new TDC mod examples of screen mock ups are above.
If the screen is to cluttered you could use one of TheDarkWraith minimal mods with this one if you prefer my dial looks to stock.
java`s revenge
03-19-10, 08:42 AM
Thanks for the hint, i have found it and try it later.
reaper7
03-19-10, 07:38 PM
Thanks for the hint, i have found it and try it later.
Not at all, there' some lovely work being done by many on the UI front. So we'll have the perfect front end one day. :D
Outstanding work!
My biggest complaint about SH5 was the "My First Submarine" style targeting system. Your mods - and the similar ones - go a long way to rectifying this!
I have to say, adding a background panel for the dials is definitely the way forward. And your new dials look great.
My only request would be if you could have optional German labels for the dials i.e. Geschwindigkeit for speed, Tiefe for depth, Entfernung for range... etc etc. I'm pretty sure SH3 (when set to German, anyway) had these.
Either way, I'm delighted by this, the mod community for this game is so awesome!!
That's not my dog
03-20-10, 10:41 PM
Love the return of the dials fellas! I remember reading some threads about all the empty space in SH5 concerning the periscope screen, lack of dials, awkward interface, etc. IMHO, I think the devs left the sides of the periscope view "blank" to the naked eye (some would say unfinished) so the modders could put classic dials back without too much trouble. My point is, they left it moddable for us as promised. Just an opinion...But again, it looks great to see the dials back and functioning.
Thank you for your time and effort.
thruster
03-20-10, 11:52 PM
awesome.
my only thought was perhaps to subdue the brightness of the dials somewhat? are they abit bright if using it at night?
Kpt-Wolf
03-21-10, 07:46 AM
:up: Great work!
reaper7
03-21-10, 08:08 AM
awesome.
my only thought was perhaps to subdue the brightness of the dials somewhat? are they abit bright if using it at night?
In the next version I hope to use new dials of a higher resolution if I can figure out how to use the editor.
Could do with a tutorial on getting your own custom dial ingame and getting there function tied to ingame functions.
Reaper the First one shown The old type Torpedo Depth Dial encased in a metal frame/background: looks awsome, hopefully you will be realeasing it soon, hint hint :03: It looks liek it belongs rather than jus tfloating, nice work.
Nico
reaper7
04-01-10, 02:36 PM
Reaper the First one shown The old type Torpedo Depth Dial encased in a metal frame/background: looks awsome, hopefully you will be realeasing it soon, hint hint :03: It looks liek it belongs rather than jus tfloating, nice work.
Nico
Ah... That is not a metal case but the background colour for the Actual file that SH5 Crops it image from.
Eg all the graphics for dials, needles and switches are on a sheet together and an Alpha channel masks the bits you don't want to appear ingame.
But Don't worrp I have a Mod in porgress to do just what your looking for.
Look here:
http://www.subsim.com/radioroom/showthread.php?t=166074 :up:
Ah... That is not a metal case but the background colour for the Actual file that SH5 Crops it image from.
Eg all the graphics for dials, needles and switches are on a sheet together and an Alpha channel masks the bits you don't want to appear ingame.
But Don't worrp I have a Mod in porgress to do just what your looking for.
Look here:
http://www.subsim.com/radioroom/showthread.php?t=166074 :up:
looks fantastic, imho the best i've seen so far. don't wanna be waiting too long for it ;-). do you know if the orrid click om writing to get a solution, stad problems will be modded with this?
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.