View Full Version : Mega mod - is somebody working on it?
What about mega mod for SH5, like GWX, NYGM, RUb or HanSolo's mod? Is somebody working on it? There are many mods for SH5 in this section but it's sometimes difficult to merge them without interferences. It would be good to have GWX for SH5 :)
Sailor Steve
04-07-10, 11:35 AM
None of those mods were finalized until SH3 was fully patched. Sometimes patches change things that make mods cease to work.
The second SH5 patch will be out in a few days. We'll see how it goes.
TheDarkWraith
04-07-10, 11:44 AM
yeah crossing my fingers they don't screw up too much :)
Ducimus
04-07-10, 07:15 PM
Yeah i'm sure mega mods will come falling out of the sky. Tis nothing to whip one up like scrambled eggs in the morning. Or better yet, we all could drive to the local McMods and order a MegaMod combo number 5 with fries and a diet coke.
McHub532
04-07-10, 07:22 PM
Yeah i'm sure mega mods will come falling out of the sky. Tis nothing to whip one up like scrambled eggs in the morning. Or better yet, we all could drive to the local McMods and order a MegaMod combo number 5 with fries and a diet coke.
Ducimus, let me say that your contributions to the Subsim world is nothing short of legendary and when I type your name I do it in a reverent whisper. :)
But I think the fella starting this thread has just experienced your work in the past and is super excited that 'some day' it will come to fruition again.
I realize (and I think he does also) that there is a crazy amount of work to make these supermods. I can't even fathom it because I don't know the programing/code that goes into doing it.
I must also remember that Rome wasn't built in a day. Nor Trigger Maru - Overhauled 1.9. :D
I am fanatically excited about what you modders have done so far and so fast and log in here daily like a kid at Christmas looking at the presents under the tree. I know the big wrapped up bicycle will be there one day, but each morning I am amazing happy with the baseball gloves, spiderman under-roos and the slingshots that are coming along in the meanwhile. :)
You rock Ducimius and I'm sure it wasn't meant as a slight.
Ducimus
04-07-10, 07:35 PM
I have my coffee loaded with sarcasm today. I saw an opportunity to be snide, and i took it, because i really don't think people fully realize how much work is involved. To be honest, back in 2007 at the launch of SH4, neither did I.
Sh5 will get a supermod someday, but it's going to require a whole lot of work, and even more patience. As already pointed out, you most likely wont see one tell after SH5 has seen its final patch unless you have some batschitt crazy modders somewhere that scoff patch's and fart in their general direction.
edit:
Oh and nobody really has to blow sunshine my way, nor do i expect it. I'm blunt, sarchastic, and a little rough around the edges at times, even an ass. I really am not deserving of praise.
McHub532
04-07-10, 07:41 PM
Oh and nobody really has to blow sunshine my way, nor do i expect it. I'm blunt, sarchastic, and a little rough around the edges at times, even an ass. I really am not deserving of praise.
Man... spoken like a true submariner.
I think your work speaks for itself. You might not want praise; but your going to get it anyway. Deal with it. :)
Dude, the game is only out for a month now, and you're talking mega mod already?
ummm yeah... im sure they'll get right on it. And when the 2nd, 3rd, and 4th patch come out.. they can just piss all their work away and start over.
Sub Marauder
04-07-10, 08:54 PM
I'd like to make a mega mod........ but it involves cheating. I'd rather wait until the game is near final.
I likely won't release the first iteration of RUB until the after the 3rd or 4th(?) patch has been released.
JScones
04-08-10, 03:50 AM
^^ Wise words from someone who has lived through the "pain" before.
Seriously jaxa, don't expect a WAC4 or GWX3 or even a RUb1.43 ("even" only in the sense of RUb being arguably the first "supermod" for SH3) for at least 12 months. There may be small attempts in the meantime, maybe even a RUb v1.0, but geez, these things take time to do well and do right, as Ducimus says (albeit in a backhanded way, LOL).
Kameraden, I really know that making mega mods isn't as simple as buying BigMac in McDonald (regards Ducimus) - I'm not a noob, I was a beta tester of GWX. I wanted to know if somebody is thinking about it and making something to start the process. My question wasn't "when", I know it's too early time for it. Now I know that LukeFF thinks about RUb - good to hear it, RUb was the first mega mod for SH3 too. I've played it until GWX was released. It would be fantastic to hear about GWX for SH5, but unfortunately it isn't possible. Maybe in future?
Heretic
04-08-10, 02:41 PM
The knowledge base isn't there yet. People are still trying to figure out how things work. Once you start seeing realism mods for damage and repair and campaign stuff, work will probably start on some sort of comprehensive overhaul. Something like that is likely months away.
Decoman
04-08-10, 03:10 PM
I have gotten nowhere with my torpedo mod. It would be nice to even learn if it at all possible, to have the game read a resized or a repositioned area of a larger texture file containing various graphic elements. I suppose this can be understood of some kind of UV map coordinates, but only for 2d user interface menues (and not 3d models, where UV mapping is a familiar concept).
For example, imagine a dds texture file with several torpedos drawn onto it, and then the game only 'reads' a limited portion around each torpedo graphics. Now imagine that you want to either move or resize the area on the texture file that the game reads. The editor did not reveal how the game reads the portions of a larger texture file.
Ducimus
04-08-10, 03:32 PM
but geez, these things take time to do well and do right, as Ducimus says (albeit in a backhanded way, LOL).
I was in a rotten mood when i posted. :O: See line in sig. I want off the train. Still riding it in SH4 because i decided to jump off it, but before i do, i'm trying to make one final push to put more polish on over 2 years of work. Because of that i end up riding the train even further when all i want is off..... Ironic no?
edit:
BTW, this was what i felt like on patch day in SH4. I looked forward to it, and yet a dreaded it like nothing else.
http://www.subsim.com/radioroom/picture.php?albumid=132&pictureid=812
reaper7
04-08-10, 03:33 PM
For example, imagine a dds texture file with several torpedos drawn onto it, and then the game only 'reads' a limited portion around each torpedo graphics. Now imagine that you want to either move or resize the area on the texture file that the game reads. The editor did not reveal how the game reads the portions of a larger texture file.
Hi Decoman, If I understand you correct are you trying to replace the stock graphisc with ones of your own that may or may not be of the same dimensions. If so that can be done ok. I am doing the same at the moment in my [WIP]High Resolution UI Mod.
I'm creating all new graphics for the Dials and bits in the TDC and repositiong them where I need them.
Depending on if your creating a Static BMP or a Switch, the whey you imput there selection box is different.
Standard bnp and that just require you to select there start crop point cordinates X,Y and then the crop size DX,DY.
While switches (These can have up to 8 states eg select, mouseover, selected) and are a lot more complex to select (Think its called Quasi)
X and Y are different eg. if your image is 128 x 254, And you want cordinates 82,164. Then X is 82/128 = 0.64065 and Y is 164/256 = 0.64065.
x - values: 0.640625 times 128 = 82
y - values: 0.640625 times 256 = 164
If this is what your trying to achive PM me and I can give some advice.
Decoman
04-08-10, 03:56 PM
I don't see any torpedo graphics in the editor whatever I do. Have 'placeholder' grahpics replaced the torpedo graphics in the editor perhaps?
Without seeeing the torpedo graphics in the editor, I am not sure it would make sense to me, because I wouldn't know where the relevant numbers are for torpedo type no1, no2, no3 etc.
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