View Full Version : WoGaDi Mod !
https://dl.dropbox.com/u/8655607/Test%20Texture.zip/Compresseur1.jpg
https://dl.dropbox.com/u/8655607/Test%20Texture.zip/pompe.jpg
[/URL]https://dl.dropbox.com/u/8655607/Test%20Texture.zip/ElecBabord.png
https://dl.dropbox.com/u/8655607/Test%20Texture.zip/ElecTribord.jpg
https://dl.dropbox.com/u/8655607/Test%20Texture.zip/Diesel.jpg
https://dl.dropbox.com/u/8655607/Test%20Texture.zip/Control.jpg
:salute: Hi !
New ! V6 - Kitchen - front torpedo room - elec/torpedo rear room for VII b/c -Diesel - Control Room ( + a new old newspaper :har: )
link to download :
http://dl.dropbox.com/u/8655607/Test%20Texture.zip/WoGaDi%20Mod%20BetaSix.zip (https://dl.dropbox.com/u/8655607/Test%20Texture.zip/Compresseur1.jpg)
link to French Forum ( lien vers le forum Français ) :
[URL]http://www.mille-sabords.com/forum/index.php?showtopic=41231
http://www.lesshadoks.com/histoire/images/marin.gif
kylania
05-31-10, 02:35 PM
Pictures aren't displaying from the US and you need to register on that forum to download the file.
Madox58
05-31-10, 03:01 PM
I have no idea what a WoGaDi is.
:doh:
Seaman_Hornsby
05-31-10, 03:10 PM
Guages and dials mod:
http://translate.google.com/translate?u=http%3A%2F%2Fwww.mille-sabords.com%2Fforum%2Findex.php%3Fshowtopic%3D4123 1&sl=fr&tl=en&hl=&ie=UTF-8
Madox58
05-31-10, 03:11 PM
Sorry Mate.
I get nothing.
kylania
05-31-10, 03:24 PM
this one http://www.humyo.fr/10397501/WoGaDi%20Mod%20BetaThree.zip?a=8HMi0BFQ3_o ?
That worked! Just click on "Télécharger ce fichier (http://www.humyo.fr/10397501/WoGaDi%20Mod%20BetaThree.zip?a=8HMi0BFQ3_o&dl=1&ht=ODZkZDA1ZjQ0NWJiYjY2ZGNmNzA1YjgxMTg5OGFlN2E=)" to download it.
Cool , i work of the diesel room yet !:D
Riss1967
05-31-10, 03:36 PM
:salute: Hi !
I have make a mod for the needles in the elec/torpedo room ( VIIc only )
http://www.mille-sabords.com/forum/index.php?showtopic=41231
link to download :
http://www.mille-sabords.com/forum/index.php?act=attach&type=post&id=18603
Does it show the needles dropping when the bats are being used?
Riss1967
05-31-10, 04:07 PM
Yes aft and fore
Suonds good.
I'll try it.
Thanks for the update :yeah:
:salute: Hi !
Control Room in work :D rudder knots annimated ! :woot:
oscar19681
06-01-10, 09:55 AM
Is this also for the type VIIB?
mobucks
06-01-10, 10:08 AM
thankyou BIGREG this is great!
SteelViking
06-01-10, 10:27 AM
Do you think you will eventually expand this mod into all submarines, because this mod is important for all to have.
Yes of course :up:
all room are common , exept the rear torpedo/elec for VII a / VIIb,c ( no nedlles 3d mesh in the VIIa .GR2 data :down: and texture bug for the clock ! idem with the minute in sonar room ! )
Control room come ! :up: is common room for all subs !
SteelViking
06-01-10, 12:06 PM
Awesome, good to hear that all subs will getting this much needed improvement. Thanks:yeah:
Merci beaucoup :salute:
Paco
Krauter
06-01-10, 03:25 PM
Hi, I see that you made this for the Type C only. However, will this work with the C/41? Do they share similar files for the electrical room?
Bonjour, j'ai vue que vous avez fait ce Mod pour le Type C seulement. Ma question est: Est-ce que c'est Mod fonctionnerai sur le Type C/41 aussi? Est-ce que les deux sous-marins ont les memes informations pour leurs stations electrique?
Merci, et Bravo!
Krauter
Hi,
your mod conflicts with "Nauticalwolf's Interior Mod V1.0 (http://www.subsim.com/radioroom/showthread.php?t=166698&highlight=Nauticalwolf%27s+Interior+Mod+V1.0)".
Do You know, do they work together?
Paco
No only the elec/torpedo rear room are specified for the type VIIa
all other rooms are common for all subs , release V5 come with the control room :D but in this room is nothing to change ! :damn:
I have remaining in CR
- water level -> Hard work for value :doh:
- Inclinometer -> Heu ! in english ? :88) inclining angle ?
- Compressed Air -> only two needles ! others are factice !
- Annimated " push butons " for the rudder ( only 1 post = navigator near the door )
- and no more 3D meshs to dials in .GR2 ( no echolot or Co2 ! ) :wah:
for the conflict with other mods is nothing ! all is enabled and works ! in futur i get to make more realistic ,but i have to change the texture ( " guage " ) cadrans ! -> in french :know:
Cthulhus
06-02-10, 07:06 AM
Merci !!
- Inclinometer -> Heu ! in english ? :88) inclining angle ?
Is in english http://en.wikipedia.org/wiki/Inclinometer
Merci a LOT for this "must have" mod. :up:
tanktop
06-02-10, 02:22 PM
Thank you for the mod! It makes the sub much more realistic!:D
Akula4745
06-02-10, 07:14 PM
Many thanks kind sir!
Capt Jack Harkness
06-02-10, 08:47 PM
Great mod, but RPM really isnt necessary on the big panel of little gauges between the diesels, that's what the big green and red tachometers are for!
If you want other value , write them , and i make it :D
next version V6
- Front torpedo room for all subs
- needles for torpedo tubes
- Co2
- Compresed Air
- Kitchen
- Surprise :woot:
- Rear torpedo ( VII b/c )
- needle for torpedo
- and ajusting speed needles value in diesel room
:03:
Capt Jack Harkness
06-02-10, 10:28 PM
Hmm, not sure what all could go there instead, but on a seperate note, the tachometers in the conning tower no longer function...
:yeah: V6 download enable !
next the conning tower !:rotfl2:
Riss1967
06-03-10, 06:30 AM
Thanks BIGREG.
Its getting better every day :yeah:
Der_Kraken
06-03-10, 08:43 AM
Well done ....but i'm alone in my sub , dont have 40 men under my order to check all gages and clocks.....and to move all the stics and wheels...especially when you have 3 DD above you....but it's very impressive work...!!!
BIGREG,
Thank you very much !!!
Very nice mod !!!
Txema
I have no idea what a WoGaDi is.
:doh:
+1 ! :-?
:stare: :88)
Stormfly
06-03-10, 04:39 PM
hi and THANK YOU for that,
this is very important an help to have a more realistic immersion.
...quick look at V5, cook`s soup level is jumping up and down, the top lights in the engine room are turning on and off using soup`s jumping beat. any chance to correct that ?
would it be possible to add a 3d sound to the OBS periscope while moving ? I connected a sound for that using the commands.cfg played from a crew guy using a keystroke as a emergency solution for my upcomming DBSM sound collection 1.2, but this isnt the perfect way.
would it also be possible to add a second sound trigger to the diesel engines, connected with sh.sdl leading to a non looping sound which is also playing if the animation starts running, to simulate starting the diesel engines ?
McHub532
06-03-10, 06:50 PM
I just want to say that I love this mod. I sit in the electrical room and play with the throttle buttons so I can watch all the gauges move.
Way awesome !
:) Hi !
Ok i see for the light in diesel,but i work in the conning tower :smug:
and i have to change texture ( placute ...) and make all dials ( i have found original photos and docs for that )
:yawn: Bonne nuit :03:
Stormfly
06-04-10, 12:24 AM
:) Hi !
Ok i see for the light in diesel,but i work in the conning tower :smug:
and i have to change texture ( placute ...) and make all dials ( i have found original photos and docs for that )
:yawn: Bonne nuit :03:
does this mean your are working currently on the cunning tower, but later you will fix the flashing lights in the diesel room ?
that would be nice, plz dont forget the jumping soup, it is a immersion killer for me... sheers :rock:
Hi ! Stormfly
I have no flashing light in diesel , but make a image and i try to remaining it
:03:
panosrxo
06-04-10, 01:59 PM
My game crashes to desktop with v6 of this mod. Tried it even with only this mod loaded. Anybody else having a problem?
:salute: Hi ! panosrxo
I have no respons to your problem :hmmm: idem with the flashing light in diesels ( Stormfly ) :06:
i have just adding ( lost ) dials for the needles and little dials for moving items ( soup,newspaper,butons and levers ) and add a newspapers texture ( .TGA ) -> UBI have the not good format (.dds) write in .GR2 :haha:
and remaining display value for the guages ( that can't make crash ! )
Stormfly
06-04-10, 05:36 PM
:salute: Hi ! panosrxo
I have no respons to your problem :hmmm: idem with the flashing light in diesels ( Stormfly ) :06:
i have just adding ( lost ) dials for the needles and little dials for moving items ( soup,newspaper,butons and levers ) and add a newspapers texture ( .TGA ) -> UBI have the not good format (.dds) write in .GR2 :haha:
and remaining display value for the guages ( that can't make crash ! )
is your soup level also jumping ?
Yes , I have make a dial for elevating with the trim level ,Why :06:
Is work fine in my config !
i have write it with very little visual value ( 0 to 0.001 ) , but , I can change that :D ,I think that come with the screen level " resolution " ?
i work in 1680*1050
other for change this is in the dial 21 -> 22 in data ROOM_QR2.sim
use S3D editor for open it ;) ( you can delete it , if you want other change value )
panosrxo
06-05-10, 04:54 AM
:salute: Hi ! panosrxo
I have no respons to your problem :hmmm: idem with the flashing light in diesels ( Stormfly ) :06:
i have just adding ( lost ) dials for the needles and little dials for moving items ( soup,newspaper,butons and levers ) and add a newspapers texture ( .TGA ) -> UBI have the not good format (.dds) write in .GR2 :haha:
and remaining display value for the guages ( that can't make crash ! )
fixed it, your mod is great
my problem was net 4 related.
BIGREG,
Any news about your work on the conning tower?
Looking forward to enjoying it !!!
:DL
Txema
:) Hi !
Ok i see for the light in diesel,but i work in the conning tower :smug:
and i have to change texture ( placute ...) and make all dials ( i have found original photos and docs for that )
:yawn: Bonne nuit :03:
:salute: Hi !
I working every day my mod :D , but i need time to remake the texture
and UBI$OFT are textured the boat -> dogs ****s ! :damn:
- only with one texture : various_metals_wood_04 that make
kitchen stove and items ( knife,bowl , windows for WC !)
fuel pipe
rear torpedo door,
disc vinyl,
paper telex,
needles ( :D i have found for the minute and hour in radio room ) ,butons,levers,guages,placutes (radios,sonar,etc...)
and more ....:down:
i have fast all located of the map,but that give funny " decor " :o
if somebody,know ,how to change texture location other to change the texture name in .Gr2 , her is Welcome ;)
other all dials ( needles,annimated butons) are finish,placutes and guages for TDC ( in bunker ) finish :DL
http://public.blu.livefilestore.com/y1pi4HP_Cl4jvLnmTzCNVtYFNVyWJajrjgiwkeOPHSmIdN47UF ZQswtU8yPj9ciO9WyO-8JPsAU2g5kdQpVOdGeeg/660462261_cYqh6-O.jpg?psid=1
Proverbe Ubi$oft : We can do it ! ... But make yourself !
Stormfly
06-14-10, 12:45 PM
sounds promising ! :DL
...did you manage to calm down the soup ? :D
:yep: of course , in the next release , i get make " option " , just for you :03:
Stormfly
06-15-10, 03:00 PM
:yep: of course , in the next release , i get make " option " , just for you :03:
...what about asking "Reboot" for including his "Hot Soup" mod ? :rock:
Sorry , I need more time for the V7 ,
I must remake textures for make a good job :03:
( needles,buttons,guages,placute ) I have fast all remake :D
but in my quest to found needles and other texture location :hmmm: I have found more interessant thing ( rear torpedo door, vinyl ,telex paper ,fuel pipe ... ) but UBI are make this as a dog make his " Merde " :damn: , and texture remaining is not my thing :shifty:
SteelViking
06-17-10, 07:13 PM
Sorry , I need more time for the V7 ,
I must remake textures for make a good job :03:
( needles,buttons,guages,placute ) I have fast all remake :D
but in my quest to found needles and other texture location :hmmm: I have found more interessant thing ( rear torpedo door, vinyl ,telex paper ,fuel pipe ... ) but UBI are make this as a dog make his " Merde " :damn: , and texture remaining is not my thing :shifty:
Hey, BIGREG, I have been working on an interior mod, and I have already redone most of the labels for the gauges. If you want my file with all the gauge labels, I would be glad to send it to you.
Edit: or in French: Si vous voulez mon dossier avec toutes les étiquettes jauge fixe, je serais heureux de vous l'envoyer.
TheBeast
06-17-10, 07:33 PM
Hey, BIGREG, I have been working on an interior mod, and I have already redone most of the labels for the gauges. If you want my file with all the gauge labels, I would be glad to send it to you.
Edit: or in French: Si vous voulez mon dossier avec toutes les étiquettes jauge fixe, je serais heureux de vous l'envoyer.
Heck, I would like english labels on all the guages myself.
SteelViking
06-17-10, 07:43 PM
Heck, I would like english labels on all the guages myself.
That is possible, but it would take a lot of tedious work to do it. If enough people wanted it, I might take this on.
Edit: Also BIGREG, if textures are not your thing, I would be willing to help you out with them. I am pretty handy with .dds and .tga files.
Aussi BIGREG, si les textures ne sont pas votre truc, je serais disposé à vous aider avec eux. Je suis très pratique avec les fichiers .tga .dds et.
tonschk
06-17-10, 10:44 PM
:up: Merci !! :DL BIGREG
.
Hi !
Hier is my test to found texture location
http://www.humyo.fr/10397501/Test%20Texture.zip?a=flULX4FtNlM
http://grytcg.blu.livefilestore.com/y1pXszd48_KazuB_cvkPWypefK9-6k2qvuYcR8Gzl3XABI2DoA2rlZ-kHCMQ0o0GX7yUHQXbHGgciGbfCZuO1_V5idi8aT_2xGS/SiemensS3_1.jpg
Siemens S3 Photos and Docs ( + one good shoot of electic guage ) :
http://www.humyo.fr/10397501/SiemensS3.zip?a=Yx1bHHRMyTI
SteelViking
06-18-10, 09:06 AM
Are you wanting the file CR7_cadrane.dds to have that more realistic looking electric gauge? That file is meant to be a high transparency image, so you would have to turn the opacity back down on the image, or maybe change its display controllers to make it work again.
No a have not redonne the Alpha chanel , but is easy to make with DxtBmp :03:
http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml
and i use paint net for editing
Ps: for electrical guages i have not found the needles location texture :shifty:
I have found how to highlight butons and levers and to controls them , but that works in goblin and not in game ( no mask mouse ) :damn:
question: have you a solution to relocate texture :06:
SteelViking
06-18-10, 09:57 AM
No a have not redonne the Alpha chanel , but is easy to make with DxtBmp :03:
http://www.softpedia.com/get/Multimedia/Graphic/Graphic-Editors/DXTBmp.shtml
and i use paint net for editing
Ps: for electrical guages i have not found the needles location texture :shifty:
I have found how to highlight butons and levers and to controls them , but that works in goblin and not in game ( no mask mouse ) :damn:
question: have you a solution to relocate texture :06:
Here is what I came up with for that gauge after just a couple of minutes, this is rough job, and it would need a lot more work.
http://img138.imageshack.us/img138/4739/screenzj.jpg
About moving textures, you can always move them in the .dds files, but you can only move them slightly. So if you are talking about fine tuning of texture placement, you can achieve it right in the image.
:yeah: Cool , if you make the texture It leaves me the time to found other things ;) , if you want i have more guages photos
http://grytcg.blu.livefilestore.com/y1pYV-djRcprOz0CQw2tzv6bdPhCpbn8Bvg-IRR33-AiHcI02sYnFdYcYRD0iUZV053iIwj2GiO4GCJuPyj_-XCSXkbN2jHA5pz/texture%20loc.png
reaper7
06-18-10, 10:39 AM
:yeah: Cool , if you make the texture It leaves me the time to found other things ;) , if you want i have more guages photos
Hi Bigreg have you any more closeup's of the dials in the Siemens S3 TDC Panel. :up:
No , this is all i have for TDC
but of this french thread , i have upload various books : http://www.mille-sabords.com/forum/index.php?showtopic=41040
SteelViking
06-18-10, 11:09 AM
:yeah: Cool , if you make the texture It leaves me the time to found other things ;) , if you want i have more guages photos
Sure, I will keep working at it, and see how well I can do it.
Yeah, if you have more photos, they would definetly help. Also, if I made the gauge textures, I could make sure that they work well with my rework of all the gauge labels, and you could just have both for your mod.
More various photos ( guages,uzo ... )
http://www.humyo.fr/10397501/Photos%20divers.zip?a=GUW-ZexmnFU
for adjusting needles dials is nothing , when you are finish with textures , i get to remake it
http://grytcg.blu.livefilestore.com/y1pIW8yqJ1DbuGmBlNLY3H4u5AQCatZ7GfToviJTgmaQ34WdA7 V18SWoQ3_iy4SEwiE-R37OdhPrMJDB6xjOg1z0wtaCbeFXuH5/dubistfront.jpghttp://public.blu.livefilestore.com/y1pfJTFhjuRxKaRdSo0sPYCivaVVY7vFPrlhHSr4IxNMxoUnBw Lu68iV2B0IaO0rundbU4RhGxCQjsBUDTpgZm1pA/signal.jpghttp://grytcg.blu.livefilestore.com/y1p-F7n32oo8NfKVD8uD5ELc74oovPSOHmqYmLUGf9ftRJMLMnEW42 NR5GpFwDEYohaibU2D1_VlXnqeYNNZDvfcchaBD7gZruC/erika.jpghttp://grytcg.blu.livefilestore.com/y1pAhlEgte-9Zoa8McUwzdPhNuC4cHjZGsBZrVKPpUtRj40GiFEa-RiEJrNfRkl6gaVdWGLv6gnYTsPY-Dh1O35YVcDDaE2BMgU/watchcolour.jpg
I have many originals posters and newspapers in good format :03:
SteelViking
06-18-10, 01:31 PM
I am having a bit of trouble with the gauges. I cannot figure out where the built in glass face is file wise, and it is going to be really difficult to make a gauge that fits it without being able to change the glass.
Ducimus
06-18-10, 05:53 PM
DL'ed this mod last night and i really love what you have so far. You also saved me from attempting the same mod myself. This has been one of my pet peeves and you've addressed it nearly perfectly! (no CT yet, but i had already done some of that on my own, so i combined it with yours) Thank you BIGREG, i look forward to your next update!
TheBeast
06-18-10, 07:08 PM
I was amazed tooling through the Motor Room changing speeds watching all the gauges climb and fall in response to my speed changes.:sunny: Fantastic work!:yeah::woot:
QUESTION:
Where are the Fuel Level and Battery Level gauges located. I am having trouble reading the guage lables.:06: Also, I do not speak or read German.:damn:
Thank you!
Hi :salute:
For StellViking :up: i have not all understand ,but i am sure you will make that " fantastic " :yeah:
For the Beast 1er page :03:
For Ducimus :DL cool ! Help is welcome
Sorry for my english :know:
SteelViking
06-19-10, 03:26 PM
I have made a lot of progress on the dials
http://img517.imageshack.us/img517/5208/awdl.jpg
Still have a little polishing work to do though. Should be done by tomorrow.
:yeah: Super !:up:
Ps: this day , i have not work of my mod , but i have make a thread of the french UBI forum : http://forums-fr.ubi.com/eve/forums?a=tpc&s=32010161&f=9881051287&m=7841021868&r=4261037868#4261037868
SteelViking
06-21-10, 01:41 AM
Ok, I have pretty much finished the polish work on the dials. If you like them how they are, I will send the files on. If you want me to change something about them, let me know.:salute:
http://img97.imageshack.us/img97/4696/awdf.jpg
:yeah: Good work ! :O:
If you want,can you make an other visual values of one of the guage ?, Volt other Amp ( 0 - 80 )
http://grytcg.blu.livefilestore.com/y1p_odUonCixpHOyVGdlwBSQZdlOXUg31j2PoNdSW3II-W5255cSfPk7s51rdeOPoNJHFjfpYgWJ3JLcsTQ5HRdH27DqymG tBU8/elecsguauges.jpghttp://grytcg.blu.livefilestore.com/y1pSxJCMOlmNPwf95U4YlS0d9p6KArztO2t7w2tFDU5j-kXNqpVnHClI_LMTTJf_3JStpIIROIHCFXV3CuDFE0kg3_psy6H igp2/throttle.png
But i say you a big MERCI :D
SteelViking
06-21-10, 11:42 AM
About 1/3 of the gauges are now in volts. How do you like it?
http://img62.imageshack.us/img62/9532/awdn.jpg
urfisch
06-21-10, 12:26 PM
does this mod activate these gauges? if so: nice work, dude!
reaper7
06-21-10, 02:34 PM
Excellent Work Bigreg and Steelviking :yeah:
SteelViking
06-21-10, 02:45 PM
Excellent Work Bigreg and Steelviking :yeah:
Thanks man! You just wait until I release my interior mod, I have set it up to work well with all the amazing stuff that BIGREG has accomplished. It is gonna be cool.......well, at least I think it is pretty cool.:03:
Edit: Speaking of which, BIGREG, if you want to change any other textures around the sub, gauges or otherwise, I would be glad to do them for you. That way I could make sure that our mods stay compatible.
DL'ed this mod last night and i really love what you have so far. You also saved me from attempting the same mod myself. This has been one of my pet peeves and you've addressed it nearly perfectly! (no CT yet, but i had already done some of that on my own, so i combined it with yours) Thank you BIGREG, i look forward to your next update!
I use the CT the most, are you going to contribute Ducimus, or wait for the OP?
SteelViking
06-21-10, 07:57 PM
BIGREG, I know there has been talk about the moving soup bowl and pot, but what is the reason for it? I checked it in Goblin, and in your mod, you have dial controls assigned to them, why is that?:06:
Capt Jack Harkness
06-21-10, 11:12 PM
About 1/3 of the gauges are now in volts. How do you like it?
Could we get the battery gauges labelled in amp-hours (Ah)?
SteelViking
06-22-10, 12:23 AM
Could we get the battery gauges labelled in amp-hours (Ah)?
http://img707.imageshack.us/img707/5208/awdl.jpg
These are the gauges you are referring to right? Yes, it would be pretty easy to change them. mA.....:har: what did the devs think that would run:har:
SteelViking
06-22-10, 12:51 AM
Also, BIGREG, since you are adding real needles to a lot of gauges, I could start removing the fake ones as shown here. And, while I am at it, I could clean up the wording on the guages.
En outre, BIGREG, puisque vous ajoutez aiguilles réel à un grand nombre de jauges, je pourrais commencer à enlever les faux comme indiqué ici. Et, pendant que je suis, je pourrais nettoyer le libellé de l'gues.
http://img517.imageshack.us/img517/3448/awdz.jpg
:salute: Hi
For SteelViking
For the objects ( newspapers,pot ,board cut ) ,they move with the inclination ( a little ) and i have make rotation and elevation for the soup :03:
for the compressed air gauges , the are pictures in the folder that i send previously :yep: :DL
For the conning tower dials ,Ducimus help is welcome ( if you want Ducimus i can send you my conning tower dials :03: )
and again thank you to you SteelViking
SteelViking
06-22-10, 03:22 AM
:salute: Hi
For SteelViking
For the objects ( newspapers,pot ,board cut ) ,they move with the inclination ( a little ) and i have make rotation and elevation for the soup :03:
for the compressed air gauges , the are pictures in the folder that i send previously :yep: :DL
For the conning tower dials ,Ducimus help is welcome ( if you want Ducimus i can send you my conning tower dials :03: )
and again thank you to you SteelViking
You are welcome:salute:
Let me know when you need the files for the dial textures, until you need them, I might as well keep working and improving them.
Capt Jack Harkness
06-22-10, 03:40 AM
These are the gauges you are referring to right? Yes, it would be pretty easy to change them. mA.....:har: what did the devs think that would run:har:
Yes, those ones! It would be excellent to be able to check battery status in the control room (when not using the hud), and I agree, any gauge measuring milliamps would be completely useless on a submarine. :rotfl2:
Then again... Perhaps one gauge could be amp hours, one could be volts and the third could be amps, in which case you could check both how much juice you've got and how quick you're using it... Anyone know what the boats actually had there?
SteelViking ,Yes send me back the texture with the elecs guages and i get to remake the needles dials , have you a " voeux " greetings :06: for the values ? I can do more gauges that set off at the start of electric motors
thank to Google Translator :know:
Sorry for Capt Jack :
Yes, those ones! It would be excellent to be able to check battery status in the control room (when not using the hud)
Unfortunately, there is no 3Dmesh in . GR2 for that :damn: ,no echolot , no CO2,no lamps.... :wah::wah::wah:
and that make few days i try to make workable levers and more... directly usual with the mouse cursor , i can highlight them with " Alt " in the game , but i need to understand how to cheat for make mouse mask :hmmm:
SteelViking
06-22-10, 04:08 AM
Yes, those ones! It would be excellent to be able to check battery status in the control room (when not using the hud), and I agree, any gauge measuring milliamps would be completely useless on a submarine. :rotfl2:
Then again... Perhaps one gauge could be amp hours, one could be volts and the third could be amps, in which case you could check both how much juice you've got and how quick you're using it... Anyone know what the boats actually had there?
I am afraid that I cannot do that. The same texture is used for every dial of that type. We were lucky that the electric gauges used multiple, so I just had to hunt down which ones did what. So I can change them to Ah, but they will all be like that. However, someone might be able to specifically assign different gauges to different textures, but I do not know how to do that. But hey, wait a bit and you will get all the amps and volts you want in the generator room.
I tried to change directly in the. GR2 addressing textures, but it gives me a "checksum error"
and more goblineditor do not like that we titillates, he likes to " plant " just before the backup
SteelViking
06-22-10, 04:27 AM
Here is everything needed to get the generator gauges to look like my screen shots:
http://www.filefront.com/16827759/Electric%20Gauges.7z
I have a favor to ask you BIGREG, since I am making a submarine interior mod that changes or is going to change a lot of gauge textures such as these ones, it would make our mods stay compatible if you don't edit the files I am sending you. Or, if you do edit them, send me the files with your changes made so I can stay up to date. Thank you.:salute:
:yeah::woot::D
i go to work the needles dials for the elec guages :up: and try to make the needles more visible :03: , and i send you back the result :O: and if you are time you can try to change the other guages , while I remake it
SteelViking
06-22-10, 11:03 AM
:yeah::woot::D
i go to work the needles dials for the elec guages :up: and try to make the needles more visible :03: , and i send you back the result :O: and if you are time you can try to change the other guages , while I remake it
Thanks. I will see what I can get done.
SteelViking
06-22-10, 07:14 PM
Ok, I have done a little bit of work with some gauges. mA changed to Ah. BIGREG, I think I am going to keep the stock air pressure gauges. It would take a lot of work to make the picture you sent me look good in game. In this shot I have removed the fake needle and cleaned up the rest of the dial a little bit. I will continue to work on the pressure gauge until you can easily read the lettering at the bottom.
http://img200.imageshack.us/img200/1088/sdflss.jpg
Capt Jack Harkness
06-22-10, 09:43 PM
Perhaps the scales on those battery gauges should be swapped, too, so that max is on the right side like the ones in the motor room.
SteelViking
06-22-10, 09:51 PM
Perhaps the scales on those battery gauges should be swapped, too, so that max is on the right side like the ones in the motor room.
I had noticed that it was reversed, and it was bugging me. I will see if I can flip it without butchering the dial.
Edit: I have looked into switching the order of the dial, and it would be way more work than it is worth.......The dial does not work anyway, and it would not look much better either.
SteelViking
06-26-10, 10:48 PM
Hey, I was just wandering how your work on this mod is going. If there is anything I can help you with, just let me know.
tonschk
06-27-10, 04:04 AM
Thank you BIGREG :up: , this mod is important :yeah:
.
:salute: Hi ! and thank :D
I work , i work ... I have remake the elec guages :03: ,for make it more visible and to get exactly with the needles , but i have past 3 days with bad internet connection :stare: ( no test possible ,DRM de M---e :damn: )
But,in this time ,i have many learn :D ( not my english :88) ) :har:
For SteelViking ;), I need test the many locations ,for make it the best possible ,but when i have finish , i send you my work direct via Private Message :yep: ,I have no found for change the elec needles colour :shifty:, and my all other test ( reflection,light ,halo ... ) give nothing :nope:
The conning tower is always in work :O:
SteelViking
06-27-10, 10:49 AM
Ok sounds good.:up: Did you make any changes to the dial textures or did you work on the gauges using the .sim or .gr2 files?
Edit: Oh, and I have been meaning to ask. Would it be possible to animate the needles I have indicated in this screen shot. You could link them to engine speed, since they are meters for engine temperature. If it is not possible, I could at least change the textures so the needle would be at some value other than the lowest.
http://img249.imageshack.us/img249/3148/awdv.jpg
:shifty: Sorry , but is no needle 3D mesh for the diesel temperature :nope: , i have fast finish with the elecs guages :O:
:salute:
All my mods are free to use and without DRM :haha:
All modders can incorporate into their own mods and modify, without needing my permission. :yep:
Except, of course, if it is to use a commercial way ! :nope:
BigReg :rotfl2:BigRegOne
TheBeast
07-06-10, 09:51 AM
:salute:
All my mods are free to use and without DRM :haha:
All modders can incorporate into their own mods and modify, without needing my permission. :yep:
Except, of course, if it is to use a commercial way ! :nope:
BigReg :rotfl2:BigRegOne
http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2452Looking foreward to next update/release...http://www.subsim.com/radioroom/picture.php?albumid=229&pictureid=2452
Yes,i work of the conning tower ( Siemens S3 TDC ) ,but is a heavy work to make a good one and i'm not an expert in textured things with alpha things :D ,that come the long time to the next release and for the dials value to the TDC ,i need to see with the UI's from Reaper7 and DarkWraith
for make it the more reliable possible :hmmm: and in same time i remake the " multi-texture " Various_Metals_wood_04.dds file to feet indicator of the knobs,lost hours needle in radioroom ,vinyl label ,telex paper and more ...
Ps:Thank you to all the modders :yeah:
Faamecanic
07-06-10, 11:24 AM
:salute:
All my mods are free to use and without DRM :haha:
All modders can incorporate into their own mods and modify, without needing my permission. :yep:
Except, of course, if it is to use a commercial way ! :nope:
BigReg :rotfl2:BigRegOne
GREAT job BIGREG :yeah:
Its attitudes like BIGREG's that UBI takes advantage of .... but THANK YOU for modders like BIGREG!!! I always felt like UBI OWES you some sort of compensation.
I mean think about it ...I have seen MORE than one post here where people bought SH3 ONLY BECAUSE THEY WANTED TO PLAY IT WITH GWX! SO that is money UBI would NOT have made if not for someone making a FREE mod. Especially if those mods make a game that was almost unplayable, enjoyable.
UBI$OFT :06: I do not know ? :haha:, never heard ! :har: or I blocked, but I do not remember them :D
Since I have SH5, I have a kind of disorder within the range of video games, I become " LAMA "! I like him, I spit on that I see something but me angry ! ( I get no more in video games ranges ;) )
SteelViking
07-10-10, 01:13 PM
Hey BIGREG, I have been doing some final testing and perfecting of the next version of my interior mod when I realized a problem. This is the latest version of your mod installed, plus the files you sent installed.
http://img820.imageshack.us/img820/2248/awde.jpg
It is the gauge at the end of the engine room towards the aft torp/generator room.
I looked at stock, and this needle looks normal. You might want to fix it if you have not already. Just thought I would let you know.:salute:
:salute: Yes ,this is UBI axis problem :-?
But I'm happy, you are the only one to have noticed from the time that the mod is out, I have not tried through. Sim to put in its place, but it makes a nice hanger until :O:
for the diesels temperatures it might be to try with the function " annimated texture " :hmmm: :06: ,but i have never tried it
urfisch
07-10-10, 06:16 PM
very, very nice mod. thanks a lot!
Capt Jack Harkness
07-10-10, 07:25 PM
Actually I think that gauge is supposed to be for fuel level or fuel flow, seeing as it's connected to the overhead fuel gravity tank...
http://www.uboatarchive.net/U-570Plate9.htm
:salute: Yes, this is the fuel level and the dial is already in my wogadi mod ;)
Capt Jack Harkness
07-11-10, 08:26 AM
Haha, yeah just noticed that myself, nice work. :salute:
Looking forward to the next version.
SteelViking
07-15-10, 03:01 PM
Hey BIGREG, I have not heard from you in a couple days, just wandering how things are going.
I fixed the way the center compass ring was rendering in the command room, I fixed the invisible clock hand in the radio room, and I made the clock in the command room look better. I did all this by fixing the shadow maps, take a look at my interior mod's thread for more info on some of my interior fixes.
I hope everything is ok:salute:
:salute: Hello all community
This week I am in displacement (near the base of a Keroman Lorient :up: ,the museum of submarine is open again :http://www.tour-davis.com/tour/infospratiques.htm ),
I come home tomorrow night and I'll watch it, as soon as I get home
Argh ! write with phone ! but is free i am in an Hotel with Wifi :yeah:
SteelViking
07-15-10, 09:20 PM
I just thought of a way that we can turn the electric gauge needles the golden color we need if you have not been able to do it already. I could find them in the shadow map for the generator room, and color the shadow on them yellow, that way they would appear golden/yellowish in game. I have been working with shadow maps so much, that I have figured out a way to locate stuff in them pretty easily. I know this sounds a little odd, but I have been doing this sort of thing a lot, trust me it turns out looking pretty nice.
Edit: Actually, we may be out of luck. I just tried to find the needles in the shadow maps for the electric engine room, and they are not there. Maybe they are being controlled by another file, I have seen crossover between rooms when it comes to shadows. So, all hope is not lost yet.
reaper7
07-27-10, 01:12 PM
Hi Bigreg, just noticed this while testing my Soundman orders that I'm currently Implementing.
(Something you possibly can fix - given your love for needles :))
First if we go the Hydrophone and rotate the needle to 0 degrees you'll notice the Bearing in the hydrophone notepad reads 180 degrees.
( A difference of 180 Degrees:O:).
Now using it in game:
Using the Nearest Sound Contact or Follow Nearest Sound contact commands in my officer orders. The soundman notified me a sound contact at 041 degrees. I rotate the needle to 041 degrees (No Sound there), I continue to rotate to approx 220 degrees (Guess what we got a sound here).
Also The note pad is reading 042 degrees at the point I'm getting the loudest sound return. (So the Notepad and the Soundmans report in the message log both are saying +/-040 degrees (Perfect).
But the needle is reading approx 220 degrees, so the needle is placed on the hydrophone 180 degrees of centre :nope:.
Can this be fixed :hmmm:, I don't think its something i caused during modding but its possible.
Can anyone else confirm there hydrophone reading off by 180 degrees.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Hydrophone.jpg
:salute: Hi Reaper7
Yes, i have see this ,i get send a fix today for that and for the compas innerdisc ;)
reaper7
07-27-10, 03:21 PM
:salute: Hi Reaper7
Yes, i have see this ,i get send a fix today for that and for the compas innerdisc ;)
Excellent BigReg, Should be able to wrap up my R7 Ui mod soon ;) (almost finished the officer orders).
Is it ok to iclude your fix in it when done. Will make the Sondman orders useable at the hydrophone :up:.
Ps just wondering if there is a way to crop the lenght of the actual 3d model of the Obs scope, its just when used with you Periscope height fix the obs scope is just only out of the floor when the avatar enters the obs scope (look strange :haha:)
and only at knee height hen fully extended. :hmmm:
:salute: for the obs periscope height in the control room , that come not from my mod ( i have try without ) :hmmm: , that come from the file
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Parts\Room_CR - Periscop + Anim.gr2
and that bug when i try to merge the .sim with goblin :damn:
reaper7
07-28-10, 09:27 AM
:salute: for the obs periscope height in the control room , that come not from my mod ( i have try without ) :hmmm: , that come from the file
C:\Ubisoft\Silent Hunter 5\data\Submarine\Common\Parts\Room_CR - Periscop + Anim.gr2
and that bug when i try to merge the .sim with goblin :damn:
Cheers Bigreg, will look into who created the mod see if there's a solution.
Just downloaded your fix and its bang on - works perfectly.
Contacts called out, noise bearing on scope and hydrophone notepad all match now. :yeah:
Is it ok to include the fix with my Mod - full credit of course :03:.
TheDarkWraith
07-28-10, 10:02 AM
the sonar 'dial' used on the sonar station was probably set to 0,360 instead of -180, 180 like in the dials.cfg file no? :cool:
reaper7
07-28-10, 10:15 AM
the sonar 'dial' used on the sonar station was probably set to 0,360 instead of -180, 180 like in the dials.cfg file no? :cool:
No there's no setting like that in the sensors file only for max and min elevations.
Guess its at the 3D attachment model point is where the 180 offset occured, another thing the devs just attached and never confirmed it works like the clock hands etc. :nope:
Bigreg has detached the needle in the hydrophone rotaed it 180 degrees and re-attached :D. Works 100% Although we still have the issue of the soundman calling out the bearing after a few seconds delay (Target has often moved from that bearing :haha:).
Actually TDW have you ever lookes at the hydrophone script
the devs never finished the volume part of the script - so the volume dial has no effect.
def Hydrophone_Dial_MouseWheel( sender, Handled ):
if Handled.Value < 0.0:
HydrophoneStation.RotateHydro(-1.0, True)
else:
HydrophoneStation.RotateHydro(1.0, True)
pass
def Hydrophone_Volume_MouseWheel( sender, Handled ):
pass
what would need to added here to effect volume?
would something like this work like for the rotating Hydrophone lever?
if Handled.Value < 0.0:
HydrophoneStation.Hydrophone_Volume(-1.0, True)
else:
HydrophoneStation.Hydrophone_Volume(1.0, True)
Don't know the code for (Hydrophone_Volume) just showing as an example.
TheDarkWraith
07-28-10, 10:37 AM
actually there are dials made in the files - I saw them in the interior files. Dials can be defined in the dials.cfg file and also via 'code' in the .sim, .val, etc. files. I remember seeing dials code for the hydrophone station. The real problem with the sonar is probably because they defined the dial in code to be 0, 360 instead of -180, 180 like in the dials.cfg file (just a hunch). If that's not it then the position of the dial was set incorrectly in the 'code' and just needs to be set to the correct value (pitch, yaw, and/or roll value). Flipping the dial would work but that's not the best way to fix the problem. The problem needs to be fixed at the source of it. I'll have to look over that when I get home. Actually I think I made a backup copy of patch 1.2 on my home server. I'll check my home server to see if I did. Give me a few (I'm out on a jobsite currently - new hospital startup).
EDIT:
just realized my company laptop doesn't have SH5 installed on it and thus don't have access to Goblin editor to find the ID for the sonar station. I'll have to look at this when I get home.
SteelViking
07-28-10, 10:55 AM
actually there are dials made in the files - I saw them in the interior files. Dials can be defined in the dials.cfg file and also via 'code' in the .sim, .val, etc. files. I remember seeing dials code for the hydrophone station. The real problem with the sonar is probably because they defined the dial in code to be 0, 360 instead of -180, 180 like in the dials.cfg file (just a hunch). If that's not it then the position of the dial was set incorrectly in the 'code' and just needs to be set to the correct value (pitch, yaw, and/or roll value). Flipping the dial would work but that's not the best way to fix the problem. The problem needs to be fixed at the source of it. I'll have to look over that when I get home. Actually I think I made a backup copy of patch 1.2 on my home server. I'll check my home server to see if I did. Give me a few (I'm out on a jobsite currently - new hospital startup).
EDIT:
just realized my company laptop doesn't have SH5 installed on it and thus don't have access to Goblin editor to find the ID for the sonar station. I'll have to look at this when I get home.
Yeah, the hydrophone needle does have those values. It is in the file :Room_QR1.sim. I would not worry, I am sure that BIGREG used the best solution available(the man knows his dials)
reaper7
07-28-10, 10:57 AM
actually there are dials made in the files - I saw them in the interior files. Dials can be defined in the dials.cfg file and also via 'code' in the .sim, .val, etc. files. I remember seeing dials code for the hydrophone station. The real problem with the sonar is probably because they defined the dial in code to be 0, 360 instead of -180, 180 like in the dials.cfg file (just a hunch). If that's not it then the position of the dial was set incorrectly in the 'code' and just needs to be set to the correct value (pitch, yaw, and/or roll value). Flipping the dial would work but that's not the best way to fix the problem. The problem needs to be fixed at the source of it. I'll have to look over that when I get home. Actually I think I made a backup copy of patch 1.2 on my home server. I'll check my home server to see if I did. Give me a few (I'm out on a jobsite currently - new hospital startup).
EDIT:
just realized my company laptop doesn't have SH5 installed on it and thus don't have access to Goblin editor to find the ID for the sonar station. I'll have to look at this when I get home.
Cheers TDW, although I couldn't see a vlaue for it in the Uboat_sensors.sim where all the dials values seem to be set although there were values for Bearingmin=0 bearingmax=170 and elevationmin=0 elevationmax=360
TheDarkWraith
08-02-10, 09:44 PM
Hi Bigreg, just noticed this while testing my Soundman orders that I'm currently Implementing.
(Something you possibly can fix - given your love for needles :))
First if we go the Hydrophone and rotate the needle to 0 degrees you'll notice the Bearing in the hydrophone notepad reads 180 degrees.
( A difference of 180 Degrees:O:).
Now using it in game:
Using the Nearest Sound Contact or Follow Nearest Sound contact commands in my officer orders. The soundman notified me a sound contact at 041 degrees. I rotate the needle to 041 degrees (No Sound there), I continue to rotate to approx 220 degrees (Guess what we got a sound here).
Also The note pad is reading 042 degrees at the point I'm getting the loudest sound return. (So the Notepad and the Soundmans report in the message log both are saying +/-040 degrees (Perfect).
But the needle is reading approx 220 degrees, so the needle is placed on the hydrophone 180 degrees of centre :nope:.
I have no problems with the hydrophone. This has to be a mod created problem. Here is a screenshot showing a contact bearing ~ 42 degrees. I order sonarman to follow it. He calls out bearings that are spot on. I check the hydrophone station and needle is at ~42 and the white box in top left shows correct bearing:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2767
You're trying to fix a problem by introducing a counter-problem by flipping the needle. You need to figure out the source of the problem and correct it there. I don't use any environment mods or anything like them or any interior mods. I use basic - my UIs, IRAI, shadow mod, and BRF.
TopcatWA
08-08-10, 07:59 PM
Thanks, will give it a try.
Hi :salute:
I give you some stuff I do or find, during my long absence ...
So my goal was in a completely redo the room radar / sonar.
I then begin to edit the file QR1.gr2 to replace existing textures, result a dozen extra texture and a lot of work to find point by point texture coordinates for each object (vinyl, radio, enigma, lamp, radar, everything!)http://dl.dropbox.com/u/8655607/sweatingbullets.gif
(What do TheDarkWraith editor today in one click :yeah:)
Well, the problem is that even by adding textures, I have some replicas of objects (same texture: door / enigma / radar ...)
No problems ... I will find a solution! Hum! :hmmm:
After many attempts with. Sim, I thought why not use the system of the skin Uboat !
For this I recreated new textures with the suffix (_coating01) for that I edit the file Uboatsensor.sim.
Back to see the result in goblin, Hum! nothing! I run the game ..
Miracle, but it works only on certain items?
What is already a lot!
I tried with the navigation map and it works just for that in the control room (which can be nice: a task,, a place,a camouflage, a map)
On this I even tried to reorganize the coating, much like TheBeast made ,with the same result, error when selecting or impossible to change,
I tried everything. but, seeing there was a problem with loading the datas? obliged to loading several times to make it work!:damn:
Here for now it is on standby, awaiting tool (TheDarkWraith editor http://dl.dropbox.com/u/8655607/this.gif) to present a proper mod
In the meantime I will finish the TDC dials in coning tower with the help of Reaper7 :up:
If someone needs help or information on what i find, do not hesitate to ask. http://dl.dropbox.com/u/8655607/gentleman.gif
BigReg/BigRegOne
http://dl.dropbox.com/u/8655607/marin.gif
"Aging is a disease like any other. proof: you might die."
Proverbe Shadock
THE_MASK
10-22-12, 04:31 PM
Any luck getting the electric engine dials working on the VIIA .
Hi Sober :salute:
Yes,is possible,is two way for that :
1 - add them as .DAT (TheBeast know how better as me :yep:)
2 - other using the VIIb/c room as a "shell" : import the all meshes from VIIa into the VIIb/c.GR2 and rename it
THE_MASK
10-22-12, 05:26 PM
Hi Sober :salute:
Yes,is possible,is two way for that :
1 - add them as .DAT (TheBeast know how better as me :yep:)
2 - other using the VIIb/c room as a "shell" : import the all meshes from VIIa into the VIIb/c.GR2 and rename itWhy i ask is because i can hide these gauges with TDW options
#;+++++++++++++ SH5 specific UI Items +++++++++++++++
#; integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
#; change below to either True or False
IntegrateLevels = False
This would mean i have to walk thru submarine to check fuel , batteries , CO2 , Air .
Only if all gauges are working :salute:
Immersion 100%
Dogfish40
10-23-12, 12:22 PM
Why i ask is because i can hide these gauges with TDW options
#;+++++++++++++ SH5 specific UI Items +++++++++++++++
#; integrate the fuel, battery, compressed air, and CO2 interface into the bottom bar
#; change below to either True or False
IntegrateLevels = False
This would mean i have to walk thru submarine to check fuel , batteries , CO2 , Air .
Only if all gauges are working :salute:
Immersion 100%
I don't know if this means anything, but I'm using WoGaDi plus the Fuel Gauge WoGaDi_SteelViking's Interior mods without Steel Viking's Interior mod. My electric gauges are working in my type "B" boat. I haven't had the opportunity to try them in the "A" type yet. My thinking is that if the mod was created for the "C" type and they are working in the "B", maybe...
Anyway, I know that you have listed the Fuel Gauges mod on your mods list already. Have you tried placing WoGaDi with it? It's a stretch but I was just curious.
D40:hmmm:
Hi :salute:
Type b/c/c41 use the same rear electric motors /torpedo room ,only the VIIa use an other ... and in this one the needles are not present (no meshes/bones) ...
Dogfish40
10-23-12, 01:08 PM
Hi :salute:
Type b/c/c41 use the same rear electric motors /torpedo room ,only the VIIa use an other ... and in this one the needles are not present (no meshes/bones) ...
OH! Yes that's true as I remember that the entire rear of the compartment is changed. Ok. :oops: Well that takes care of that theory.
Thanks BR.
D40
Cthulhus
03-31-13, 03:47 PM
Mod installed and THANKS !
Can you please just tell me where can I see those gauge on the sub ?
https://dl.dropbox.com/u/8655607/Test%20Texture.zip/Compresseur1.jpg
I can't find them :(
The others yes, but not that ones who are nice to see.
V13dweller
03-31-13, 11:58 PM
Those gauges are in the very back room above the big green tank(Bold launcher), but they don't move in the VIIA.
Dogfish40
04-01-13, 03:08 AM
Mod installed and THANKS !
Can you please just tell me where can I see those gauge on the sub ?
I can't find them :(
The others yes, but not that ones who are nice to see.
Hi Cthulhus
These gauges should be at the very back of the boat next to the back torpedo tube. You'll find the gunner checking them out. I'm sure they are the same as the VII b.
Cthulhus
04-01-13, 04:06 PM
Hi Cthulhus
These gauges should be at the very back of the boat next to the back torpedo tube. You'll find the gunner checking them out. I'm sure they are the same as the VII b.
That's it ! Thanks!
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