View Full Version : [REL] SteelViking's Interior Mod
nice work keeping it real..so many nice mods out there by you all. luv ya guts. im a big mod slut..cant help myself..:oops::oops::oops::har:
Capt Jack Harkness
08-08-10, 03:49 PM
Hey Steel, someone else posted a thread about making the engine room more dirty and stuff, do you think you could add oil stains to the crankcases and deck and maybe a bit of smoke? I know the crankcases use the same textures as the walls, but maybe it could be done with shadow mapping?
rascal101
08-08-10, 05:00 PM
I'd like to see more hanging foodstuffs in all rooms and controll centres -
Also any news on explosions and smoke affects - I know someone was looking at this- slowing them down and making them look less superimposed -
Also any chances of slowing down the depth charge and torpedo strike plume, perhaps a few random different shapes so you dont see the smae plume every time
I dont ask for much do I
Rascal
SteelViking
08-08-10, 09:21 PM
Hey Steel, someone else posted a thread about making the engine room more dirty and stuff, do you think you could add oil stains to the crankcases and deck and maybe a bit of smoke? I know the crankcases use the same textures as the walls, but maybe it could be done with shadow mapping?
Upon TheBeast's advice that I needed more dirt around the sub, I thought about how I could add oil stains and shadow mapping came to mind as it is really the only feasible way to add things to specific areas texture wise. But, I am not sure if it will look very convincing. I have not tried it yet as I have been very busy with some real life issues. I will definetly be trying though, and I will keep everyone posted. If I can get it to look decent, I would probably add grease to both the engine room, fore torpedo, and rear torpedo room since they greased up torps before firing.
I'd like to see more hanging foodstuffs in all rooms and controll centres -
Also any news on explosions and smoke affects - I know someone was looking at this- slowing them down and making them look less superimposed -
Also any chances of slowing down the depth charge and torpedo strike plume, perhaps a few random different shapes so you dont see the smae plume every time
I dont ask for much do I
Rascal
I have it in my plans to add more foodstuffs, and a lot of other objects. I have been following privateer's exporter development very closely for just that reason.
Yes, I have been looking into all the explosion animations, but as I said I have been very busy lately so I have made much less progress on them than I would like. I will keep working on them though, and see what I can come up with.
Upon TheBeast's advice that I needed more dirt around the sub, I thought about how I could add oil stains and shadow mapping came to mind as it is really the only feasible way to add things to specific areas texture wise. But, I am not sure if it will look very convincing. I have not tried it yet as I have been very busy with some real life issues. I will definetly be trying though, and I will keep everyone posted. If I can get it to look decent, I would probably add grease to both the engine room, fore torpedo, and rear torpedo room since they greased up torps before firing.
I have it in my plans to add more foodstuffs, and a lot of other objects. I have been following privateer's exporter development very closely for just that reason.
Yes, I have been looking into all the explosion animations, but as I said I have been very busy lately so I have made much less progress on them than I would like. I will keep working on them though, and see what I can come up with.
:up:
Krauter
08-08-10, 10:58 PM
Hey SV.
I recently put back my AilWhiteInterior over this Mod (as I like the white more than yellow..) However While climbing down the conning hatch to the Control room, I noticed that the Attack Periscope pedestal is no longer all black but white instead. I actually enjoyed the black more :(. What file do I alter/delete to change that back to black?
SteelViking
08-08-10, 11:16 PM
Hey SV.
I recently put back my AilWhiteInterior over this Mod (as I like the white more than yellow..) However While climbing down the conning hatch to the Control room, I noticed that the Attack Periscope pedestal is no longer all black but white instead. I actually enjoyed the black more :(. What file do I alter/delete to change that back to black?
What you want to do is disable AilWhiteInterior, delete the file data/Textures/TNormal/tex/tile_metal_03.dds from his mod, and then reapply his mod in JSGME. Be advised though, some other objects around the sub will also change to black as they share the same texture. A more specific fix would involve hex editing the .GR2 file for the CT to use another texture for just that room.
Krauter
08-08-10, 11:29 PM
aah.. fair enough :)
Seeing as it's 12:30 and I like your Mod better anyways ><
I'll just disable his and look at it tomorrow lol..
Also, I still haven't found that Enigma tribute lol.. care to share?
SteelViking
08-09-10, 12:26 AM
aah.. fair enough :)
Seeing as it's 12:30 and I like your Mod better anyways ><
I'll just disable his and look at it tomorrow lol..
Also, I still haven't found that Enigma tribute lol.. care to share?
This is one of the things that I wish you could zoom in on because it is a little hard to make out with as far away as the interior camera is from it. I had talked to reaper7 about getting the camera to zoom while inside the sub since he made it work when in exterior camera mode. Anyway, if you take a really close look at the papers sitting beside the maps in the command room, they are actually enigma messages!:yep:
Krauter
08-09-10, 12:28 AM
lol I was wondering where it was and I suspected it was there, but trying to read it failed as I have (combined with not enough zoom from the cam :D) horrible eyesight lol!
Thanks alot for the tribute though mate :arrgh!:
Hi S.V. ive seen blue lights in u boat . for night and submerged torp fireing..not sure if this is historicaly correct..if it is looks very good in fore an aft compartments . as seen in das boot ..could you do that mod?..thanks for your splended work:salute:
SteelViking
08-09-10, 01:23 AM
lol I was wondering where it was and I suspected it was there, but trying to read it failed as I have (combined with not enough zoom from the cam :D) horrible eyesight lol!
Thanks alot for the tribute though mate :arrgh!:
You are more than welcome.:salute: I only wish I could do more(like make the enigma machine in the radio room look real), but as of right now I cannot do that. I might figure something out eventually though, so all hope is never lost.
Hi S.V. ive seen blue lights in u boat . for night and submerged torp fireing..not sure if this is historicaly correct..if it is looks very good in fore an aft compartments . as seen in das boot ..could you do that mod?..thanks for your splended work:salute:
Well, I am pretty limited in what I can do with the lighting in the sub, as it is actually controlled by a .GR2 and only modified by the lights.cfg and the color correction filter. I have gotten into some basic hex editing, but I highly doubt that I would be able to change the red lighting to blue. I will have a look though, it may be a simple change of a hue value in the .GR2.
rascal101
08-09-10, 01:25 AM
You are a scholar and a gentleman, not least as you dont get angry about folks like me making these dam requests - more power to you and thank you and the other modders for your efforts you are beginning to make this game what it could / should have been
Its your efforts that will keep people playing this game long after the arcade kiddies have drifted off to drive cars or shoot oneanother with ray guns and disintegrator rays
Best Regards
R
Upon TheBeast's advice that I needed more dirt around the sub, I thought about how I could add oil stains and shadow mapping came to mind as it is really the only feasible way to add things to specific areas texture wise. But, I am not sure if it will look very convincing. I have not tried it yet as I have been very busy with some real life issues. I will definetly be trying though, and I will keep everyone posted. If I can get it to look decent, I would probably add grease to both the engine room, fore torpedo, and rear torpedo room since they greased up torps before firing.
I have it in my plans to add more foodstuffs, and a lot of other objects. I have been following privateer's exporter development very closely for just that reason.
Yes, I have been looking into all the explosion animations, but as I said I have been very busy lately so I have made much less progress on them than I would like. I will keep working on them though, and see what I can come up with.
SteelViking
08-09-10, 02:28 AM
Ok folks, the patch is available! Please see the first post for the download link and info on it. You will have to install this patch over the top of V1.1 in JSGME. I am calling the V1.1.1 patch for future reference. Oh, and don't forget to give BIGREG a big thanks, as over half of the patch is his hard work.:salute:
7thSeal
08-09-10, 06:17 AM
Thanks Steel and BIGREG for the continuing work on this excellent mod. I spend alot time just walking around checking all the interior. I have one request if possible... having my coffee cup beside the attack scope filled with coffee. :DL
I take it that its OK to place the files from the patch into the proper folders of the original mod and letting them override as needed? I've already done this and see some of the improvements but wanted to make sure I'm not causing anything to be left out by cutting down on the mod soup. Thanks again to the both of you. :salute:
YEAH! My CT clock is working now. Now I can get some sleep. :O:
Steel & BigReg, thanks for this GREAT, GREAT mod. The best. :yeah:
SteelViking
08-09-10, 10:14 AM
Thanks Steel and BIGREG for the continuing work on this excellent mod. I spend alot time just walking around checking all the interior. I have one request if possible... having my coffee cup beside the attack scope filled with coffee. :DL
I take it that its OK to place the files from the patch into the proper folders of the original mod and letting them override as needed? I've already done this and see some of the improvements but wanted to make sure I'm not causing anything to be left out by cutting down on the mod soup. Thanks again to the both of you. :salute:
Every time I look at that coffee cup, I wish it actually had coffee in it. However, I am no 3d modeler, so I would not be able to make it from scratch. And, the 3d model for it does not already exist(so it could not be exported then imported).
Yes, it would be just fine to place all the files into their proper folders in the main mod.:yep:
YEAH! My CT clock is working now. Now I can get some sleep. :O:
Steel & BigReg, thanks for this GREAT, GREAT mod. The best. :yeah:
You are welcome.:salute:
Just a thought, and please be aware that I know nothing of how models and such work in SH5. Could you resize and retexture the model for the soup and link it to the coffee cup, then add a little steam? :O: Would be nice to have a steaming cup of caffeine. :03:
Krauter
08-09-10, 10:32 AM
I remember seeing a few mods for AOTD and that the coffee cup on the bridge of the conning tower with its contents sloshing about to the roll and pitch of the boat was just hypnotizing and helped pass the long hours at night lol
Maybe you could steal.. erm.. borrow that texture and tweak it up a bit and put it in SH5?
SteelViking
08-09-10, 10:44 AM
Just a thought, and please be aware that I know nothing of how models and such work in SH5. Could you resize and retexture the model for the soup and link it to the coffee cup, then add a little steam? :O: Would be nice to have a steaming cup of caffeine. :03:
I remember seeing a few mods for AOTD and that the coffee cup on the bridge of the conning tower with its contents sloshing about to the roll and pitch of the boat was just hypnotizing and helped pass the long hours at night lol
Maybe you could steal.. erm.. borrow that texture and tweak it up a bit and put it in SH5?
Both very good ideas! I could possibly do either. I am pretty sure that after privateer releases the full version of his exporter(the current already works pretty well) and after Skwas releases the update for S3D, I imagine it will be relatively easy to add objects as long as we can use some existing 3D mesh. So, if there was a mod that had a 3D mesh for the coffee, I will most likely be able to simply add it right to that cup.
Krauter
08-09-10, 10:52 AM
When is the expected release date for both?
I can't wait to see more 3d models (MERCHANTS..) imported into SH5 :D
SteelViking
08-09-10, 12:39 PM
When is the expected release date for both?
I can't wait to see more 3d models (MERCHANTS..) imported into SH5 :D
I am not really sure when they will be released as neither privateer nor Skwas has given us an ETA(I don't blame them, their work is way over my head). I hope it is sooner rather than later though.
Capt Jack Harkness
08-10-10, 12:27 AM
Hey, just tried out 1.1.1 and it's looking good, but the speedometer in the conning tower has the wrong face (same in v1.1, as well)...
Other than that, nice work on a great mod! :salute:
On a seperate note, do you know if it's possible to make matte surfaces glossy and vice versa? I only ask because the incomplete torpedo sitting in the sub pen has this wonderful glossy shine to it that the u-boat's torps are missing and I think it would be the finishing touch on the wonderful work you've already done to them.
SteelViking
08-10-10, 12:45 AM
Hey, just tried out 1.1.1 and it's looking good, but the speedometer in the conning tower has the wrong face (same in v1.1, as well)...
Other than that, nice work on a great mod! :salute:
On a seperate note, do you know if it's possible to make matte surfaces glossy and vice versa? I only ask because the incomplete torpedo sitting in the sub pen has this wonderful glossy shine to it that the u-boat's torps are missing and I think it would be the finishing touch on the wonderful work you've already done to them.
Yes:damn: I know about the knot meter having the wrong background. We cannot fix that right now by any feasible means. Even with the .GR2 hexing me and BIGREG have been doing, we have bean unable to fix it.
About the torps, I am pretty sure that I can make them glossy. I will just take a look at the one in the sub pen, and edit the ones inside to match.:up:
Capt Jack Harkness
08-10-10, 06:00 AM
Awesome! :up:
And the speedometer isn't too big a deal, I spend most of my time in the tower on the scope rather than checking out the gauges and it isn't glaringly wrong like the couple backwards tachometers in stock. :har:
Actually, now that I think of it, there may be a band-aid for the issue... Could you re-scale the needle so that the tower speedometer works as a low-speed gauge (just like the shallow depth meter)? I don't imagine anyone uses the gauges in the tower unless they're submerged and lining up for an attack, anyhow...
SteelViking
08-12-10, 09:40 AM
Just to keep everyone updated on this mod's progress
Thanks to privateer's exporter, and his immense amount of technical advice. I am getting close to being able to add objects to the sub without the ridiculously tedious hex editing that it used to require(which I was not willing to take the time to do). So, soon enough, I should be able to cramp the interior of the sub up with more stuff(like it should be, way too much open space right now if you ask me).
Oh, and by the way everybody, BIGREG is not 100% positive, but he thinks that he has found a way to get the missing hand on the clock in the hydro room to finally show up and work.
Just to keep everyone updated on this mod's progress
Thanks to privateer's exporter, and his immense amount of technical advice. I am getting close to being able to add objects to the sub without the ridiculously tedious hex editing that it used to require(which I was not willing to take the time to do). So, soon enough, I should be able to cramp the interior of the sub up with more stuff(like it should be, way too much open space right now if you ask me).
Oh, and by the way everybody, BIGREG is not 100% positive, but he thinks that he has found a way to get the missing hand on the clock in the hydro room to finally show up and work.
Excellent news! You know how I feel about my clocks. :03:
Capt Jack Harkness
08-12-10, 04:54 PM
Just to keep everyone updated on this mod's progress
Thanks to privateer's exporter, and his immense amount of technical advice. I am getting close to being able to add objects to the sub without the ridiculously tedious hex editing that it used to require(which I was not willing to take the time to do). So, soon enough, I should be able to cramp the interior of the sub up with more stuff(like it should be, way too much open space right now if you ask me).
Oh, and by the way everybody, BIGREG is not 100% positive, but he thinks that he has found a way to get the missing hand on the clock in the hydro room to finally show up and work.
Would any of this progress help to add more crew or just (much needed) clutter?
SteelViking
08-12-10, 06:47 PM
Would any of this progress help to add more crew or just (much needed) clutter?
No, what privateer has been working on has to do with 3d meshes. However, there has been some talk of adding waypoints, which are needed to add more crew members. So, someone is probably working on it, I am just not too up on that subject.
Capt Jack Harkness
08-12-10, 08:11 PM
Okay, just thought I'd ask. :yep:
SteelViking
08-12-10, 08:26 PM
Okay, just thought I'd ask. :yep:
Hey, no problem. I just wish I had a better answer. When it comes to the crew, I could get over the lack of animation, or the interaction glitches. But, when I walk through either of the quarter rooms, and a lot of the beds are empty, or have a box of oranges in it:haha:, that is when my sense of realism is totally blown. Those beds should almost all be full, almost all of the time. I am pretty sure they ran on a 3 shift hot bunk system.
Capt Jack Harkness
08-12-10, 08:38 PM
Indeed they did. Although checking out all of the major projects that are currently in the works it seems that modders may be able to get alot deeper into the guts of the game than in SH3 and 4... :rock:
SteelViking
08-12-10, 09:04 PM
Indeed they did. Although checking out all of the major projects that are currently in the works it seems that modders may be able to get alot deeper into the guts of the game than in SH3 and 4... :rock:
Aye, I am pretty sure that we can. My interior mod contains edited .GR2 files(I believe that this is the first mod to do so), so that proves that they are not un-editable like many including myself thought early on. Plus, privateer is doing some stuff that is just amazing.
Anyway, I have been working on two things lately. I took a crack at both making the torps glossier and adding oil in a realistic fashion to the areas needed. Bad news about the torps, I just cannot seem to get them much more shiny than in my previous release(I got a tiny improvement).
Decent news about the oil/grease stains. I did up this oil spot on the floor of the DER in about 3 minutes, so I could easily improve it. If everyone thinks that this looks ok, I will improve it, and add a lot more.
http://img5.imageshack.us/img5/2227/awdtt.jpg
Capt Jack Harkness
08-12-10, 10:56 PM
Personally I think that's a bit excessive, there's maybe 5 feet of space under those decks so to get that high up and pool would be ridiculous, but maybe have a couple grease trails running down the frame from the pushrods?
Another spot I though of is the little pit full of plumbing (hydraulic, I think) behind the attack scope column and forward of the main pump in the control room, starboard side.
On a seperate note, now that I think of it, I dunno why the pushrods of those engines would be rusty in the first place... They'd seize if they really were rusty...
http://farm2.static.flickr.com/1060/1177125621_d197f9acea.jpg
http://www.centroeu.com/uboote/097k.jpg
Wolfling04
08-12-10, 11:19 PM
Early today I was ambushed by a hunter killer group and took two depth charges right above my Engine/Motor Rooms and noticed something strange.
My Motor Room said 100% flooded while the Engine Room was only 1 percent, I was wondering if this was something your mod could fix or maybe a bug/corrupted install on my part.
The only why I posted here was I am currently using your mod SteelViking
Thanks, Wolf
p.s. sorry for the large pictures, I couldn't re-size them
http://screenshot.xfire.com/s/102547734-4.jpg
http://screenshot.xfire.com/s/102547733-4.jpg
http://screenshot.xfire.com/s/102547732-4.jpg
SteelViking
08-13-10, 12:07 AM
Personally I think that's a bit excessive, there's maybe 5 feet of space under those decks so to get that high up and pool would be ridiculous, but maybe have a couple grease trails running down the frame from the pushrods?
Another spot I though of is the little pit full of plumbing (hydraulic, I think) behind the attack scope column and forward of the main pump in the control room, starboard side.
On a seperate note, now that I think of it, I dunno why the pushrods of those engines would be rusty in the first place... They'd seize if they really were rusty...
The exposed push rods being rusty would not cause the engine to seize as they do not contact anything. If anyone could do some research on the condition that those were kept in, I could make them look however we wanted.
About the oil, I don't think of that stain as a pool, more like just oil runoff that has not been wiped up. But, as with many things, we are running on opinions here. So, I will take the consensus of a good number of people, and I will make it however the majority want it, unless of course someone can produce research. I know that TheBeast basically thought the DER should be covered in oil spills/stains(he knows a good deal about things like this), so I could fill the floor with stains such as this and he still might not think it is enough.
In other words, I NEED everyone's opinion on the oil. How should it look, pictures would be great?
@Wolfing04, I am sorry, but I have no idea how the controllers work for flooding and damage. In fact, I don't think anyone REALLY knows how that works. For some reason(I don't know why) no one has looked into in depth. I really wish that someone would revamp the damage management system to work more like SHIII.
Oh, and don't worry about picture size, I like to have screen shots so that I can understand what people are talking about.
Edit: Keep in mind folks, this is not engine oil that we are talking about, it is heavy engine grease. It would heat up on the engine body, flow off, then cool and stay wherever it stopped flowing.
Wolfling04
08-13-10, 01:01 AM
Thanks for the info Viking, I had no idea if it was something that could worked on. Anyways, great mod, I'm always looking forward to the next version.
Sorry for being off, but.. SteelViking, I know you said that you use a custom made UI after Reaper's mod. Can u share this UI? It looks pretty pro and I wanna try it out ...
Hey Steel Viking, about the oil/grease/rust..
i don't mind weathering stains and abit of rust here and there, but any pool of anything anywhere would be unacceptable on my ship.
The floors need to be dirtied abit. Imagine 40 guys walking on the same path for any length of time. It would show.
And the sub's interior color..
I would focus on the lighting, though I'm not sure to what extent that can be moddified. That's why i went with Naight walls and floors. If the lights can be moddified to be more 'spot' then 'flood', it won't really mather what color the sub's interior.
In the event that you have control over the type of lighting..
- Spot lighting for the control room (dark with spotted bright light on strategic areas).
- Flood dimmed for the 'living quarters'.
- Flood bright for the diesel engine room.
no idea if this is historical or not. Just my vision.
Also keep in mind that the crew would have made their ship their home. So there is room for impro here. :ping:
SteelViking
08-13-10, 11:20 AM
qweasd, sadly I have absolutely no control over how the lighting in the sub is really distributed. Now, I could use shadow mapping to make it look like the lights are more of a spotlight than a flood light, but the amount of work that would take is mind boggling. Also, there is no reflective backing on any of the lights in the sub(except the lamps) so they would not be spotlights anyway, the light would scatter everywhere evenly.
Thank you for your opinion on the oil:up:
@Magnum,
Actually, I don't use my customized version of reaper7's UI anymore, I just use his latest version, HiDef Realistic Interface 1.0. It is really a work of art.
Paris_England
08-13-10, 01:49 PM
Hey SteelViking,
First off, what a fantastic mod! Kudos to you and everyone who's made this mod possible. And a big thanks also.
Now to the question: Is it possible to add activators to scene objects?
For example, as it is now if I click on the periscope I go to the periscope screen (I'm assuming this screen is an overlay on top of the 3d scene?). Can we add these types of activators to other objects, say the nav map so it would bring up the nav screen. Or to a book in the crew quarters and it would bring up an overlay of the book so we could read it (possible with page forward/backward buttons)?
And another: Is it possible for these interactions to effect other areas of gameplay? E.g. Clicking on the gramophone starts it playing which then increases the crew's morale?
Thanks
P
:salute: Hey , Paris England
Sorry,yet, it's impossible to add dialogue with objects in the sub, for that we need to add mask mouses (special 3D element) in .GR2 :-?
in this moment i work for remake the texture in the Radio/sonar room :03:
i have many things already redone
- vinyl disc
- radios ...
- books ...
- tasse and lampe in capitain berth
- telex paper
- texture around the clocks ( in brass )
- and many other little things
I still have to finish the enigma, but Ubisoft does not really help us with the textures locations on the maps
SteelViking
08-13-10, 02:14 PM
:salute: Hey , Paris England
Sorry,yet, it's impossible to add dialogue with objects in the sub, for that we need to add mask mouses (special 3D element) in .GR2 :-?
@Paris_England, BIGREG is absolutely right. Mouse masks are interactive controllers that allow you to interact with objects. When you click on the 3d model of the periscopes causing you to look through them, that is the mouse mask working. The problem is that only so many were included in stock, and there is no way to import more from anywhere since SH5 uses a different file format than previous games. Now make no mistake, someone could probably take the mouse masks from SHIII or SHIV and do some work to adapt them for SH5, however, that is beyond my ability.
Paris_England
08-13-10, 02:21 PM
Hi BigReg!
How about old-schooling it using line-of-sight vectors and co-ordinates? Is there anyway to capture this or any other data through an external memory reading app running concurrently with SH5?
Sorry to ask so many questions, but you guys are gurus!
Thanks!!!
P
The solution is quite simple to explain, but harder to implement
First: we must succeed to introduce a 3D shape in good location
(Maybe through the file. Fx :06: Or edition of. GR2 :cry: )
Second: we expect that it performs is interactive with the mouse
( Find the functioning of mouse masks ? :hmmm: is not the same as in SH3/SH4)
and Voila :know: it like in 2 lines
@Magnum,
Actually, I don't use my customized version of reaper7's UI anymore, I just use his latest version, HiDef Realistic Interface 1.0. It is really a work of art.
Sorry by pushing this, but... that not really any UI mod I saw around. Is very pro with minimal buttons/icons, exactly what I like. Pls be so kind an relese it, I will be more than happy to take it over an mod it on my taste. Thanks and sorry for this OT.
SteelViking
08-13-10, 03:30 PM
Sorry by pushing this, but... that not really any UI mod I saw around. Is very pro with minimal buttons/icons, exactly what I like. Pls be so kind an relese it, I will be more than happy to take it over an mod it on my taste. Thanks and sorry for this OT.
No problem about being off topic. But, I am being honest, my customized UI is just an old version of reaper7's UI changed to my preferences. I really recommend just using his current version as it the exact same thing just with less bugs, more features, and more fixes. If you still want my old customized one, I think I still have it somewhere I could package it up and send it, but I really think you would be happier with the newer version. Here is the link to his thread, you can compare my screen shots to his and see it is the same one:
http://www.subsim.com/radioroom/showthread.php?t=173147
I feel very sucky by doing off's in this topic. I know Reaper's and TDW UI. Those are for .. amateurs, no hard feelings. I need a pro UI, so pls be so kind and release your UI.. at least for testing. I'm too nub in moding to build up mah own UI :((
Ontopic: Your mod combined with AIl's interior mod is just fantastic. Thank you.
SteelViking
08-13-10, 04:12 PM
I feel very sucky by doing off's in this topic. I know Reaper's and TDW UI. Those are for .. amateurs, no hard feelings. I need a pro UI, so pls be so kind and release your UI.. at least for testing. I'm too nub in moding to build up mah own UI :((
Ontopic: Your mod combined with AIl's interior mod is just fantastic. Thank you.
Ok, I will be sending you a PM with a link to it just as soon as it is done uploading. And, thanks for the compliment. I am really glad that Ailantd made his interior mod as many prefer the pure white interior, it saves me from having two versions.
TheDarkWraith
08-13-10, 04:16 PM
I feel very sucky by doing off's in this topic. I know Reaper's and TDW UI. Those are for .. amateurs, no hard feelings
no hard feelings taken but it's definitely not for amateurs. The complexity contained in it is way above you to comprehend then :DL It can be customized for amateurs or it can be customized for 'hard core'.
SteelViking
08-13-10, 04:26 PM
no hard feelings taken but it's definitely not for amateurs. The complexity contained in it is way above you to comprehend then :DL It can be customized for amateurs or it can be customized for 'hard core'.
Yes, TDW is the master at making things customizable. In both his UI and his AI mods, there are files that allow the user to set things how they wish. However TDW, that is actually one of the reasons why I use reaper7's UI now. I got real tired of going through that .py file changing things to how I wanted upon every release. I pretty much wanted the UI we had in SHIII, and reaper7's UI is just that. I mean no offence by this TDW, just my personal preference.
But, since you are on this thread, I have seen you post before that you don't like to use environmental mods, interior mods, or the like, but have you given mine a try? There are a lot of bug fixes in here, plus it causes no instability. I will take no offence either way, I was just wandering.
TheDarkWraith
08-13-10, 04:41 PM
But, since you are on this thread, I have seen you post before that you don't like to use environmental mods, interior mods, or the like, but have you given mine a try? There are a lot of bug fixes in here, plus it causes no instability. I will take no offence either way, I was just wandering.
Yes, I use your current mod here. I like it but had to customize it to my liking. Same with your underwater one :D Good job also btw :up: I finally got around to installing both just a couple of days ago.
Yes my options file is a pain and a blessing at the same time. Price of complexity and the ability to customize for each user. I've tried to mitigate it by stating whether the options file has changed or not with each version. If I could figure out how to import files into mine I wouldn't need to have you all go through this with each new version.
SteelViking
08-13-10, 04:56 PM
Yes, I use your current mod here. I like it but had to customize it to my liking. Same with your underwater one :D Good job also btw :up: I finally got around to installing both just a couple of days ago.
Yes my options file is a pain and a blessing at the same time. Price of complexity and the ability to customize for each user. I've tried to mitigate it by stating whether the options file has changed or not with each version. If I could figure out how to import files into mine I wouldn't need to have you all go through this with each new version.
I am glad that you like them!:up: The underwater mod would have been pointless without your collaboration on the exhaust, so thank you for that.
SteelViking
08-14-10, 02:52 AM
Ok, I finally found where the textures are for the wine bottles around the sub, and the textures for the needles on the electric gauges. I think(am not sure) that I will be able to give them a realistic golden look, which would be historically accurate.
I was just not going to rest until I fixed up those wine bottles:haha:
Anyway, we are very close to being able to easily add objects to the interior. My first project on that subject will be adding a realistic amount of food(and no, we cannot make the amount of food on board become less as a patrol goes on).
Capt Jack Harkness
08-14-10, 07:09 AM
Speaking of adding objects, can we tweak existing ones as well? Because there's something that's been bugging me since I first started playing... The obs scope eyepiece is at belly button height when fully hoisted and I can't imagine any captain stooping that low to get a look outside. :nope: Can it be raised about a foot higher?
And nice job finding those textures! :salute: Every little bit of realism helps...
:salute:
For knee-high obs periscope in central , he must edit the file directly:
Room_CR - Periscop + Anim.sim
Because it does not open directly via goblin or S3D editor :damn:
If there is a pro of hex edition that could take a look , it would be great :D
If it is for outside height , you can edit the file:
C: \ Ubisoft \ Silent Hunter 5 \ data \ Objects \ Sensors \ UBoot_Sensors.sim :03:
Ps:For the additional food, I could make it disappear gradually :yep:, for that ,we need just one .Sim linked to the new objects
SteelViking
08-14-10, 12:48 PM
:salute:
For knee-high obs periscope in central , he must edit the file directly:
Room_CR - Periscop + Anim.sim
Because it does not open directly via goblin or S3D editor :damn:
If there is a pro of hex edition that could take a look , it would be great :D
If it is for outside height , you can edit the file:
C: \ Ubisoft \ Silent Hunter 5 \ data \ Objects \ Sensors \ UBoot_Sensors.sim :03:
Ps:For the additional food, I could make it disappear gradually :yep:, for that ,we need just one .Sim linked to the new objects
I do not know enough hexing to do that:wah:
BIGREG, I am pretty sure that the game engine is only set up to read the existing controller files, so if we make another one, I don't think it would read it, and the effects of it would not be seen in game. However, you just gave me an idea. If I add the 3D objects to a .sim file that already exists, is there a controller that would make something disappear after a set time? Or was that what you were already talking about:D. I don't know of a controller like that, but you know more about Goblin than I do.:yep:
SteelViking
08-14-10, 05:11 PM
I was not joking around folks. I need more opinions on how everyone wants the grease to look like in the engine room. I simply will not do it if I do not get enough opinions(would save me the time).
Everyone's input is welcome so please state it. Do not think that you should not state your opinion because you are afraid you are wrong. Absolutely no one on here has shown any real evidence, so this is all going to be opinion based, no right or wrong.
THE_MASK
08-14-10, 05:40 PM
http://www.youtube.com/watch?v=CXiOYlJ4yOY&feature=related
Will-Rommel
08-14-10, 06:42 PM
In SH3, a modder managed to add food in the subs, and made it disapear as the patrol progressed by ''tying'' the objects to the amount of fuel left.
I'm sure theres lots of good tech info in the sh3 forum about this.
Capt Jack Harkness
08-15-10, 01:55 AM
http://www.youtube.com/watch?v=Eu-OLgQhEBE&feature=related
Seems that the grease stains might be more just discoloration and rust than dark black smears, perhaps some sort of transparent brown stains? I like what you've done on the deck plating in some areas where the paint looks pretty worn, but I'm not sure any of that could be exaggerated in the engine room through textures...
SteelViking
08-15-10, 10:37 AM
Ok, nice videos guys, thanks for those. The engine rooms in those videos actually look pretty clean, not a lot of grease anywhere. So, I think I will go with Capt Jack Harness' original notion that their should just be grease in a few places. So I will add some drip lines coming from the push rods, maybe a few smudges here and there.
Rickster1
08-16-10, 10:06 AM
Once again thanks for your great work. I think your conclusion is right a bit of grease here and there. With regards to the food there was a mod for SH3 that was linked somehow to the fuel and the food went down as the fuel went down. Another suggestion might be to do 3 options 1 for begining of the patrol with a full house 1 for middle with less and 1 for end with a little and then those how want the detail can just enable the version closest to their patrol status, just a thought !
reaper7
08-16-10, 12:06 PM
If it could be tied into fuel it would give a pretty good food consumption rate as well. ;)
Any luck on the visibility underwater Issue, without having the sea full of gunk :DL.
SteelViking
08-16-10, 03:35 PM
If it could be tied into fuel it would give a pretty good food consumption rate as well. ;)
Any luck on the visibility underwater Issue, without having the sea full of gunk :DL.
Yes, the underwater color correction filter can be tweaked to reduce visibility. When I released the underwater mod, I had not experimented around enough to find out how to do it though. My next release of the underwater mod will have less impurities, lower visibility, and more realistic distribution of bubbles on the sub. The problem is, I have a modding to-do list longer than my arm, and almost no time anymore to work on it.
reaper7
08-16-10, 04:53 PM
I hear you my friend :DL. You've been hooked by the modding bug - there's no ecape now :O:.
I've been almost a week relearning the Menu Editor to redo the UI Mod to scale (Its been a compromise between Hi-Res graphics and working RAOBF, I'm afraid as scalling will lose the sharpness of the graphics :cry:).
But its coming along Ok and hopefully will please most.
Keep up the excellent work, but don't stretch yourself to thin ;).
oscar19681
08-16-10, 08:43 PM
I would love to see something done with the closets next to the bunks in the officers quarters. They could need some textures to make it seem like there are actually doors in the closets. Not they just look a beam of wood.
Krauter
08-16-10, 08:47 PM
I don't really know if the Bridge counts as an "Interior" But could attention be paid here? Perhaps to the Conning Tower Scope Heads, UZO, etc?
SteelViking
08-16-10, 10:01 PM
I would love to see something done with the closets next to the bunks in the officers quarters. They could need some textures to make it seem like there are actually doors in the closets. Not they just look a beam of wood.
They are part of one large 3D mesh in the GR2, so right now what I can do with them is pretty limited. However, I have a couple of tricks that I could pull to make them look a bit more realistic.
I don't really know if the Bridge counts as an "Interior" But could attention be paid here? Perhaps to the Conning Tower Scope Heads, UZO, etc?
Well, I was trying to organize a few folks a while back to work together to make a complete mod for the exterior that would be complimentary to my interior mod. But, that must have fallen apart as I have heard nothing of its progress. I am sorry to say that I simply do not have enough time right now to try to branch out to working on the exterior.
I will add exterior work to my list of things that I want to work on, but I would bet that someone else will beat me to it.
Krauter
08-16-10, 10:05 PM
Cheers! I know that you have a lot on your plate :)
I just did not know if the game thinks of the Bridge as an "interior"
SteelViking
08-16-10, 10:09 PM
Cheers! I know that you have a lot on your plate :)
I just did not know if the game thinks of the Bridge as an "interior"
No, not technically, when you go out onto the bridge, the controllers/filters for light, shadows, sounds, etc. are all different. But, that fact won't stop me from working on it when I get around to it:arrgh!:.
@ Everyone, this mod is still technically compatible with Env3.2 and it will not cause any harmful conflicts. However, when you use my interior mod along with his, you will lose some of the changes W_clear has made to the lights. However, I would still strongly recommend installing my Interior mod after W_clear's mod.
Krauter
08-16-10, 10:39 PM
What light features are me missing/getting toned down from W_clears while running this Mod after his?
SteelViking
08-16-10, 10:45 PM
What light features are me missing/getting toned down from W_clears while running this Mod after his?
:haha: Nevermind actually, I just looked at my lights.cfg and his in winmerge to compare them, and they are still fully compatible. You will still need to install this mod after his though. You see, in W_clear's lights.cfg he still has the halos turned on for interactive objects.
I did not realize that Env3.2 was already fully combined. I thought it was another patch deal like earlier releases, so when I saw the lights.cfg included, I assumed it had been edited. Sorry for the confusion folks. To be clear this mod is still fully compatible with Env3.2 as long as you install this one after Env3.2.
oscar19681
08-17-10, 08:15 AM
[QUOTE=SteelViking;1469710]They are part of one large 3D mesh in the GR2, so right now what I can do with them is pretty limited. However, I have a couple of tricks that I could pull to make them look a bit more realistic.
Please do.
oscar19681
08-18-10, 06:16 AM
I love this mod. But the only thing i really dont like is that the obs periscipe is painted white! What motivated you to paint it white? It looks like its made of contrete now.
SteelViking
08-18-10, 09:07 AM
I love this mod. But the only thing i really dont like is that the obs periscipe is painted white! What motivated you to paint it white? It looks like its made of contrete now.
No,:damn: I was trying to make it look like polished metal like it is supposed to be. Periscope shafts look like the chrome metal in hydraulic pistons. However, since other things in the room share the same texture, I had to split the difference so that the other objects did not look ridiculous. I have been working on finding a way of giving things a more shiny look, such as the torps. But, I have been hitting wall after wall. For some reason, the controller files for some things are set up in a way that any new controllers added to them simply get over ridden.
oscar19681
08-18-10, 10:52 AM
that sucks
SteelViking
08-18-10, 03:01 PM
Status report:
Wow,:haha:, I get a chuckle out of this every time I bring this up.......The wine bottles. I finished redoing them, and even though I was not able to do them exactly how I wanted them, they are amazingly better than in stock. Seriously, it took me forever to realize what they even were in stock, but now you will know right away.
Also, I have finished the grease in the DER. I went as minimal as possible with it, but in order to make it look real, I had to put more than I really like. It looks better than stock for sure though.
Next, I might add grease to the torp rooms.
@ BIGREG, I could edit the .GR2 for the DER to assign it a different file for dial backgrounds. So, I could change the backgrounds for the small dials to fuel, throttle, and speed since you already have the controllers set that way. You might need to tweak the controllers to match up with the backgrounds I make though. Also, do you have a picture of a circular fuel gauge, if not I could just make one from scratch. It would just save me the time if you did.
SteelViking
08-24-10, 10:52 PM
Kind of looks like I am talking to myself on this thread, but oh well.
I have completed the grease in both the engine room, and the fore torpedo room. I would not mind having some folks take a look at it, just to get a second opinion.......reaper7, TheBeast, would you guys mind taking a look? I don't love how it turned out, but it does look way cooler than stock.
I am in the process of making the needles in the electric engine room look golden. It is possible, but the amount of work it is going to take is mind boggling. Seriously, the shadow maps for the needles need redone, and they are split into about 10,000 parts:doh:. Also, they share textures, so all the needles in the room will appear gold. However, I bet that Privateer and I will be able to redo the UV mapping eventually so that only the electric gauge needles will be gold.
Another thing I have been working on is making the entire engineer panel in the engine room realistic. I have edited the .GR2 for that room to point to a new texture file. And, I am now redoing all the textures and controllers for the gauges so that they will be fully functional and usable. My plan is to basically make it possible to find out everything about the sub without looking at a UI, or a report screen. In other words, you will be able to get all info off of actual dials in the sub.
I have also been making a lot of minor improvements here and there all over the sub, but unfortunately, I can't even remember a lot of them.:haha:
And, of course, Privateer and I have been hammering away at finding an easy way to import new objects. So, more food and many other items are on their way.
Wolfling04
08-24-10, 10:57 PM
HEY STEEL!!!
Just wanted to let ya know your not alone :D
If you need some one to take a look, I would be willing, I'm trying to get into modding but between work and my RL its hard to find time to learn, hell I've only managed to complete 2 patrols in a month of owning the game, so instead Ill offer my services of looking at it, if you'll have them.
THE_MASK
08-24-10, 11:03 PM
What about the other 2 wine bottles behind the hatch door .
SteelViking
08-24-10, 11:13 PM
HEY STEEL!!!
Just wanted to let ya know your not alone :D
If you need some one to take a look, I would be willing, I'm trying to get into modding but between work and my RL its hard to find time to learn, hell I've only managed to complete 2 patrols in a month of owning the game, so instead Ill offer my services of looking at it, if you'll have them.
Absolutely, I will package up what I would like tested, and send it your way. I will have it ready by tomorrow(I could package it up now, but I have to go get some sleep). Thanks.:up:
Wolfling04
08-24-10, 11:16 PM
Absolutely, I will package up what I would like tested, and send it your way. I will have it ready by tomorrow(I package it up now, but I have to go get some sleep). Thanks.:up:
Sounds good, I get off work at 1am EST, Will take a look after I get home.:salute:
Krauter
08-24-10, 11:16 PM
I too would be willing to test this :D
This mod makes my day.
SteelViking
08-24-10, 11:17 PM
What about the other 2 wine bottles behind the hatch door .
Are you referring to the two bottles behind the hatch in the fore torpedo room? I have re-textured them also to look much more realistic. The thing that is bugging me about the wine bottles, is that I cannot add a label to them as the texture mapping on them is very weird. I know a trick I can pull with the .GR2 to add labels to the wine bottles in the CT but it will add more size to the download than I think it is worth.
SteelViking
08-25-10, 03:35 PM
Ok folks, I sent out the links to the testing material Via PM. Let me know what you think.:salute:
Capt Jack Harkness
08-25-10, 06:08 PM
I finally remembered to make a post about a shadow observation I've been meaning to bring up: the shadow of the radio officer's desk should not have a hole under the compass, as the compass does not have a transparent face!
Madox58
08-25-10, 06:11 PM
Can you post this information along with a screenshot in this thread?
http://www.subsim.com/radioroom/showthread.php?t=174048
SteelViking
08-25-10, 06:46 PM
Can you post this information along with a screenshot in this thread?
http://www.subsim.com/radioroom/showthread.php?t=174048
Are you referring to the dial and clock which are rotating around the wrong axis? Or are you talking about the clock which is missing its hand. Or the UV correction on the dial in the CT.
:haha: Privateer, do you think we are working on enough stuff all at once?
SteelViking
08-25-10, 06:48 PM
I finally remembered to make a post about a shadow observation I've been meaning to bring up: the shadow of the radio officer's desk should not have a hole under the compass, as the compass does not have a transparent face!
Ahh, yes, there are some irregularities there. I will fix it. Thanks:salute:
Madox58
08-25-10, 07:18 PM
:haha: Privateer, do you think we are working on enough stuff all at once?
The more information that we gather?
The better off we are.
(That doesn't mean we'll fix it right away thought)
It helps explain some weird things I keep seeing in the files.
:hmmm:
As anyone that has looked at files in Hex will tell you?
It does not make sense until you find a key point to work from.
Then each clue gives you better understanding.
So if something is messed up?
It makes no sense to me.
When poeple post information about something messed up in Game?
It then makes sense and I can see the solution.
The hex codeing runs in my mind almost like you see the Game.
Since I can not see the Game?
I depend on reports of screwy things.
While working to put a Metal roof on today at a job site?
(I do construction work)
I solved several issues in my head!
I came home and found what I was stumped at last nite.
:yeah:
So post away!
TheDarkWraith
08-25-10, 07:44 PM
when you dream code and hex is when you know it's bad (or you get more excited from figuring out a problem in one of those than most other things) :cool:
SteelViking
08-25-10, 07:49 PM
I did construction work for a while a couple years back.
Anyway, on to the info and screens. This is a picture of a normal, fully functional dial in Goblin. Notice that the green axis marker(Z axis I think) is pointing directly out of the face of the dial. All dials are like this, with the green axis perpendicular to the circular plane on which the needle rotates.
http://img824.imageshack.us/img824/638/86389017.jpg
This is a picture of the primary fuel gauge in the DER. As you can see, the green axis is removed from perpendicularity with the surface by about 45 degrees(straight up). I watched the dial in game, and sure enough, the needle is still rotating around the green axis, causing it to behave weirdly as it travels around.
http://img820.imageshack.us/img820/562/28532469.jpg
This is a picture of the clock in the electric engine room on the VIIA. In this one, as you can see, the green axis is parallel with the surface of the clock, and is pointing straight upwards(towards 12:00).
http://img825.imageshack.us/img825/2447/16082582.jpg
Edit: Somehow, this last image did not show up the first time I put it in, so here it is.
Madox58
08-25-10, 08:06 PM
when you dream code and hex is when you know it's bad (or you get more excited from figuring out a problem in one of those than most other things) :cool:
:haha:
I actually DID dream a solution several nites ago!
(not the first time!)
I know how the AO mapping is placed in the GR2 files.
But could not get it to export properly.
There's no structure for it in the old code base I work with.
:hmmm:
Infact?
There's no structure for it in Granny at all!
In my dream?
I saw that I needed to activate ANOTHER key to tell the Exporter
to ignore the first set of texture coords.
I didn't pay much attention to the dream until my Wife asked me
what I was talking about in my sleep.
:88)
I'm like "What did I say?"
She told me what I said and it was on!
:rock:
Wolfling04
08-26-10, 12:54 AM
pm sent steel:salute:
Hey Steel, I don't know if this was a one time event, but running the new additions, the two crewmen stationed at the dive planes never appeared after loading the game, I disabled then re-enabled the mod and all appears fine now.
Wolfling04
08-26-10, 01:33 AM
sry for the double post but I noticed this after I installed Steel
also sry for such a large pic
http://screenshot.xfire.com/s/103218629-4.jpg
reaper7
08-26-10, 12:16 PM
Looks like you installed to the wrong directory. Are you using JGSME if so make sure its
SH5/Mods/Steel Vikings Interior1.1/Data...... etc
Wolfling04
08-26-10, 12:23 PM
its installed right. 1.1 was fine this is the new additions that steel was having me take a look at
SteelViking
08-26-10, 02:37 PM
its installed right. 1.1 was fine this is the new additions that steel was having me take a look at
You need to install the new additions in JSGME over top of V1.1. That looks as though you have just installed the new additions by itself. The New additions include a hexed .GR2 which points to different textures than stock so I would expect things like that to happen. Sorry for not specifying that ahead of time, my bad.
reaper7
08-26-10, 02:42 PM
Hi steelviking how do you hex the gr2 file to point to different textures.
I'm trying to point the ship lod.gr2 files to point to different textures. Having no luck with Hex though.
You'd think I'd remember hex from my college days. ;)
SteelViking
08-26-10, 03:21 PM
Hi steelviking how do you hex the gr2 file to point to different textures.
I'm trying to point the ship lod.gr2 files to point to different textures. Having no luck with Hex though.
You'd think I'd remember hex from my college days. ;)
It is pretty easy. All you have to do is open the file with the hex editor, do a "find string" search, run a search for the current texture it is using, and change it to what ever file name you want. The limitation here, is that you cannot add or subtract any characters. In other words, you cannot add any file names that were not already there, and you have to make sure that when you change the existing file name to the one you want, that you do not change how long that file name is in the .GR2.
What exactly are you trying to do? Do you have multiple .GR2 files that are pointing to the same texture file? In that case, you could make different .dds files and change them however you wanted, giving them different names obviously, and then pointing each ships .GR2 to the .dds file you wanted.
I will take a look at an LOD file in hex right now just to get a better idea of what is going on.
reaper7
08-26-10, 03:27 PM
What exactly are you trying to do? Do you have multiple .GR2 files that are pointing to the same texture file? In that case, you could make different .dds files and change them however you wanted, giving them different names obviously, and then pointing each ships .GR2 to the .dds file you wanted.
I will take a look at an LOD file in hex right now just to get a better idea of what is going on.
I'm copying the Lod.gr2 from a Master ship into a clone ships folder and its modelname.gr2 file as well - this allows proper ship recognition images.
but the proble is it still uses the texture from the master ship in the master folder :nope:.
I need to change the location in the lod.grs to the new folder of the clone. That way I can have new skins for the clone so there different from the master ingame as well. :|\\
This will allow proper ship information for the clones in the rec man to be displayed.
That way we clones can travell at 13KM and not show up as 10KM in the rec man. :)
EDIT: it just occured to me now, a way around this :)
I can place all the textures in the master folder and rename them is sequence from the original ones.
Ie Master skins = Ao01.dds, Ao02.dds, Ao03.dds
Then make new clone skins from Ao04.dds,Ao05.dds,Ao06.dds etc
Then hex the lod.gr2 file to that name.
SteelViking
08-26-10, 04:01 PM
I'm copying the Lod.gr2 from a Master ship into a clone ships folder and its modelname.gr2 file as well - this allows proper ship recognition images.
but the proble is it still uses the texture from the master ship in the master folder :nope:.
I need to change the location in the lod.grs to the new folder of the clone. That way I can have new skins for the clone so there different from the master ingame as well. :|\\
This will allow proper ship information for the clones in the rec man to be displayed.
That way we clones can travell at 13KM and not show up as 10KM in the rec man. :)
EDIT: it just occured to me now, a way around this :)
I can place all the textures in the master folder and rename them is sequence from the original ones.
Ie Master skins = Ao01.dds, Ao02.dds, Ao03.dds
Then make new clone skins from Ao04.dds,Ao05.dds,Ao06.dds etc
Then hex the lod.gr2 file to that name.
As long as you can get the game to read and use the new .GR2 for the clone ships, that strategy should work just fine.
If you don't use a new .GR2 however, the master and the clones will all still use the same textures, they will have just changed to the newly made textures instead. You will have essentially just pointed them all away from the Ao01.dds and pointed them to the Ao04.dds.
SteelViking
08-26-10, 04:43 PM
Hey folks, I could use some public input to help me make a decision. In the DER, as you can see in stock, or in v1.1.1 of my interior mod if you look at the engineer's panel, the dials are all wrong. They are all either CO2 gauges or compressed air gauges. Well, as I have mentioned before, thanks to .GR2 manipulation, I am now able to change those dials to measure whatever we want/need. So, I have changed them to measure speed, and fuel(that's right, we will now have a proper gauge for fuel). And, I can make one more type of dial, but I cannot really decide what to use it for. I can make this 3rd dial type measure anything. So, what does everyone think would be the most useful piece of info to get there. There is not really a right or wrong here, I just want people's opinions so as to help me decide.
reaper7
08-26-10, 04:47 PM
Hey folks, I could use some public input to help me make a decision. In the DER, as you can see in stock, or in v1.1.1 of my interior mod if you look at the engineer's panel, the dials are all wrong. They are all either CO2 gauges or compressed air gauges. Well, as I have mentioned before, thanks to .GR2 manipulation, I am now able to change those dials to measure whatever we want/need. So, I have changed them to measure speed, and fuel(that's right, we will now have a proper gauge for fuel). And, I can make one more type of dial, but I cannot really decide what to use it for. I can make this 3rd dial type measure anything. So, what does everyone think would be the most useful piece of info to get there. There is not really a right or wrong here, I just want people's opinions so as to help me decide.
I'd nearly leave one of them as Co2. ;)
SteelViking
08-26-10, 04:51 PM
I'd nearly leave one of them as Co2. ;)
I could for sure. In fact, there is only one CO2 meter currently working elsewhere, so it would be nice to be able to get the CO2 on that end of the boat.:yep:
SteelViking
08-26-10, 05:26 PM
Does anyone know what the cutoff is for CO2 level? I mean, at what level do you just die? Because, the stock gauges only go to 8%, and me and bigreg made a new CO2 dial that goes to 10%. But, I have been playing and went past 10% before. I can remake the dial textures and controllers to go as high as we need.
@ Reaper7, please make sure to keep me in the loop about how your .GR2 file editing goes. As you know, Privateer and I are both very interested in getting any information on them that we can. Oh, and what hex editor are you using? XVI3 is what I use.
Capt Jack Harkness
08-26-10, 06:32 PM
I seem to remember SH4 letting you get to 100% before you die, even though it gives you the warning like SH5 at around 8%.
Realistically, "Concentrations of 7% to 10% cause dizziness, headache, visual and hearing dysfunction, and unconsciousness within a few minutes to an hour." -From Wikipedia.
Will do some testing to find the limit in game.
EDIT: The game will let you go all the way to 100% before you die. And of course, the crew warnings refer to oxygen, not CO2, i.e at 75% CO2 the crew report, "Oxygen down to 25%."
Perhaps the gauge could be set either to oxygen concentration with a scale starting at maybe 25% (atmospheric is about 21%) with a yellow zone between 20% and 15% (minimum O2 concentration for respiration at sea level is about 18%) and red below that.
Or you could leave the dial as is but change the scale so that 8% on the dial shows up at 100% in game...
Wolfling04
08-27-10, 12:06 AM
My sincere apologies to you reaper and steel.
SteelViking
08-27-10, 08:45 AM
I seem to remember SH4 letting you get to 100% before you die, even though it gives you the warning like SH5 at around 8%.
Realistically, "Concentrations of 7% to 10% cause dizziness, headache, visual and hearing dysfunction, and unconsciousness within a few minutes to an hour." -From Wikipedia.
Will do some testing to find the limit in game.
EDIT: The game will let you go all the way to 100% before you die. And of course, the crew warnings refer to oxygen, not CO2, i.e at 75% CO2 the crew report, "Oxygen down to 25%."
Perhaps the gauge could be set either to oxygen concentration with a scale starting at maybe 25% (atmospheric is about 21%) with a yellow zone between 20% and 15% (minimum O2 concentration for respiration at sea level is about 18%) and red below that.
Or you could leave the dial as is but change the scale so that 8% on the dial shows up at 100% in game...
Thank you for testing that, saved me a lot of time. I would much rather leave the dial as is, since historically, I know that they measured concentration of CO2 and not oxygen. I could set the dial so that each percent on the dial would correspond to 10% in game.
My sincere apologies to you reaper and steel.
No worries mate, it is my fault really, I should have informed you that the test package needed installed over the top of V1.1.:salute:
reaper7
08-27-10, 09:34 AM
@ Reaper7, please make sure to keep me in the loop about how your .GR2 file editing goes. As you know, Privateer and I are both very interested in getting any information on them that we can. Oh, and what hex editor are you using? XVI3 is what I use.
No problem, will keep you update on what progress I make.
Although it will be next week before I get to do anything with it.
Yes thats the same Hex Editor I'm using, got it from the downloads section. ;)
reaper7
08-27-10, 04:04 PM
Ok just took a quick stab at it.
Copied all the files from the NLL to the NKL and renamed them to suit.
Edited the NKL.cfg and NKL.1st to show the dir as:
3DModelFileName=data/Sea/NKL/NKL and data\Sea\NKL\NKL_FX.GR2
Placed a new skin called NLL_AO04.dds in the NLL folder (Skin is red in colour).
Here's the results:
When viewing model from afar:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/NKL1.jpg
Notice the red skins on every second ship model :D. Thats good as every 2nd one is a warsupplies version thats not linked to the red skin.
Now look what happens as we move closer:
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/NKL2.jpg
The red skin disappears and is replaced by a Grey skin :nope:.
I noticed this behavior for the stock models too. Look at the next 2 pics.
The middle ship is Grey from afar.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/NKL3.jpg
But as we get closer it changes to camo.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/NKL4.jpg
So what I have concluded from all this is
A. The Lod.gr2 only points to a Base skin for the model that is used as the standard paint job.
B. Alternative Skins are not assigned from the Lod.gr2 but elsewhere - I have no idea what file controls these. Are they randomly assigned once placed in the models folder ???
SteelViking
08-27-10, 04:35 PM
Did you change all the skin names in the .GR2 to use this new texture? I am not really sure how the skins for the ships work as I have not looked into it but you might try renaming all of the skin .dds files to use the same one.
Also, if you are only going to change one skin file name in the .GR2, make sure that you change every instance of that file name. When using the find string search, keep running it and changing the file name until it says string not found. There is usually 3 instances of the same texture file name in any given .GR2.
reaper7
08-27-10, 04:52 PM
Did you change all the skin names in the .GR2 to use this new texture? I am not really sure how the skins for the ships work as I have not looked into it but you might try renaming all of the skin .dds files to use the same one.
Also, if you are only going to change one skin file name in the .GR2, make sure that you change every instance of that file name. When using the find string search, keep running it and changing the file name until it says string not found. There is usually 3 instances of the same texture file name in any given .GR2.
Yes renamed all instances of the NLL_AO01.dds to NLL_AO04.dds (My Red skin).
Now if you look thru the Lod file NLL_AO01.dds is the only skin refrenced anywhere - so its a default skin for long distance that is applied to the model.
Now the other skins in the folder NLL_AO02.dds (Blue) and NLL_AO03.dds (Camo) are not refrenced in the Lod.gr2 file at all.
This lead me to conclude that alternative skins from the base skin are assigned elsewhere, the problem is where :hmmm:.
SteelViking
08-27-10, 05:38 PM
Yes renamed all instances of the NLL_AO01.dds to NLL_AO04.dds (My Red skin).
Now if you look thru the Lod file NLL_AO01.dds is the only skin refrenced anywhere - so its a default skin for long distance that is applied to the model.
Now the other skins in the folder NLL_AO02.dds (Blue) and NLL_AO03.dds (Camo) are not refrenced in the Lod.gr2 file at all.
This lead me to conclude that alternative skins from the base skin are assigned elsewhere, the problem is where :hmmm:.
Huh, this is weird, I just looked through all of the .GR2 files for the NLL in hex, and you are right, there are no references to any other AO files. So, where the heck are they coming from.......:hmmm:
Also, you probably already know this, but the AO files are just the light/shadow maps for the ship, they are not the actual textures themselves for the ships. The actual textures for the ships come from the Ship_T0.....dds files. Again, you most likely already know that, wanted to say it just in case.
reaper7
08-27-10, 05:45 PM
Also, you probably already know this, but the AO files are just the light/shadow maps for the ship, they are not the actual textures themselves for the ships. The actual textures for the ships come from the Ship_T0.....dds files. Again, you most likely already know that, wanted to say it just in case.
No I wasn't aware of that, was full sure they were texture skins.
Thanks SteelViking for the info.
Why is NLL_AO2.dds in camo print, does it just make the camo darker :06:.
Also where are the SHip_To...dds files located, maybe they are the key to the puzzle. ;)
SteelViking
08-27-10, 05:51 PM
No I wasn't aware of that, was full sure they were texture skins.
Thanks SteelViking for the info.
Why is NLL_AO2.dds in camo print, does it just make the camo darker :06:.
Also where are the SHip_To...dds files located, maybe they are the key to the puzzle. ;)
The thing is, the camo is not actually being rendered with the ship textures themselves, it is being simulated by a light overlay produced from the shadow map(NLL_AO02.dds). The Ship_T0.....dds files are located in the Textures/TNormal/tex folder. I ran across them a long time ago looking for interior textures.
TheDarkWraith
08-27-10, 05:53 PM
NLL cloned far:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2976
NLL cloned close:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2975
made the textures darker on clone to see difference :03: Took less than 10 mins to figure out. I made them render but there's more work to be done to be cloned correctly.
SteelViking
08-27-10, 06:02 PM
Yes, but they are still changing at different distances, which is what is confusing me.
TheDarkWraith
08-27-10, 06:03 PM
Yes, but they are still changing at different distances, which is what is confusing me.
just because of the way I did the textures. I did that on purpose to see the LOD kick in at far distance and go away at close distance. I wanted to see an obvious change in the color when LOD kicked in.
reaper7
08-27-10, 06:09 PM
NLL cloned far:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2976
NLL cloned close:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2975
made the textures darker on clone to see difference :03: Took less than 10 mins to figure out. I made them render but there's more work to be done to be cloned correctly.
This is what I have above , this was not the issue but its on the right track but SteelViking has pointed me in the right direction :up:
But it proves the Lod is for the base skin, and as SV says the other dds files for just shadow maps.
In process of doing a new skin and see if it renders on the clone. :)
SteelViking
08-27-10, 06:15 PM
just because of the way I did the textures. I did that on purpose to see the LOD kick in at far distance and go away at close distance. I wanted to see an obvious change in the color when LOD kicked in.
Ah, it makes sense that the AOs would turn on at whatever the lod distance was set on, I have seen those controllers around before. For instance, the Unified Render Controller has lod distance incorporated in it. Only thing is, I just looked through Goblin, and I cannot find an lod controller at all for adjusting what distance it renders for the NLL(have not looked at any other ships yet).
TheDarkWraith
08-27-10, 06:16 PM
is this better for you?
close:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2978
far:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2977
TheDarkWraith
08-27-10, 06:18 PM
Ah, it makes sense that the AOs would turn on at whatever the lod distance was set on, I have seen those controllers around before. For instance, the Unified Render Controller has lod distance incorporated in it. Only thing is, I just looked through Goblin, and I cannot find an lod controller at all for adjusting what distance it renders for the NLL(have not looked at any other ships yet).
actually the AOs kick in at close distance (less than specified LOD distance)
SteelViking
08-27-10, 06:22 PM
This is what I have above , this was not the issue but its on the right track but SteelViking has pointed me in the right direction :up:
But it proves the Lod is for the base skin, and as SV says the other dds files for just shadow maps.
In process of doing a new skin and see if it renders on the clone. :)
Are you editing the files I told you about, because I think that is the only way to truly re-skin the subtypes(clones). You will still have to edit the .GR2 for the clones in order to point to the newly made Ship_T0....dds files.
P.S. By the way TDW, remember a while back when I said that I was not going to take the time to figure out Hex Editing.......well.....I lied:D I am not an expert by any means, but I have already used it for a number of things. So, I am sorry for not listening to you in the first place.:oops:
SteelViking
08-27-10, 06:25 PM
actually the AOs kick in at close distance (less than specified LOD distance)
Yes, I know. But, I cannot figure out where the LOD distance is specified for the NLL. Is it set somewhere in the LOD.GR2 itself, and not by an external controller file?
TheDarkWraith
08-27-10, 06:29 PM
Yes, I know. But, I cannot figure out where the LOD distance is specified for the NLL. Is it set somewhere in the LOD.GR2 itself, and not by an external controller file?
it appears so. I can't open the files with granny viewer anymore as they fail CRC check....but this is good! Now I can use my 'tools' to figure out where it's reading the CRC value from and how it makes it (and to fix the granny viewer) :D
reaper7
08-27-10, 06:36 PM
it appears so. I can't open the files with granny viewer anymore as they fail CRC check....but this is good! Now I can use my 'tools' to figure out where it's reading the CRC value from and how it makes it (and to fix the granny viewer) :D
:haha: How do you do it TDW, your skills are endless. :up:
reaper7
08-27-10, 06:41 PM
Are you editing the files I told you about, because I think that is the only way to truly re-skin the subtypes(clones). You will still have to edit the .GR2 for the clones in order to point to the newly made Ship_T0....dds files.
P.S. By the way TDW, remember a while back when I said that I was not going to take the time to figure out Hex Editing.......well.....I lied:D I am not an expert by any means, but I have already used it for a number of things. So, I am sorry for not listening to you in the first place.:oops:
Yes creating a new Ship_T03.dds skin and have it pointed in the Lod.gr2, but no go ingame yet.
Will keep trying. Any luck TDW on getting a Ship_***.dds skin to render on the clone. This is the bit I've been trying to get to work along.
Just happened I was doing the A0 file thinking it was the texture file :oops:.
Ya now ya have me Hex Editing too. TDW your creating a master race of hex editors :har:
TheDarkWraith
08-27-10, 06:41 PM
I love a good challenge. This is going to be a good one :DL
TheDarkWraith
08-27-10, 06:42 PM
Yes creating a new Ship_T03.dds skin and have it pointed in the Lod.gr2, but no go ingame yet.
Will keep trying. Any luck TDW on getting a Ship_***.dds skin to render on the clone. This is the bit I've been trying to get to work along.
Just happened I was doing the A0 file thinking it was the texture file :oops:.
see here: http://www.subsim.com/radioroom/showpost.php?p=1479086&postcount=373
reaper7
08-27-10, 06:45 PM
I love a good challenge. This is going to be a good one :DL
likewise, and glad your come on board for this one.
If we can get this working it can be a solution for proper 100% realism use of the RAOBF etc.
I have figured out how to get the clone dds image to display in the Rec man and not the ship image of the parents ship.
So correct speed etc can be dispalyed.
Just need to make the clones look different from the parents ingame :)
see here: http://www.subsim.com/radioroom/showpost.php?p=1479086&postcount=373
Is that using the NLL_AO01.dds or the Ship_T02.dds fil.
If the first, thats what I had working but its not correct for rendering ship skins.
If the second, :o how did you get it working.
SteelViking
08-27-10, 06:50 PM
it appears so. I can't open the files with granny viewer anymore as they fail CRC check....but this is good! Now I can use my 'tools' to figure out where it's reading the CRC value from and how it makes it (and to fix the granny viewer) :D
Heck, I have been making .GR2 files fail the CRC check for a month.:har: I wish I would have known that you would be interested in finding the culprit, I would have told you about it.
TheDarkWraith
08-27-10, 06:56 PM
Is that using the NLL_AO01.dds or the Ship_T02.dds fil.
If the first, thats what I had working but its not correct for rendering ship skins.
If the second, :o how did you get it working.
it's the second :DL Magic.....
It was pretty simple actually. I had to clone all the GR2 files and make adjustments in them to point to new textures. But here in lies the problem in cloning - new IDs have to be assigned or it can possibly cause problems. I'm not sure if it's going to cause problems or not - the two ships rendered in game just fine with the same IDs - this tells me that it uses a hierarchy where the ship's name is the first ladder in that hierarchy :hmmm:
reaper7
08-27-10, 07:00 PM
Here's the new skin I did for test, no luck getting it to display yet.
Clone is still showing the default one :damn:.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Skins.jpg
it's the second :DL Magic.....
It was pretty simple actually. I had to clone all the GR2 files and make adjustments in them to point to new textures. But here in lies the problem in cloning - new IDs have to be assigned or it can possibly cause problems. I'm not sure if it's going to cause problems or not - the two ships rendered in game just fine with the same IDs - this tells me that it uses a hierarchy where the ship's name is the first ladder in that hierarchy :hmmm:
:woot:thats great TDW, That is what I was doing but I must be missing something. Can you post screenshots of the hex changes maybe.
What is the ID's that need creating - maybe this is why I can't get it to dispaly.
TheDarkWraith
08-27-10, 07:03 PM
Heck, I have been making .GR2 files fail the CRC check for a month.:har: I wish I would have known that you would be interested in finding the culprit, I would have told you about it.
I'm deep in it now :cool:
SteelViking
08-27-10, 07:09 PM
it's the second :DL Magic.....
It was pretty simple actually. I had to clone all the GR2 files and make adjustments in them to point to new textures. But here in lies the problem in cloning - new IDs have to be assigned or it can possibly cause problems. I'm not sure if it's going to cause problems or not - the two ships rendered in game just fine with the same IDs - this tells me that it uses a hierarchy where the ship's name is the first ladder in that hierarchy :hmmm:
Have the the master and clone ships not been in game together all along? I know that they would have been using the exact same .GR2 file as the master, and that now we are making them read from a different one, but everything else is the same, including the structure of the .GR2s. So I don't think that things sharing the same IDs will cause a problem. Reaper7 just did a test with a whole slew of them together, but maybe we should run a test of a full sized convoy with a mix of these newly created "proper" clones and the masters just to make sure the game does handle it.
Also, which GR2 did you to do that, just the lod.GR2 or did you use the actual base .GR2 for the ship?
reaper7
08-27-10, 07:16 PM
Have the the master and clone ships not been in game together all along? I know that they would have been using the exact same .GR2 file as the master, and that now we are making them read from a different one, but everything else is the same, including the structure of the .GR2s. So I don't think that things sharing the same IDs will cause a problem. Reaper7 just did a test with a whole slew of them together, but maybe we should run a test of a full sized convoy with a mix of these newly created "proper" clones and the masters just to make sure the game does handle it.
Also, which GR2 did you to do that, just the lod.GR2 or did you use the actual base .GR2 for the ship?
Did that already, created a mission made up of around 50 ships of the master and clones no problems. :up:
Just need to find out the exact changes needed for the Texture Skin.
And were in business :D.
This is looking good, may have some use for those clones yet.
TheDarkWraith
08-27-10, 07:22 PM
Have the the master and clone ships not been in game together all along? I know that they would have been using the exact same .GR2 file as the master, and that now we are making them read from a different one, but everything else is the same, including the structure of the .GR2s. So I don't think that things sharing the same IDs will cause a problem. Reaper7 just did a test with a whole slew of them together, but maybe we should run a test of a full sized convoy with a mix of these newly created "proper" clones and the masters just to make sure the game does handle it.
Also, which GR2 did you to do that, just the lod.GR2 or did you use the actual base .GR2 for the ship?
I cloned all the .GR2 files. So these are my new GR2 files:
NKL.GR2
NKL_FX.GR2
NKL_LOD.GR2
cloned the NLL.MASM file and renamed it NKL.MASM. Edited it to point to the NKL file (data\Sea\NKL\NKL_FX.GR2)
Edited NKL.cfg (3DModelFileName=data/Sea/NKL/NKL)
cloned the NLL_AOxx.dds files and renamed them to NKL_AOxx.dds
cloned the NLL_shp.dds file and renamed it NKL.dds
made copies of the following dds files:
Ship_T02.dds (renamed to Ship_T92.dds)
Ship_hull_T03 (renamed to Ship_hull_T93.dds)
hex edited all the GR2 files with the following changes:
every reference to Ship_T02.dds was changed to Ship_T92.dds
every reference to Ship_hull_T03.dds was changed to Ship_hull_T93.dds
every reference to NLL_AO01 was changed to NKL_AO01
:|\\
reaper7
08-27-10, 07:30 PM
I cloned all the .GR2 files. So these are my new GR2 files:
NKL.GR2
NKL_FX.GR2
NKL_LOD.GR2
cloned the NLL.MASM file and renamed it NKL.MASM. Edited it to point to the NKL file (data\Sea\NKL\NKL_FX.GR2)
Edited NKL.cfg (3DModelFileName=data/Sea/NKL/NKL)
cloned the NLL_AOxx.dds files and renamed them to NKL_AOxx.dds
cloned the NLL_shp.dds file and renamed it NKL.dds
made copies of the following dds files:
Ship_T02.dds (renamed to Ship_T92.dds)
Ship_hull_T03 (renamed to Ship_hull_T93.dds)
hex edited all the GR2 files with the following changes:
every reference to Ship_T02.dds was changed to Ship_T92.dds
every reference to Ship_hull_T03.dds was changed to Ship_hull_T93.dds
every reference to NLL_AO01 was changed to NKL_AO01
:|\\
Had all that as well, except for the Ship_hull_T03 (At least I know I was on the right track :)). Would that cause it not to show :06:.
By the NLL.MASM file do you mean NLL.lst as I don't have a NLL.MASM in the folder or is this located elsewhere, which I pointed to (data\Sea\NKL\NKL_FX.GR2) :06:
EDIT: Sorry just noticed you said all GR2 files I only did the Lod.gr2. That explains it.
TheDarkWraith
08-27-10, 07:36 PM
Had all that as well, except for the Ship_hull_T03 (At least I know I was on the right track :)). Would that cause it not to show :06:.
By the NLL.MASM file do you mean NLL.lst as I don't have a NLL.MASM in the folder or is this located elsewhere, which I pointed to (data\Sea\NKL\NKL_FX.GR2) :06:
oops, yeah that is NLL.lst (on my computer it's referenced as an MASM - Microsoft assembly file :cool: This is my 'special' computer with all my cool tools on it)
Ship_hull_Txx is what is used to render the hull. Ship_Txx is used to render all the ancillerary stuff
reaper7
08-27-10, 07:47 PM
oops, yeah that is NLL.lst (on my computer it's referenced as an MASM - Microsoft assembly file :cool: This is my 'special' computer with all my cool tools on it)
Ship_hull_Txx is what is used to render the hull. Ship_Txx is used to render all the ancillerary stuff
Cheers TDW, Think I know where I was going wrong now. Only changed the values in the lod.gr2 file and not the other 2. :up:
Any idea where the game refrences the NLL_Warsupplies to use the NLL_AO03.dds file to give it the camo mask. ?
EDIT: Just tried it agian this time I got a bare metal hull no textures :)
SteelViking
08-27-10, 07:55 PM
oops, yeah that is NLL.lst (on my computer it's referenced as an MASM - Microsoft assembly file :cool: This is my 'special' computer with all my cool tools on it)
Ship_hull_Txx is what is used to render the hull. Ship_Txx is used to render all the ancillerary stuff
Yep, just came to the same conclusion regarding the .dds files.
Cheers TDW, Think I know where I was going wrong now. Only changed the values in the lod.gr2 file and not the other 2. :up:
Ah, that explains it, I figured that all three would need the manipulation. Awesome, we will actually get a little wider variety of ships in game now!!!! Well, at least in their skin appearance. Now if only we could get SHIII and IV ships to import........:hmmm:
TheDarkWraith
08-27-10, 08:00 PM
Now if only we could get SHIII and IV ships to import........:hmmm:
we're getting closer now ;) I'm deep, deep in it..........see this is where the fun stuff is......it's like a giant jig saw puzzle....:D
reaper7
08-27-10, 08:04 PM
:har: Figured out why I was getting a bare metal hull. I saved the new texture to my backup Data Folder and not the original SH5 Data folder.
So ther were no textures were it was looking. :zzz:
reaper7
08-27-10, 08:12 PM
Finally got it working, Thanks Steel and TDW.
Just made a simple purple hull skin to test.
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Ship.jpg
Look forward to working on proper skins for the clones and making then worth having in game. :D
Phew, well it 2AM here and I've a wedding in the Morning - so better get some sleep. Later guys - Exciting times ahead for SH5.
TheDarkWraith
08-27-10, 08:22 PM
Finally got it working, Thanks Steel and TDW.
Just made a simple purple hull skin to test.Look forward to working on proper skins for the clones and making then worth having in game. :D
Phew, well it 2AM here and I've a wedding in the Morning - so better get some sleep. Later guys - Exciting times ahead for SH5.
alright now make some new clones with all different kinds of hulls and ancillerary things. You can change the boats, well basically everything on the ships now :DL Register them with the roster and then we'll have a lot more variety of ships - at least with different 'patterns' of the same class type.
I'm working on being able to import whole new ships into the game......just have to figure out this one thing.....
SteelViking
08-27-10, 08:26 PM
Finally got it working, Thanks Steel and TDW.
Just made a simple purple hull skin to test.
Look forward to working on proper skins for the clones and making then worth having in game. :D
Phew, well it 2AM here and I've a wedding in the Morning - so better get some sleep. Later guys - Exciting times ahead for SH5.
Oh yeah, that's right, you are 5 hours ahead of me over here.
You are more than welcome reaper, I am glad I was able to help sort this out. And, now I am really excited to see what new ship skins we get, ship variety is one of the last remaining problems with SH5 that no one has made a dent in yet(still a good list of other problems, but they have at least been chipped away at). Darn, if only DaneVang was still modding SH5, he could probably whip up a whole bunch of skins in a hurry.
@ TDW, you should really talk to Privateer. There is probably much you could share that would help you both out. Together, you two could do great things.....
TheDarkWraith
08-27-10, 08:35 PM
@ TDW, you should really talk to Privateer. There is probably much you could share that would help you both out. Together, you two could do great things.....
I know Jeff back from SH3 days.....he'll contact me if he wants to share/cooperate on this :yep:
SteelViking
08-27-10, 09:48 PM
Ummm. I know that Reaper7, TDW, and I just kind of hijacked this thread as our own personal .GR2 work shop, but back to interior stuff(even though it is actually .GR2 related also):
Privateer has in fact been able to fix the minute hand in the hydrophone room!!!! The minute hand that has been invisible all this time will now be fully functional. Me and bigreg figured out what was wrong with it(it was flipped around backwards and the texture was not double sided), but I did not have the hexing skills to fix it. Privateer took it upon himself to utilize the info that I had gathered, and he fixed it. And, he is now going on to fix some other problems I had noticed that need hexing to fix. So, lets give it up for Privateer. Some really interesting stuff is about to happen on this front!:woot:
http://img228.imageshack.us/img228/9752/16099403.jpg
You may notice that the minute hand is darker than the hour hand in this picture. That is because the shadow map was not redone when I took this screen shot. I have however, already fixed this, and the two hands match perfectly now.
Wolfling04
08-28-10, 12:30 AM
Has anyone found Hack's violin?, its pointed out that Hack has it but I haven't been able to find it
reaper7
08-28-10, 05:00 AM
Ummm. I know that Reaper7, TDW, and I just kind of hijacked this thread as our own personal .GR2 work shop, but back to interior stuff(even though it is actually .GR2 related also):
Privateer has in fact been able to fix the minute hand in the hydrophone room!!!! The minute hand that has been invisible all this time will now be fully functional. Me and bigreg figured out what was wrong with it(it was flipped around backwards and the texture was not double sided), but I did not have the hexing skills to fix it. Privateer took it upon himself to utilize the info that I had gathered, and he fixed it. And, he is now going on to fix some other problems I had noticed that need hexing to fix. So, lets give it up for Privateer. Some really interesting stuff is about to happen on this front!:woot:
You may notice that the minute hand is darker than the hour hand in this picture. That is because the shadow map was not redone when I took this screen shot. I have however, already fixed this, and the two hands match perfectly now.
:woot: Excellent, great work. :yeah:
Capt Jack Harkness
08-28-10, 06:54 AM
Not sure if this comment would best be posted here or in TDW's UI thread because it involves a bit of both, but could we first implement a delay between ordering a speed change and the engine room answering (SH4 had this) and then get the little red light on the telegraph repeater in the hydrophone room (the one in the bottom of that pic) to flash between the two?
It was a little detail I noticed in Das Boot, although those lights were in the control room in the movie. There was one for each engine and after a new bell was rung the lights wig-wagged until the engine room answered; presumably there was a matching set of lights in the engine room, too, to sorta say, "Wake up! Change the engine speed!"
Actually, it'd be even cooler if TDW could make the delay before the engines answer slightly random, perhaps dependent on battlestations and/or morale...
TheDarkWraith
08-28-10, 07:29 AM
Actually, it'd be even cooler if TDW could make the delay before the engines answer slightly random, perhaps dependent on battlestations and/or morale...
delay can definitely be added (and random at that and dependent on morale and/or battlestations). The light I'd have to dig a little......
SteelViking
08-28-10, 08:03 AM
The light could be done through a texture animation controller I am pretty sure. Only problem is, I have not figured out how to get them to work yet. Once someone figures out how to get the animation controller to work, I could whip up a set of new textures for the throttles that could then be used to simulate them lighting up.
Madox58
08-28-10, 10:40 AM
I've got the settings for the messed up fuel guage locked down now.
I'll be adjusting those weird rotations problems with dials now by
resetting the Bones orientations.
:)
Could someone test this file in Game?
http://www.mediafire.com/?ylh2qpuirsaqa1j
It's the adjusted Bone orientation for the fuel gauge in the Room_DER gr2 file.
I'll need to reposition the 3D model yet but the rotation should be closer to correct now.
SteelViking
08-28-10, 12:33 PM
I've got the settings for the messed up fuel guage locked down now.
I'll be adjusting those weird rotations problems with dials now by
resetting the Bones orientations.
:)
Could someone test this file in Game?
http://www.mediafire.com/?ylh2qpuirsaqa1j
It's the adjusted Bone orientation for the fuel gauge in the Room_DER gr2 file.
I'll need to reposition the 3D model yet but the rotation should be closer to correct now.
Downloading now, will test momentarily.
Madox58
08-28-10, 12:38 PM
http://www.pharfruminsain.com/Graphics/images/free-MrBurnsExcellent.gif
:haha:
SteelViking
09-02-10, 06:36 PM
I just wanted to let everyone know that I will be out of town, and away from my modding computer(and might not get the chance to even get online) for the weekend.
Ok, status report time:arrgh!:
Have done the following stuff since last I posted in this thread(this is right out of my changelog for v1.2 as it stands now). V1.2 already has more stuff than this, but I already posted about the other stuff.
- Completely redid the observation scope to resemble surviving U-boat periscope(improved color of shaft from v1.1, changed attachments to match real thing, and replaced the lens with a real texture).
- Redid external periscope shafts to look more realistic(changed shafts from green color to silver metal). Plus, inside and out now match pretty closely.
- Replaced dial backgrounds for the conning tower(external) with high quality ones, and added condensation/water drops to them.
- Did even more work on shadow maps, to make things look more realistic and natural.
- Adjusted a lot of the glass covers on dials around the sub to look more realistic. And, added the glass effect to some objects that were missing it.
- Numerous other small graphical and functionality improvements around the sub.
To be clear, this is just a status report, I am not releasing V1.2 yet. I just like to let everyone know what I have been working on.:yep:
Can't wait Steel, your mod is a must have in my mod list buddy. :up:
Enjoy your weekend. :03:
Abd_von_Mumit
09-02-10, 06:57 PM
I am not releasing V1.2 yet.
We hate you.
Any chance to get the bridge compass legible? I even tried to use binoculars to check it, but one can't lower binoculars view so low. :down: Generally compasses on the U-Boot are the biggest tdials issue for me.
Other issue is lack of fuel/battery indicators (didn't find any working). This doesn't let me get rid of GUI.
SteelViking
09-02-10, 07:30 PM
We hate you.
Any chance to get the bridge compass legible? I even tried to use binoculars to check it, but one can't lower binoculars view so low. :down: Generally compasses on the U-Boot are the biggest tdials issue for me.
Other issue is lack of fuel/battery indicators (didn't find any working). This doesn't let me get rid of GUI.
About the compass, is it just that it is too small? I just replaced it's textures with sharper ones, so it will help that(not solve it but help it). Is light glare affecting it? I can tone that down as well.
I have already added working fuel gauges in V1.2. And V1.1 already has working battery gauges. I will probably make a better layout for the battery gauges for V1.2. But, if you want to know which ones measure your battery level using V1.1 go to the rear torp room, change your engine speed and watch for which needles don't move. The ones that don't move are actually measuring battery level.
Also, since some things are difficult to see inside the sub because of how far away the camera forces you to stay, I have asked TDW to try and make the interior camera zoomable in his UI mod. Of course nothing happens with SH5 modding wise without some road blocks, so I don't know if it is possible.
Edit: There were some asterisks placed in this post over the accidentally combined words road blocks.
Abd_von_Mumit
09-02-10, 09:55 PM
About the compass, is it just that it is too small? I just replaced it's textures with sharper ones, so it will help that(not solve it but help it). Is light glare affecting it? I can tone that down as well.
A sharper texture will help for sure. The main issue though is that it's small and my character can't come close to have a look from above, so the angle of sight is acute, thus making it even harder to read. Possibly also my resolution affects its size (1920x1080), and what is big enough for others could be too small for me.
I have already added working fuel gauges in V1.2. And V1.1 already has working battery gauges. I will probably make a better layout for the battery gauges for V1.2. But, if you want to know which ones measure your battery level using V1.1 go to the rear torp room, change your engine speed and watch for which needles don't move. The ones that don't move are actually measuring battery level.
Some good news! Thanks. And will check in 1.1 as well. Any chance to have them also in Zentrale?
Also, since some things are difficult to see inside the sub because of how far away the camera forces you to stay, I have asked TDW to try and make the interior camera zoomable in his UI mod. Of course nothing happens with SH5 modding wise without some road blocks, so I don't know if it is possible.
How many times I wanted to use binoculars inside to check something, they consistently refuse to come up. :)
You make this game better with your mod. Thank you.
SteelViking
09-02-10, 10:25 PM
A sharper texture will help for sure. The main issue though is that it's small and my character can't come close to have a look from above, so the angle of sight is acute, thus making it even harder to read. Possibly also my resolution affects its size (1920x1080), and what is big enough for others could be too small for me.
Some good news! Thanks. And will check in 1.1 as well. Any chance to have them also in Zentrale?
How many times I wanted to use binoculars inside to check something, they consistently refuse to come up. :
You make this game better with your mod. Thank you.
I am glad that you like the mod. About the compass, I have taken another look at it, and I have done a few things that should help you(and anyone using high res settings). I have cut the glare, and I have added the large triangle around North that is added by V1.1 to some of the other compasses.
Capt Jack Harkness
09-02-10, 11:06 PM
Hey Steel, I got a quick question about the torps in the torpedo room: They seem to be different models than the launched torpedoes, I assume this is because there is no way to stop the prop rotation animation, but the weird thing is that the launched torpedo props have beautiful swept blades with varying pitch along their span, basically they look like real propellers. Conversely, the props on the torps in the boat have crude straight blades with constant pitch (they look like a ceiling fan :rotfl2:).
Is there a way to swap the props in the boat for the other ones while keeping them from spinning? I understand it most likely involves GR2 editing, and thus it may be a while to have that ability, but either way I'm kind of crazy 'bout them details. :D For instance, it bothers me that there are no vents for the ventilation system anywhere in the boat...
Alright, I guess that wasn't so quick... :O:
SteelViking
09-02-10, 11:40 PM
Hey Steel, I got a quick question about the torps in the torpedo room: They seem to be different models than the launched torpedoes, I assume this is because there is no way to stop the prop rotation animation, but the weird thing is that the launched torpedo props have beautiful swept blades with varying pitch along their span, basically they look like real propellers. Conversely, the props on the torps in the boat have crude straight blades with constant pitch (they look like a ceiling fan :rotfl2:).
Is there a way to swap the props in the boat for the other ones while keeping them from spinning? I understand it most likely involves GR2 editing, and thus it may be a while to have that ability, but either way I'm kind of crazy 'bout them details. :D For instance, it bothers me that there are no vents for the ventilation system anywhere in the boat...
Alright, I guess that wasn't so quick... :O:
Yes, it is "possible" to switch out the 3D models for the interior torps. However, only privateer has the know how to do that kind of stuff right now(the man's a genius, and it takes high level hex editing). And, he has a LOT on his plate right now. So, no worries, it can be done, but it will be a good while before that kind of stuff gets done.
But, in V1.2 of the interior mod, in the fore torpedo room, you will have enough other new stuff to distract you, I would not worry about it.:D
Are you planning to fill the sub with stuff? Including garbage maybe? There is so many empty places that is already drives me crazy.. if I leave the command room I feel like being in some hospital. Everything is so clean and perfect.. it just sux.
reaper7
09-03-10, 08:10 AM
Completely redid the observation scope to resemble surviving U-boat periscope(improved color of shaft from v1.1, changed attachments to match real thing, and replaced the lens with a real texture).
Excellent work SteelViking, I'll wait till you have this released before I make the ADD-ON 3D Models using your textures for my UI Mod. :yeah:
Capt Jack Harkness
09-05-10, 12:36 AM
Yes, it is "possible" to switch out the 3D models for the interior torps. However, only privateer has the know how to do that kind of stuff right now(the man's a genius, and it takes high level hex editing). And, he has a LOT on his plate right now. So, no worries, it can be done, but it will be a good while before that kind of stuff gets done.
But, in V1.2 of the interior mod, in the fore torpedo room, you will have enough other new stuff to distract you, I would not worry about it.:D
Nice, glad to hear about the progress. :salute:
SteelViking
09-06-10, 07:19 PM
Nice, glad to hear about the progress. :salute:
Thank you CJH.
Anyway, I am back from my vacation(crazy vacation BTW). I don't know about everyone else, but I don't really understand the explosion of "what mods" threads. We have a perfectly good mod download and install order thread. please keep those issues on that thread.
We completely lack a moderator on this forum, so we have to be careful what threads we make. That's right, we COMPLETELY lack a moderator on this forum.
SteelViking
09-08-10, 09:44 PM
I have spent some time going through Conus00's work on the uniforms of the sub's crew making what improvements I can. I did not make any major changes, but I did fix some errors, and spruced the uniforms up a bit(while keeping historical).
Link is on the first post. Might be a little bit hard to find, my first post is getting a bit cluttered. I will clean it up after I package up V1.2 of my interior mod.
Anyway, enjoy folks.:salute:
SteelViking
09-09-10, 03:02 PM
As I was going through Conus00's graphics mod to do the update package, I realized that Conus00's mod also contains a lot of menu.ini files. These would cause the mod to have JSGME conflicts with any of the UI mods, and perhaps cause errors in game. And, of course, there are files that cause JSGME conflicts with my interior mod.
If anyone would like me to, I will release Conus00's graphics mod with my touchups added right to it, and with the incompatible stuff taken out of it. I would also take out anything that causes JSGME conflicts with my interior mod. It might just clean up some mod soup errors.:yep:
Conus00 gave me permission to use his work any way I see fit, but I do not take credit for anything that would be in this re-release, as it is all his work(just with some SV magic thrown in).
This sounds great SV.
Thanks.
As I was going through Conus00's graphics mod to do the update package, I realized that Conus00's mod also contains a lot of menu.ini files. These would cause the mod to have JSGME conflicts with any of the UI mods, and perhaps cause errors in game. And, of course, there are files that cause JSGME conflicts with my interior mod.
If anyone would like me to, I will release Conus00's graphics mod with my touchups added right to it, and with the incompatible stuff taken out of it. I would also take out anything that causes JSGME conflicts with my interior mod. It might just clean up some mod soup errors.:yep:
Conus00 gave me permission to use his work any way I see fit, but I do not take credit for anything that would be in this re-release, as it is all his work(just with some SV magic thrown in).
Yes, please, release that mod. It would be very usefull !!!
:DL
Txema
SteelViking
09-09-10, 09:11 PM
I have stripped everything that would cause a bad conflict with the UI mods and my interior mod from Conus00's graphics mod, and added in all of my touch ups to it. I have uploaded it, and the link is available on the first post(just look through the post, you will find it).
It has pretty much everything that Conus00 included in the original except for the loading screen additions.
Thank you very much !!!
BTW, I can not download this file:
****************************************
Link to touched up Capthelm's sounds: http://www.filefront.com/17012623/To...27s%20Audio.7z (http://www.filefront.com/17012623/Touch%20up%20for%20Capthelm%27s%20Audio.7z)
IMPORTANT: to get the benefit from these touch ups, you must load Capthelm's audio mod in JSGME first, then load the touch ups.
****************************************
Could you please check it??
Txema
SteelViking
09-10-10, 09:00 AM
Thank you very much !!!
BTW, I can not download this file:
****************************************
Link to touched up Capthelm's sounds: http://www.filefront.com/17012623/To...27s%20Audio.7z (http://www.filefront.com/17012623/Touch%20up%20for%20Capthelm%27s%20Audio.7z)
IMPORTANT: to get the benefit from these touch ups, you must load Capthelm's audio mod in JSGME first, then load the touch ups.
****************************************
Could you please check it??
Txema
Yes, looks like the link is broken.
Can someone please post a link to that download? I am away from my modding computer, and I won't be getting back to it for a couple of days, so I can't do it.
When I get back, I will upload the whole sound mod with my touch ups added to it, similar to what I did for Conus00's graphics mod.
Frantic8882
09-10-10, 12:28 PM
Thanks Steel!:yeah: We still need your patch also (on top of it), right?
SteelViking
09-10-10, 02:34 PM
Thanks Steel!:yeah: We still need your patch also (on top of it), right?
Yes, always make sure that the patch goes in last in JSGME.
Won't have to worry about that patch for long though. I am pretty close to releasing V1.2
Edit: I have had a change of plans, I will be at my modding computer over the weekend, so no need to post the link to the touchups for capthelm's audio.
SteelViking
09-10-10, 08:26 PM
Ok, I have provided a link to Capthelm's Audio mod with my touch ups added right to it. So, everyone can clean up their mod soup a little bit if they want to.
Admiral Von Gerlach
09-11-10, 12:09 AM
I am back after some time away ..i had 1.0 installed .... so do i need to add on top of it, 1.1 and 1.1.1 patch?
and then do i need to add:
Compatible Conus00's Graphic Mod+SV's work.7z
thank you for all this work.
i am sorry dont mean to be lazy to not read thru all of this topic, i had to have some operations and am still rationed severely as to time i can spend sitting at the computer :0
much appreciate the wonderful improvments.
SteelViking
09-11-10, 01:38 AM
I am back after some time away ..i had 1.0 installed .... so do i need to add on top of it, 1.1 and 1.1.1 patch?
and then do i need to add:
Compatible Conus00's Graphic Mod+SV's work.7z
thank you for all this work.
i am sorry dont mean to be lazy to not read thru all of this topic, i had to have some operations and am still rationed severely as to time i can spend sitting at the computer :0
much appreciate the wonderful improvments.
The correct order of install in JSGME is:
-Compatible Conus00's Graphic Mod+SV's work
-1.1
-1.1.1
You no longer need V1.0 as V1.1 has everything in it and much more.
tonschk
09-11-10, 04:21 AM
Thank you :sunny: SteelViking :up:
Admiral Von Gerlach
09-11-10, 10:37 PM
SV thank you very much sir. I will uninstall 1.0 and put them in the order you reccomend. thank you very much for this wonderful work.:salute:
SteelViking
09-11-10, 10:51 PM
SV thank you very much sir. I will uninstall 1.0 and put them in the order you reccomend. thank you very much for this wonderful work.:salute:
Your are more than welcome, glad you like it.:up:
pascal4541
09-12-10, 01:45 PM
It's a very good job :yeah: Essential
SteelViking
09-14-10, 07:52 PM
Sooooo, everyone knows that light bulbs on u-boats were incandescent. But, the light bulbs inside the sub in the game are pure white. A few folks may remember a while back several of us modders went crazy trying to get the game to turn the bulbs yellowish(nit picky detail I know, but it drove me crazy too).
Well, I think that I have finally found a solution. I have been able to get the lights to look right on my comp. Now I just need some folks to test this so that I can make sure that it runs correctly for everyone.
It is a very small download, and it will be very simple to test.
Any volunteers?
Abd_von_Mumit
09-14-10, 08:13 PM
Count me in. I've been restarting my game every 15 minute for last few days anyway. :D
7thSeal
09-14-10, 08:30 PM
I'll try it, I'm so looking forward to when you've finished the 1.2 version of this mod. :DL
SteelViking
09-14-10, 10:56 PM
PMs sent with a link to the testing material. Thanks mates.
Status Report:
Though I have been very busy with real life issues, I have done more work on V1.2 in addition to the touchups to Conus00's graphics mods. Here is how things stack up not including this breakthrough with the lights:
- Redid kitchen area(cookbook, soup, cutting board, carrots, cook's knife) to be much more real and natural looking.
- Redid curtain around captains bed to look like real cloth.
- Changed some of the crew's(non dialog crew) heads out with unused/less used ones, so that a larger variety of faces will be seen around the sub.(I did this through a different method than Heretic's Mighty Fine Crew mod, so they should be totally compatible).
- Touched up and replaced the textures for the food around the sub.
- And a whole ton of other more minor improvements all over the sub
Are you adding more stuff inside the sub? Like more food, crates etc...
Kentrat
09-15-10, 03:37 AM
Hi Steel Viking, if you need any more volunteers Kentrat is reporting for 'Besonderen Einsatz'...... special service:salute:
7thSeal
09-15-10, 05:14 PM
Hey SteelViking, I've had the chance to try out the light bulb changes that you sent and find it to work fine on my end. Looks good and after I used it for some time and then disabled the mod to see the difference against stock, wow the stock ones look really white especially in the command room. I think you have just the right amount of yellowish tint to them. :up:
SteelViking
09-15-10, 06:22 PM
Hey SteelViking, I've had the chance to try out the light bulb changes that you sent and find it to work fine on my end. Looks good and after I used it for some time and then disabled the mod to see the difference against stock, wow the stock ones look really white especially in the command room. I think you have just the right amount of yellowish tint to them. :up:
Thanks for testing that.:salute: Glad to hear that you like the current setup.
Now that I know that what I did works on other hardware setups just fine, I think I can use that same method to do some other cool stuff that I have been wanting to do........I will keep everyone posted if I make anymore breakthroughs.
nozaurio
09-15-10, 07:22 PM
Regards SteelViking.
:)I am using many of his great work and one of the first was this Mod, I make you and those who are involved with this project.
These latest changes are made are very interesting, especially with the lighting of the lamps inside the submarine.
:hmmm:My question is, there will be possibility that these lamps or bulbs light up red or change color at night?, this would add much more realism to the submarine.
Thanks and Greetings again...
:oops:PD: Again I apologize for my poor English ...
SteelViking
09-15-10, 07:46 PM
Regards SteelViking.
:)I am using many of his great work and one of the first was this Mod, I make you and those who are involved with this project.
These latest changes are made are very interesting, especially with the lighting of the lamps inside the submarine.
:hmmm:My question is, there will be possibility that these lamps or bulbs light up red or change color at night?, this would add much more realism to the submarine.
Thanks and Greetings again...
:oops:PD: Again I apologize for my poor English ...
No problem about the English.
What I have found is turning out to be a pretty big breakthrough. I am not sure of the limits of this yet. As it stands, I know that I can make the light bulbs look red(realistically so) but no one has actually figured out how to get the texture changing controllers to operate in SH5. In other words, I can make them either look realistically yellow or red, but I cannot get them to change with night and day. Really, I thought that what I have already figured out was not possible, so I bet that I will be able to get it to work given enough time.
However folks, I am treading on unknown ground. No one has used these Goblin controllers like this before. So, I will need testers(more than I already have) to make 100% sure that this does not cause any glitches.
I don't think that any problems should arise, but I need to know for sure.
nozaurio
09-15-10, 08:29 PM
Thank you for your prompt response SteelViking.
Yes, You are right, are walking through unknown lands, but soon it may alter these unknown files ...
:DLI have a game installed on two computers, a main, which I am registered with Ubisoft and the other where I do tests and experiments.
I say this because not many people that are offered as Betatester, for fear of destroying the game and then reinstalling it should again, luckily, I with my two computers, get tested in small and if the modification works, add it a large computer.
;)When you want me I can test their work, that way I collaborate with my grain of sand, this crusade in which you are located.
SteelViking
09-15-10, 08:34 PM
Thank you for your prompt response SteelViking.
Yes, You are right, are walking through unknown lands, but soon it may alter these unknown files ...
:DLI have a game installed on two computers, a main, which I am registered with Ubisoft and the other where I do tests and experiments.
I say this because not many people that are offered as Betatester, for fear of destroying the game and then reinstalling it should again, luckily, I with my two computers, get tested in small and if the modification works, add it a large computer.
;)When you want me I can test their work, that way I collaborate with my grain of sand, this crusade in which you are located.
Ah, good to have you on board. I am getting close to another thing that I need tested. I will be sending you a link by PM when I get it finished.:salute:
nozaurio
09-15-10, 09:00 PM
:salute::yeah::up:
7thSeal
09-15-10, 09:10 PM
I am getting close to another thing that I need tested.
Shoot me a PM when get a link up, I'll be glad to continue testing for you. It will be tomorrow evening though before I get a chance to play it again.
SteelViking
09-15-10, 09:28 PM
Shoot me a PM when get a link up, I'll be glad to continue testing for you. It will be tomorrow evening though before I get a chance to play it again.
That will be just fine. It will probably take me the rest of the night to nail down my current project anyway.
I can't even believe the progress that I have been making in the last 24 hours. Basically everything I am doing right now, I would have said was impossible 1 week ago. And what is really crazy is that this solution came to me while sitting down doing some calculus problems:88).
Thanks to this new discovery, I have been able to successfully turn the needles in the electric engine room to a pretty realistic gold color! I have been trying to figure out how to do that for 2 months!
The next step is to get the texture changer controller to work. Once we get that functional, the possibilities for interior improvements will boggle the mind. Many have posted before about using it, but that was in SHIII and SHIV, no one has really figured it out yet for SH5.
nozaurio
09-15-10, 09:50 PM
:oI'm eager to see this work...
SteelViking
09-15-10, 10:38 PM
Folks, I have to go get some sleep(I need to be getting up in just a few hours), but I will definitely have something new ready by tomorrow's end for testing. Perhaps several things.....
SteelViking
09-16-10, 08:08 PM
:rock: Yup, I just had another breakthrough. I have been able to turn the needles in the electric engine room(on the type VIIB, C, and C/41) to a realistic gold color.
:DI can't tell everyone how happy I am to have finally found a good way to do this(those gauges historically had golden needles btw).
Edit: :haha:, I already posted about this earlier actually, but I was not really 100% sure that it would work right before:oops:. But, now I am, that is why I posted about it again.
Abd_von_Mumit
09-16-10, 08:43 PM
You only keep promising. Can't you see what's coming next if you keep tormenting us like that?
:/\\chop
We wan't your mod NOW!! :wah: :88) http://img822.imageshack.us/img822/4344/crazy2.gif
nozaurio
09-16-10, 09:09 PM
:haha:You're absolutely right, Abd_von_Mumit.
:timeout:This waiting is driving us crazy.
:up:On the other hand, I am delighted by their progress, this is very good news, especially now you can add texture with the colors of the time.
Again I congratulate you on your work and hope that we can enjoy this mod very soon ...
Regards...
SteelViking
09-16-10, 09:13 PM
You only keep promising. Can't you see what's coming next if you keep tormenting us like that?
:/\\chop
We wan't your mod NOW!! :wah: :88) http://img822.imageshack.us/img822/4344/crazy2.gif
:haha: I like your enthusiasm, andI wish that I could constantly throw updates at people. But, I simply cannot. The download for my last version was around 75MB, and it has gotten bigger now. I just can't keep uploading that(my isp has a pretty strict upload limit, crappy satellite internet:damn:). Plus, I don't want to make people redownload and reinstall my mod everyone other day.
But, I really like to keep the community involved and informed.
SteelViking
09-16-10, 09:19 PM
:haha:You're absolutely right, Abd_von_Mumit.
:timeout:This waiting is driving us crazy.
:up:On the other hand, I am delighted by their progress, this is very good news, especially now you can add texture with the colors of the time.
Again I congratulate you on your work and hope that we can enjoy this mod very soon ...
Regards...
No. I have not found out how to get the textures to change with time yet.
I think that there is a way:yep:, but no one has gotten it to function yet.:hmmm:
nozaurio
09-16-10, 09:43 PM
:oAhhhh Ok, sorry I misunderstood.
:)I think that with so many partners, it soon may make such changes ..
Abd_von_Mumit
09-16-10, 10:05 PM
Man, I'm sure you know I was kidding. No need to rush, and I'm in no position to rush you. I'm just happy good changes are coming.
Also we're not going to guillotine you. We will just tear you apart.
SteelViking
09-16-10, 10:43 PM
Man, I'm sure you know I was kidding. No need to rush, and I'm in no position to rush you. I'm just happy good changes are coming.
Also we're not going to guillotine you. We will just tear you apart.
:rotfl2::har: Yeah, I know you were just kidding.:yep: I just wanted to take the opportunity to let everyone know how I operate, and why I operate like that.
No. I have not found out how to get the textures to change with time yet.
I think that there is a way:yep:, but no one has gotten it to function yet.:hmmm:
No go with the solution of linking these stuff to the fuel level?
Wolfling04
09-17-10, 03:19 AM
No. I have not found out how to get the textures to change with time yet.
I think that there is a way:yep:, but no one has gotten it to function yet.:hmmm:
What time frame are you looking at SV, if its short term then Magnum has the best idea fuel level, if its more long term, say weeks or months, is there a way to tie them to the date in game and have them reset upon new command?
SteelViking
09-17-10, 08:02 AM
No go with the solution of linking these stuff to the fuel level?
No. As far as I can tell, there is no way to link anything to the fuel level in Goblin. I believe that S3D has a controller that would allow you to do it, but S3D has not been updated for use with SH5 yet, so a lot of the controllers in it won't work.
What time frame are you looking at SV, if its short term then Magnum has the best idea fuel level, if its more long term, say weeks or months, is there a way to tie them to the date in game and have them reset upon new command?
Yes, I have found a way to tie things to time. The problem is, that all the controllers that make things disappear with time do it gradually. What I mean is that they fade out slowly. So at first you would have an opaque bunch of bananas, then after a few days out on patrol, instead of those bananas just going away, they will just be see-through(because they are fading out slowly).:damn:
Besides, we have hit a wall in trying to add objects to the interior anyway. I can add them, and they will show up in game. But no matter what I or Privateer try, we cannot get their positional data to work right. So, if I try to add a bunch of bananas hanging from a pipe, it will end up just floating in the middle of the room. At first I thought maybe it was just a matter of finding how to offset the objects so that the game would render them in the right place, but no. We have been trying to add things to the .sim and other controller files, and the game is just not designed to get 3D objects from them(hence it not working right). We know of another route we can take, but it will be more work intensive.
Don't despair yet though folks. I am figuring out more and more about the controllers available in Goblin every day. Sooner or later all these problems will get solved. It is just a matter of time.:yep:
nozaurio
09-17-10, 10:39 AM
Greetings SteelViking ...
Checking online I found these photos and placed them according to that, which is a shop where they sell items from that era, say they are headphones used in German submarines in World War II.
Now I'm working with this texture to add to SH5, at a resolution greater than that originally brought the game.
You may please check these pictures really really correspond to the headphones of a German submarine?.
http://i113.photobucket.com/albums/n213/Gizomat/bm798-03.jpg
http://i113.photobucket.com/albums/n213/Gizomat/bm798-02.jpg
http://i113.photobucket.com/albums/n213/Gizomat/bm798-04.jpg
These are other headphones that I found on the web:
http://i113.photobucket.com/albums/n213/Gizomat/headphone_lg.jpg
:up:I appreciate any information you can give me ...
Krauter
09-17-10, 11:18 AM
Pics sir more pics!
Being away from this game is killing me now that progress in modding is being made haha
Lets see those new features
nozaurio
09-17-10, 03:09 PM
:-?Sorry to expose my work in this thread, SteelViking, but I think is the best place to correct me and give me ideas.
It took out the image of the pictures, now I am editing with Gimp, I show a preview of work:
http://i113.photobucket.com/albums/n213/Gizomat/AudifonosA.jpg
http://i113.photobucket.com/albums/n213/Gizomat/Audifonos1.jpg
SteelViking
09-17-10, 04:49 PM
:-?Sorry to expose my work in this thread, SteelViking, but I think is the best place to correct me and give me ideas.
It took out the image of the pictures, now I am editing with Gimp, I show a preview of work:]
I have already replaced the textures for the headphones with pictures of real Kriegsmarine headphones taken at a museum.
It is hard to say if those are true Kriegsmarine issue headphones, as they used several different kinds from different companies throughout the war. The ones that I have used actually have the word "Kriesmarine" stamped on the side.
nozaurio
09-17-10, 05:04 PM
Ok SteelViking.
:-?If the Internet really no information, I doubt these headphones because they had no identification which were used in a German submarine of the time, but they seem to a radio station JE JE ...
:damn:I had not seen his work in the headphones in the SteelViking's Interior Mod V1.1.
:up:Thank you for your information ...
SteelViking
09-18-10, 08:56 PM
Pics sir more pics!
Being away from this game is killing me now that progress in modding is being made haha
Lets see those new features
I will be posting more pics after I finish V1.2(I am adjusting and changing things so fast right now, that any pics I take would not be accurate after a few minutes:haha:)
Not too long to wait now for V1.2 either. I think(I am not sure) that I will have everything done, tested, packaged up, and uploaded by mid day on Monday(thats mid day EST). I had wanted to wait for Privateer to finish some stuff for the interior that he was working on, but since his computer is fried, I am afraid that stuff won't be making it into V1.2..........But hey, that just means that V1.3 will be awesome:D
Here is an exciting little fact: V1.2 will have so many functionality tweaks and improvements that I am contemplating writing a little manual to orient everyone. As I have posted before, if you want basic info about the sub, you will no longer need the reports screen, or the UI to tell you. There are now dials for everything, and they are spot on accurate.:yep:
Abd_von_Mumit
09-18-10, 09:10 PM
As I have posted before, if you want basic info about the sub, you will no longer need the reports screen, or the UI to tell you. There are now dials for everything, and they are spot on accurate.:yep:
Scratch the colours, lights, quality of textures - the above is the absolutely most important of any news you could pass to us. I can't use vulgar words here, so I'll just say: absolutelt fantastic job! :salute:
nozaurio
09-18-10, 09:16 PM
:DThat's good, worth the wait this time to see the great work.
SteelViking
09-18-10, 09:53 PM
Scratch the colours, lights, quality of textures - the above is the absolutely most important of any news you could pass to us. I can't use vulgar words here, so I'll just say: absolutelt fantastic job! :salute:
By the way AVM, your no intro and no animation on the main menu screen mod has helped me out a pretty good deal. Not only does it cut down on game load time, it also makes me less hesitant to fire the game up for a test run in the first place since I know it will go faster now. So thank you for that.:yeah:
You know what? I am in a great mood, and your mod makes my life easier. If you send me a personal pick(whatever you like). I will put together a special little mod for you that will place that picture in the frame on the navigation table in the command room of the sub(to be used with V1.2). You may very well already know how to do this, but if not, send the picture on my friend. You have earned it.:up:
...
Here is an exciting little fact: V1.2 will have so many functionality tweaks and improvements that I am contemplating writing a little manual to orient everyone. As I have posted before, if you want basic info about the sub, you will no longer need the reports screen, or the UI to tell you. There are now dials for everything, and they are spot on accurate.:yep:
Just love it. This is the way how SH5 should be played, not with your UI full with dials and icons. Way to go.. maybe you can even make a UI with no UI.. if u know what I mean :DL
Also, I would love to see a manual regarding the dials. For example, in the command room I still don't know which one is for fuel control, I know only the one from the engine room.
Regarding the objects linked to fuel level, is not possible to make it by some coding? A very lame/nub example:
{if fuel level: 30%
hide banana10; salami05; crate07}
tonschk
09-19-10, 01:38 AM
There are now dials for everything, and they are spot on accurate.:yep:
Amazing :DL, cant wait http://www.pcsilenzioso.it/forum/images/smilies/banana.gifMay be I can get rid of the UI
Abd_von_Mumit
09-19-10, 05:08 AM
By the way AVM, your no intro and no animation on the main menu screen mod has helped me out a pretty good deal. Not only does it cut down on game load time, it also makes me less hesitant to fire the game up for a test run in the first place since I know it will go faster now. So thank you for that.:yeah:
Excellent to know my tiny mod was helpful.
You know what? I am in a great mood, and your mod makes my life easier. If you send me a personal pick(whatever you like). I will put together a special little mod for you that will place that picture in the frame on the navigation table in the command room of the sub(to be used with V1.2). You may very well already know how to do this, but if not, send the picture on my friend. You have earned it.:up:
I can't refuse such offer. Just can't. http://img822.imageshack.us/img822/4344/crazy2.gif
I'll have this then:
http://img825.imageshack.us/img825/1108/herbertjakodziecko17030.jpg
The kid on the photo is my personal Grödaz - Größter Dichter aller Zeiten - i.e. the Greatest Poet of All Time, Zbigniew Herbert. His verses have accompanied me for all my adult life, kept me standing when I was about to fall down, kept me straight when I was about to go astray. Others have Korans and Bibles - I have his books. Never tired of it.
He died 12 years ago. He is 15 on this picture (taken in 1939, so it fits). Of course he fought against Germans in the resistance - but I doubt he would mind me having his photo on my desk. He would rather - if - mind me playing a Nazi warship commander.
Here you have one of his widest known poems:
Zbigniew Herbert, "The Envoy of Mr Cogito"
Go where those others went to the dark boundary
for the golden fleece of nothingness your last prize
go upright among those who are on their knees
among those with their backs turned and those toppled in the dust
you were saved not in order to live
you have little time you must give testimony
be courageous when the mind deceives you be courageous
in the final account only this is important
and let your helpless Anger be like the sea
whenever your hear the voice of the insulted and beaten
let you sister Scorn not leave you
for the informers executioners cowards - they will win
they will go to your funeral with relief will throw a lump of earth
the woodborer will write your smoothed-over biography
and do not forgive truly it is not in your power
to forgive in the name of those betrayed at dawn
beware however of unnecessary pride
keep looking at your clown's face in the mirror
repeat: I was called - weren't there better ones than I
beware of dryness of heart love the morning spring
the bird with an unknown name the winter oak
light on a wall the splendour of the sky
they don't need your warm breath
they are there to say: no one will console you
be vigilant - when the light on the mountains gives the sign- arise and go
as long as blood turns in the breast your dark star
repeat old incantations of humanity fables and legends
because this is how you will attain the good you will not attain
repeat great words repeat them stubbornly
like those crossing the desert who perished in the sand
and they will reward you with what they have at hand
with the whip of laughter with murder on a garbage heap
go because only in this way you will be admitted to the company of cold skulls
to the company of your ancestors: Gilgamesh Hector Roland
the defenders of the kingdom without limit and the city of ashes
Be faithful Go
SteelViking
09-19-10, 10:35 AM
AvM, PM sent with a link to your personal picture mod. Hope you like it:up:
SteelViking
09-19-10, 11:08 PM
Ok folks, V1.2 is coming together nicely. I have posted a few pics showing off some of the stuff in it. Pics are on second post.
I have just a bit more testing to do, and then it is time to package up and upload. Everything is still on schedule to be released by mid day tomorrow.
nozaurio
09-19-10, 11:55 PM
:)That looks great.
We see that you repair the textures of the periscope, the names and the hands of the clocks are a very original. We will wait until tomorrow to see these changes ....
:salute:Regards
Hope you can find time to improve textures, like this one in the attack scope room. There is just to much bump mapping in many of them. Also.. check the floor in this image, something is wrong there ;)
http://farm5.static.flickr.com/4151/5007117781_342dbb197a_b.jpg
Like I said few post early, I would love to have a manual for the dials, I still cant figure out all of them. Can't wait for the next version, this is a must have for everybody who loves the sim part from SH5. /ty
Abd_von_Mumit
09-20-10, 03:30 AM
AvM, PM sent with a link to your personal picture mod. Hope you like it:up:
My persobnal picture on the desk looks WAY better than the stock Painted-Lady-With-Much-Too-Much-Clothes-On-Her - it simply looks real. Thank you.
Click to go big:
http://img27.imageshack.us/img27/7941/herbertnastatku.jpg (http://img443.imageshack.us/img443/7941/herbertnastatku.jpg)
BigBANGtheory
09-20-10, 03:31 AM
Yeah the bump maps in vanilla (not added by InteriorMod) are plastered everywhere, look at the electrical/battery panel in the aft section. Its bump map city there where as the material should be somekind of smooth pressed steel, especially the dial cases.
I guess this is where you need to remove or change the bump map association with the mesh in the Granny object using Hex editing, atleast that is how I understand it from reading other posts (e.g. Privateer's).
SteelViking you should maybe show some comparative screen shots between vanilla and the InteriorMod to demonstrate how good it is...
SteelViking
09-20-10, 09:18 AM
Thanks for the pointers guys, that stuff can be done pretty easily, but it will have to wait until V1.3. I am finishing up the last few tests I wanted to run now. I should have V1.2 released within the next few hours, so the wait is almost over.
I will get around to making the manual for what dials do what, and which ones are still not working some time in the next few days.
The General
09-20-10, 10:43 AM
I should have V1.2 released within the next few hours, so the wait is almost over.Woohoo! :yeah:
DavyJonesFootlocker
09-20-10, 11:20 AM
Way cool, Dude! Can't wait myself.:rock:
tonschk
09-20-10, 12:58 PM
Thank you :DL SteelViking :woot:
SteelViking
09-20-10, 03:42 PM
:rock::woot:
V1.2 is done, and uploaded folks. Information and the link to it can be found on the first post, and in the download section.:|\\
Enjoy:sunny:
DarTMauK
09-20-10, 03:48 PM
Wohooo :woot:
thanks for the great work you do, you just :rock:
Abd_von_Mumit
09-20-10, 04:26 PM
And you call this midday? I've been waiting whole day for it! :har:
Thank you. :salute:
Any notes regarding compatibility of the 1.2 (as compared to 1.1) with:
- Compatible Conus00's Graphic Mod+SV's work,
- Capthelms Audio+SV Touch Ups?
Do I understand it well, that I should uninstall 1.1+1.1.1?
When you say "- Completely redid the observation scope [...] replaced the lens with a real texture." do you mean you changed the periscope's reticules? If so, will they be fixed for me if I install MRP (More Realistic Periscope by Arclight) on top of your mod?
SteelViking
09-20-10, 04:36 PM
And you call this midday? I've been waiting whole day for it! :har:
Thank you. :salute:
Any notes regarding compatibility of the 1.2 (as compared to 1.1) with:
- Compatible Conus00's Graphic Mod+SV's work,
- Capthelms Audio+SV Touch Ups?
Do I understand it well, that I should uninstall 1.1+1.1.1?
When you say "- Completely redid the observation scope [...] replaced the lens with a real texture." do you mean you changed the periscope's reticules? If so, will they be fixed for me if I install MRP (More Realistic Periscope by Arclight) on top of your mod?
:haha: sorry, I got held up by some RL issues.
Those mods are totally compatible with V1.2. So, you can install Capthelms mod, Conus00's mod(my compatible version), and V1.2 in any order.
No. There is no need to install V1.1 or V1.1.1. The only thing that you need to install for V1.2 is the newest download that I provided a link for at the bottom of the first post. V1.2 contains all my work on the interior.
I still recommend installing all the other things that I still have links for on the first post of course.
No. I did not touch the periscope station itself. So MRP is still totally compatible(JSGME won't even throw an error I am pretty sure). What I changed was the textures for the actual 3D model that you see when you walk around the command room.
nozaurio
09-20-10, 04:37 PM
:salute:Thanks, downloaded and installed...
reaper7
09-20-10, 04:48 PM
Hi steelviking, haven't been around for a while due to broadband exchange being upgraded - no internet :down:.
But I return to find you've a new version out - it was a bit like christmass :woot:.
I like the new scope textures and will definitly make an addon for my mod to use them :yeah:.
Should have my new version released in the next 2 days as long as net stays up and lets me access the menu editor :DL.
Again excellent work my friend. :up:
7thSeal
09-20-10, 05:16 PM
Thanks SteelViking for the update, so many changes listed I'll probably be running around the sub for a few days just checking things out. :DL
SteelViking
09-20-10, 06:23 PM
Hi steelviking, haven't been around for a while due to broadband exchange being upgraded - no internet :down:.
But I return to find you've a new version out - it was a bit like christmass :woot:.
I like the new scope textures and will definitly make an addon for my mod to use them :yeah:.
Should have my new version released in the next 2 days as long as net stays up and lets me access the menu editor :DL.
Again excellent work my friend. :up:
Awesome, I can't wait for your new version.:ping:
Thanks SteelViking for the update, so many changes listed I'll probably be running around the sub for a few days just checking things out. :DL
I love making mods that have that affect:arrgh!:
In fact, at the bottom of the change log, where I say that there are a lot of minor changes, those will be the most fun to find. They are the little touches that are hard to find, but when you do, you'll love it.:yep:
THE_MASK
09-21-10, 02:14 AM
Fantastic , just installed .:yeah:
pascal4541
09-21-10, 12:39 PM
A BIG mod and a very good job :yeah::yeah::yeah:
Kentrat
09-21-10, 01:48 PM
Superb work as always SV, will the mod (with the head changes ) be compatible with the Pascal SH5 uniform mod?
Regards
SteelViking
09-21-10, 02:11 PM
@Kentrat,
Thank you.
I am not sure, I have not looked at that mod. If someone would provide me with a link to it, I would be happy to test them for compatibility.
Just running on intuition, I would guess that there might be a JSGME conflict but that there would not be any problems caused by it.
nozaurio
09-21-10, 03:41 PM
:salute:Greetings SteelViking.
I can tell you that since I installed it and saw among all the good changes he made, the oil is poured on the floor of the engine room and the fat or oil under the torpedoes.
I see the needle repair missing the clock in the room hydrophone, also the fuel gauge, modify the texture of this watch which is really now, if a clock of fuel.
:-?The only thing is that I stopped working this watch is no way that you run again?.
Now the lamps if they have the shine it deserves.
:up:Again I congratulate you for good work that you and his collaborators made...
Kentrat
09-22-10, 12:13 AM
Pascal uniforms are here SV, bottom item
http://www.filefront.com/user/pascal56
Looking forward to 1.3 :salute:
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