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SteelViking
06-22-10, 10:28 PM
V1.2.2 Patch has been released!!!

Firstly, the following people must be given credit for their generous contributions to this mod. Without these individuals and their hard work, this mod would be no where near as big or as good as it is.

-Myself(SteelViking) of course

-Privateer

-BIGREG

-Sober

-Conus00

-NauticalWolf

-Naight

-Vickers03

-Privateer and BIGREG both deserve another mention. They worked with me on several things regarding the interior, and I owe them a huge thanks.

-Also I would like to thank the folks who tested this mod for me: TheBeast, Hawkza, Reaper7, Sober, Abd_von_Mumit and Wolfing04. Their suggestions and advice were a big help.

Also, to everyone else who gave me advice, pictures, videos, or any other resource or help, thank you very much!


In this mod, I have taken the aforementioned people's work, improved upon it as much as possible, combined it with my own original work, and tweaked everything to go together as well as possible. Nothing in the interior of the sub goes untouched by this mod.

SteelViking's Interior Mod Version 1.0 Change log:

- Condensation added to dials around sub(courtesy of Conus00)
- Several dials have been cleaned up graphically for better look/easier reading(more to come)
- Electric genorator dials have been redone to resemble the real thing(A big thanks to BIGREG for his collaboration on this one)
- All dial labels have been cleaned up for better look/easier reading.
- Swastikas added where historical accuracy calls for them(I in no way support Nazism nor am I a racist, I am just striving for historical accuracy, I am sorry if they offend you, maybe I will make a swastika free version in the future).
- Walls and floor changed to creme color(Courtesy of Sober, with some graphical enhancments by me, some may think it is too yellowish to be realistic but in my opinion starck white looks very awkward.
- Pipes, machines, wires, doors, tubing, and much more has been changed to a much more accurate color scheme(once again courtesy of sober, with a lot of graphical enhancements done by me). I looked through several pictures of real sub interiors on Uboat.net and elsewhere to check the accuracy of this, and it is a little bit too colorfull, but it is pretty close to accurate.
- Removed halos and speech indicators(just did this myself, no use of extraneous material)
- Lighting inside the sub has been adjusted to look more realistic/make all the changes go better together.
- Several more minor texture improvements/graphical tweaks(for example, I even matched the color of the stew in the ladel the cook uses with the stew in the pot on the stove!)

SteelViking's Interior Mod Version 1.1 Change log:

- All gauges and dials around the sub cleaned up graphically and are now easier to read. This includes completely redoing the clocks to match actual U-boat clocks. Also, Naights' redone atlas echolot was included even though it has not been made to actually work yet.
- Lighting adjusted to be more realistic(I actually watched some video tours of surviving U-boats that still used the original light sources, and I made my mod match them).
- Redid walls to be match actual U-boat wall paint color, and I added scratches, rust, and pitting to make it more realistic.
- Redid floors to match actual U-boat floors, and they got scratches, rust, and the look of wear on the diamond shapes to show they have been used/walked on.
- Worked on other textures heavily to reduce pixelation, and to match the color sceme of real U-boats better. For those that may be curious, I remaid several of the occlusion maps and tile_metal textures from scratch.
- Reworked a lot of the shadow maps for the interior, getting rid of a lot of incorrectly placed shadows, and adding in missing shadows.
- Replaced or improved all wood textures. For about half of the wood, I used Naights' work, so thank you Naights, and thank you for the permission to even use them. However, half of the work on the wood is mine.
- Improved the color/surface texture of the food hanging around the sub.
- Torpedoes in forward torp room have been redone to look more accurate/less cartoonish.
- Floor of conning tower room changed to match the floors of the rest of the sub.
- Die Kriegsmarine posters replaced with better scans/cleaned up.
- Gauge labels redone again by BIGREG and myself to make them much more accurate, and so they can be read even easier.
- Redid observation scope shaft that is visible in the command room to match real observation scopes in surviving u-boats.
- Redid hydrophone and radio operators headphones to match actual Kriegsmarine headphones.
- More swastikas added where historical accuracy calls for them(Once again, I in no way support Nazism, I am just striving for realism, and I am sorry if they offend you).
- Greater diversity given to papers, books, and maps around the sub as well as being graphically enhanced.
- Touched up the sound of hatch opening and closing to be a little more realistic.
- Fixed v1.0 error where some parts of hatch locking mechanisms were not colored red.
- Fixed v1.0 error where books being read by crew members were completely whited out and glowing.
- Fixed V1.0 error where TDC in the conning tower room was bright red(however, the ladder in that room also had to change to a grey color)
- Fixed stock bug of compass in command room being much darker than the rest of the surrounding dials.
- Fixed stock bug of patchy metal/wood grain surface texture on objects that should be solid metal.
- Fixed stock bug of clock in command room having strange lines in it.
- Fixed stock bug of missing hand on clock in radio room.
- Fixed stock bug of low polygon count glass on multiple gauges around sub.
- Fixed stock bug of strange verticle lines on the engines valve lifters(the moving shafts).
- WoGaDi Mod version 7 included. This mod is a big rework of the gauges/dials around the sub to make more of them functional and to make already functioning ones more accurate. Please refer to the thread for this mod if you would like more information. A big thanks goes to my friend BIGREG for creating WoGaDi, and for letting me include it.
- New_KM_Binos mod included. This mod replaces the stock binoculars in game with much more realistic and historically accurate ones.
- Made compatible with Env 3.1
- Tons and tons of other minor improvements that I can't even remember.

SteelViking's Interior Mod Version 1.2 Change log:

- Working CO2 gauge added in place of small deep depth gauge in CR(Done by BIGREG with graphical help from me)

- Completely reworked the engineer's panel(panel of dials hanging from ceiling in the Engine Room), to be functional, and to have the proper dial backgrounds. It now measures speed, Fuel, and CO2 level up to 10%.
- 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).
- More work was done on the gauge labels around the sub to make them more accurate and usable.
- External periscope shafts made to look more realistic(changed shafts from green color to silver metal, plus it matches the interior shaft now).
- Replaced dial backgrounds for the conning tower(external) with high quality ones, and added condensation/water drops to them.
- Redone shadow maps for the whole sub(I really like how this turned out, it makes things look much more natural; if I missed any funny looking shadows, please let me know).
- Much more realistic textures for wine bottles around the sub.
- Added grease to the Diesel Engine Room, and to the Fore Torpedo Room(since they greased up torps prior to firing).
- 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 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.
- Needles on the electric gauges in the Electric Engine room have been turned to a historical golden color.
- All light bulbs throughout the sub have been changed to a much more realistic soft yellow color, as opposed to the starck white they were in stock.
- Fixed V1.1 error of cleaned up engine throttle not being in hydrophone room.
- Fixed stock bug of hour hand on CT clock not functioning half of the day.
- Fixed stock bug of minute hand not showing at all on the clock in the hydrophone room(A big thanks to Privateer)
- Made compatible with Env 3.7
- Numerous other small graphical and functionality improvements around the sub.

SteelViking's Interior Mod Version 1.2.1 Change log:
-Replaced electrical meters in electric engine room with accurate reproductions of originals(Big thanks to Nozaurio)
-Replaced sounds for opening and closing hatches with better ones(Sounds by Venatore)
-Some more rust added to hatches and doors
-Extensive rework of shadow maps for most of the sub.
-Repleced texture for obs scope shaft to be closer to chrome metal look.
-Gave surfaces in the sub that should have them smoother textures.
-Adjusted lighting to be more realistic(no it is not dark like some people think it should be.......because subs were not dark like in the movies in the first place)

SteelViking's Interior Mod Version 1.2.2 Change log:
-Includes everything from 1.2.1
-Fixed engine RPM meters being reversed starboard for port in the command room(Thank you pedrobas for pointing this out!)

So, this mod basically contains or does all the same stuff as the following mods, in other words, you do not need to install these if you use SteelViking's Interior Mod 1.2:
-no damn bubble no damn halo
This mod is of course JSGME compatible.

Known issues: Some needles in the electric engine room of the VIIA were turned an orange color.

Known JSGME conflicts:
-W_clear's Environment 5.0-->I have set my mod up to be totally compatible with this, simply install my mod after Env5.0
-Conus00's Graphics Mod----->I have set my mod up to be totally compatible with this, simply install my mod after Conus00's
-Reaper7's HiDef UI Mod----->I have set my mod up to be totally compatible with this, simply install my mod after Reaper7's
-Any other interior mod.


I strongly recommend installing the sound mod of your choice along with this mod. My favorite sound mod is Capthelm's audio mod, in fact, I have touched up a few of the sound files from Capthelm's audio mod. They can be found below. I also recommend installing Conus00's Graphics mod, making sure to install mine after his. I have also down touchups for Conus00's Graphics Mod, they can be found below. And, for the ultimate experience, I would advise using my Shadow Improvement mod, and reaper7's HiDef Realistic Interface 2.0.


Link to Capthelm's Audio mod with SV's touch ups: http://www.mediafire.com/?1tb3itkaxh0b3ad
IMPORTANT: If you are using this, you do not need to use any other Caphelm's audio downloads, this is the whole mod with my touchups right in it.


Link to fully Compatible Conus00's Graphic Mod+SV's touch up work: http://www.mediafire.com/?rmw9hf8nh12xvg6
IMPORTANT: If you are using this, you do NOT need to use Conus00's Graphics mod, unless you want the changed loading screens provided by Conus00's mod.


Link to Shadow Improvement Mod: http://www.subsim.com/radioroom/showthread.php?t=171982


Link to reaper7's HiDef Realistic Interface 2.0: http://www.subsim.com/radioroom/showthread.php?t=173147

And, for those that prefer a darker look for the interior, I recommend Dark Interior V1 by Xenomerv. Link:http://www.subsim.com/radioroom/showthread.php?t=179344


Thank you for giving this mod a look, good hunting,

SteelViking

IMPORTANT: Install V1.2, and then install the Patch to V1.2.2
NOTE: 1.2.2 patch contains everything from patch 1.2.1 so no need to install both, just install 1.2.2.

Link to version 1.2: http://www.mediafire.com/?zydesw2svgm3sl5

Link to patch to version 1.2.2: http://www.mediafire.com/?0yu047jw4zb2bz7

SteelViking
06-22-10, 10:34 PM
Here are some screen shots of V1.2:

http://img37.imageshack.us/img37/3133/79176117.jpg

http://img826.imageshack.us/img826/2311/30754194.jpg

http://img96.imageshack.us/img96/3707/43349370.jpg

Capt Jack Harkness
06-23-10, 01:50 AM
Could you redo the needles on the black-face gauges to a more visible color? Unless, of course, it ends up messing with other dials. I think some of the boats had yellow needles, but I'm not positive.

Other than that, great work! :)

kylania
06-23-10, 02:04 AM
Nice work SteelViking! :yeah:

coronas
06-23-10, 02:49 AM
Great work! :yeah:

Zedi
06-23-10, 05:11 AM
It's nice and eye catchy, but looks more like a modern office or hospital rather than a WW2 battle boat :D This mod disable Bigred's mod? I see no more dials in engine room...

Krauter
06-23-10, 05:50 AM
Very nice :).. however if I do not like the colour of the interior walls and floor can I just simply install AilWhiteInterior and FloorPack-Black(blue, etc) over this?

The General
06-23-10, 05:51 AM
Nice work SteelViking :up:

By-the-way, what UI are you using? I find Darkwraith's UI MOd too fiddly. I use Voice Recog and that reduces the need for alot of buttons on the interface. I'd prefer to interact with the 3D swithgear, but SH5's sadly lacking in this department :shifty:

BIGREG
06-23-10, 05:57 AM
:salute:

I am looking for the location of the texture of the needles and at the same time the possibility to add more light to the interior dials :03:

if you want i can change the reflection of the guages lens :DL via the .sim

Krauter
06-23-10, 06:07 AM
Hi BIGREG, may I ask you, in your WoGaDi Mod BetaSix, what changes did you do in the forward compartments like the Torpedo Room?

Bonjour BIGREG, pourrai je te demander quels changements que vous avez faits dans votre WoGaDi BetaSix Mod dans les chambres en avant? Specialement le chambre des torpilles?

BIGREG
06-23-10, 06:13 AM
For the front room torpedo i have remake the guages dials

the 4 guages over the torpedo tubes ( open/close )

and the 2 of the left wand with CO2 and air compressed

and no more :wah:

for the rest ( doors , levers etc ... ) i need to understand how to make a .sim for his .GR2 :hmmm:

ologuy
06-23-10, 06:55 AM
Looks good but I think it all looks to clean.
Maybe you get some dirt or rust or something in there?

SteelViking
06-23-10, 07:00 AM
Ok, long post:

Could you redo the needles on the black-face gauges to a more visible color? Unless, of course, it ends up messing with other dials. I think some of the boats had yellow needles, but I'm not positive.

Other than that, great work! :)

BIGREG is working on redoing the needles to be yellowish/golden looking. So now worries mate, they are on their way.

It's nice and eye catchy, but looks more like a modern office or hospital rather than a WW2 battle boat :D This mod disable Bigred's mod? I see no more dials in engine room...

No, me and BIGREG have been working together on some stuff, and I made sure that my mod is compatible with his. The problem you are most likely seeing is this: I patterned the electric gauges after real ones, but the needles have not been redone to be brighter (golden colored) so black needle on black background. Just wait a bit and we should get this cleared up.

Very nice :).. however if I do not like the colour of the interior walls and floor can I just simply install AilWhiteInterior and FloorPack-Black(blue, etc) over this?

Yes, the wall are a little too yellow in my opinion, I might just tone that down. It is supposed to simulated white walls with yellow looking incandecent light shining on it. Anyway, yes AilWhiteInterior and the FloorPack mod can actually be installed over mine, just tell JSGME to do the overwriting.

Nice work SteelViking :up:

By-the-way, what UI are you using? I find Darkwraith's UI MOd too fiddly. I use Voice Recog and that reduces the need for alot of buttons on the interface. I'd prefer to interact with the 3D swithgear, but SH5's sadly lacking in this department :shifty:

I stopped using TDW's for the exact same reason basically. I use a modified version of reaper7's HiRes UI(modified because I helped him do some stuff making it, so I sort of customized some things). I find that it looks good, and will stay out of the way if you want it too, so you get the best of both worlds.

:salute:

I am looking for the location of the texture of the needles and at the same time the possibility to add more light to the interior dials :03:

if you want i can change the reflection of the guages lens :DL via the .sim

I have also been looking for the needle textures, and I cannot find them.

Anyway, which gauges would you like to make brighter, I can simply brighten the textures? In fact, some of the gauges if you look are supposed to be backlit, and I have been brightening those lately. If you change the reflection in the .sim files, they might become harder to read.

SteelViking
06-23-10, 07:09 AM
Oh yeah, and thanks to everyone for the compliments.:yeah:

Paco
06-23-10, 07:47 AM
looks great -> install it :D


Thanks :salute:

Paco.

reaper7
06-23-10, 11:55 AM
I stopped using TDW's for the exact same reason basically. I use a modified version of reaper7's HiRes UI(modified because I helped him do some stuff making it, so I sort of customized some things). I find that it looks good, and will stay out of the way if you want it too, so you get the best of both worlds.

That completly had gone out of my head. With all the new changes still in the works never got round to incorporating your Modified Voice recognition :doh:.

jaxa
06-23-10, 12:06 PM
Looks good :up:

SteelViking
06-23-10, 12:07 PM
That completly had gone out of my head. With all the new changes still in the works never got round to incorporating your Modified Voice recognition :doh:.

I don't think I worked on voice recognition. Or did I, I can't remember exactly what all I worked on anymore:doh:

Anyway, reaper7, I know you don't take much time to actually play anymore, but what do you think about this mod of mine.......pretty cool right?

Stormfly
06-23-10, 12:15 PM
Thanks for your work for trying making things nicer, but i have some problems using this mod...

http://www.pictureupload.de/originals/pictures/230610190047_SH5_interrior_snow.jpg

...allready deleted the lights and interrior filter cfg files, but wont help.

...it seams to me my grafics card couldnt handle your new texture sizes, some of them are much much bigger as the original ones (ATI with 512MB).

I might renembering that the dev`s had sirious problems matching the games given requirements regarding a maximum video memory of 512mb, maybe its only a issue on my side.

Say would it be possible to have an optional version including original texture sizes, compression and format, whitch are inside the game given requirements ?

reaper7
06-23-10, 12:27 PM
I don't think I worked on voice recognition. Or did I, I can't remember exactly what all I worked on anymore:doh:

Anyway, reaper7, I know you don't take much time to actually play anymore, but what do you think about this mod of mine.......pretty cool right?


Hmmm :hmmm: can't remember who sent the edited Skwasjer Voice recognition Mod (With Skwasjer Permission) to me - PM is gone from my Inbox too :wah:. Unless it was on the thread.

Love the Mod SteelViking, really makes walking about the interior worth it now :up:.

Krauter
06-23-10, 01:04 PM
Hi, if I install this over W_clears Env. Mod, will the lights.cfg files conflict (with the halo part of the Mod) and make my nights lighter again?

Or does your Mod take care of those issues?

SteelViking
06-23-10, 01:07 PM
Thanks for your work for trying making things nicer, but i have some problems using this mod...

http://www.pictureupload.de/originals/pictures/230610190047_SH5_interrior_snow.jpg

...allready deleted the lights and interrior filter cfg files, but wont help.

...it seams to me my grafics card couldnt handle your new texture sizes, some of them are much much bigger as the original ones (ATI with 512MB).

I might renembering that the dev`s had sirious problems matching the games given requirements regarding a maximum video memory of 512mb, maybe its only a issue on my side.

Say would it be possible to have an optional version including original texture sizes, compression and format, whitch are inside the game given requirements ?

I am very sorry that you are having this problem. If you already deleted the lights.cfg from the mod, I have no idea what could be causing it other than your graphics card not liking the textures. I am afraid that I cannot put them back into the original compression, as compression tends to distort them, in other words all the hard work I did cleaning things up would go to waste if I compressed them. You could do me a big favor though. First, please run my mod without any others to make sure that it is mine causing the problem. And, then delete the textures one at a time until this effect stops happening. I might be able to modify one texture enough to stop it, but all of them would be way too much work. Thanks for the feedback.

SteelViking
06-23-10, 01:10 PM
Hi, if I install this over W_clears Env. Mod, will the lights.cfg files conflict (with the halo part of the Mod) and make my nights lighter again?

No, in the first post I said that I made my mod be compatible with Env. I have worked on Env, so trust me, my mod will not change any environmental aspects.

Specifically, what I did was set all exterior values in the lights.cfg to equal Env 2.5, and then adjusted the interior lights to get the effect I was looking for.

Krauter
06-23-10, 01:26 PM
Excellent :) and Spot on :yeah:

I must say, the Mods and their Makers of Sh5 are the cream of the crop for me at the moment. Seriously, if there are any awards this year for "Saving a Game" or anysuch thing, the Mods and their Makers definitely deserve this.

Krauter
06-23-10, 01:35 PM
Question, did you fiddle with the running/walking distances? I feel like I'm sprinting through the sub..

SteelViking
06-23-10, 01:55 PM
Question, did you fiddle with the running/walking distances? I feel like I'm sprinting through the sub..

No, I did not touch any files anywhere near them.:hmmm: Are you sure that you did not load or unload the Adjusted Walking/Running mod, as it is the only mod that I know of that does anything about that?

Edit: I have an idea, and I hope you don't mind me asking, do you have an older graphics card/do you run at frame rates lower than 60 when inside? Because, all of the textures in stock are compressed, and I have found that leaving them decompressed not only makes things look better, but it also takes a bit of strain off of your system since they do not need the decompression step. Therefore, your fps may, I repeat may, have been increased by this mod.

Krauter
06-23-10, 02:15 PM
Hmmm.. I know that they don't decrease too much. However they do get choppy sometimes..

But I can tell my FPS is up because my mouse sensitivity seems to be alot better. Also, having CapsLock ON seemed to change that :s.. I though CapsLock Off mean Walk and On was Run..

SteelViking
06-23-10, 02:19 PM
Hmmm.. I know that they don't decrease too much. However they do get choppy sometimes..

But I can tell my FPS is up because my mouse sensitivity seems to be alot better. Also, having CapsLock ON seemed to change that :s.. I though CapsLock Off mean Walk and On was Run..

:haha: I have messed my self up before because caps lock was on. For instance, when hurrying to get to the attack periscope, I have ran straight past the stinking ladder. That is cool that my mod might have boosted your fps:D. I don't want anyone thinking that it is a guaranteed boost, I am just saying it is possible.

Krauter
06-23-10, 02:32 PM
haha same, I always miss the dam ladder :arrgh!: :rotfl2:

Anyways, thanks for the help :D The Mod is wonderfull

SteelViking
06-23-10, 02:45 PM
haha same, I always miss the dam ladder :arrgh!: :rotfl2:

Anyways, thanks for the help :D The Mod is wonderfull

You are more than welcome, and thanks, I am glad you think so.

Stormfly
06-23-10, 06:56 PM
Thanks for your work for trying making things nicer, but i have some problems using this mod...

http://www.pictureupload.de/originals/pictures/230610190047_SH5_interrior_snow.jpg

...allready deleted the lights and interrior filter cfg files, but wont help.

...it seams to me my grafics card couldnt handle your new texture sizes, some of them are much much bigger as the original ones (ATI with 512MB).

I might renembering that the dev`s had sirious problems matching the games given requirements regarding a maximum video memory of 512mb, maybe its only a issue on my side.

Say would it be possible to have an optional version including original texture sizes, compression and format, whitch are inside the game given requirements ?

I am very sorry that you are having this problem. If you already deleted the lights.cfg from the mod, I have no idea what could be causing it other than your graphics card not liking the textures. I am afraid that I cannot put them back into the original compression, as compression tends to distort them, in other words all the hard work I did cleaning things up would go to waste if I compressed them. You could do me a big favor though. First, please run my mod without any others to make sure that it is mine causing the problem. And, then delete the textures one at a time until this effect stops happening. I might be able to modify one texture enough to stop it, but all of them would be way too much work. Thanks for the feedback.

installed latest ati drivers, played with ati driver settings, played with ingame gamma correction, re installed W-Clear`s inviroment mod 2.0 +2.5 (i had the same problems with it), all light and filter cfg`s enabled.

...dont ask me what it was, problem is gone ! :88):DL

SteelViking
06-23-10, 08:02 PM
installed latest ati drivers, played with ati driver settings, played with ingame gamma correction, re installed W-Clear`s inviroment mod 2.0 +2.5 (i had the same problems with it), all light and filter cfg`s enabled.

...dont ask me what it was, problem is gone ! :88):DL

I am glad to hear that you got it to work! I have been thinking all day about what it could have been in my mod that might have caused that, and I was coming up blank. Anyway, now that you have it working, what do you think? I am looking for suggestions/opinions to help me decide where to go from here.

On a side note everybody, I already have a pretty decent update in the works. So far it includes another round of overhauled gauges and better/more realistic diamond plate floors, and I have been talking with some people about improving the shadows in game.......:rock:

Stormfly
06-23-10, 09:43 PM
I am glad to hear that you got it to work! I have been thinking all day about what it could have been in my mod that might have caused that, and I was coming up blank. Anyway, now that you have it working, what do you think? I am looking for suggestions/opinions to help me decide where to go from here.

On a side note everybody, I already have a pretty decent update in the works. So far it includes another round of overhauled gauges and better/more realistic diamond plated floors, and I have been talking with some people about improving the shadows in game.......:rock:

well, some capacity gauges still show "mA" instead of "Ah", another focus could be false reading labels... for example the e-engines, those who are not in multiple use (TDC) could be corrected ("Gegnerfahrt", "Zielrichtung").

Another idea could be a special filter reducing candy colors together with additional dirt texture layers for a more realistic "used" apereance, if i look for example on the creamy floor (i`ve disabled it) it look a bit like a new nice fluffy carpet floor... but its only my impression, had the same problems with SH4, and most enviroment mods... all this candy colors looked like, the candy man first-hand was involved in it :D

...meantime i help me with reducing colors of my display device.

SteelViking
06-23-10, 10:46 PM
Thanks for the ideas Stormfly. I have already redone all electrical gauges showing mA to show Ah, they will be included in the next version of the mod. As far as gauge labels go, the problem is that they are all shared with the TDC or other accurately labeled things, so if I change the electrical gauges, I also change the TDC and everything else:damn: I suppose I could take a look at it in Goblin, or ask BIGREG to look at it, and see if we can change the texture assignments on them. With enough work and enough time, it can probably be sorted out:yep:

TheBeast
06-24-10, 05:18 AM
Very nice work!:up: The fact the dial are working is great then to make them easier to read and look more realistic is fantastic.:yeah:

senjorlossi
06-24-10, 01:02 PM
Great stuff, guys!

Any chance to change the stupid markings ("Gegnerfahrt" etc.) on all kind of interior all across the boat? UBI simply took all the markings from the TDC and used them to decorate all kind of stuff.

SteelViking
06-24-10, 01:17 PM
Great stuff, guys!

Any chance to change the stupid markings ("Gegnerfahrt" etc.) on all kind of interior all across the boat? UBI simply took all the markings from the TDC and used them to decorate all kind of stuff.

Post #34 explains what is going on there.

jaxa
06-25-10, 01:29 PM
Is this mod compatible with the newest Environmental Mod v2.5?

SteelViking
06-25-10, 02:44 PM
Is this mod compatible with the newest Environmental Mod v2.5?

Yes, JSGME will throw a conflict, but just install mine after Env 2.5. I set my mod up so that you will lose none of the environmental effects.:up:

SteelViking
06-25-10, 03:41 PM
Ok, for the next version of this mod, I am aiming for a little darker/dirtier/more used looking as requested by most posters on this thread. However, now I need some people's honest opinions.

I basically have the interior how I would want it to look(still working on roughing/scratching the floors right now). Here it is:

http://img692.imageshack.us/img692/9605/awdq.jpg

What does everyone else think. Should it be brighter, darker, wall color, floor color(keeping in mind that I have not really added scratches/rust to it yet)etc. Please, all opinions are welcome as I can't really decide how I like it best.

On a more technical note. I am touching up almost all of the ocular occlusion maps throughout the interior of the sub, as the stock maps tended to cause pixelation. It is a lot of work, but I really think it will be worth it. And, I am trying to add bump maps to some textures around the sub to make them appear 3d(small example= soup in bowl).

TheBeast
06-25-10, 04:46 PM
I really like how it looks!:yeah:

Hope you can make a dirty version that matches this skin I made.:har:

http://www.subsim.com/radioroom/picture.php?albumid=322&pictureid=2314 (http://www.subsim.com/radioroom/downloads.php?do=file&id=1920)

That would be so funny...:rotfl2:

THE_MASK
06-25-10, 05:12 PM
I would imagine that there would have been a lot of spare time keeping the boat clean . This is the kriegsmarine after all . I think a dirty sub would be unrealistic . What needs to be done that is not part of this mod is 3D stuff added .

SteelViking
06-25-10, 06:50 PM
I would imagine that there would have been a lot of spare time keeping the boat clean . This is the kriegsmarine after all . I think a dirty sub would be unrealistic . What needs to be done that is not part of this mod is 3D stuff added .

I pretty much agree with you sober, that is why I released version 1.0 the way it was(bright and clean). But, I fired the game up with no mods to look at it, and I realized how shockingly dark and dirty it looked in comparison. So, between that and some comments made, I decided to try to strike a balance(not totally clean and new looking, but not totally dirty, worn, and dark). I would like to think that is what I have accomplished now.

Anyway, what 3d stuff are you talking about, just the bump maps I mentioned? Or are you referring to 3d modeling changes inside?

Stormfly
06-25-10, 07:10 PM
I would imagine that there would have been a lot of spare time keeping the boat clean . This is the kriegsmarine after all . I think a dirty sub would be unrealistic . What needs to be done that is not part of this mod is 3D stuff added .

and i would imagine the other thing... what do you thing was the first act on a allied ship after capturing a german u-boat crew ?

...right the first act was cleaning them with the hose pipe, because they was often so dirty, nobody could take the niff, so if the crew for itself wasnt able to do it, why should it be possible for the boat ? :O:

...also for the navy, german sub`s had a special nickname: "skunk"

TheBeast
06-25-10, 07:34 PM
I have a suggestion you may like.:sunny: If you use mouse over tool tips on the gauges there would be no need to relable the guages and it can be localized for various languages that way.:hmmm:

SteelViking
06-25-10, 07:42 PM
I have a suggestion you may like.:sunny: If you use mouse over tool tips on the gauges there would be no need to relable the guages and it can be localized for various languages that way.:hmmm:

That is a utilitarian idea, but I am striving for realism. Tool tips popping up kind of kill the simulation factor for me. I am putting so much effort into cleaning up and correcting gauges, because I want to be able to run around the boat and get my information off of the real dials instead of the UI. Thanks for the suggestion though.

Capt Jack Harkness
06-25-10, 10:59 PM
Haha amen to that! The goal for mods like this and others is to downsize the UI.

Which gives me an idea... Is it possible to render either the TAI map or the nav map on the actual chart table, and overlay some wrinkles to make it actually look like paper? Better still, there are two chart tables, so maybe TAI could be on one and nav on the other...

mookiemookie
06-25-10, 11:21 PM
Beautiful work.

As an aside - I visited the U-505 recently and they said that they had analyzed paint chips from the interior of the boat and determined that it was painted with a white/off-white glow in the dark paint. So I'd say you're pretty spot on with your color scheme there.

SteelViking
06-25-10, 11:22 PM
Haha amen to that! The goal for mods like this and others is to downsize the UI.

Which gives me an idea... Is it possible to render either the TAI map or the nav map on the actual chart table, and overlay some wrinkles to make it actually look like paper? Better still, there are two chart tables, so maybe TAI could be on one and nav on the other...

No, probably, and no.......:haha::damn: There is no way to get the nav or TAI map to render on an actual surface, they are bound to the UI.

However, great idea about modifying the texture of the chart to look more like real paper. Thanks:yeah:

Capt Jack Harkness
06-25-10, 11:24 PM
Always happy to help! :salute:

SteelViking
06-25-10, 11:26 PM
Beautiful work.

As an aside - I visited the U-505 recently and they said that they had analyzed paint chips from the interior of the boat and determined that it was painted with a white/off-white glow in the dark paint. So I'd say you're pretty spot on with your color scheme there.

Thank you. Are you referring to how it looks in the most recent screen shot I posted?

Capt Jack Harkness
06-26-10, 12:45 AM
Do you think you could also shine up the torpedoes a bit? The stock ones kinda look like they're made of concrete. A recolor could be nice, too...

http://farm2.static.flickr.com/1340/910057279_3791cd287e.jpg

Desga
06-26-10, 01:06 AM
Hi SteelViking I must really say thank you for your great mod !:yeah:
But only a thing I 'd like to say :
If I see your pictures I see a command room that is so clean like so new it would be godd if is possible and if you want add a little bit of rust !
My grandfather always told me that his submarine from the earliest campaigns at sea had much rust, though it was launched only two years before!
mine is just an opinion, anyway thanks again for your mod!:up:

SteelViking
06-26-10, 02:18 AM
Do you think you could also shine up the torpedoes a bit? The stock ones kinda look like they're made of concrete. A recolor could be nice, too...

http://farm2.static.flickr.com/1340/910057279_3791cd287e.jpg

Yeah, I could do both. There is a pretty long list of torps in the tex folder since there are several kinds and I am not sure which textures are for the ones inside. So, I will have to find them first:haha: I will add it to my list of possible improvements.

Capt Jack Harkness
06-26-10, 06:10 AM
Sweet, this mod's shaping up to be quite an addition to the game. :yeah:

skwasjer
06-26-10, 06:26 AM
Hmmm :hmmm: can't remember who sent the edited Skwasjer Voice recognition Mod (With Skwasjer Permission) to me - PM is gone from my Inbox too :wah:. Unless it was on the thread.

Love the Mod SteelViking, really makes walking about the interior worth it now :up:.
icecold made it compatible :up:

SteelViking
06-27-10, 11:18 AM
Ok, just to let everyone know about the progress on this mod, I have version 1.1 ready. However, I am waiting for BIGREG to finish his work on the next version of his WoGaDi mod so that we can make sure that our mods stay compatible.

TheBeast
06-27-10, 11:41 AM
Ok, just to let everyone know about the progress on this mod, I have version 1.1 ready. However, I am waiting for BIGREG to finish his work on the next version of his WoGaDi mod so that we can make sure that our mods stay compatible.

Waiting with great anticipation...:ping:Any pics of the upcoming release?:06:

SteelViking
06-27-10, 12:10 PM
Here is just a sneak peek of some of the improvements. Ever been able to actually read the bottom of this gauge before?:D

http://img138.imageshack.us/img138/411/awdh.jpg

reaper7
06-27-10, 12:16 PM
icecold made it compatible :up:

Thanks skwasjer. I'm not a very organised modder - I'm the type with notes scribbled all over everything :haha:.

@Icecold if you see this can you forward me the files for inclusion :up:.

SteelViking
06-27-10, 01:33 PM
I'm not a very organised modder - I'm the type with notes scribbled all over everything :haha:..

Aren't we all:har:

OldFrenchy
06-27-10, 01:43 PM
Very nice mod, although the interior is far too clean. Please refer to Lothar-gunther Buchheim's photo journal ' U-Boat War ' to get a good idea of just how stained and rusty a u-boat working an Atlantic patrol could become. Especially the engine room!
I love the interior colors. Great work!

jaxa
06-27-10, 02:10 PM
I have the same observations like OldFrenchy. Good work, need some polish and will be better :up:

Nisgeis
06-27-10, 03:05 PM
Nice work SteelViking.

SteelViking
06-27-10, 07:28 PM
Nice work SteelViking.

Thanks Nisgeis:up:

Oh and, Capt Jack Harness, I did not get them 100% perfect yet, but there are two presents for you in the torpedo room in my next release.:arrgh!:

Capt Jack Harkness
06-27-10, 10:00 PM
Thanks Nisgeis:up:

Oh and, Capt Jack Harness, I did not get them 100% perfect yet, but there are two presents for you in the torpedo room in my next release.:arrgh!:

Nice! But what about the 4 under the deck? :o

SteelViking
06-27-10, 10:42 PM
Nice! But what about the 4 under the deck? :o

Oh, :haha: make that six presents I always forget about those ones. But, they all share the same texture so they have all been changed to match the photo you posted.:yeah:

Capt Jack Harkness
06-27-10, 11:04 PM
That's how I figured it worked, but anyhow nice work!

TheBeast
06-28-10, 08:27 AM
Here is a screen cap of a Torpedo Room interior that can be used as a example.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=2338
Source:
http://www.youtube.com/watch?v=mkZFXNbkz2w

SteelViking
06-28-10, 08:37 AM
Hey thanks, I can always use more examples. And, a lot of the time, I get colors and patterns right from the pictures. I did that with the torpedoes actually, I simply took color samples from the museum pic and tada.

So, if anyone has anything in the sub that they think should look different. Tell me what it is, post a pick of how you want it to look, and I will see what I can do. I am not promising anything, but trying never hurts, plus I am learning new ways to manipulate the game every day.

Capt Jack Harkness
06-28-10, 08:44 PM
How about some extra detail on the diesels like the Krupp/MAN engravings? :o

http://wpcontent.answers.com/wikipedia/commons/thumb/e/ed/Drei_Ringe_von_Krupp.jpg/220px-Drei_Ringe_von_Krupp.jpg
Krupp Logo

More reference photos: http://www.uboat.net/gallery/index.html?gallery=U995C

http://img66.imageshack.us/img66/3624/new1g.jpg
Partially false-color pic showing location of Krupp logo (from an SHIII project).

http://img4.imageshack.us/img4/9007/14539974.jpg

SteelViking
06-28-10, 09:06 PM
As always Capt Jack Harkness, thanks for the ideas. Sadly I do not think that it is possible to add the crank cases access panels. To do it right, it would take 3d modeling, and as far as I know, that is not really feasible. Also, I think that the crank case itself shares the same textures as the walls, but I am not positive. I will track down all the textures that are used for the engine and see if I cannot at least come up with something. I could probably add a few logos where they would make sense.

Madox58
06-28-10, 09:21 PM
You can attach new 3D objects to existing GR2 files.
;)
Look at TDW's files for Flags.

SteelViking
06-28-10, 09:54 PM
I stand corrected. The only problem is, I do not know how/do not have the tools to do it. If anyone can or knows how(I am looking at you privateer:03:) I would love to either learn how, or just include it with the mod(full credit being given to whoever does it of course).

Madox58
06-28-10, 09:58 PM
Part of the Tools are in progress Mate.
:up:
S3D will do it once a few more adjustments are made.
And final packages are ready.

Capt Jack Harkness
06-29-10, 02:15 AM
As always Capt Jack Harkness, thanks for the ideas. Sadly I do not think that it is possible to add the crank cases access panels. To do it right, it would take 3d modeling, and as far as I know, that is not really feasible. Also, I think that the crank case itself shares the same textures as the walls, but I am not positive. I will track down all the textures that are used for the engine and see if I cannot at least come up with something. I could probably add a few logos where they would make sense.

Haha no worries, I just make suggestions, it's up to people like yourself to see if they work or not! Anyhow, great news if something can be done about it, if not there are other things to mod...

TheBeast
06-29-10, 09:45 AM
@SteelViking - I really have to thank you for turning me on to the Bump Map Tool in GIMP. I was trying to create bump maps manually prior to that and you have a good idea of how much time and effort you saved me.

Thanks!:rock:

SteelViking
06-29-10, 09:53 AM
@SteelViking - I really have to thank you for turning me on to the Bump Map Tool in GIMP. I was trying to create bump maps manually prior to that and you have a good idea of how much time and effort you saved me.

Thanks!:rock:

I am glad I was able to help.:yeah:

Faamecanic
06-29-10, 09:44 PM
Good looking mod...downloading and will install when I get back to port! (provided my Type VIIB doesnt sink to the bottom on my next submerge!! I hope a MOD can fix this!!)

SteelViking
06-29-10, 10:15 PM
What problem are you having? Is it the automatic sink below 180m? I am pretty sure that ddrgn's historical sub specifications mod fixes that.

TheBeast
06-30-10, 12:04 AM
What problem are you having? Is it the automatic sink below 180m? I am pretty sure that ddrgn's historical sub specifications mod fixes that.

Doesn't the "SH3 to SH5 Sub Physics" MOD by Vickers fix that as well?:06:

SteelViking
06-30-10, 12:23 AM
Doesn't the "SH3 to SH5 Sub Physics" MOD by Vickers fix that as well?:06:

Yeah, I think it does.

ingsoc84
06-30-10, 01:00 AM
Can you tell me please which mod allows one to see the small icons (faces) of the crew on the bottom of the screen as with SH3? Many thanks

SteelViking
06-30-10, 01:08 AM
That would be both reaper7's HiRes UI, and TheDarkWraith's UI mods. My screen shots were taken with reaper7's.

Here is a link to reaper7's UI if you want to give it a try: http://www.subsim.com/radioroom/showthread.php?t=169119

ingsoc84
06-30-10, 03:26 PM
Many thanks STeel!

reaper7
06-30-10, 04:03 PM
Many thanks STeel!

Just released V1.6 of the Mod. Current release has removed the officer icons from the bottom of the screen and placed them on a toggleable Clipbpard - Much Nicer :woot:.

Also currrent Version is using the stock officer commands that are hard programmed from SH4 (Left over bits in SH5).
My next release is going to work on the Officer Bar, giving all the officers (Including the cook and bosun) there revelvant orders and subpages via scripting.
It will be scripted so as to be more stable and the clipboard will be dragable too. :up:

Will start work on this if no issues in the version I just released.
Also I intend to make the Interface less obtrusive, maybe similar to the slideout on mouseover in SH3/4 with the lock button. So to have a neater look when items are not needed. :up:.

That way It will look perfect with SteelVikings Custom Interiors :yeah:.

Capt Jack Harkness
06-30-10, 04:20 PM
What problem are you having? Is it the automatic sink below 180m? I am pretty sure that ddrgn's historical sub specifications mod fixes that.

I've found that the boat's submerged bouyancy and ability to maintain depth has a lot to do with the mass number and a little to do with drag. I personally spent a couple hours tweaking the WIP RUB tweaks until my VIIC reliably held depth and rolled right on the surface.

TheBeast
06-30-10, 05:22 PM
So, keeping the boat interior clean, while possible, would be a semi difficult task at best. I've found in some of my recent reading that German U-Boats were in fact very dirty and foul smelling. They had no facilities to for washing and a single toilet shared among the 50+ crew(Scary Image).
There is no way they would take the time to paint ANY interior while on potrol. Environment Safe Paints just did not exist at the time and painting the interior would most likely produce toxins within the boat at levels high enough to kill everyone on board.
And you laughed at me and said you wanted to keep it realistic when I asked for some rust and tarnish.:doh: I agree with you, lets keep it real...

SteelViking
06-30-10, 05:51 PM
So, keeping the boat interior clean, while possible, would be a semi difficult task at best. I've found in some of my recent reading that German U-Boats were in fact very dirty and foul smelling. They had no facilities to for washing and a single toilet shared among the 50+ crew(Scary Image).
There is no way they would take the time to paint ANY interior while on potrol. Environment Safe Paints just did not exist at the time and painting the interior would most likely produce toxins within the boat at levels high enough to kill everyone on board.
And you laughed at me and said you wanted to keep it realistic when I asked for some rust and tarnish.:doh: I agree with you, lets keep it real...

First of all, I never laughed at you. Second of all, I never claimed that the level of cleanliness was realistic in my mod. In my next release, I have made the sub a little darker/rustier/dirtier. However, I really cannot release it until BIGREG finishes his next version, as we are working together and are trying to keep our mods fully compatible. His next release will have some files in it that will conflict with interior mods.

This is a work in progress really. My plan is to change it over time to match what the majority of people want while staying within reach of reality. Many have been asking for it to get dirtier, and I am heading that way.

TheBeast
06-30-10, 06:26 PM
First of all, I never laughed at you. Second of all, I never claimed that the level of cleanliness was realistic in my mod. In my next release, I have made the sub a little darker/rustier/dirtier. However, I really cannot release it until BIGREG finishes his next version, as we are working together and are trying to keep our mods fully compatible. His next release will have some files in it that will conflict with interior mods.

This is a work in progress really. My plan is to change it over time to match what the majority of people want while staying within reach of reality. Many have been asking for it to get dirtier, and I am heading that way.
OK, I embelished a little about the laughter.:oops: You will have to forgive me. I am the only one here today and I just drank a entire pot of coffee with the last 3 hours. I have a good buzz going right now.

SteelViking
06-30-10, 06:48 PM
OK, I embelished a little about the laughter.:oops: You will have to forgive me. I am the only one here today and I just drank a entire pot of coffee with the last 3 hours. I have a good buzz going right now.

:haha: Ok, now I am laughing. It's ok my friend, no harm done.

Madox58
06-30-10, 06:54 PM
I haven't looked at the Stock in Game Subs.
But when I started the Type 14 import it did the same dive of death stuuf,
Forward planes always in the up position when underwater.
I found a bad zone assignment in the zon file and changed it.
That solved the problem and it works perfectly now.

Capt Jack Harkness
06-30-10, 06:56 PM
First of all, I never laughed at you. Second of all, I never claimed that the level of cleanliness was realistic in my mod. In my next release, I have made the sub a little darker/rustier/dirtier. However, I really cannot release it until BIGREG finishes his next version, as we are working together and are trying to keep our mods fully compatible. His next release will have some files in it that will conflict with interior mods.

This is a work in progress really. My plan is to change it over time to match what the majority of people want while staying within reach of reality. Many have been asking for it to get dirtier, and I am heading that way.

Speaking of future versions, is the TDC going to remain bright red? :o

SteelViking
06-30-10, 07:03 PM
Speaking of future versions, is the TDC going to remain bright red? :o

:damn: Sadly, the TDC shares the same texture as all the red pipes around the sub. So, in order to have the historical looking pipes/valves/etc, we will have to put up with a bright red TDC. I will look into shifting some textures around to see if I can make a good color scheme with the TDC being a different shared color, but I don't know if it will work out.

SteelViking
06-30-10, 07:06 PM
Ok, I am going to redo the clocks, to look like this real U-boat one. I am going to keep the same color as the stock one, but I am going to switch some stuff around, and add the eagle/numbers, and I will of course clean the smaller numbers up a bit while I am at it.

http://img717.imageshack.us/img717/491/20060612image00071.jpg

BIGREG
06-30-10, 08:03 PM
:salute:

I have this photo :03: , this is the original size

https://dl.dropbox.com/u/8655607/Test%20Texture.zip/917249.jpg

SteelViking
06-30-10, 08:32 PM
Thanks BIGREG:up:

TheBeast
06-30-10, 10:53 PM
I haven't looked at the Stock in Game Subs.
But when I started the Type 14 import it did the same dive of death stuuf,
Forward planes always in the up position when underwater.
I found a bad zone assignment in the zon file and changed it.
That solved the problem and it works perfectly now.

Now this boat, Type-XIV, I would like to make a realistic Alberich skin for. Any possiblility of abtaining the Model.

b3rnard0c
07-03-10, 01:41 PM
SteelViking, your mod is really good.

Can be missing a seat? because the radio operator sits in the air when send a message.

The other mod I have installed and changes interior's sub, is the WoGaDi mod.

You can get another seat for the radio operator?

(sorry for my english but my native language is spanish)

SteelViking
07-06-10, 01:16 AM
Does anyone know what texture is used to render the floor in the Conning Tower, I simply cannot find it. I want to make it match the rest of the sub, as I think it is unrealistic to have two different kinds of flooring. It seems they would have used the same throughout in order to save resources/make the manufacturing process that little bit easier. Perhaps I am wrong about this?

Also, just to keep everyone in the loop, I am still working on version 1.1 and I am planning on releasing it as soon as I and a few other modders are able to work some problems out with our respective projects. Some interesting fixes/improvements around the sub are in the works.:yeah:

Capt Jack Harkness
07-06-10, 02:24 AM
Actually it is the same deck texture as the rest of the sub. I imagine the reason it looks so much darker is because of quirky lighting or something.

TheBeast
07-06-10, 09:59 AM
Does anyone know what texture is used to render the floor in the Conning Tower, I simply cannot find it. I want to make it match the rest of the sub, as I think it is unrealistic to have two different kinds of flooring. It seems they would have used the same throughout in order to save resources/make the manufacturing process that little bit easier. Perhaps I am wrong about this?

Also, just to keep everyone in the loop, I am still working on version 1.1 and I am planning on releasing it as soon as I and a few other modders are able to work some problems out with our respective projects. Some interesting fixes/improvements around the sub are in the works.:yeah:

Maybe Sober knows what texture it is...:06:

THE_MASK
07-06-10, 03:07 PM
Maybe Sober knows what texture it is...:06:
Uboat7A_deck

SteelViking
07-06-10, 03:29 PM
Uboat7A_deck

Sorry, I should have been more specific. I mean the floor of the interior of the conning tower. Any ideas, I know that it has to use a different texture, because I have completely redone the floors of the rest of the submarine for version 1.1 of this mod. However, the floor of the conning tower interior remains unchanged.

Madox58
07-06-10, 08:12 PM
Try floor_metal.dds
:03:

Capt Jack Harkness
07-06-10, 08:16 PM
Sorry, I should have been more specific. I mean the floor of the interior of the conning tower. Any ideas, I know that it has to use a different texture, because I have completely redone the floors of the rest of the submarine for version 1.1 of this mod. However, the floor of the conning tower interior remains unchanged.

Believe it or not, it really is the same texture as the rest of the interior deck plating. Try out the colored floors mod and pick green or blue, the floor in the conning tower ends up a really dark shade of whatever the rest of the boat is.

BIGREG
07-06-10, 08:18 PM
:salute:
For found the texture name of elements, i use Granny viewer -> choose the mesh element -> view in detail -> material binding :03:

SteelViking
07-06-10, 09:40 PM
Believe it or not, it really is the same texture as the rest of the interior deck plating. Try out the colored floors mod and pick green or blue, the floor in the conning tower ends up a really dark shade of whatever the rest of the boat is.

Wow, I think you are right. Sorry for not believing you before man. That is really odd, I bet if I take a look at the shadow mapping for that room, the floor will be darkened out.....

Capt Jack Harkness
07-07-10, 01:39 AM
Haha no problem, it is pretty hard to believe... :O:

SteelViking
07-07-10, 03:11 PM
Capt Jack Harkness, you have helped me out once again! It sure was the shadow map for that room that was making the floor look totally different. And, after I looked at it for a while, I realized that the shadow mapping in that room was crap anyway, so I am working on redoing it right now. Thanks for telling me it was the same texture, I would have gone crazy looking for it if you had not.:yeah:

On a side note everyone, if you see any shadows inside the sub(especially on the floor) that look weird or out of place, give me a screen shot, let me know how you think it should look, and I will redo them. Shadow maps are not easy to work with, but I have messed around with shadows enough to do almost anything with them now.

Sudo
07-07-10, 07:30 PM
First off SteelViking, this is a great great mod. I was looking to combine your interior mod, environmental mod, and CaptHelms Exterior lighting mod, and started comparing Lights.cfg files for differences. When I compared your Lights.cfg to Env2.3 Lights.cfg there are only a couple differences and they are in the [HDR Interior Submarine] section and all is good. But upon comparing your Lights.cfg to the Lights.cfg of Env2.5 there are a 3 lines that are different and they are in the [HDR Exterior] section. Granted, they aren't huge differences in values but I wanted to let you know just in case. Not even sure if these make a difference in the Environmental mod or not. Just an FYI. Once again - Great mod. Keep up the good work. :up: By the way; you say you're East Coast? Me too, Virginia. :yeah:

GaussBloomMultiplier
LightShaftsStrength
LightShaftsWeight

SteelViking
07-07-10, 07:54 PM
First off SteelViking, this is a great great mod. I was looking to combine your interior mod, environmental mod, and CaptHelms Exterior lighting mod, and started comparing Lights.cfg files for differences. When I compared your Lights.cfg to Env2.3 Lights.cfg there are only a couple differences and they are in the [HDR Interior Submarine] section and all is good. But upon comparing your Lights.cfg to the Lights.cfg of Env2.5 there are a 3 lines that are different and they are in the [HDR Exterior] section. Granted, they aren't huge differences in values but I wanted to let you know just in case. Not even sure if these make a difference in the Environmental mod or not. Just an FYI. Once again - Great mod. Keep up the good work. :up: By the way; you say you're East Coast? Me too, Virginia. :yeah:

GaussBloomMultiplier
LightShaftsStrength
LightShaftsWeight

Hey, thanks for catching that! I must have synced my light.cfg up with an older version of Env(I have all of the versions hanging around). It will not make a big impact on the environmental mod, but I will of course change it to be completely compatible in my next version. I think I will be releasing v1.1 in about a day or two, finally. Thanks for the compliment, and thanks again for finding that problem, I believe that compatibility between mods is really important.:up:

Sudo
07-07-10, 08:30 PM
Hey, thanks for catching that!

Not a problem! :salute: As you can see I have all the old copies of Env mod archived too. :03: Can not wait for your V1.1, great mod. I went ahead and combined CaptHelm's sound mod in with yours (mod soup spring cleaning), and man my boat looks and sounds great. :up: Keep it up, I check back everyday for your newest update.

SteelViking
07-07-10, 08:45 PM
Not a problem! :salute: As you can see I have all the old copies of Env mod archived too. :03: Can not wait for your V1.1, great mod. I went ahead and combined CaptHelm's sound mod in with yours (mod soup spring cleaning), and man my boat looks and sounds great. :up: Keep it up, I check back everyday for your newest update.

Actually, I have been wanting some other people's input on the sound. You see, I have actually gone through Capthelm's audio mod with a sound editor and cleaned a few things up, for instance, some of the sounds end very abruptly so I fixed stuff like that. Also, as you mentioned, it would help thin out some people's mod soup. I would just include it without a second thought, but I do not want to put it in if the majority of people prefer another sound mod.

So, to anyone and everyone, what is your opinion on this?

Sudo
07-08-10, 08:27 AM
I look forward to hearing your changes to the sounds if you release them SteelViking. I'm actually using a mixture of sounds from CaptHelm's Sounds, Paco's Sounds, and DBSM now. Did a little mix-n-match mod for the sounds that I like the best. Can't wait for V1.1 so get BigReds butt in gear. :03:

SteelViking
07-08-10, 10:25 AM
I look forward to hearing your changes to the sounds if you release them SteelViking. I'm actually using a mixture of sounds from CaptHelm's Sounds, Paco's Sounds, and DBSM now. Did a little mix-n-match mod for the sounds that I like the best. Can't wait for V1.1 so get BigReds butt in gear. :03:

:haha: Every day that I delay for BIGREG to finish his end of things, I just keep improving more stuff. I think I might include just the sounds that I fixed up.:up:

reaper7
07-08-10, 01:11 PM
:haha: Every day that I delay for BIGREG to finish his end of things, I just keep improving more stuff. I think I might include just the sounds that I fixed up.:up:

Sounds Good. No pun intended :haha:.

BIGREG
07-08-10, 04:57 PM
:salute: Sorry for the delay

But , Today was a bad day :nope: -> a beer too and direct in Police station ( + 12 hours ) :damn: matches my drive license is lighter and my wallet to :down:

SteelViking
07-08-10, 05:05 PM
:salute: Sorry for the delay

But , Today was a bad day :nope: -> a beer too and direct in Police station ! :damn: matches my drive license is lighter and my wallet to :down:

Oh, no worries, I don't mind waiting, it just means that our mods are going to be all the better.:03:

That sucks, I am sorry to hear about that.

BIGREG
07-08-10, 05:07 PM
I am disgusted for only 0.1 mg too :stare: next time I would drink more so that it is really justified :woot::rotfl2::haha:

reaper7
07-08-10, 05:09 PM
:salute: Sorry for the delay

But , Today was a bad day :nope: -> a beer too and direct in Police station ( + 12 hours ) :damn: matches my drive license is lighter and my wallet to :down:

Sorry to hear about that Bigreg.

Sudo
07-08-10, 05:28 PM
Sorry BigRed. I had one of those DUI's too, they suck. :down: Still need to go get my license back. :stare:

SteelViking
07-09-10, 12:19 AM
:rock: Holy Crap! I just figured out and solved a problem that has been bugging me since day one. And, it was so simple, I don't know why I or anyone else has not fixed this until now.

If you look at most of the "step ups" at the hatches, or at the table with the nav map, or at some of the machines sitting around the sub, you will see that the color matches the floor, or the walls which is fine. But, you will also see that the actual surface texture is made up of patches of wood grain and a more metallic surface, and between those patches are easily visible lines. It was simply a misused normal(bump map). I redid the normal and viola all that stuff looks realistic now.:rock:

It is just one of many things that will be in v1.1 but I got so excited about this one that I had to say something about it.:woot:

Sudo
07-09-10, 08:16 AM
Hehe, SteelViking, you the man! :rock: I hated those lines. :yeah:

Faamecanic
07-09-10, 09:18 AM
GJ STeel :yeah: Its always the obvious that escapes us when we are trying to hard to dig into the details. Hard to bring ourselves back up to the macro level when delving into the Micro level.

SteelViking
07-09-10, 11:19 AM
Ok everybody, I have packaged up the the sounds from Capthelm's audio mod that I fixed up. Just some minor improvements: I touched up the boat's creaking sounds to get rid of some strange clicking, gave them smoother fade outs, tweaked the pitch and loudness of them to sound more real/natural. I also lengthened the sound for the periscope raising/lowering as it often would end and then restart(that was annoying me big time). These are all still Capthelm's original sounds however, so total credit is due to him for them, I am just trying to help everyone enjoy them more. The link to them is on the first post of this thread, I will not be including them in my actual interior mod because I would rather have people choose the sounds they prefer.

TheBeast
07-09-10, 12:11 PM
Ok everybody, I have packaged up the the sounds from Capthelm's audio mod that I fixed up. Just some minor improvements: I touched up the boat's creaking sounds to get rid of some strange clicking, gave them smoother fade outs, tweaked the pitch and loudness of them to sound more real/natural. I also lengthened the sound for the periscope raising/lowering as it often would end and then restart(that was annoying me big time). These are all still Capthelm's original sounds however, so total credit is due to him for them, I am just trying to help everyone enjoy them more. The link to them is on the first post of this thread, I will not be including them in my actual interior mod because I would rather have people choose the sounds they prefer.

Did you include the Creaks_Level3.wave that has the clip from Dos Boot where they do the dive test and the skipper looks at the journalist and says "Don't worry,,,, it's only the preasure..."? I always remove Creaks 1 and 2 because they really do not matter but creaks 3 and 4 do matter.

SteelViking
07-09-10, 12:41 PM
@ The Beast,

I included all 4 creak levels, but you can of course remove them. You might want to give my touched up versions a try though. I even stair stepped how loud they are and changed their pitch to sound more like actual metal under strain. IMHO what I did really enhances that feeling of tension when you dive, especially when you go real deep.

Nisgeis
07-09-10, 01:49 PM
I redid the normal and viola all that stuff looks realistic now.:rock:

Any chance of the before and after pics? :DL

SteelViking
07-09-10, 10:09 PM
Any chance of the before and after pics? :DL

Sure thing, these are shots with my mod, the only thing different is what I am referring to. Oh, you also might want to check out the floors, and hatchway while you are at it, everyone will be happy that I have brought my mod way closer to realistic. All floors now have scratches, some rust, and the paint is worn off the diamond shapes. The walls get a similar treatment with scratches/rust/pitting. Heck, I even watched some video tours of surviving U-boats where they are still using the original light sources, and I matched the lighting in my mod with that. Ok, before I get everyone too excited, here are the shots.

Before:
http://img132.imageshack.us/img132/4062/awdi.jpg

After:
http://img805.imageshack.us/img805/5650/screen2m.jpg

This is just one spot that is fixed, there are 4 others that I know of throughout the sub that are also fixed, maybe even some more that I have not realized yet.

OldFrenchy
07-10-10, 01:41 PM
I'm excited about your mod, SteelViking. When do you expect to release it?:rock:

SteelViking
07-10-10, 02:20 PM
I'm excited about your mod, SteelViking. When do you expect to release it?:rock:

Well, version 1.1 is pretty much ready to go. There are some more things I wish I could pack into it, I put a request thread out for information, but I have gotten no responses. So, the only thing I am waiting for is for BIGREG to finalize the last couple things for his next version of WoGaDi. I know I have been stating this same excuse for about a week now, but BIGREG has been trying to tackle some serious problems and they are slowing him down. One of the things he is working on is getting all the gauge labels assigned better(we can't totally fix them, but he has greatly improved the labeling system around the sub:rock:)

BIGREG
07-10-10, 02:29 PM
:salute:

Do not worry I'm working on, but I also work in real life and rest from time to time, too, a little ... otherwise my wife will yell ! :D

SteelViking
07-10-10, 05:49 PM
:salute:

Do not worry I'm working on, but I also work in real life and rest from time to time, too, a little ... otherwise my wife will yell ! :D

I don't have a wife to yell at me, but beleive it or not, I do have a job. I don't actually know how any of us find the time to get as much modding done as we do:doh:

SteelViking
07-12-10, 11:42 PM
AHA! I have been able to fix some more things that were bugging the heck out of me. Sober, I hope you read this, because I think you will be glad to hear about this first one.

If you look at the locking mechanisms on the tall doors in v1.0 of this mod, you will realize that parts of the mechanism are not colored red as they should be. Well, I was finally able to hunt down where the problem was in the texture file, and tada, problem solved.

For my second bug fix for the night(this was a stock problem). If anyone looks at some of the posters around the sub, you will realize that one of them has the sides cut off. Well, I just got a hold of a scan of another similar poster(they are actually magazine covers), and bingo, no more bug.

Lastly, I have decided and gotten permission from BIGREG to go ahead and include his WoGaDi mod right into this mod upon my next release. Here are my reasons for doing so:
- There is not really a reason for anyone to not want WoGaDi

- It goes really well with this mod

- And, it would help anyone who uses this mod to thin out their mod soup a little bit more.

raymond6751
07-13-10, 07:19 AM
As with previous releases, it is great to see modders working together to each improve on the other's work and ideas. The result is a better one than any single person produced.

Eventually, we will have a super mod that encapsulates all the best ideas.

Mucho gracias, merci beaucoup, and thanks.

SteelViking
07-15-10, 01:58 AM
:rock::rock::rock: Holy crap! I just fixed the invisible clock hand in the radio room. It was simply an improperly done shadow map that cast so much light on it that the color was being washed out.

On a crummier note, I did not fix the missing clock hand in the hydrophone room.

Anyway, I have been reworking shadow maps all day, and come to find out, they can be used for some pretty interesting stuff. I bet I will be able to make a few improvements that the restrictive texture assignment system would not normally allow.

SteelViking
07-15-10, 10:45 AM
Just fixed another stock bug. If you look at the clock in the command room, it has dark lines in it, and no other clock has them. It was another improperly done shadow map. Now it looks natural.

reaper7
07-15-10, 12:06 PM
Well done, another milestone :yeah:

SteelViking
07-15-10, 12:54 PM
Well done, another milestone :yeah:

Thanks reaper7.


I have done it again!:rock: If you look at the center dial of the compass in the command room in stock, you will realize that it is much darker than the surrounding compass ring. And, it had funny lines in it if you look close enough. Well, I fixed it. Guess what was causing it........ANOTHER SHADOW MAP ERROR.

reaper7
07-15-10, 01:28 PM
Thanks reaper7.


I have done it again!:rock: If you look at the center dial of the compass in the command room in stock, you will realize that it is much darker than the surrounding compass ring. And, it had funny lines in it if you look close enough. Well, I fixed it. Guess what was causing it........ANOTHER SHADOW MAP ERROR.


Guess there was not much playtesting during the 3D development of the Sub :D. Alot of incorrect textures and re-use of labels that are totally out of place all over the sub :nope:.

SteelViking
07-16-10, 02:00 PM
Ok, I just found another interesting fix for the interior. If you look at some of the gauges(especially in the electric engine room) you may notice that the glass coverings look weird(low polygon count). Well I found an easy way to fix it in goblin. I have PM'ed BIGREG since this fix would obviously alter the .sim files, and his WoGaDi mod already alters them, that way he should just be able to add that fix to his mod.

So, chalk one more up for the good fight!:yeah:

Faamecanic
07-16-10, 03:30 PM
You rock STEEL :salute: :yeah: :rock:

Keep'em comming (cant wait for the next release with all these fixes...gonna seem like a new Uboat)!

SteelViking
07-16-10, 03:53 PM
You rock STEEL :salute: :yeah: :rock:

Keep'em comming (cant wait for the next release with all these fixes...gonna seem like a new Uboat)!

Thanks for the support. I am actually getting really excited myself, me and BIGREG are figuring stuff out, and finding ways to fix stuff that I did not think would be possible.

On the note of fixes I did not think were possible, I was able to use my experience with shadow mapping to solve one more problem, and improve on another problem. Both should have required editing the GR2 or hex editing the .sim files otherwise.

Here they are: If you look in the radio room at the radio microphone, the actual mouth piece shares its texture with the wall or something(weird, I know) well, I just shaded its shadow so dark that now it looks just like it should.

And, right across the room from the door in the radio room, there should be an illuminated display, but it also shared an incorrect texture of some metal. So, I darkened it out so that it just looks like it is off, instead of looking ridiculous.

SteelViking
07-17-10, 12:55 AM
I recommend that people install Conus00's graphics mod along with my interior mod(making sure to put mine in after Conus00's) and it just occurred to me that his mod also comes with some changes to the UI. If anyone is interested in having his graphical enhancements without the other changes made by his mod, I would be happy to make a graphics only version of his mod(he gave me permission to use his stuff as I need to). Just let me know folks.:up:

TheBeast
07-17-10, 01:22 AM
I recommend that people install Conus00's graphics mod along with my interior mod(making sure to put mine in after Conus00's) and it just occurred to me that his mod also comes with some changes to the UI. If anyone is interested in having his graphical enhancements without the other changes made by his mod, I would be happy to make a graphics only version of his mod(he gave me permission to use his stuff as I need to). Just let me know folks.:up:
That is very cool! I am already running both but reducing the footprint(diskspace requirement) is always a good thing. Maybe just roll the 2 mods together as one mod makes more sense. Giving Credits of course.

All but one person that responded to my request to form a team were in favor of it happening now. Combining these two MOD's is a good example of working together providing the good aspects from both MODs.

BTW, I have not seen any SH5 MOD from the one person not in favor of starting the team. Just someone that doesn't like Ubi...

SteelViking
07-17-10, 01:37 AM
That is very cool! I am already running both but reducing the footprint(diskspace requirement) is always a good thing. Maybe just roll the 2 mods together as one mod makes more sense. Giving Credits of course.

All but one person that responded to my request to form a team were in favor of it happening now. Combining these two MOD's is a good example of working together providing the good aspects from both MODs.

BTW, I have not seen any SH5 MOD from the one person not in favor of starting the team. Just someone that doesn't like Ubi...

oooh, I am not sure if I actually want to package them together into the same mod. You see, version 1.1 of my interior mod is already HUGE, I have totally redone the inside(I can't wait for you to see it, because you wanted it dirtier and rustier and I think you are going to like it).

Do you think I should put them together? I was talking to reaper7 a while back and mentioned to him that he should just add Conus00's UI stuff to his HiRes UI. I suppose if I added the graphical stuff, and reaper7 added the UI stuff, we would have everything from Conus00's mod covered.

What do you think about this? I would like to avoid making my mod impossible for some to download due to size.

TheBeast
07-17-10, 01:43 AM
oooh, I am not sure if I actually want to package them together into the same mod. You see, version 1.1 of my interior mod is already HUGE, I have totally redone the inside(I can't wait for you to see it, because you wanted it dirtier and rustier and I think you are going to like it).

Do you think I should put them together? I was talking to reaper7 a while back and mentioned to him that he should just add Conus00's UI stuff to his HiRes UI. I suppose if I added the graphical stuff, and reaper7 added the UI stuff, we would have everything from Conus00's mod covered.

What do you think about this? I would like to avoid making my mod impossible for some to download due to size.
If download size is becoming a issue, you can do what the GWX and other teams did with their Huge MOD. They split it into several downloads, Part1, Part2, Part3, etc. keeping any single download at a managable size that anyone should be able to download.
Naming Convention Example: Interiors_1_1_byStealViking_Part1of3.arg, Interiors_1_1_byStealViking_Part2of3.arg, Interiors_1_1_byStealViking_Part3of3.arg
Although I would suggest making the split version a alternate download maybe from Fiefront or something and the download posted here at Subsim as a single all in one download.

SteelViking
07-17-10, 01:54 AM
If download size is becoming a issue, you can do what the GWX and other teams did with their Huge MOD. They split it into several downloads, Part1, Part2, Part3, etc. keeping any single download at a managable size that anyone should be able to download.
Naming Convention Example: Interiors_1_1_byStealViking_Part1of3.arg, Interiors_1_1_byStealViking_Part2of3.arg, Interiors_1_1_byStealViking_Part3of3.arg
Although I would suggest making the split version a alternate download maybe from Fiefront or something and the download posted here at Subsim as a single all in one download.

Good advice, thanks. For testing purposes I actually have everything split up right now so that I can test a few things at a time. So even I don't know exactly how big it will be when I put everything together:haha:

SteelViking
07-18-10, 12:39 PM
Ok folks, me and BIGREG are finally getting everything how we want it. He still has some dial/gauge work to do, and I still have some perfecting/minor fixes for the interior to take care of, but for the most part we are finished.

So, at this time I want to know if anyone would like to volunteer for testing. My interior mod will contain all of my work+BIGREG's so I would really like to check and make sure that everything will work ok on other comp setups. There should be no problems, but you never know. I don't want to have a CTD or snow flake error upon official release, me and BIGREG(plus other contributers) put way too much work into this to have something terrible like that happen.

Just let me know, and I will PM a link to you. I only ask that you do NOT distribute anything from the mod until official release. After official release, everything will be open to the public to use in anyway, as with all my work.

TheBeast
07-18-10, 06:16 PM
I will check it out:shucks:

reaper7
07-18-10, 06:24 PM
Look forward to looking in all the corners of the sub :D.

reaper7
07-20-10, 04:57 PM
Sorry SteelViking for double post. (But thread deserves a Bump :))
Just wanted to confirm that Test mod V1.1 installed and is working with no unwanted issues to report of :woot:.

Guy's the interior of the sub is looking and working great. I love all the working dials, found myself looking in every corner to see what else was working. Also on that note the clocks showing both hands is worth the download alone :yeah:.
Shadows are causing no issues on my rig and look great. :up:
Just noticed something on the compass dials, the outer part of the dial (The 0-9) rotates when changing direction as in 1/10 degrees.
Never knew that was the way it was meant to work. Will have to do the same for my compass in the UI mod to match :D (My Current 0-9 dial is static).

Excellent work SteelViking and BigReg :yeah::yeah::yeah:.

SteelViking
07-20-10, 05:10 PM
Thanks reaper7, glad you like it.:up:

I have just a couple of things that I am touching up on advice from some other folks who tested it for me. However, BIGREG still has some stuff that he wants to nail down, so I might wait for him to finalize that stuff before release.

rascal101
07-20-10, 05:46 PM
Looking forward to 1.1 - in the meantime do you think it might be possible to mod in the following

Additional crewmembers in blank space around the boat.

Additional hanging foodstuffs, bread, hams salamis etc and boxes fruit and bits and bobs.

Lower the bunks in forward torpedo room and put more crewmen in there to make it more lifelike and less like an indoor football stadium - I dont think I've ever bothered to watch they guys load the torpedows since the first time, but always wonder at this huge empty space when playing

Raising direction finding loop

Are any of these things planned or even possible

Regards to all subsimmers

Rascal

SteelViking
07-20-10, 06:31 PM
Looking forward to 1.1 - in the meantime do you think it might be possible to mod in the following

Additional crewmembers in blank space around the boat.

Additional hanging foodstuffs, bread, hams salamis etc and boxes fruit and bits and bobs.

Lower the bunks in forward torpedo room and put more crewmen in there to make it more lifelike and less like an indoor football stadium - I dont think I've ever bothered to watch they guys load the torpedows since the first time, but always wonder at this huge empty space when playing

Raising direction finding loop

Are any of these things planned or even possible

Regards to all subsimmers

Rascal

Sadly, all those things are pretty difficult to do, however, most of them are possible.

- As far as I know there is no way to add more crew members, because there are simply not enough way points available for them.

- I have talked to TDW about adding more objects such as food to the interior. He says it possible with Hex Editing, but as you know TDW has a lot of things of his own to take care of. However, privateer is currently working on the tools to do stuff like this, so an easier solution is on its way.

- I am not sure if we can lower the bunks, as that is probably dictated only by the GR2 files and not by the .sim or .prt files.

- If you are talking about the radio loop antenna on the conning tower. I believe that The Beast was able to get it functioning, but he has yet to release it as a mod as far as I know.

So in other words, we can do a lot of stuff, but it is going to take time. And, when it comes to the stuff that I am saying we can't do right now, that may change. Heck, a lot of the stuff that me and BIGREG have done in v1.1 of this mod I did not think was possible when I first released v1.0.

Sudo
07-20-10, 09:43 PM
Heck, a lot of the stuff that me and BIGREG have done in v1.1 of this mod I did not think was possible when I first released v1.0.

Which is why you are the man.... :yeah: Awesome job! :woot:

Now, let's get this mod released so I can start playing again. :03:

TheBeast
07-20-10, 11:02 PM
- If you are talking about the radio loop antenna on the conning tower. I believe that The Beast was able to get it functioning, but he has yet to release it as a mod as far as I know.

I didn't post a MOD for this as BIGREG told me how to do it. I did post info on how to do it in the Equipment and Upgrade Packs (http://www.subsim.com/radioroom/showpost.php?p=1433981&postcount=4)thread I started.

SteelViking
07-20-10, 11:40 PM
I didn't post a MOD for this as BIGREG told me how to do it. I did post info on how to do it in the Equipment and Upgrade Packs (http://www.subsim.com/radioroom/showpost.php?p=1433981&postcount=4)thread I started.

Yeah, after I posted about that, I went and looked. Is there a way to get it to retract upon submerging(if not I am sure we could set it to be not visible under water as a work around).

TheBeast
07-20-10, 11:44 PM
Yeah, after I posted about that, I went and looked. Is there a way to get it to retract upon submerging(if not I am sure we could set it to be not visible under water as a work around).
Yes, it does retract when you dive. You can do the same for the Radio Rod Antenna and flip the numbers so the Rod Antenna is lowered when surfaced and raise when submerged.

P.S. The Rod Antenna usually raised a little higher then the ObsScope but I do not recommend extending it that high using this method as you can not lower it when submerged. Both Antenna do have damage zones. If you extend the ROD antenna to high you will end up hitting something with it damaging it and the conning tower. I learned this the hard way.:O:

SteelViking
07-21-10, 12:11 AM
Yes, it does retract when you dive. You can do the same for the Radio Rod Antenna and flip the numbers so the Rod Antenna is lowered when surfaced and raise when submerged.

P.S. The Rod Antenna usually raised a little higher then the ObsScope but I do not recommend extending it that high using this method as you can not lower it when submerged. Both Antenna do have damage zones. If you extend the ROD antenna to high you will end up hitting something with it damaging it and the conning tower. I learned this the hard way.:O:

Cool, we should get BIGREG to release a mod for this then. I could do it myself easy enough, but I think this needs to be available to everyone.

By the way, I finished implementing the changes you and some other testers suggested for the interior mod, so it is looking even better now.

TheBeast
07-21-10, 01:42 AM
Cool, we should get BIGREG to release a mod for this then. I could do it myself easy enough, but I think this needs to be available to everyone.

By the way, I finished implementing the changes you and some other testers suggested for the interior mod, so it is looking even better now.
Yes, I agree. Thought about doing it but it isn't my MOD. I just translated it from French to English using Google.:ping:

When do you plan on posting the new changes?:06:

SteelViking
07-21-10, 06:50 AM
Yes, I agree. Thought about doing it but it isn't my MOD. I just translated it from French to English using Google.:ping:

When do you plan on posting the new changes?:06:

Well, BIGREG is still working on some stuff, and I don't really want to release before he is done, or else I will just end up releasing multiple times for no reason. No worries, I will keep working on things while I wait. There is always room to improve.

TheBeast
07-21-10, 09:10 AM
I posted updated information on HOW TO (http://www.subsim.com/radioroom/showpost.php?p=1449692&postcount=26) raise/lower the Round DF Radio Antenna and the Rod Radio Antenne located on the Conning Towers.

SteelViking
07-27-10, 10:37 PM
I just wanted to let everyone know that this mod is not dead. I am still working on a few things for it, and BIGREG still has some stuff to finish that he is going to contribute to it.

marleymen
07-28-10, 12:44 AM
We know it´s not dead. :D

Keep in the good work mate !:arrgh!:

SteelViking
07-28-10, 11:38 AM
Just fixed something pretty annoying.:D If you look at the engine, you will notice weird looking vertical lines on a lot of the shafts, well I fixed em.:yeah: I also went ahead and made the rust on those shafts look more like actual rust.

Zedi
07-28-10, 12:05 PM
Can you post some new screenshots? Last time I saw the mod was like a hospital or office.. clean &neat. No1 so far made an interior with the felling of a battleship where 52 men live.. or die. No putzfrau, no room service :D Is the reason why I still use the AilWhiteInterior mod, most realistic mod so far.

SteelViking
07-28-10, 01:03 PM
Oh, it does not look like a hospital anymore. Here are some screens. The trouble with screens, is that they do a bad job of capturing all that I have done. I have made so many small improvements all over the sub, it would take you months of playing to realize all that I have done. Of course, there are the big changes too like completely redone floors, totally cleaned up dials and gauges, etc.

http://img638.imageshack.us/img638/1493/awdy.jpg

http://img51.imageshack.us/img51/7629/screen1vh.jpg

Capt Jack Harkness
07-28-10, 03:07 PM
Looking good! :salute:

Are the needles in the motor room going to be yellow in the final release?

SteelViking
07-28-10, 04:27 PM
Looking good! :salute:

Are the needles in the motor room going to be yellow in the final release?

Sadly, no. Me and BIGREG have tried everything to get them to have a yellowish golden look, but nothing works right. Tried changing the texture, changing the shadow map, changing the ambient lighting, tried messing with the 3d mesh:damn: but none of them can make it look believable. It is possible to use the ambient light controllers in the .sim file to make them a fluorescent yellow, but it just looks silly then. Also, there is something wrong with that particular controller as Goblin will not open a file again once they have been added to it.

Capt Jack Harkness
07-28-10, 05:15 PM
Huh... Can they be made white? I suppose another less accurate solution is to swap the colors on the guage faces so they are black type on white...

SteelViking
07-28-10, 05:38 PM
Huh... Can they be made white? I suppose another less accurate solution is to swap the colors on the guage faces so they are black type on white...

Reading the dials is not really a problem. This screen is about as difficult as it gets for that, from other angles the needles stand out from the background much more. I just wish we could to it for the sake of being historically accurate. I have spent countless hours sifting through pictures/videos/articles about sub interiors so that I could get everything as historically accurate as possible. It is just a few little things like this that I nor BIGREG have been able to nail down yet.

Capt Jack Harkness
07-28-10, 06:59 PM
Well if those shots are any indication it seems like you have most everything else covered.

vickers03
07-29-10, 05:30 AM
@SteelViking
to correct the wrong labels everywhere
i had the idea to rename the texture
directly in the .dat file (hexedit)
since conning tower and other rooms
share the same texture for the labels
you could separate them this way.

BIGREG
07-29-10, 06:21 AM
:salute: HI vickers03

The problem is that this is not one .DAT , but in one .GR2 file :damn:
But , if you have a solution for that , i take it immediately :D

vickers03
07-29-10, 11:12 AM
The problem is that this is not one .DAT , but in one .GR2 file :damn:
But , if you have a solution for that , i take it immediately :D
.DAT or .GR2 doesn't matter, i meant to hex-edit
the file, did that already with no problems.

BIGREG
07-29-10, 11:22 AM
I have try to editing a .GR2 ,but that give a checksum error :damn:
and i have no idea how to recalculate :hmmm:

SteelViking
07-29-10, 11:27 AM
.DAT or .GR2 doesn't matter, i meant to hex-edit
the file, did that already with no problems.

I have try to editing a .GR2 ,but that give a checksum error :damn:
and i have no idea how to recalculate :hmmm:

Yes, they are in a GR2 file, which we cannot edit. However, all hope is not lost. Hopefully with the update to S3d, we will have the ability to add nodes and import 3D objects into .sim .prt. or other controller files. If we do, we will be able to solve this problem and many others pretty easily. If not, someone could still manually hex edit in everything, but it would take a LOT of work.

Thanks for the input though vickers03, ideas are always welcome.

vickers03
07-29-10, 12:30 PM
you don't have to change that much,
in case of the labels for example i meant
to edit the name of the texture in the .GR2
file so that you can add a new texture with
that name in the tex folder.

I have try to editing a .GR2 ,but that give a checksum error :damn:
and i have no idea how to recalculate :hmmm:
don't add/substract anything,
all you would have to do is search for the
texture name string you want to change,
like CR9C_2.DDS and rename to CR9C_3.DDS,
while keeping the size of the string.

SteelViking
07-29-10, 12:37 PM
you don't have to change that much,
in case of the labels for example i meant
to edit the name of the texture in the .GR2
file so that you can add a new texture with
that name in the tex folder.


don't add/substract anything,
all you would have to do is search for the
texture name string you want to change,
like CR9C_2.DDS and rename to CR9C_3.DDS,
while keeping the size of the string.

I know that what you are suggesting is possible. But, it is illegal. Ubi does not allow the editing or publishing of GR2 files in relation to their games. If we stay patient though, other solutions will be made available.

skwasjer
07-29-10, 12:46 PM
I don't think Ubisoft minds you changing GR2-files more than DAT-files. The problem with writing tools for GR2 is we can not use the Granny API.

BIGREG
07-29-10, 01:06 PM
:salute: vickers03

I have try to change the texture name in .GR2 , not with a Hex Editor,but with a notepad and ...... it Works :woot: without bugs :yeah:

If UBISOFT not give us the right, I can always give them my left
( in good place):arrgh!:

SteelViking
07-29-10, 01:26 PM
Are you sure Skwas, I have heard a lot of flak about touching the GR2 files.

I guess if Skwas thinks it is ok, and if someone wants to edit the GR2 files so that we can place different labels, I would be willing to make the new label image.

BIGREG
07-29-10, 01:26 PM
The only problem now is the job that will give us :doh:

skwasjer
07-29-10, 02:47 PM
Are you sure Skwas, I have heard a lot of flak about touching the GR2 files.

I guess if Skwas thinks it is ok, and if someone wants to edit the GR2 files so that we can place different labels, I would be willing to make the new label image.
That talk is mainly about the GR2 API. RAD can't claim copyright over the contents (Ubisoft can), only over the API to load/write the files.

In that sense I don't see the difference in distributing GR2 or DAT files.

SteelViking
07-29-10, 03:23 PM
That talk is mainly about the GR2 API. RAD can't claim copyright over the contents (Ubisoft can), only over the API to load/write the files.

In that sense I don't see the difference in distributing GR2 or DAT files.

Ok, we will fire ahead then. Thank you for clearing that up.:salute:

SteelViking
07-29-10, 06:25 PM
:salute: vickers03

I have try to change the texture name in .GR2 , not with a Hex Editor,but with a notepad and ...... it Works :woot: without bugs :yeah:

If UBISOFT not give us the right, I can always give them my left
( in good place):arrgh!:

What program did you use. Notepad is unable to open it for me.

vickers03
07-29-10, 06:35 PM
What program did you use. Notepad is unable to open it for me.
i would recommend one of the free hex editors,
you can easily change text strings with them.
http://www.subsim.com/radioroom/showthread.php?t=155786

SteelViking
07-29-10, 07:01 PM
i would recommend one of the free hex editors,
you can easily change text strings with them.
http://www.subsim.com/radioroom/showthread.php?t=155786

Thanks vickers, I just tried the hex editor that I have(I have never really used it much though) and it worked like a charm.:salute:

There is something bugging me though. Goblin will open the gr2 after I have hex edited it, and everything is exactly as I put it. But, granny viewer is giving me a CRC check error. Any way around this?

SteelViking
07-29-10, 10:42 PM
Good news folks(or at least I am pretty sure it is) my hex editing of the .GR2 files is going well. This is opening up some doors, and allowing fixes that I did not think were possible before. :haha:I think this is the 3rd time that my own doubts have been proven wrong.

rascal101
07-30-10, 02:01 AM
Were watching you Mr V - remember if you succeed we will love you, if you fail, death will follow with nasty, pointed teeth!

R

Good news folks(or at least I am pretty sure it is) my hex editing of the .GR2 files is going well. This is opening up some doors, and allowing fixes that I did not think were possible before. :haha:I think this is the 3rd time that my own doubts have been proven wrong.

SteelViking
07-30-10, 06:49 AM
Were watching you Mr V - remember if you succeed we will love you, if you fail, death will follow with nasty, pointed teeth!

R

:haha::yep:

SteelViking
07-30-10, 04:28 PM
As long as I am able to pull my next trick off, I think the members of the Enigma flotilla will be pleasantly surprised if they take a good look around the sub after I release V1.1.:arrgh!: Don't expect anything too amazing, but there should be a nice little tribute waiting for you guys.

SteelViking
07-30-10, 11:16 PM
Yep, the enigma boys are gonna be happy alright.:yep:

Umm, so was anyone else annoyed by the bright red TDC in the conning tower from v1.0 of this mod but you didn't want to lose the red piping around the sub either, cause it used to bother me also.......

Oh, and did anyone notice how a lot of the labels around the sub in stock were completely ridiculous.....Well, they are not perfect yet, but they are WAY better off now.

You know, the only downside of v1.1 of this mod is gonna be the size of the download.:D

reaper7
07-31-10, 05:27 AM
Yep, the enigma boys are gonna be happy alright.:yep:

Umm, so was anyone else annoyed by the bright red TDC in the conning tower from v1.0 of this mod but you didn't want to lose the red piping around the sub either, cause it used to bother me also.......

Oh, and did anyone notice how a lot of the labels around the sub in stock were completely ridiculous.....Well, they are not perfect yet, but they are WAY better off now.

You know, the only downside of v1.1 of this mod is gonna be the size of the download.:D

Can't wait to download, that red TDC panel just looks awfull :nope:.

Capt Jack Harkness
07-31-10, 02:24 PM
It's so you can find it in the dark! Oh wait, when rigged for red that doesn't help in the least... :nope:

SteelViking
07-31-10, 05:59 PM
It occurred to me this morning, that I have a large collection of German WWII memorabilia, a digital camera, and a pretty good quality scanner(why this did not dawn on me before I don't know:doh:). Needless to say, I have spent all day scanning my stuff and taking pictures. So, some of the things that you see in V1.1 will actually be bits and pieces of my real life collection. Pretty cool huh?:yeah:

rascal101
07-31-10, 06:26 PM
Is the new 1.1 avaliable for download - I can only see the link to 1.0

R

SteelViking
07-31-10, 07:17 PM
Is the new 1.1 avaliable for download - I can only see the link to 1.0

R

Not yet. I will be wrapping up v1.1 soon though.

SteelViking
07-31-10, 11:04 PM
Ok, I was sick and tired of the silly sounding hatch/door opening and closing sounds(what, is our sub made of sheet metal or something?), so I have touched them up in Audacity. However, I would really just like to get some authentic sounds for it. Could anyone point me in the right direction for good hatch opening/closing sounds, perhaps they are already in a sound mod?

THE_MASK
08-01-10, 02:10 AM
Ok, I was sick and tired of the silly sounding hatch/door opening and closing sounds(what, is our sub made of sheet metal or something?), so I have touched them up in Audacity. However, I would really just like to get some authentic sounds for it. Could anyone point me in the right direction for good hatch opening/closing sounds, perhaps they are already in a sound mod?All the hatches i close on ships have rubber seals LOL .

SteelViking
08-03-10, 04:42 PM
Ok folks, Version 1.1 is finally done, tested, and packaged up. I am simply waiting on Neal Stevens to give me the run down on how to upload a mod that is larger than 20MBs. So, the link on the first post has NOT been updated yet, but I should have V1.1 available within the next several hours, the wait is almost over.

Sudo
08-03-10, 07:36 PM
Hurry! Hurry! :salute: All joking aside thank you so much for everything you've done to get SH5 what it is now. Heck, you haven't came out with a mod that I'm not currently using. :03: Thanks to all of you that mod this game and make it into a terrific product. I finally feel I got my moneys worth. :yeah:


Sudo

SteelViking
08-03-10, 08:31 PM
Hurry! Hurry! :salute: All joking aside thank you so much for everything you've done to get SH5 what it is now. Heck, you haven't came out with a mod that I'm not currently using. :03: Thanks to all of you that mod this game and make it into a terrific product. I finally feel I got my moneys worth. :yeah:


Sudo

Thanks for the encouragement Sudo, I always like to hear that I have enhanced someones enjoyment of SH5.

:hmmm:Now if only Neal would PM me back.......

Txema
08-04-10, 11:14 AM
Any news on this ?

Looking forward to this mod !!! :D


Txema

SteelViking
08-04-10, 11:51 AM
I am still just waiting on Neal Stevens to upload it. Even after compression, this mod is going to be around 70MB, as it does an insane amount of stuff. The size is why I am waiting on Neal, you are not supposed to upload anything that big without official permission, and without using a special uploader.

vickers03
08-04-10, 12:02 PM
filefront?

SteelViking
08-04-10, 12:24 PM
filefront?

Yeah, I think I am going to go ahead and upload it to filefront or mediafire for the time being. Then I will simply update the subsim download section one whenever I get an answer back about uploading it. So, give me about an hour(my upload speed is not that fast) and it will be available.:yeah:

Sudo
08-04-10, 12:29 PM
Hip Hip Hooray!!! :up:

reaper7
08-04-10, 12:35 PM
From testing, I can say yere gonna' be blow away by this one.
Outstanding work and well worth the download regardless of size.
:yeah::woot::yeah:

Sudo
08-04-10, 12:46 PM
From testing, I can say yere gonna' be blow away by this one.
Outstanding work and well worth the download regardless of size.
:yeah::woot::yeah:

I'd download this mod even if it was 700megs..... :haha:

Krauter
08-04-10, 01:32 PM
lol it's killing me! when is this coming out in 1.1 lol

SteelViking
08-04-10, 01:40 PM
lol it's killing me! when is this coming out in 1.1 lol

:haha: I am uploading as we speak(type), it should be done in less than an hour. Then it will take me a few minutes to update the screens and the first post for info. I am really excited to see what everyone thinks. I have done so much, that when I ran my last test run, I was even finding stuff I did not remember doing:har:.

Krauter
08-04-10, 01:43 PM
:haha: :har: :damn:

I just finished updating my entire JGSME list :haha:

Now I gotta do it again lol.

Keep up the good work though SteelViking :yeah:

Hans Hansen
08-04-10, 02:34 PM
:haha: :har: :damn:

I just finished updating my entire JGSME list

What does it look like now?

SteelViking
08-04-10, 02:45 PM
I have some bad news folks, I have tried uploading to mediafire twice and to filefront once, and every time it gets to about 70% and then fails. I suppose this is why subsim has a special uploader for large mods. I will keep trying to upload, but we may simply have to wait for subsim officials to get back to me.

Edit: It's weird though, I uploaded it and sent it to all the testers just the other day, I did not add too much since then.

reaper7
08-04-10, 03:39 PM
Maybe you could post the link to the Testers V1.1 for now untill you hear from Neal.
That version works perfectly :03:. The officaly one could be like an update :D.

SteelViking
08-04-10, 04:03 PM
Maybe you could post the link to the Testers V1.1 for now untill you hear from Neal.
That version works perfectly :03:. The officaly one could be like an update :D.

Hey, that is a pretty good idea. Let me try uploading one or two more times, and then I might just do that.:up:

SteelViking
08-04-10, 05:26 PM
Alright! I finally got it to upload to media fire! Version 1.1 of this mod is now available on the first post along with all the info on it. Enjoy folks!:D

marleymen
08-04-10, 05:40 PM
You could spread the word via Torrent or eMule, that P2P forgotten nets :arrgh!:

Sudo
08-04-10, 06:03 PM
Holy Cow! 260+ megs uncompressed.... Color me impressed. :D I'm going sailing and I'm not even looking for the "enemy"! :salute:

Excellent, excellent work Steel & BigReg. Heroes! :yeah:

DavyJonesFootlocker
08-04-10, 07:48 PM
I installed the mod. Things were a bit too bright and clean. Maybe it's good rust-proof paint.:D

SteelViking
08-04-10, 08:10 PM
I installed the mod. Things were a bit too bright and clean. Maybe it's good rust-proof paint.:D
Thank you for the feedback but....

I based the interiors off of surviving U-boat museums and tons of research. After most patrols, maintenance including rust removal and repainting took place. Some folks say the inside should be a huge rust bucket but I am afraid it was just not so. I tried my best to make the walls and floors appear like paint layered over rusty surfaces though, to simulate the look of ongoing maintenance and use. And of course not all rust could be stopped, which is why all walls and floors do have a decent amount of the stuff.

Edit: About the lighting, I also based it off of actual surviving U-boats(video tours of them), as I am going for strict realism. In stock, the light is very low which is kind of silly, they had complete control over the wattage they put into lighting. Why would they make it dark on purpose(compared to the electric engines the lights use almost no power).

DavyJonesFootlocker
08-04-10, 10:45 PM
I think the brightness could be toned down a notch. When entering the hatch I was almost blinded. A little grime could also go a long way in the interior. The insides of a u-bout on patrols would look more realistic IMHO. U-boats on display would look cleaned up.

Sudo
08-04-10, 10:52 PM
Hey Steel, did you work on all the clocks in the sub? I noticed that the conning tower clock doesn't display the correct time. The Hydrophone station clock is still missing a hand, and the one at the back of the sub past the engine room is missing both hands. I may have missed a clock or too, but just thought I'd let you know in case! Excellent mod my good fellow. :yeah:

SteelViking
08-04-10, 11:09 PM
I think the brightness could be toned down a notch. When entering the hatch I was almost blinded. A little grime could also go a long way in the interior. The insides of a u-bout on patrols would look more realistic IMHO. U-boats on display would look cleaned up.

I would put dirt and grime around if I could because I totally agree that it would be realistic. But, the way the interiors are rendered does not really allow for it.

Hey Steel, did you work on all the clocks in the sub? I noticed that the conning tower clock doesn't display the correct time. The Hydrophone station clock is still missing a hand, and the one at the back of the sub past the engine room is missing both hands. I may have missed a clock or too, but just thought I'd let you know in case! Excellent mod my good fellow. :yeah:

You are on the VIIa. The rear torp room clock does not work and we cannot figure out why. I had not realized that the clock in the CT showed the wrong time, I will definitely take another look at that. All of the subs are missing the minute hand in the hydrophone room, and we cannot fix it as of right now. Once some more tools are released, we should be able to fix this kind of stuff.

Thanks for the feedback:up:

Sudo
08-04-10, 11:19 PM
I would put dirt and grime around if I could because I totally agree that it would be realistic. But, the way the interiors are rendered does not really allow for it.



You are on the VIIa. The rear torp room clock does not work and we cannot figure out why. I had not realized that the clock in the CT showed the wrong time, I will definitely take another look at that. All of the subs are missing the minute hand in the hydrophone room, and we cannot fix it as of right now. Once some more tools are released, we should be able to fix this kind of stuff.

Thanks for the feedback:up:

No problem! This is an incredible mod, absolutely love it. But it's so nice that I ran into a concrete barrier leaving port because I was too busy admiring your work. :haha: All the beautiful mods are putting my PC in the hurt locker, so I guess it's a good thing that I just order a new Intel 980X 6 Core Extreme CPU, ASUS Rampage III Extreme mobo, and a GeForce 480 Super Clocked.... :yep: Thanks again for all of your hard work on this mod, it really shows in the quality.

Edit* Forgot to mention, the hour clock hand in the CT is the one that's not correct. The minute hand is fine. I looked at it when it was 17:20 and the hour hand was straight up on 12. 5 hours off.

SteelViking
08-04-10, 11:23 PM
Yup, I just took a look and sure enough, the controller for the clock in the CT is set wrong. And, I just looked at the files BIGREG sent me a little earlier today(but after I had already uploaded:damn:) and he already has it fixed.

I am sorry this fix did not make it into V1.1 folks. I will probably package up this fix and some other stuff and release a patch in a day or two. I don't want to go through the hassle of trying to upload the whole mod for just a couple things. After some more major advancements happen, I will of course put everything into the same download though.

Sudo
08-04-10, 11:26 PM
Don't apologize! What you and BigReg have accomplished is nothing short of extraordinary. Keep up the good work man. :yeah:

SteelViking
08-04-10, 11:45 PM
Don't apologize! What you and BigReg have accomplished is nothing short of extraordinary. Keep up the good work man. :yeah:

Thanks Sudo, your mention of the detail in the mod just made my week.:D

Sudo
08-05-10, 05:43 PM
Yup, I just took a look and sure enough, the controller for the clock in the CT is set wrong. And, I just looked at the files BIGREG sent me a little earlier today(but after I had already uploaded:damn:) and he already has it fixed.

I am sorry this fix did not make it into V1.1 folks. I will probably package up this fix and some other stuff and release a patch in a day or two. I don't want to go through the hassle of trying to upload the whole mod for just a couple things. After some more major advancements happen, I will of course put everything into the same download though.

Uhmm....Steel? My CT clock is reading properly now. :timeout: I don't know why but it sure was off last night, the hour hand was stuck at 12. :06:

Krauter
08-05-10, 05:48 PM
Just a question if this is possible or even noticed..

I don't know if this bug is only for the VIIB or any other boats. But while climbing the ladder from the Conning Room ladder to the Conning Tower if you stop on the ladder while still looking out there is some white tube sticking out to the left ( I think it is the game rendering the Obs Scope before you're outside..)

Just a little thing but kind of ruins the moment when I'm climbing on the bridge at night and I see this big white tube next to me..

SteelViking
08-05-10, 05:58 PM
Uhmm....Steel? My CT clock is reading properly now. :timeout: I don't know why but it sure was off last night, the hour hand was stuck at 12. :06:

You definitely pay attention to detail my friend. The way the file is setup, the clock should work for the first 12 hours of the day. After that the hour hand will stay stuck on 12 until the next day begins. No worries though, I am already putting together a patch with that fix and a few other things that BIGREG and I have been working on. So far the patch contains:

- Fix for CT clock

- Redone shadow mapping for the whole sub(better looking shadows, but don't worry folks there is no possibility of fps drop with this kind.

- Fix for error of hydrophone room not having my cleaned up throttle telegraph.

- And a few other graphical enhancements

SteelViking
08-05-10, 06:01 PM
Just a question if this is possible or even noticed..

I don't know if this bug is only for the VIIB or any other boats. But while climbing the ladder from the Conning Room ladder to the Conning Tower if you stop on the ladder while still looking out there is some white tube sticking out to the left ( I think it is the game rendering the Obs Scope before you're outside..)

Just a little thing but kind of ruins the moment when I'm climbing on the bridge at night and I see this big white tube next to me..

Yes I have noticed this, and it drives me crazy:damn: I have absolutely no idea where it is coming from though.

Sudo
08-05-10, 06:11 PM
You definitely pay attention to detail my friend. The way the file is setup, the clock should work for the first 12 hours of the day. After that the hour hand will stay stuck on 12 until the next day begins. No worries though, I am already putting together a patch with that fix and a few other things that BIGREG and I have been working on. So far the patch contains:

- Fix for CT clock

- Redone shadow mapping for the whole sub(better looking shadows, but don't worry folks there is no possibility of fps drop with this kind.

- Fix for error of hydrophone room not having my cleaned up throttle telegraph.

- And a few other graphical enhancements

Nah! Just like to know what time it is. :har: Keep up the great work, this is the best thing since sliced bread and certainly keeping me well entertained. :up:

SteelViking
08-05-10, 07:17 PM
Hey Krauter, have you found my tribute to the Enigma Flottila yet? It is not really hidden, but you will have to look closely.

Krauter
08-05-10, 07:23 PM
haha no not yet; I have barely been able to make it out into the North Sea yet because of all the new mods and goodies :D

I'll take a peak once I can get around to clear waters :D

Edit: I've scoured the front quarters of the boat lol and no go :(

speedbird
08-06-10, 04:17 PM
The level of detail is superb, well done Sir!

Thanks :yeah:

qweasd
08-06-10, 05:44 PM
Hello Steel Viking,

Any chance you could isolate the WoGaDi Mod version 7 in your next release?

Thx and keep up the good work :rock:

SteelViking
08-06-10, 05:56 PM
Hello Steel Viking,

Any chance you could isolate the WoGaDi Mod version 7 in your next release?

Thx and keep up the good work :rock:

I am not sure what you are asking for here.

qweasd
08-06-10, 05:59 PM
well I would like to install WoGaDi Mod version 7 only.

If not then maybe just tell me what files belong with it.

Thx :D

BIGREG
08-06-10, 07:13 PM
:salute: Hi

If you want to use WoGaDi alone copy the folder:

data \ Submarine

recreate a new folder WoGaDi and paste in

but i have make this mod to works with StellViking guages :yep: , and we have redone the texture change,location,editing etc...., together
and to organize for the new allocation of texture in the .GR2 file :smug:

Ps: I have send new things to SteelViking next patch :03:
- fix clock :oops: Oups ! and add needles,wheel,knobs Dial in Conning Tower
- add Co2 Guages in Central
- redone workable inner disc compas in all rooms
- and redone many needles adjustement

qweasd
08-06-10, 07:53 PM
ok merci BIG,

J'étais entrain de 'disséquer' ta version 6 pour les remplacer par les fichiers correspondent de cette version ;)

Come to think of it, I guest it would be better just to change what I don't like... the colors of the boats interior. I prefer darker, along with spot lighting (narrow beams) , instead of flood lighting (wide light wash) would look better and would do wonders for the subs control room 'ambiance'. Though I'm not sure you have any control over that.

I'm fine with the rest :yep: good job! Looking forward to next version.

SteelViking
08-07-10, 11:08 AM
:salute: Hi

If you want to use WoGaDi alone copy the folder:

data \ Submarine

recreate a new folder WoGaDi and paste in

but i have make this mod to works with StellViking guages :yep: , and we have redone the texture change,location,editing etc...., together
and to organize for the new allocation of texture in the .GR2 file :smug:

Ps: I have send new things to SteelViking next patch :03:
- fix clock :oops: Oups ! and add needles,wheel,knobs Dial in Conning Tower
- add Co2 Guages in Central
- redone workable inner disc compas in all rooms
- and redone many needles adjustement

Yes, separating our two mods at this point would still be possible, but it would get messy as they both rely on bits and pieces of each other. The easiest way for someone to change the interior color and lighting scheme to be darker(much darker in fact) would be to take Naight's interior mod, and strip out everything except for the wall textures, floor texture, the lights.cfg, and the color correction filter. You could then either put that stuff in my mod overwriting the files, or you could install it in JSGME over my mod. If you simply install his interior mod over mine, you will get problems, so you would have to strip out a lot of stuff first like I have said.

About the patch, I almost have it ready, I just want to tweak a few more things. When I release it, it will have to be installed in JSGME over the top of my v1.1 mod.

TheBeast
08-07-10, 12:20 PM
Yes, separating our two mods at this point would still be possible, but it would get messy as they both rely on bits and pieces of each other. The easiest way for someone to change the interior color and lighting scheme to be darker(much darker in fact) would be to take Naight's interior mod, and strip out everything except for the wall textures, floor texture, the lights.cfg, and the color correction filter. You could then either put that stuff in my mod overwriting the files, or you could install it in JSGME over my mod. If you simply install his interior mod over mine, you will get problems, so you would have to strip out a lot of stuff first like I have said.

About the patch, I almost have it ready, I just want to tweak a few more things. When I release it, it will have to be installed in JSGME over the top of my v1.1 mod.
Or - You, BIGREG and Naights work together for version 2...:D

qweasd
08-07-10, 12:30 PM
Good advice Steel Viking,

and voila... mod the mod ftw!


Without changing Cfg and Filters..

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds

http://a.imageshack.us/img213/2145/sub1x.th.jpg (http://img213.imageshack.us/i/sub1x.jpg/)



With Naight's Cfg and Filters:

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds
hdr_interior_submarine.cfg
Lights.cfg

http://a.imageshack.us/img529/7784/sub2f.th.jpg (http://img529.imageshack.us/i/sub2f.jpg/)

:arrgh!:

reaper7
08-07-10, 12:49 PM
Ps: I have send new things to SteelViking next patch :03:
- fix clock :oops: Oups ! and add needles,wheel,knobs Dial in Conning Tower
- add Co2 Guages in Central
- redone workable inner disc compas in all rooms
- and redone many needles adjustement

Hi BigReg, just to say the new fixes to the TDC are great. Thnks for all your work on this. I'm a fan of the TDC :D, hence all the dials in my UI Mod :haha:. Didn't notice the Co2 gauge will check that one out. :yeah:

SteelViking
08-07-10, 02:43 PM
Or - You, BIGREG and Naights work together for version 2...:D

Me and BIGREG are both going for realism, and since the mod is currently matched to what all research points to, the mod will not be changing much in future versions. Naights has however, given me full permission to use any of his work, and I could simply release two versions of the mod doing basically the same thing that qweasd has done below:

Good advice Steel Viking,

and voila... mod the mod ftw!


Without changing Cfg and Filters..

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds

http://a.imageshack.us/img213/2145/sub1x.th.jpg (http://img213.imageshack.us/i/sub1x.jpg/)



With Naight's Cfg and Filters:

floor_metal.dds
floor_metal_N.dds
tile_metal_02.dds
tile_metal_02_N.dds
tile_metal_04.dds
tile_metal_04_N.dds
hdr_interior_submarine.cfg
Lights.cfg

http://a.imageshack.us/img529/7784/sub2f.th.jpg (http://img529.imageshack.us/i/sub2f.jpg/)

:arrgh!:

I am glad you were able to get everything how you wanted it:up:

TopcatWA
08-08-10, 06:52 AM
This mod looks good.
Great work.:yeah: