View Full Version : [REL] SH5_Type7_RadioRoom_Tweaks
TheBeast
08-09-12, 08:24 PM
SH5 Type-7 Radio Room Tweaks byTheBeast | Created: 5:32 PM 8/9/2012
================================================== =====
This MOD is JSGME Ready!
PURPOSE:
Fix SIM file Dial Control for Radar Bearing texture that was spinning in wrong direction.
Veryified Fix using FuMO-29GEMA Radar Antenna.
NOTE:
Only the data\Submarine\Common\Rooms\Room_QR1.SIM file is required for this fix. All other files are WIP but thought I would share them.:up:
CREDITS:
SteelViking - SteelViking's Interior Mod V1.21
BIGREG - Work done getting most Interior Dials working correctly.
TheDarkWraith - GR2 Editor/Viewer/Extractor/Importer
FlakMonkey & DivingDuck - Food Crates and Sea Bags
OTHER CHANGES:
Added Dial control to Radio Room Radio so Needle moves when changing radio stations.
Added Sonar Room Ambient Sound Sourse Bone for possible future Sound enhancement. This is WIP!
Added Crates of Canned Goods and Oranges. This is WIP!
FILES CHANGED:
- data\Submarine\Common\Rooms\Room_QR1.GR2
- data\Submarine\Common\Rooms\Room_QR1.SIM
- data\Submarine\NSS_Uboat7a\NSS_Uboat7a.lnx
- data\Submarine\NSS_Uboat7b\NSS_Uboat7b.lnx
- data\Submarine\NSS_Uboat7c\NSS_Uboat7c.lnx
- data\Submarine\NSS_Uboat7c41\NSS_Uboat7c41.lnx
FILES ADDED:
- data\Library\QR1_Items.dat
- data\Textures\TNormal\tex\fruitNveg.dds
- data\Textures\TNormal\tex\fruitNvegLM.dds
HISTORY:
09/02/2012
- Added 2 Sea Bags
DOWNLOAD LINK:
http://www.subsim.com/radioroom/downloads.php?do=file&id=3665 (http://www.subsim.com/radioroom/downloads.php?do=file&id=3665)
http://img580.imageshack.us/img580/6749/forequartersitems.jpg
Regards!:salute:
TheBeast
Trevally.
08-10-12, 11:12 AM
Thanks TheBeast - this is an important bug fix:woot:
tonschk
08-10-12, 02:16 PM
Amazing, Thank you :yeah::rock: TheBeast :salute:
Sepp von Ch.
08-10-12, 03:53 PM
Thanks TheBeast, little but important mod.
Captain73
08-10-12, 04:08 PM
:yeah:
Boxes can be and more!
And add bananas need! :hmmm:
Good job!
TheBeast
08-10-12, 08:14 PM
:yeah:
Boxes can be and more!
And add bananas need! :hmmm:
Good job!
When/If I figure out how to render the crates correctly, I will add many more items such as Bananna's, Salommi, Bread, Fruit, Canned goods etc.
arnahud2
08-11-12, 04:14 AM
When/If I figure out how to render the crates correctly, I will add many more items such as Bananna's, Salommi, Bread, Fruit, Canned goods etc.
Do you plane to render food consumption ?
(I mean that fruits, sausages, etc supplies will have to decrease regarding patrol duration).
TheBeast
08-11-12, 04:50 AM
Do you plane to render food consumption ?
(I mean that fruits, sausages, etc supplies will have to decrease regarding patrol duration).
Not sure if food consumption is even possible to do in SH5 but that would be cool.:hmmm: Not Sure but I dont think it has even been done for SH4 yet.
TheBeast
09-02-12, 02:08 PM
Added 2 Sea Bags to Fwd Quarters area.
See Post #1 (http://www.subsim.com/radioroom/showpost.php?p=1919874&postcount=1) for more information.
TheDarkWraith
09-02-12, 02:15 PM
Not sure if food consumption is even possible to do in SH5 but that would be cool.:hmmm: Not Sure but I dont think it has even been done for SH4 yet.
FadeObject controller or use the dial trick :yep:
DrJones
09-02-12, 02:20 PM
FadeObject controller or use the dial trick :yep:
Something like the Fuel Dial?!:hmmm:
That is how it has been done in SH3 as i remember
:salute: Hi
Yes,is based of fuel dial with a linear "show" val :yep: (the mesh would be displaced 15-20km to disapear)
But ,for that the "foods" must have its own mesh (and no subset) or bone ... for each elements ... to be controllable ...
Great job TheBeast:yeah:
TheBeast
09-02-12, 04:13 PM
Wish I knew how to edit the 3D Models. I would replace those big square wood columns in the Forword Quarters with Pipes or Chains.
The wooden deviders between bunks is fairly accurate but I've never seen a picture with those wooden columns. At least not in Aft Quarters area.
http://upload.wikimedia.org/wikipedia/commons/thumb/0/0e/VII_C_U-Boot_Zentrale.jpg/400px-VII_C_U-Boot_Zentrale.jpghttp://centroeu.com/uboote/099k.jpg
http://img337.imageshack.us/img337/441/aftquarters.jpg
U-995 3D Interior View (http://www.uboataces.com/u995.shtml)
http://www.uboataces.com/photos/2006528201566428.jpg
You mean the "beams" (not sure of the translation) ?
If you can let me know with a picture (color the parts to change)
edit:have you try to control the needles via the bones (in the .sim from .gr2) ? Maybe if,that work ,we can just use one mesh (one .dat for all needles ) :hmmm:
TheBeast
09-02-12, 04:57 PM
You mean the "beams" (not sure of the translation) ?
If you can let me know with a picture (color the parts to change)
In pictures shown in my previous post. The bunks are supports by metal rods or chains, not big wooden beams.
edit:have you try to control the needles via the bones (in the .sim from .gr2) ? Maybe if,that work ,we can just use one mesh (one .dat for all needles ) :hmmm:
Yes, I have added 3 new needles to Control Room for Battery Power Level.
Each Needle required its own bone that I added to the GR2 file.
You can download file and see what I did and how I did it.
http://www.mediafire.com/?6q3foftvb844snb
The stock needles are welded in place and still need to be removed.
Regards!
TheBeast
Ok, i have try and that work,you don't need the .dat sim :yep:
add the controllers with goblin on your news bones (open the .gr2 and merge the .sim)
i have a test version ,but that need min 15min to upload :shifty: ...
Maybe,what you need is to try to use only one needle mesh for the three :D
Ps:i want ,good to know how you have attached the .dat on a bone ???
oscar19681
09-02-12, 05:57 PM
Wish I knew how to edit the 3D Models. I would replace those big square wood columns in the Forword Quarters with Pipes or Chains.
The wooden deviders between bunks is fairly accurate but I've never seen a picture with those wooden columns. At least not in Aft Quarters area.
http://upload.wikimedia.org/wikipedia/commons/thumb/0/0e/VII_C_U-Boot_Zentrale.jpg/400px-VII_C_U-Boot_Zentrale.jpghttp://centroeu.com/uboote/099k.jpg
http://img337.imageshack.us/img337/441/aftquarters.jpg
U-995 3D Interior View (http://www.uboataces.com/u995.shtml)
http://www.uboataces.com/photos/2006528201566428.jpg
If there one thing that should be changed its a wardroom that missing from the interieur , Also the pipes are modeled in the vanilla version of sh-5. They are located when going from the control room the to the aft crew bunks.
Ok,that :
https://dl.dropbox.com/u/99234496/beams.jpg
TheBeast
09-02-12, 06:34 PM
Yes, those that you have highlighted in red.
Ouf !
Here is the test : https://dl.dropbox.com/u/99234496/%21Control_RoomTest01.zip
i have only redo one needle
(i have assigned second clock dial to see the change quickly :03:)
Edit:maybe,you can try also to attach a mesh from the .GR2 (needle) to a new bone (by using the ID) ?
Torpedo
09-03-12, 04:49 AM
Hi TheBeast!
You can change the look of obscope in something that looks like metal?
http://i728.photobucket.com/albums/ww281/Torpedo_01/ObsScope3.jpg
Thanks! Torpedo
Hi Torpedo :salute:
Sorry,but impossible for the moment :-?
If i try to import/export this .GR2 (with animations) ,in game the animations do not work anymore :nope:
other maybe,i need to edit the .GR2 manually :hmmm:
Edit: Not work, even manually :shifty:
Re Edit : and the worst is that with the goblin animation works ! :doh: :/\\!!
But there's only one person who could solve this mystery : TheDarkWraight :yep:
Here the modified files (just with texture change,but the annimation don't work ingame !!! ) : https://dl.dropbox.com/u/99234496/CR_Periscop.zip
silentmichal
09-03-12, 12:58 PM
Hi everyone!!
I like mods of crew, interior and new ships/u-boats. I made this small mod:
http://forum.polishseamen.pl/viewtopic.php?p=58411
So, is it possible, to import some u-boats (type II or XXI) from SHIII/SHIV to Silent Hunter 5 with interiors too:hmmm:? Or... do you have any plans to do it? And, is it possible, to import FlakMonkey's interior of VII-type U-boat to SH5? Because there are better fore quaters....
PS. Sorry for my English. I'm 14 years old, and from Poland, so....
TheDarkWraith
09-03-12, 01:06 PM
Hi everyone!!
I like mods of crew, interior and new ships/u-boats. I made this small mod:
http://forum.polishseamen.pl/viewtopic.php?p=58411
What exactly does this mod do/is :06:
Hi, TheBeast!
First of all let me say Thank you for your mod:up:
Downloaded it and like it very much.
Let me ask you one question:
On the pictures below you can see your new objects (crates and bags). They differ from the interior...they shine and much brighter than anything else...I don't know how to describe it but you can see it on the pictures as I've mentioned before.
Can you tell me what the reason is and how to fix it?:yep:
P.S. from all the mods that I use, there are only two of them that change subs interior - SteelViking's Interior Mod V1.2 and Dark_Interior_V1_by_Xenomerv.
Tried to disable the Dark Interior mod, but the problem still remains.
Thanks in advance!
http://imageshack.us/photo/my-images/41/sh5img2012090320.jpg/
http://imageshack.us/photo/my-images/23/sh5img20120903201.jpg/
http://imageshack.us/photo/my-images/801/sh5img20120903202.jpg/
HI
I understand anything on the site, but I find the location to download :timeout: -> tutaj (http://forum.polishseamen.pl/files/crew_mega_mod_contains_mightyfine_crew__02_beta_81 9.zip)
It looks promising :03:
What exactly does this mod do/is :06:
HI
I understand anything on the site, but I find the location to download :timeout: -> tutaj (http://forum.polishseamen.pl/files/crew_mega_mod_contains_mightyfine_crew__02_beta_81 9.zip)
It looks promising :03:
Google translate helped to some extent:
Hi everyone,
For a long time did not show any activity on the forum. But I'm still working on my modem regarding the crew of the ship. I'd say right away: I used the fashion MightyFine Crew Mod 1.2.1 by "Heretic", and the fashion PE_MORE_CREW 00.00.03b by "Paris_England". For Them - respects. It is based on these two mods created my own, I think the best fashion available to the crew. Now mention the pros and cons: Pros: + Number of crew closer to true (it is now 38 members of the crew, and not, as in the standard version, 29), + crew stopped to teleport - quite nicely now go back and forth, + Animations are Now as best suited to the situation, + Compatible with most major mods (TDW Multiple UIs, Open Horizon, Magnum Opus, etc.) and the basic version, + crew is on the outside, when the weather is bad, + Mod is compatible with JSGME. Cons: - The crew "comes to himself" and goes along for the "a la <bli***378;niaczki syjamskie>" - Sometimes a team can be added to "freeze" - do not go any animations - Sometimes different people behave strangely (I know where it is Error - Repair) - I am thinking that such a heavy watch officer at the department wobbling like a drunk - After the attack, such as torpedo, the crew no longer goes out, - When anti-aircraft gun, gunner you levitate ( I know where the error is to repair) - mod to work properly (after installation) to load each mission, return to the main menu and reload the mission - if we do not, we will have additional 9 people (I have no idea where it is mistake, I ask you for help.) - Sometimes the crew of "running away" from the ship - I know where is the error ... [/ u] Here some pics: This mod will automatically include fashion MightyFine Crew 1.2.1 - so we do not need to install it. Install the standard by JSGME. Copy the folder "MODS" to the folder where the folder "MODS" on your computer. default - Silent Hunter 5th If anyone would like to join the project, you are cordially invited (read text file in the folder "Documentation"). All comments and suggestions are welcome. WELCOME TO DOWNLOAD! Downloading: click here (http://forum.polishseamen.pl/files/crew_mega_mod_contains_mightyfine_crew__02_beta_81 9.zip) .
TheBeast
09-03-12, 01:56 PM
Hi everyone!!
I like mods of crew, interior and new ships/u-boats. I made this small mod:
http://forum.polishseamen.pl/viewtopic.php?p=58411
So, is it possible, to import some u-boats (type II or XXI) from SHIII/SHIV to Silent Hunter 5 with interiors too:hmmm:? Or... do you have any plans to do it? And, is it possible, to import FlakMonkey's interior of VII-type U-boat to SH5? Because there are better fore quaters....
PS. Sorry for my English. I'm 14 years old, and from Poland, so....
This MOD adds extra crew and crew animations. Very interesting, Downloaded it myself.
As for importing Carreer Playable boats from SHIII/IV.
Currently, boats in DAT format do not render correctly in SH5 as something dealing with textures is missing or not fully compatible with SH5.
Some Merchant vessels and Aircraft have been successfully imported and do work.
I was trying to import the Type-II interior by Tomi_99 for a couple weeks and finally gave up as the interior would not render correctly in game. Many CTDhttp://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=5925
http://img69.imageshack.us/img69/8490/mainballistvalves.jpg
What exactly does this mod do/is :06:
Google translate helped to some extent:
silentmichal
09-03-12, 02:21 PM
What exactly does this mod do/is :06:
This mod adds some new crew. I made new animation too. Oh, question for You, TDW: I was trying make this mod compatible with your mod, UIs... But... i don't know why my mod isn't working with your mod. Please contact with me on PM, I will send you special version for your UIs. I know, problem is in *.prt file... I was editing it, but it did not work out :/\\!!. If I will turn on some mission, or campaign, the game is restarting...
PS. Sorry of "offtop"...
EDIT
Thank You, TheBeast for your reply :) - I was too trying to add new interior (fore quaters) from FlakMonkey's to SH 5, but this interior was... moving! Really interesting... I think, we have to import obj files to GR2 files of interior, using TDW program.... But, I can't delete any meshes, and I can't add new meshes :(. I think, in new version of TDW's app, I will can do it :).
TheDarkWraith
09-03-12, 02:31 PM
This mod adds some new crew. I made new animation too.
New animations for a GR2 file? or your animations are stored in a .dat file :hmmm:
silentmichal
09-03-12, 02:34 PM
No no no... I used animations saved in GR2 files (I used created animations, for example... walk, run etc.). I didn't create any new animations... It's too hard for me :cool:.
TheBeast
09-03-12, 02:35 PM
New animations for a GR2 file? or your animations are stored in a .dat file :hmmm:
It looks like he made new Crew Scripts AIX and added new crew waypoints.
silentmichal
09-03-12, 02:37 PM
It looks like he made new Crew Scripts AIX and added new crew waypoints.
YES!!! You're right :).
TheDarkWraith
09-03-12, 02:38 PM
It looks like he made new Crew Scripts AIX and added new crew waypoints.
I see. Darn, I thought he could teach me something about the animations in the GR2 file (still haven't looked into them yet) :shifty:
silentmichal
09-03-12, 02:40 PM
I see. Darn, I thought he could teach me something about the animations in the GR2 file (still haven't looked into them yet) :shifty:
Ehm... I'm sorry:/\\!!. But... can you help me?
TheBeast
09-03-12, 02:40 PM
I see. Darn, I thought he could teach me something about the animations in the GR2 file (still haven't looked into them yet) :shifty:
Yeah, several people have tried adjust CR Periscope height but animation is broken after edit. Currently must be on knees to use it.
silentmichal
09-03-12, 02:53 PM
Hmm, what's wrong with this modification?
http://www.subsim.com/radioroom/showthread.php?t=141858
I can't find it. Or... that was for GWX4, which is not formed...
PS. It's for you, TDW. It isn't working, when TDW UIs are installed... Please, HELP me. Only you can solve this problem... And there's link for you:
https://dl.dropbox.com/u/97170234/TEST_for_TDW.zip
Yeah, several people have tried adjust CR Periscope height but animation is broken after edit. Currently must be on knees to use it.
What i don't understand,that the animation work with Goblin and not ingame ?!?!
and i have try to export/import (with modified textures) the diesel motors and that work great ingame :doh:
other thing with the periscop files is when you try to merge the .sim = direct fatal error :o but you can open the sim with S3D :dead:
Maybe the error come from the .sim...:hmmm:
silentmichal
09-04-12, 01:32 PM
Hi TheBeast!:salute:
I made small modification of your mod. There's link:
https://dl.dropbox.com/u/97170234/SH5_Type_7_RR_Tweaks_edited_by_SHM.zip
I was trying to add some new crew, from FlakMonkey's interior mod. I thought, all was right, but it isn't. I really don't know, why it isn't working...:/\\!! sth is wrong ... Please, help me... I was using skwasjer's app.
TheBeast
09-04-12, 04:35 PM
Hi TheBeast!:salute:
I made small modification of your mod. There's link:
https://dl.dropbox.com/u/97170234/SH5_Type_7_RR_Tweaks_edited_by_SHM.zip
I was trying to add some new crew, from FlakMonkey's interior mod. I thought, all was right, but it isn't. I really don't know, why it isn't working...:/\\!! sth is wrong ... Please, help me... I was using skwasjer's app.
You can not add a "Interior_Root" Node to GR2 from DAT.
Best result is to add each 3D Object 1-by-1 and Set all thier Parent ID to existing GR2 Bone (Node). Positioning each Object as required.
silentmichal
09-05-12, 08:05 AM
Hi, thanks! I'll repair it.
But, what about it:
https://dl.dropbox.com/u/97170234/TEST_for_TDW.zip
Can someone help me?
Hi silentmichal:salute:
Sorry,i don't work on waypoint,But, why make the sub parts (annimated) in your mod ????
silentmichal
09-05-12, 10:32 AM
Hmmm... in *.prt files (you can add new files from X location to the game) are links to this part of SUB... Maybe it isn't required, but I don't know, is this files in stock version of SH5. If yes, I can delete this files, but if not, I can't delete this files. Did not want me then check it...:)
PS. for you, TheBeast, question;
I added new man to the boat, but... textures isn't loading :shifty:. I really don't know, WHY? I think, everythink is OK, but... it isn't... sth is WRONG. Please help me:/\\!!.
There's link for you:
https://dl.dropbox.com/u/97170234/SH5_Type_7_RR_Tweaks_edited_by_SHM_v2.zip
oscar19681
09-05-12, 02:39 PM
Ok,that :
https://dl.dropbox.com/u/99234496/beams.jpg
Yes all it needs it the top bunk removed , the table folded up , some small chairs (maybe like the one from the soundman) and 1 or 2 people sitting there . And the ability to sit there yourself and some stuff on the table. (and a picture of donitz ofrourse.
:salute: Hi
If some people have VIIb/c bunks photos (from radio room bis forward torpedo door)
tonschk
09-05-12, 05:40 PM
Is this what you are looking for ?
http://www.blogandgo.co.uk/A55A21/BlogAndGo.nsf/B00D498ECFF078FE8025768F00343988/$file/m-U995-10.jpg
http://www.blogandgo.co.uk/A55A21/BlogAndGo.nsf/DF00E6635D8324018025768F00332946/$file/m-U995-9.jpg
http://www.google.co.uk/imgres?q=type+VIIc+bunks&start=84&hl=en&tbm=isch&tbnid=skgF0jD7YQLnYM:&imgrefurl=http://www.terraforums.com/forums/showthread.php%3F114555-PICTURES!-U-995-Laboe-Germany&imgurl=http://i299.photobucket.com/albums/mm317/herrkaleun7/U995/IMG_2964.jpg&w=568&h=758&ei=gtZHUKLRINGS0QXqrYHwBQ&zoom=1&iact=hc&vpx=300&vpy=587&dur=37&hovh=259&hovw=194&tx=109&ty=132&sig=114210143106124868573&page=3&tbnh=148&tbnw=111&ndsp=48&ved=1t:429,r:33,s:84,i:110&biw=1680&bih=961
Hi Tonschk:salute:
Thank you, but I found what I sought :
https://dl.dropbox.com/u/99234496/imgp3444.jpg
https://dl.dropbox.com/u/99234496/u995_2k5_38.jpg
https://dl.dropbox.com/u/99234496/warrantandcommissionedo.jpg
https://dl.dropbox.com/u/99234496/image029.jpg
https://dl.dropbox.com/u/99234496/U-505EnclG436.jpg
https://dl.dropbox.com/u/99234496/Sans%20titre06.jpg
to see, it was not beams, but wardrobes :O:
silentmichal
09-06-12, 02:02 PM
I have... yhm... stiupid question for You,:o TheBeast: Where are you from? From USA? Or... from Europe? Because you're on this forum at midnight... In Poland it's 9 o'clock P.M. now...:yep:
PS. Do you know, why textures isn't loading in my extension? I don't:/\\!!:/\\!!:/\\!!.
:salute:
Hi Silentmichal :salute:
PS. Do you know, why textures isn't loading in my extension? I don't.
What extension are you talking about :06:
In "crew_mega_mod_contains_mightyfine_crew__02_beta_81 9" :06:
But there is no texture datas !!!
silentmichal
09-06-12, 03:13 PM
No, I'm talking about this:
https://dl.dropbox.com/u/97170234/SH5_Type_7_RR_Tweaks_edited_by_SHM_v2.zip
It's on page 3 of this topic:yeah:...
TheBeast
09-06-12, 04:23 PM
Hi Tonschk:salute:
Thank you, but I found what I sought :
to see, it was not beams, but wardrobes :O:
OK, so we do not want to remove the Wood Beams but maybe add more detail so they look like Wardrobe cabinets.
@ BIGREG
I am looking at Dials and want to add the 4 Radar Range Dials. Existing Dials are welded in Model and useless. Can these be cut and removed?:06:
http://img833.imageshack.us/img833/6135/radarrangedials.jpg
Regards!:salute:
TheBeast
Hi TheBeast :salute:
@ BIGREG
I am looking at Dials and want to add the 4 Radar Range Dials. Existing Dials are welded in Model and useless. Can these be cut and removed?:06:
But,they are not welded :03: Nr_Dial1 - Nr_Dial2 etc...
they are cylinders ,but UV/texture must be to redo and i am not sure that the controller work :hmmm: (I had already tried... )
TheBeast
09-06-12, 04:54 PM
Hi TheBeast :salute:
But,they are not welded :03: Nr_Dial1 - Nr_Dial2 etc...
they are cylinders ,but UV/texture must be to redo and i am not sure that the controller work :hmmm: (I had already tried... )
I pulled round cylinder dials from SH4 Type-IX interior. The 3D obj do have UV maps to Uboat9D2_RR_cadrane_radio_9.dds file, bottom left corner area. Uboat7_RR_cadrane_radio_9.dds also has same textures in same locations so we can use either texture.
Maybe you can just import UVW from the 3D obj I pulled from SH4?
All 4 dials are the same 3d obj with same UVW.
Range01.mtl
# Obj-exporter - version 1.4.3 - 8/5/2009 - © 2001-2009 skwas
#
newmtl cr7_lm1_6c71368b6f33ef14
Ka 0.5773502588 0.5773502588 0.5773502588
Kd 0.5773502588 0.5773502588 0.5773502588
Ks 0.5773501992 0.5773501992 0.5773501992
d 1.0
Ns 0
illum 2
map_Kd "E:\Ubisoft\Silent Hunter 5\data\Textures\TNormal\tex\Uboat9D2_RR_cadrane_ra dio_9.dds"
#
http://img844.imageshack.us/img844/1505/range01uvw.png
Ok,i go to make the change :03:
but,in the meantime look for controllers (can be tried on a needle)
TheBeast
09-06-12, 07:32 PM
Ok,i go to make the change :03:
but,in the meantime look for controllers (can be tried on a needle)
We will not know if Controller is working until we get Textures on the Needles. The Numbers wrap around the cylinder evenly spaced. Without Texture, Cylinder is just black.
Stormfly
09-06-12, 09:14 PM
Hi TheBeast!
You can change the look of obscope in something that looks like metal?
http://i728.photobucket.com/albums/ww281/Torpedo_01/ObsScope3.jpg
Thanks! Torpedo
hi Torpedo,
try this here: http://www.subsim.com/radioroom/showthread.php?t=180245
http://www.uploadking.biz/out.php/i254531_darkscope.jpg
silentmichal
09-10-12, 08:15 AM
Any news about new items in fore quaters?
HI :salute:
Be patient... :yep: In progress.... :O:
silentmichal
09-10-12, 01:56 PM
Hi!:Kaleun_Salute:
OK, right. I still don't know, why my new man (https://dl.dropbox.com/u/97170234/SH5_Type_7_RR_Tweaks_edited_by_SHM_v2.zip) isn't textured....:/\\!!.
I hope, this mod will really great and super :rotfl2:.
oscar19681
09-10-12, 02:49 PM
OK, so we do not want to remove the Wood Beams but maybe add more detail so they look like Wardrobe cabinets.
@ BIGREG
I am looking at Dials and want to add the 4 Radar Range Dials. Existing Dials are welded in Model and useless. Can these be cut and removed?:06:
http://img833.imageshack.us/img833/6135/radarrangedials.jpg
Regards!:salute:
TheBeast
Yes please add some detail to the wardrobe cabinates please! They look unfinished in the vanilla version of sh-5 .
And if possible please add some stuff to create a wardroom as well i possible.
TheBeast
09-10-12, 03:46 PM
Both BIGREG and I have been working very hard the past few days trying to add items to the Foreword Quarters. We have discovered many ways you can not add new items at this time and just one way that actually works.
The way I had originally added the Sea Bags and Crates is the only way, at this time, to add new Items to the Model although there are a couple other options we are trying to avoid.
Attach (Weld) new Objects to existing Model(s).
Convert existing Mesh(s)/Object(s) to want we want and replace the Original Mesh(s)/Object(s) with Objects contained in a DAT. Needles added using DAT file appear to render correctly as they are only using shade of black. So each needle replaced by importing new needles from a DAT will free up GR2 Mesh(s) that can be Exported/Edited/Imported to change a Needle to say a Sea Bag or Bananna etc.
We were trying to avoid these two options as we wanted to make food vanish over time but this may not be possible right now.
During our Trial/Error testing, We were able fix a few more issue's.
#1 BIGREG added new Textures to the Radar Range Dials
#2 Texture lightened on Radar Bearing Dial and Light Map fixed so you can read dial 360 degree.
#3 Radar Dial Bearing is in Sync with actually Antenna Bearing.
http://img37.imageshack.us/img37/2739/radarstation.jpg
Although the Radar Range Dials have Textures and Dial Controls are assigned to them, the Dials do not appear to be working and they do not display Range to Target.
At this time, you will still have to depend on the Scope to get fairly good esitmate range to target.
This issue appears to be located somewhere else. Maybe some where like Dials.cfg
http://www.subsim.com/radioroom/picture.php?albumid=345&pictureid=5951
TheBeast
09-11-12, 06:01 PM
A Picture is worth a thousands words...
http://img29.imageshack.us/img29/504/crqr1view.jpghttp://img707.imageshack.us/img707/5405/crqr1dayview.jpg
http://img268.imageshack.us/img268/5210/closerqr1view.jpg
The Crates are in these positions just for testing reasons. This way we can easily verify each Mesh is rendering correctly.
BIGREG has been doing all of the 3D Studio Max work on Model Objects.:rock:
I have been fixing known issues, replacing Gauge Needles as needed and assisting BIGREG when I can.
No ECD as yet.
Regards!:salute:
TheBeast
Looks great Beast. :yeah: Amazing how SH5 is starting to look more realistic.
:hmm2: Now all that's needed is the Head. ;) Crew has to pee and poop after eating all those provisions. :D
HI :salute:
Is that someone could send me the file (via PM) from SH3 or SH4: Dials.CFG :06:
(I don't have SH3/SH4 installed :oops:)
This is for see ,why the radar Nr Dials don't work in SH5
I think that come from this file... i have not found the "type:58" in SH5 file :hmmm:
silentmichal
09-17-12, 05:46 AM
HI :salute:
Is that someone could send me the file (via PM) from SH3 or SH4: Dials.CFG :06:
(I don't have SH3/SH4 installed :oops:)
This is for see ,why the radar Nr Dials don't work in SH5
I think that come from this file... i have not found the "type:58" in SH5 file :hmmm:
Check your PM :har:.
PS. If the message didn't come, here's a link:
https://dl.dropbox.com/u/97170234/Dials.cfg
Thank :salute:
But,no entry for the Radar Target Range :hmmm:
silentmichal
09-17-12, 06:32 AM
Hmm, in SH4 there is no file "radar.sim"...:shifty:
It must have another name :03: but sure it's a *****.sim to controll the needles/knobs/etc ... for the radar other for the all room
silentmichal
09-17-12, 06:52 AM
It must have another name :03: but sure it's a *****.sim to controll the needles/knobs/etc ... for the radar other for the all room
Oh yeah!!! I found it!!!
https://dl.dropbox.com/u/97170234/AI_Sensors.dat
Go to "Node - AI_Radar" :woot:
Salute, Michal:salute:.
Very nice this mod!
Can I suggest to use this other mod instead:
http://www.subsim.com/radioroom/showthread.php?p=1982185#post1982185
I believe if feature TheBeast's Tweaks but adding to it much more eye candies :yep:
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