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THEBERBSTER
04-21-16, 04:00 AM
I have found the SM mod + mod patch to be compatible with no problems in either of the Total Germany or Happy Times campaigns.
I will just point out that I did not complete the HT campaign but was involved in the first 2 missions but not the 3rd.
I have seen reports of ctd's in the Mare Nostrum campaign but I cannot comment personally as I have never reached this campaign with TWOS to date.
I decided to start a new campaign from the beginning as I wanted to use 100% realism so I am back in TG again.
Peter

fitzcarraldo
04-21-16, 05:19 AM
I started Battle of Med campaign via silentotto with TWoS and SM and I had CTD in the bunker of La Spezia. No problems in Coastal Waters and Happy Times - both completed. Now I'm running Med campaign without SM and no problems (19 savegames and reloads).

Vecko adverted me about problems with SM in the Med and it seems true.

Regards.

Fitzcarraldo :salute:

TheBeast
04-21-16, 06:26 PM
I have found the SM mod + mod patch to be compatible with no problems in either of the Total Germany or Happy Times campaigns.
I will just point out that I did not complete the HT campaign but was involved in the first 2 missions but not the 3rd.
I have seen reports of ctd's in the Mare Nostrum campaign but I cannot comment personally as I have never reached this campaign with TWOS to date.
I decided to start a new campaign from the beginning as I wanted to use 100% realism so I am back in TG again.
Peter

I started Battle of Med campaign via silentotto with TWoS and SM and I had CTD in the bunker of La Spezia. No problems in Coastal Waters and Happy Times - both completed. Now I'm running Med campaign without SM and no problems (19 savegames and reloads).

Vecko adverted me about problems with SM in the Med and it seems true.

Regards.

Fitzcarraldo :salute:
Interesting as I believe the Kiel Port has the most modded items.
Very unusual for CTD happening in a Bunker unless there is a .UPC file error or corrupt save game.
What is different about the La Spezia Bunker?
Are the Buoys closer to the La Spezia Bunker?
Is there a Ship nearby that has running light illuminated?

As for .UPC file errors I do know that TWOS 1.05 has many errors. Example Below: data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000; There are 2 UnitUpgradePackIntervalOptions1 settings and what's the Highlander saying?
UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000; There can only be one 1 option
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601In EUF v1.4 one of these lines were commented for testing so ALL upgrades were available at game start.
When uncommenting one line the other needs to be commented or removed.
This error is repeated on almost all of the Upgrade Packs.
Not sure if this is enough to cause a CTD but may contribute to one.

Also, if the user has not completed a entire Campaign, U-Play will overwrite the UpgradePacks.UPC file in regards to Campaign Reward Skins to ensure the user can not access them until they complete a Campaign. This result in several upgrades not being available for install and makes a mess of the Index Images.
EUF v2 that I am currently working takes U-Play into consideration and I am pretty sure I have made the appropriate adjustments but will need someone to test it soon. Currently having issue's with Radar Warning Receivers that I hope to resolve soon.

Back to QR1 issue's:
The Room_QR1 mod I posted has two(2) Ray Traced Halo's. The Dinning Table Light and Toilet Light.
With my version of QR1 installed you will notice when you first enter the sub after loading save game or starting new game that there is a lag spike when you turn towards the Radio Room. This lag spike started after I added the Halo's.
MANY items around the Harbor area's such as Buoys and some imported ships also have Ray Traced Halo's.
I really think the Halo's are the problem. The only reason I added them was to make the Light Lens color change to Red at night and after many different setting changes. I couldn't get the lens color to change. So, when I have the time. I will make a new version without those Halo's and maybe try a lightweight Search Light on Table Light with a 1m to 2m range with a wide angle beam pointing down. If it works, it will look pretty cool with the light swinging around in rough sea's. I already have part of it in place in this current version I posted.

THEBERBSTER
04-22-16, 04:51 AM
Hi TheBeast
I like to navigate in real time when leaving and entering a port. I rely on the buoys quite a lot especially in bad weather. The halo's you mention are quite noticeable but I would say they are not detrimental to the game and do not bother me as they make up a very small percentage of actual game play.
Peter

vdr1981
04-22-16, 10:01 AM
Interesting as I believe the Kiel Port has the most modded items.
Very unusual for CTD happening in a Bunker unless there is a .UPC file error or corrupt save game.
What is different about the La Spezia Bunker?
Are the Buoys closer to the La Spezia Bunker?
Is there a Ship nearby that has running light illuminated?
Those are really good and logical questions but after several years of hunt for infamous campaign/museum MSVCR90.dll CTD I'm pretty much sure that the cause certainly doesn't hide in simple UPC file error...


As for .UPC file errors I do know that TWOS 1.05 has many errors. Example Below: data\UPCDataGE\UPCUnitsData\UpgradePacks.upc
[UpgradePack 2]
ID= UpackUb7FUMO29Radar
NameDisplayable=UpackVIIFUMO29Radar-Name
Info=UpackVIIFUMO29Radar-Info
Notes=UpackVIIFUMO29Radar-Notes
FunctionalType= UpFTypeSensorRadar
UpgradePackSlotType= UboatType7Radar
ImageIndex=14
Type=NULL
UnitUpgradePackIntervalOptionCurrent= NULL, NULL, 0
UnitUpgradePackIntervalOptions1=NULL, 1942-06-01, 2000; There are 2 UnitUpgradePackIntervalOptions1 settings and what's the Highlander saying?
UnitUpgradePackIntervalOptions1=1942-02-01, 1942-06-01, 2000; There can only be one 1 option
UnitUpgradePackIntervalOptions2=1942-06-01, 1942-08-01, 1000
UnitUpgradePackIntervalOptions3=1942-08-01, 1942-10-01, 900
UnitUpgradePackIntervalOptions4=1942-10-01, 1943-02-01, 800
UnitUpgradePackIntervalOptions5=1943-02-01, NULL, 300
IDLinkUpgradePackElements= EqpFumo29RadarApp, NULL, EqpFuMO29
TrackingID=601In EUF v1.4 one of these lines were commented for testing so ALL upgrades were available at game start.
When uncommenting one line the other needs to be commented or removed.
This error is repeated on almost all of the Upgrade Packs.
Not sure if this is enough to cause a CTD but may contribute to one.

This is goon find and thanks for this one...:up:
Actually, UpgradePacks.upc file from TWoS is taken from mod called "Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober" which is working fine for years and without issues.
I will unquote unnecessary lines in next TWoS update but I doubt that there will be any significant impact on game stability because it seems that the game ignores 2nd upgrade pack interval if they are named the same...

Please let me know if you stumble up on some more UPC/UPCGE inconsistencies...:yep:


MANY items around the Harbor area's such as Buoys and some imported ships also have Ray Traced Halo's.


This is interesting...:hmm2: Which imported ships and how can they (halo's) be removed for testing? Does this statement goes the same for some OHII imported planes?:hmm2:

TheBeast
04-23-16, 09:40 AM
This is interesting...:hmm2: Which imported ships and how can they (halo's) be removed for testing? Does this statement goes the same for some OHII imported planes?:hmm2:
I don't remember the exact Ship but I was off the west coast of Ireland and I believe it was a Troop or Hospital type ship that had its running lights on.
When I turned the scope bringing the ship into view about 3km I did get a lag spike.

I never said that Buoys, Platforms or other ships should be removed from the game but that they need to be looked at. Maybe there is another method that can be used for the lights.

For a quick test you can temporarily remove the Buoy Models from the Data\Sea folder. Start the game and examine any performance changes around the port.
If there is a Significant performance change we can edit the Buoy models and try a different type of light and put them back.

vdr1981
04-23-16, 10:12 AM
I never said that Buoys, Platforms or other ships should be removed from the game but that they need to be looked at. Maybe there is another method that can be used for the lights.


Yet, if I remember correctly, you use and test all mods with only "light" OHII version of the mod without any extra ships, planes, nets, mines, env units or even buoys, right? :hmm2: This effectively means almost stock like campaign playtrough with only 6 or 7 merchant types...:doh:

I'm curious why?:hmm2: Do you experiencing any performance or stability issues with full OHII mod on board in combination with SM Interior, sub flags and recently added sub smoke exhaust mod?

Your detailed reply on this question may be really useful for me and can also improve my understanding of SH5 engine stability limitations ...:yep:

milky
04-28-16, 01:41 PM
Is this compatible with Wolves of Steel

THEBERBSTER
04-28-16, 01:53 PM
Hi milky
There does not seem to be any problems with this SM mod + its patch for the first 2 campaigns Total Germany and Happy Times.
There are reports of ctd's in Mediterranean campaign Mare Nostrum so be aware.
Peter

fitzcarraldo
04-28-16, 02:09 PM
Hi milky
There does not seem to be any problems with this SM mod + its patch for the first 2 campaigns Total Germany and Happy Times.
There are reports of ctd's in Mediterranean campaign Mare Nostrum so be aware.
Peter

In Med Battle, also CTD. (campaign after Mare Nostrum).

Without SM, all works fine.

Regards.

Fitzcarraldo :salute:

Tonci87
05-02-16, 02:21 PM
I can report a Problem in combination with Wolves of steel.
In the area north of Wilhelmshafen the game will always CTD if you enter a specific area (roughly between the islands Wangerooge and Mellum and east of Mellum). I guess there is some unit around that the game doesn´t know how to handle, if this is enabled together with WoS.

Any ideas what might be causing this?

vdr1981
05-02-16, 02:30 PM
Can you please provide map screenshot of the area?

Tonci87
05-02-16, 03:24 PM
Can you please provide map screenshot of the area?

Sure

http://i1081.photobucket.com/albums/j346/tonci87/05.02.2016%20-%2022.15.11.02_zpsiasfksf2.png (http://s1081.photobucket.com/user/tonci87/media/05.02.2016%20-%2022.15.11.02_zpsiasfksf2.png.html)

The game will CTD one (ingame real time) minute after this. It will also CTD when I try to sail eastwards around that island. 100% reproducable

TheBeast
05-02-16, 11:47 PM
I can report a Problem in combination with Wolves of steel.
In the area north of Wilhelmshafen the game will always CTD if you enter a specific area (roughly between the islands Wangerooge and Mellum and east of Mellum). I guess there is some unit around that the game doesn´t know how to handle, if this is enabled together with WoS.

Any ideas what might be causing this?
http://i1081.photobucket.com/albums/j346/tonci87/05.02.2016%20-%2022.15.11.02_zpsiasfksf2.png (http://s1081.photobucket.com/user/tonci87/media/05.02.2016%20-%2022.15.11.02_zpsiasfksf2.png.html)

The game will CTD one (ingame real time) minute after this. It will also CTD when I try to sail eastwards around that island. 100% reproducable
I am also using TWOS 1.05/10 and currently experiencing this problem in exact same place but only if I am in the Type VIIB and only if I have my SuperTurms_FX_SubFlags MOD installed. The Type VIIA had no problems even when using my SuperTurms_FX_SubFlags MOD.

I have been looking into this issue and I am creating a Index of .dat,.dsd file type Node ID's.

I suspect a Node ID conflict with the White light Buoys that are around the tiny island.
Not sure if the conflict is with a Node ID in my MOD or my MOD just makes issue present itself, but I will be soon.

I've had my version of Room_QR1 (http://www.subsim.com/radioroom/downloads.php?do=file&id=4931) installed the entire time and haven't had any issue's as yet with this new version I just uploaded.
The new version also contains two new install options
- Food does not vanish over time.
- No Food at all.

Still on first Campaign doing South Western Approach now.
Not sure if Med CTD issue still exists as yet and would appreciate some feedback.

Regards!
TheBeast

vdr1981
05-03-16, 01:14 AM
There was really handy tool made by Privateer for duplicated I'd. Try to google it...duplicated id finder or something...
However, I went down this road many times and I don't think that simmple id conflict is the cause for the issues but I hope you guys will prove me wrong.

TheBeast
05-03-16, 07:43 AM
There was really handy tool made by Privateer for duplicated I'd. Try to google it...duplicated id finder or something...
However, I went down this road many times and I don't think that simmple id conflict is the cause for the issues but I hope you guys will prove me wrong.
I use to have that tool/utility but not sure how thorough it is. It does not work with .GR2 and other newer file types associated specifically with the GR2 Model.
Simple Node ID, LOL. Why did they bother making a Node ID verifier Tool if so simple.
Might want to ask Skawsjr about seriousness of a Node ID conflict.

vdr1981
05-03-16, 08:03 AM
Did you ever manage to intentionally reproduce duplicated Id ctd in sh5?
how small are the chances for duplicated node id ever to occur?

gap
05-03-16, 04:36 PM
TheBeast is correct in stating that Privateer's duplicated IDs finder cant track down GR2 IDs.
The chance of two randomly generated IDs being identical, is pretty low (there are are billions of possible IDs), but human errors can make this evenience more likely. Silent3ditor comes with an usufeful ID remapping feature, which makes the remapping of the IDs of a set of dat, sim etc. files possible in a few click. If you suspect that one of OHs buoys has some IDs vonflicting with silentmichaels mod, the said remapping tool might come in handy :)

vdr1981
05-04-16, 09:12 AM
Welcome back gap !
There was a lot of talk about id issues on forums, yet I never observed mentioned problem in actual gameplay.

Anyway, I'm pretty much done with eye candy mods without any gameplay functionality.
However, when I get back home, I'll try to create several test missions which should prove to you guys that duplicated IDs or even problematic mods it self have nothing to do with current game instabilities asocieted with heavily modded sh5.

vdr1981
05-04-16, 09:16 AM
@ The beast
I can't answer your pm in detailes now. You should post your questions in twos thread and search for possible answers in my signature.

TheBeast
05-20-16, 06:12 PM
Took a while to compile a list of all the ID's but I am certain there are no Dupe ID's shared between the Buoys and Room_QR1.

I did make a small changes and the Interior has been 100% compatible with TWOS for the past couple weeks and I am currently based in Lorient.

I am using the Room_QR1_No_Food version.
I also removed RayTracedHalo's from the Table Lamp and Toilets.
- Renamed Room_QR1\data\Library\Room_Int_LampHalo.dat to Room_Int_LampHalo.dat.bak so it doesn't get loaded.

I removed the Halo's after performing several tests on Exhaust Smoke that I've also removed from the Player Submarine.
I even tried using 3 different ship funnel smokes. If any exhaust is active on Player Submarine, All caused CTD in TWOS when nearing a Port.

Darojax
07-02-16, 12:02 PM
Absolutely great work here, thanks.

I'm really in love with the quarter room dining place. Is it possible to implement ONLY this part of the mod somehow?

silentmichal
07-02-16, 07:14 PM
Yep that's possible but if you want to have just dining place (excluding toilet, new bed, new Enigma machine etc.) you have to know it involves lots of work (cause you have to edit QR1 file and as we all know that's a bit tiresome).


Forgot to add some time ago: TheBeast, your work is as always awesome :yep:

Darojax
07-03-16, 06:39 AM
Alright cheers. : )

I would be using this mod if it wasn't for the open toilet doors. I tried going into the mod files using the GR2Editor with the intention of just closing those doors, but not sure how to begin even.

silentmichal
07-03-16, 08:17 AM
Initially I wanted to make these toilet doors open- and close-able. Although I haven't made any bigger research about it ;)

Darojax
07-05-16, 08:50 AM
I'd be willing to try and close those WC doors and share the result here on Subsim, with your permission of course.

I've never done this before, but am willing to learn. Could anyone tell me what application to use for editing the 3D graphics of SH5, or point me in the direction of a good tutorial? Thanks.

silentmichal
07-05-16, 06:42 PM
Of course you can do any modifications you want.

As a beginning you have to start with the most important thing: app you'll use for opening (editing) GR2 files:

http://www.subsim.com/radioroom/showthread.php?t=188290


It allows you to export/import meshes and generally manage GR2 files which are the basics of the SH5 3D world.

Then you have to install some app for 3D modifying. For eg. Blender is free and it's quite good. Personally I prefered Autodesk 3dsMAX (free for students).

I think the thread I gave you link to is the best point to start with.
Once I had some tutorial how to use it. If only I remembered now where it was... well I'd have to look for it (perhaps it's somewhere in my "historic" bookmarks). But as far as I remember it's quite intuitive so I believe you can find yourself how it works.


Best regards,
Michael.

Darojax
07-06-16, 03:39 AM
Big thanks Michal, I will see what I can do! : )

Darojax
07-07-16, 10:41 PM
Hmmm, yeah. Seems it is quite a mouthful for a 3d rookie like myself. Was able to export the mesh and import it to 3ds Max, but once there I cant rotate/relocate the door to the closed position without messing up the mesh.

If asking pretty please, couldn't we get a 3D editing veteran to just possibly close that one toilet door, would be a quick job I suspect? I do believe I am not the only one who would like to see such a modification. The mod and that dining area is just so gorgeous! :yep:

If anyone decides to give it a go please use this version:
http://www.subsim.com/radioroom/downloads.php?do=file&id=4931

kevinsue
08-27-16, 04:54 AM
Took a while to compile a list of all the ID's but I am certain there are no Dupe ID's shared between the Buoys and Room_QR1.

I did make a small changes and the Interior has been 100% compatible with TWOS for the past couple weeks and I am currently based in Lorient.

I am using the Room_QR1_No_Food version.
I also removed RayTracedHalo's from the Table Lamp and Toilets.
- Renamed Room_QR1\data\Library\Room_Int_LampHalo.dat to Room_Int_LampHalo.dat.bak so it doesn't get loaded.

I removed the Halo's after performing several tests on Exhaust Smoke that I've also removed from the Player Submarine.
I even tried using 3 different ship funnel smokes. If any exhaust is active on Player Submarine, All caused CTD in TWOS when nearing a Port.

Ahoy TheBeast, just wondering if you've made any more progress updating silentmicals dining room or your Room_QR1. This is one of my favourite mods for SH5 and it would be brilliant if this was eventually made fully compatible with TWOS. I have always used this mod with TWOS without any problems that I'm aware of, but I'm yet to make it through to "Happy Times":oops:

TheBeast
11-02-16, 02:23 AM
Ahoy TheBeast, just wondering if you've made any more progress updating silentmicals dining room or your Room_QR1. This is one of my favourite mods for SH5 and it would be brilliant if this was eventually made fully compatible with TWOS. I have always used this mod with TWOS without any problems that I'm aware of, but I'm yet to make it through to "Happy Times":oops:
I have had some health issue's recently that required surgery so I haven't done anything since my last post for QR1.
Not sure but I think I read that some of my last changes may have caused issues for NVIDIA cards so that lights didn't display correctly for them.
Easy enough to fix though.

A few days ago working on a change in SHIII, I did realize why I wasn't getting the right color light halo on the swinging lamp light. So with that said, I know that many people want the light bulbs to change color when the red lights come. They currently remain yellow or white when all the ambient light is red. If time permits, I may be able to fix that but would only do the CR, QR1 and QR2/Kitchen.

Torpedo
11-02-16, 04:54 AM
I have had some health issue's recently that required surgery so I haven't done anything since my last post for QR1.
Not sure but I think I read that some of my last changes may have caused issues for NVIDIA cards so that lights didn't display correctly for them.
Easy enough to fix though.

A few days ago working on a change in SHIII, I did realize why I wasn't getting the right color light halo on the swinging lamp light. So with that said, I know that many people want the light bulbs to change color when the red lights come. They currently remain yellow or white when all the ambient light is red. If time permits, I may be able to fix that but would only do the CR, QR1 and QR2/Kitchen.

Hi TheBeast!!!
I hope your health is all right, this is absolutely the most important thing!
Speaking of Q1 room of SH5, in my humble opinion I think the swinging light of the lamp must be without halo because then all the lamps should have the halo and I do not think that there is so much fog in u-boot . I think that in reality the light bulb above the dinner table is low enough power to light up the dinner table and can not create halo.
If you can fix the lamp bulb because is turned off and so also in the silentmichal mod but this is perhaps the least important issue.
For me the best solution is:
1 - the light bulbs to change color When the red lights come
2 - the dinner table with the swinging light of the lamp without halo
3 - no salami, no food crates
4 - no toilets because the doors do not close
I would try to edit the files .GR2 but only to understand a little. Which programs do you recommend?
Sorry for all these requests

:Kaleun_Cheers:We all drink to your health:Kaleun_Cheers:

With my best regards,
Torpedo

THEBERBSTER
11-02-16, 06:22 AM
Hi TheBeast
My best wishes to you for a speedy recovery.:up:
Peter

TheBeast
11-23-16, 09:20 PM
Made a small change to Room_QR1
If you have downloaded the Room_QR1 MOD prior to this change you just need the Room_QR1_Update_1 MOD to get this change.
If you are downloading the Room_QR1 MOD for first time the Main Download for Room_QR1 MOD has also been updated with this Change as of 11/23/2016.

PURPOSE:
Update the Radar Display to prevent Player Submarine Radar blip from showing up in the the center of the Radar Display.

FILE:
data\Submarine\Common\Rooms\Room_QR1.sim

Both MODS are JSGME Ready!

LATEST CHANGES:
11/23/2016
....... - Revised RadarView Controller Inner Range from 20m to 30m so Player U Boat radar blip does not appear in center of Radar Display.
....... - - Ranges should be 30m-9Km, 30m-24Km, 30m-39Km
....... - - - [Depending on installed Radar Antenna, The new long range can detect Surface Targets 30Km-24Km away and Air Targets 30m-39Km away]

DOWNLOAD LINKS:
Room_QR1_1.rar (http://www.subsim.com/radioroom/downloads.php?do=file&id=4931) 92.52 MB
Room_QR1_Update_1.rar (http://www.subsim.com/radioroom/downloads.php?do=file&id=5089) 3.8 KB

Enjoy!
TheBeastBelow

kevinsue
11-26-16, 09:40 AM
Hello TheBeast, would it be possible to incorporate the changes that vdr1981 made to the Room_QR1.sim file in his "SMInt_NFnF_Nvidia Lights fix 2" with your latest "Room_QR1 MOD Update 1" to get the lights working? It would be great to have the lights working as well as the radar fixes.

"Room_QR1 MOD Update 1"
http://i65.tinypic.com/2805fzc.jpg

"SMInt_NFnF_Nvidia Lights fix 2" https://www.mediafire.com/?d686y885dcj9sdw

http://i65.tinypic.com/294qp0g.jpg

TheBeast
11-27-16, 12:31 AM
Hello TheBeast, would it be possible to incorporate the changes that vdr1981 made to the Room_QR1.sim file in his "SMInt_NFnF_Nvidia Lights fix 2" with your latest "Room_QR1 MOD Update 1" to get the lights working? It would be great to have the lights working as well as the radar fixes.

"Room_QR1 MOD Update 1"

"SMInt_NFnF_Nvidia Lights fix 2" https://www.mediafire.com/?d686y885dcj9sdw
I added this to my SH5 "Things To Do" list. Not sure when I will be able to get it done but it is very easy change.

I am considering replacing all QR1 lights with RayTracedHalo type lights. Ray Traced Halo lights work for all video card chip sets.
If people like the change, I would do all lights in all rooms that way.

TheBeast
11-28-16, 06:33 AM
Hello TheBeast, would it be possible to incorporate the changes that vdr1981 made to the Room_QR1.sim file in his "SMInt_NFnF_Nvidia Lights fix 2" with your latest "Room_QR1 MOD Update 1" to get the lights working? It would be great to have the lights working as well as the radar fixes.

"Room_QR1 MOD Update 1"

"SMInt_NFnF_Nvidia Lights fix 2" https://www.mediafire.com/?d686y885dcj9sdw
I added the NVidia Fix back to QR1
BTW, that is my fix MOD from 2011 when SteelViking/Reaper7 first released the interior fixes "SteelViking's Interior Mod V1.2.1_NVidia_Fix" and it no longer exists @ SubSim.

LINK:
Room_QR1_Update_2 (http://www.subsim.com/radioroom/downloads.php?do=file&id=5089)

vattila
12-10-16, 03:15 PM
Thanks TheBeast. I have a same issue with the lightbulb. Would be nice to see them working everywhere.

vattila
12-11-16, 05:48 AM
I installed this mod after SteelWiking's mod and I do not have the dining room. Just the regular two storey beds.

kevinsue
12-11-16, 06:14 AM
I installed this mod after SteelWiking's mod and I do not have the dining room. Just the regular two storey beds.

The dining table mod is included in "The Wolves of Steel" expansion pack as well as Steel Viking's mod.

vattila
12-11-16, 07:10 AM
Thanks. I rather don't install the The Wolves of Steel. That consists too many mods, even those ones what I dont want to have, and there is no way to select each mod one by one.

Capt. Morgan
05-01-17, 03:08 PM
@vattila IIRC Sobers Mega Mod (http://www.subsim.com/radioroom/showthread.php?t=211311) allows you to pick and choose, trickier to install than Wos, but much easier than installing them individually.

SirParsifal
07-22-17, 10:48 AM
Could you please post a version with food in the command room? As in 1.2.3
I have a GTX 1080 so performance is no biggie for me.

Aktungbby
07-23-17, 01:44 PM
SirParsifal!:Kaleun_Salute:

THEBERBSTER
07-23-17, 02:56 PM
A Warm Welcome To The Subsim Community > SirParsifal
Subsim <> How To Donate <> See The Benefits <> Support The Community:salute: (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)

Steam Conversion Installation Instructions for SH5 Updated Version (http://www.subsim.com/radioroom/showpost.php?p=2266214&postcount=161)
Highly Recommended SH5 > The Wolves Of Steel Mega Mod > Optional KSDCommander > Working Enigma Machine > Sub Flags > Not Compatible With STEAM (http://www.subsim.com/radioroom/showthread.php?p=2165720#post2165720)

fitzcarraldo
07-23-17, 03:51 PM
Welcome aboard!

The version with salamis and food causes some problems and CTDs...Not recommenfed.

Fizcarraldo :salute:

Colonel Klink
10-21-17, 02:01 PM
In quarter room (there are Hidro and Sonar) there's a dining place - like in "Das Boot" with swinging lamp


new collisions in quarter room [forward & back] (you can sit in captain's dinning place and go to toilet)


It should be noted, and this is only a minor complaint, that the pictures on the wall in the captains'/officers' mess contained one of Karl Doenitz in the film, but as I see there is not one in this mod. Just a tiny detain if you ever decide to revisit this mod again :P

Happy Hunting,
:Kaleun_Salute::Kaleun_Cheers:
Klink

THEBERBSTER
10-21-17, 05:09 PM
A Warm Welcome To The Subsim Community > Colonel Klink
Subsim <> How To Donate <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)

Kristofkisi
05-14-18, 10:11 AM
Supeeeeer , dzięki w końcu mam wnętrze u boota z doenitzem bez konieczno¶ci wgrywania TWOS wielkie dziękihttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Aktungbby
05-14-18, 11:48 AM
Kristofkisi!:Kaleun_Salute: & Colonel Klink!:Kaleun_Salute:

silentmichal
08-31-18, 12:24 PM
I'm posting here obsolete version (1.2.3) of this mod, if somebody wants to revisit it for whatever reason:


https://drive.google.com/open?id=0B2AwDGd4_z1MbjRLb2FURjkxQ0U


Greetings,
Mike

kenmoik
09-21-18, 06:16 AM
I'm posting here obsolete version (1.2.3) of this mod, if somebody wants to revisit it for whatever reason:


https://drive.google.com/open?id=0B2AwDGd4_z1MbjRLb2FURjkxQ0U


Greetings,
MikeThanks man. I was searching this obsolete version.
I am interested to learn this type mods and will create personalize mod like this. I want build my stylish room, bathroom, two-piece toilet (https://bestflushingtoilet.org/top-10-best-two-piece-toilet/), food and more.

gap
02-13-19, 11:08 AM
Just found some nice raw meat 3D models:

https://p3dm.ru/files/others/props/12288-meat.html

https://p3dm.ru/uploads/posts/2019-01/1547851789_m2.png

They come with their hooks, so they are perfect for swinging from the U-boat roof, though, according to uboat.net (https://uboat.net/men/foodstuffs.htm), fresh meat was stored inside a little refrigerator in the galley, thence it wouldn't have been visible elsewhere on the boat.

They are low poly too, so they can be used as cargo of some reefer model (spawned by damage).

Ashikaga
02-18-19, 08:18 PM
It would be nice if someone would make the food mod with the stocked boat at beginning of patrol and less and less food at the end of the patrol stable.

kapuhy
02-19-19, 03:50 AM
It would be nice if someone would make the food mod with the stocked boat at beginning of patrol and less and less food at the end of the patrol stable.

Isn't it already the case? Readme file for TWOS optional food stocks addon states "almost all visible food will diminish with patrol time"...

Ashikaga
02-20-19, 08:53 AM
Yes but it still has issues with various other mods afaik




.

Sjizzle
02-20-19, 10:40 AM
Yes but it still has issues with various other mods afaik




.

if use TWoS and this addon and the other addos provided by Vecko when u install TWoS there is no conflicts... but if use TWoS and a bunch of non sens addons then yea u will have issues with the game stability and game play....

Ashikaga
02-20-19, 06:56 PM
I think it clashed with my rusted glory mod. Unsure.

vdr1981
02-21-19, 03:07 AM
if use TWoS and this addon and the other addos provided by Vecko when u install TWoS there is no conflicts... but if use TWoS and a bunch of non sens addons then yea u will have issues with the game stability and game play....

:up::salute:

Aktungbby
11-20-19, 03:25 AM
kaimichel!:Kaleun_Salute:

THEBERBSTER
11-20-19, 05:42 AM
A Warm Welcome To The Subsim Community > kaimichel
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > Downloads > Other Useful Information > See Links in My Signature Below

Ashikaga
09-23-20, 03:03 PM
I have no nonsense add ons. In game now so will give you a pic of the mod list later.

Question, since you made this great mod, which *.dds files should I edit/can I edit to make parts of the interior colours look more historically accurate? (Off white walls, pipes et cetera)

Best wishes,

OLtzS Ashikaga

silentmichal
09-23-20, 06:11 PM
Question, since you made this great mod, which *.dds files should I edit/can I edit to make parts of the interior colours look more historically accurate? (Off white walls, pipes et cetera)

Hi!

I can't give you exact names as I haven't been modding SH5 for a very long time now. However I can give you a list of textures used by Command Room and Quarter Room (1) rooms. Here it is:
https://drive.google.com/file/d/1UMNTpqLpkdmCs6StcbQ8sqbVJ19933gx/view?usp=sharing

Some names may occur more than once, sorry for that.

I marked some textures with green dots - I think these might have something to do with walls, pipes, etc. but that's just my guessing.
You can virtually skip textures with _N in their names at the beginning - these are normal (height) maps and they don't represent a colour of a given part/object. Of course, later on it's reasonable to change them as well during the whole texture modding process (using for eg xNormal app for baking such maps).
I extracted these names using TDW's GR2EditorViewer app. If you want to do something bigger with 3D modding, I highly suggest checking it out :).


Greetings,
Mike

Ashikaga
09-25-20, 01:38 PM
SUPERTOLL!

THANK YOU MIKE!!

OLtzS Ashikaga

Mad Mardigan
09-25-20, 03:45 PM
Hey, just came across this & would like some more info about the mod.

To begin with, which would be the one to grab, as it were, to activate with SH5..?? The v1.24 or 1.24b..?

Secondly, is the mod, compatible if you are running SH5 with TWoS mega mod..?

Am hoping it is compatible with that mega mod...

Like the look of it, from watching the vid clip that is hot linked for it on the 1st page...

M. M.

:Kaleun_Salute:

silentmichal
09-25-20, 05:18 PM
Hi!

You should activate both 1.2.4 and 1.2.4b (first to activate is 1.2.4, after that --> go with 1.2.4b).
1.2.4b is a hotfix, that means it requires 1.2.4 to work at all.

By the way - isn't my mod a part of TWoS anyway? I can see it on the "Mods and tweaks included in" list. What's more, some modders dealt with bugs connected with it, for eg: v2.2.3 TWoS changelog // (...) "Room_QR1_silentmichal.sim, missing controllers fix".

Version 1.2.4 doesn't contain command room's food as it was killing the performance. You can still download 1.2.3 nevertheless if you want (it has all the food, though it's not linked to the fuel if I remember it correctly).


Anyway - as I mentioned before, this mod is quite old and it may introduce some weird bugs as I wasn't very heedful back then and I could've introduced quite a few.



Greetings!
Mike

Mad Mardigan
09-25-20, 09:30 PM
Hi!

You should activate both 1.2.4 and 1.2.4b (first to activate is 1.2.4, after that --> go with 1.2.4b).
1.2.4b is a hotfix, that means it requires 1.2.4 to work at all.

By the way - isn't my mod a part of TWoS anyway? I can see it on the "Mods and tweaks included in" list. What's more, some modders dealt with bugs connected with it, for eg: v2.2.3 TWoS changelog // (...) "Room_QR1_silentmichal.sim, missing controllers fix".

Version 1.2.4 doesn't contain command room's food as it was killing the performance. You can still download 1.2.3 nevertheless if you want (it has all the food, though it's not linked to the fuel if I remember it correctly).


Anyway - as I mentioned before, this mod is quite old and it may introduce some weird bugs as I wasn't very heedful back then and I could've introduced quite a few.



Greetings!
Mike

Will go back & look through the folder for TWoS & see if it is.. to be frank, it was a bit back when I initially grabbed the mega mod... and it may or may not be in there.. as I said, I will check.

If not then I'll know to grab both 1.24 & 1.24b & to activate in that order.

Thanks for the answer back on the question...

M. M.

:Kaleun_Salute:

vdr1981
09-26-20, 04:06 AM
By the way - isn't my mod a part of TWoS anyway? I can see it on the "Mods and tweaks included in" list. What's more, some modders dealt with bugs connected with it, for eg: v2.2.3 TWoS changelog // (...) "Room_QR1_silentmichal.sim, missing controllers fix".


Mike
It is, and it works flawlessly for a long time now...:yep: :up: There's even an optional addon for food diminishing over time. :salute:

silentmichal
09-27-20, 12:29 PM
That's very nice to know :)
I guess your message will be informative for many people coming across this mod page :up:

Ashikaga
09-27-20, 08:11 PM
Mike, this is my present mod list.

https://www.subsim.com/radioroom/picture.php?albumid=1272&pictureid=11522

(so you see Sjizzle, no weird and useless addons!)

The problem I have at the moment is that I would like to use the dim lighting of Rusted Glory Mod (lights only version) but that specific mod has a comment it does not work with your interior so I need to start changing the light maps and interior colours myself probably.

Having seen a few more wartime German videos it was clear that this weird Ivory color was used almost throughout the entire submarine, even on the bulkheads and most of the pipes. Not sure ahen I will get round to changing things but I love your way more accurate interior and use the dining room place as well as the bed quite often when playing in realtime, 8hrs on, 8 hrs off. (Lockdown fun).

Best wishes,

OltzS Ashikaga

silentmichal
09-28-20, 01:47 PM
I see!
Well, if you copy just "Textures" directory from "Rusted Glory Mod" to my mod folder (for eg interior mod 1.2.4b), it should still work nicely! Give it a shot :)

EDIT

as I can see, the author of Rusty Glory mod has stated that his mod is compatible with mine:
https://www.subsim.com/radioroom/downloads.php?do=file&id=5311
"THIS MOD IS COMPATIBLE AND RECOMMENDED TO BE USED WITH SILENTMICHEL'S INTERIOR MOD 1.2.4, STEELVIKINGS INTERIOR MOD V1.2 AND XENOMERV'S DARK_INTERIOR _V1."


Are you sure they are not compatible?

Ashikaga
10-01-20, 12:37 AM
Thank you Mike for that link. I will try it out. Good chance I use an older, pre 2018 version of his mod.


OLtzS Ashikaga

Ashikaga
10-05-20, 03:59 AM
Sadly his lighting mod only is not compatible with the silentmichal interior. Only the rusty interior is.

silentmichal
10-05-20, 04:06 PM
Ouh, I see. So it seems overall his mod is partially compatible with my mod. Anyway - that's a valuable information for anyone coming across this thread. Thanks for letting us know!

Pascal
02-15-21, 04:31 AM
Hi everyone!

This is my 2nd mod. This mod adds for eg. dining place, food and toilets to U-boot. It just makes imho SH5 game more real...

Features:



In quarter room (there are Hidro and Sonar) there's a dining place - like in "Das Boot" with swinging lamp :up:
New, with great textures ENIGMA
In back quarter room great toilet ( :) )
There's new toilet in forward quarter room (you can go there...)
new captain's bed (texture & mesh)
new collisions in quarter room [forward & back] (you can sit in captain's dinning place and go to toilet)
new crates with food in CR
improved beds for crew in QR [forward]
Swinging salami in forward quarter room
There are 2 crew's bags



There's a small movie [not updated yet]:

http://www.youtube.com/watch?v=Nifs6oNs7Kw



And there are some screenshots:


https://uc71fa7a7f80c7e0371e798f01d3.dl.dropboxusercontent .com/cd/0/inline/APUuCwe9XkmHrmBCMXoOVYU7dIqFbOOlX9PRSJY5I8Rk612Njl hEF8zm_n9kTbmCiweA9UGRi_CALrAaiH0t2eOxxI3mPMf3BxHo I9ry44F1msNvUaMtuiMCT2qt9HQZF2R01ysLdvZ01B-e_4M5qbWbZPdhKM8vX2WJ4PL2NfeVMjlLSE9BAKSG4_GWoaGpb 08/file

https://uc46de11c6a1f0d1cba607e11449.dl.dropboxusercontent .com/cd/0/inline/APXC74QPDhZIc3_dZUmR4z_6CO3t42if77FR0TyECOIHcncue_ 99WKTubYwjniMSFU0uDapSj0t8MpLgsxvMC-6uO2Lxi21bHc-5tDnb3yzyrY2zGuGnww_X-IpL46b74vSkidomvgmSiEx8Ezam8dAtLFRJ3untQtOL-6RIN9dsLpMeDKgw9by0Q97NHk9N6cE/file

https://uc9181366930792eee76bbe57fb4.dl.dropboxusercontent .com/cd/0/inline/APVJjhZ9eZi7K0zw1tk-531PXDkFUQLO0XRHsk2hLBZKofdzVbQ_cQwRA57htSceJp1I8u KCEM37OuZwehD2qYzyRFxL8uQ0LACIv3M9sc7nU8gIodu9SPJS FKYCyNzkPhfy6v25B0OKMgFExZJdbj_Lru40-rBQUbv4Kfr4RBEikjhGZDILDlcN7dpxV72Xr8k/file

https://uc450f097a268015482c4d3c74f9.dl.dropboxusercontent .com/cd/0/inline/APXt5A1RRdomVf5P1ml9zeoPnNtpgo4r6aBGEnyJPFA9LbnrSk jfaQvDcTfmUUvvGoW76M-jBVBQhWLucfe0xUJ-lV6YObsCsdH3VrI5szEHSnoEZKeggbAyivhx0T_FL5U_JhGDAD xmH_uBD_CLj4CdyCq3pETSh-TMKbNiqresFlzTcoy-BUngErS3iTgzUwQ/file

https://uc89c76b79f8fb84437b44bfea97.dl.dropboxusercontent .com/cd/0/inline/APUkVEejw00g2rzX9-ObjKNddYGU01CYoOcJ9atfumdXGtnz7XGwRCJGR6-9O_SkyqE_ryFr2dhGsiQ4sCx_SV3YlQ3uauZgY7lxwjAHeI5gp jOw-TmVr5Fb_bgitx-ll13GTjAhu_p5h-xVe52wfpUF81FSwF0APCX_TAlfuyn14w3vDrny5orpRNlgd8pA 7es/file

https://uc43f17f7153d3feda58b2e9989f.dl.dropboxusercontent .com/cd/0/inline/APU5IM0iYDe4Fu3Kjimeklvhfk03V-SJDkGUtGazvw-445arcHMW6wxmyXd3zjHyGye6XFNYTfiSSICzzP_IZEgXboHAf Yx1xZQTIFKN31X6SAwxrk-TJRiB5D1vQdY5P4Q1UPdNx2g9ZAQcA5mVQO3nnQgjBwjOxIWGn qniwHTyUotFr0wJSGqkKg7N8ZYHPJ0/file

https://uc43e856ef7b23615372b2de1483.dl.dropboxusercontent .com/cd/0/inline/APXOWbLt6JY1NIvGVrTDdwMJzce0zAr9yITkiqGUyDxgLfEUk5 1IBw1qxC3lsdNPTrEj2Hskt3yGQOSRgTBR6BwnWep1nEQ57efZ z9CRw0OrNNtZZJvmMPc6HNHM5TiMyI-eWUJsw9ZSfFoMNfGd73OvEY8zIafsDj5LvlvlZaaT37Onhkgzl _acpw2eogjXOEk/file

https://uc685cee17c0db30184c3b8ecc3c.dl.dropboxusercontent .com/cd/0/inline/APUUmrHNpiUnCXTYKjdXg6jycWhAzirR2QGdyJQ7RhodGjRIZq GuVOdQpPFqNZjK1KNaw4ADgqhN_XrIDpU2haQYo6DO9YgN3ruM e7eB3_B_FCda27AsfCeoXGnxJpIkUx6_7vIOc8mk0HhWIFACj5 j9yBhDaUmwVKkpbua9vCfJiEL7T85j9FZ2gHv3dZbRfgY/file

https://uc004937d94c221573aba9c68802.dl.dropboxusercontent .com/cd/0/inline/APV3EZalMetnq1F4_DtGAxUcXdDhxygPoasnhgHh1orWN5wEL0 uDmD4Tfzp5lMSDX4XAz6cXr5iCW5tOdxCt3AaONx3VGX3mk0fP MSZGA0egZtIZj6f6w9MkZnq8XahOvMz6S_Nic3-VmQj0ELvFL5Wae5BOTvkJnZ1c9hhk41CyIN8Q_we-NvePLuOS_gfmKTA/file

https://uc146ad4da351a084ea26cc21bf9.dl.dropboxusercontent .com/cd/0/inline/APV2iAWNbZ4c7DnvOFVq8jPhVnMCmRH-AypRGFgsujr6X9faHf_Bh9BSoJijAf89opL42xDLFJbzOfJEgB Y-UWgDTn6N8PPpwxBiyJJsK97qBxF4z0qU5DqKFBR7ex_-3GwOQDefcmI7vqSrR0VLr3YJU6BFwwGT7lgxugfx-AeIl0lxXgE5aoEDCVOM4iy5o8k/file

https://uc0139965d008c73f8a2fdbc74fc.dl.dropboxusercontent .com/cd/0/inline/APVM_5W6UQtPK4AGQNKbLdNI042A904WsLvacxqrIOe40u9IUw whkN_T5TqT56bAf_arDYUfqbpjatJBoU6OKPf1FdZpcvSA3qPB t4KvsjXbc0bSHKpZ6HiCWNebiSyDWf2_vVTSkDRAKRdxIlx3DU WiGEvyBXY75sw-k-KMvQbOCX5S5AXsJq1XX0u5eBEAXGA/file

https://ucd62c170b1f46ce8ff751ff946f.dl.dropboxusercontent .com/cd/0/inline/APUx4QptM7jcsH5CuakP0GYv4Axz5YmE5rC5UZeuzOxRqfG2Y_ bq6S9uVh1bxuV2JK1Mwr1zi9Np0AbZWZrIK_zkiYDmbrBf0kQs rxnEPP5lWcxdCkYDbnt8MNTicV3dQGX_2sMyKtZNvKxabH9CBp nJ60R4_Xdy4d1_vx-mF0zi6c8iMeA_znnxOQ9zxB9QHWA/file

https://uc274711fba5c5f76a72041dcac0.dl.dropboxusercontent .com/cd/0/inline/APVDcxchm32EZWo8pF6lthAUEH3KQxxOauMKU1lm1CD5nZvOHJ dxxdiV4-M2KKMdWlqJj6r2IJwOsB9WPEWLAz1VFDd7jtUGA5rjrO7dOjKS ATeFlo0KCp59AJyI61a24o2Xj1pfLVrlR8jAB1IUpTIGQDAscV 1_Cvg_gvpGy80_WOGDtQoD2HCyMPJHX4SqI9Q/file

https://uc3e65f374937dd0bec115cfa1f7.dl.dropboxusercontent .com/cd/0/inline/APWrvpGv23k027rLEE_AfXUET7kUVprzfsbMTvo-6MvUdB85ZZ0woBdMYjhfk_rUmxK4V8pssAHNbXRjt-xPxFmhCq3v7NAN6r4HFZfmVaxQRqPLTfyL8mMAoQA6NAmGwsgk VVRvP_5q071uRSgclqW5EZK5vLBFZV0EJ4A71omi-Fvx6t3aJjkn5y18Mtauq_4/file



Known bugs:


bulb in dining place doesn't work
Textures of fruits near the toilet in quater room aren't the best...






Change log:

//1.0//


Initial release


//1.1//


Some important fixes
Added Karl Dönitz's picture in dinning place

//1.2//


Added new notepad to radio room
Added new radio, realistic (in radio room)
Deleted bug with white toilet & ladder in quater room
Hydrophonist has a flower
New bags' textures (special thanks for gap :yep: - he made it)
Repaired crates with food
Repaired other small bugs
Grandfather's picture moved (to better place)
Grandfather's texture made gap (again thank you :up:)

//1.2.1//


a lot of food in quater room and in command room in high quality

//1.2.2//


improved beds for crew in quater room
deleted "Runtime 650" bug

//1.2.3//


added swinging salami in forward quarter room
lamp in forward QR is swinging (like real)
Now You can go to toilet in forward QR
I repaired bug with no-wall in toilet in back QR
Reworked collisions of QR rooms

Some important fixes and optimalization

//1.2.4//


food in QR1 is now vanishing (I linked it to fuel)
I deleted all food in Command Room (it caused problems with performance)

//1.2.4b//


deleted ladder which was in opposition to the cook



Download [v1.2.4]:

Dropbox:
https://www.dropbox.com/s/62tt95cspjf8wmq/silentmichal%27s%20interior%20mod%201.2.4.rar?dl=0
Google Drive:
https://drive.google.com/open?id=1BHlzVBLAr2EAe4EtLKzHPvGwWbM5BUo0
Mediafire:
http://www.mediafire.com/download/c2hnwaayemzfqcn/silentmichal's_interior_mod_1.2.4.rar

v 1.2.4b HotFIX download:


https://www.dropbox.com/s/kyefdcosvwsoc9u/silentmichal%27s%20interior%20mod%201.2.4b.rar?dl= 0



https://drive.google.com/open?id=1SGbXqmqSpRQ2UHl4r1dsoESyilOFAqi_




Authors:

- me (of course) - Michael
- FlakMonkey (I used his files)
- SteelViking (------- || --------)
- BIGREG (he explaines me everything)
- Gap (informations & textures)
- DivingDuck (I used his method for vanishing food)


Special thanks to:

- Gap
- Fifi (tester)
- TheDarkWraith
- BIGREG
- TheBeast


I have installed the latest version, but I still have the ladder in the kitchen and the doors of the 2 toilets are still in open position - very annoying!

silentmichal
02-15-21, 05:47 PM
Are you sure that the main mod and the hotfix are turned on in the right order? 1.2.4b hotfix removes the ladder, so if you still have it, you somehow activated these 2 files (1.2.4 and 1.2.4b) in wrong order (most probably).

Pascal
02-16-21, 06:42 AM
Are you sure that the main mod and the hotfix are turned on in the right order? 1.2.4b hotfix removes the ladder, so if you still have it, you somehow activated these 2 files (1.2.4 and 1.2.4b) in wrong order (most probably).

Thanks for your message - I didn't see this second file available - Nice work.

Pascal
03-14-21, 10:25 AM
I installed the "Room_QR1_1" Mod which offers interesting variations, but I still have the toilet door on the front torpedo room side open!
Please tell me how to close this damn door.

Jeff-Groves
03-14-21, 12:36 PM
That would require exporting the mesh, adjusting the position then re-importing.
I didn't look close enough to see if there is a bone that can be adjusted.

gap
03-14-21, 12:52 PM
I installed the "Room_QR1_1" Mod which offers interesting variations, but I still have the toilet door on the front torpedo room side open!
Please tell me how to close this damn door.

Come on Pascal, should we release a mod only for closing that toilet door?
On the boat we are all comrades, can't you pee with the door open? :O:

Pascal
03-14-21, 01:22 PM
Come on Pascal, should we release a mod only for closing that toilet door?
On the boat we are all comrades, can't you pee with the door open? :O:


To tell the truth, if I knew how to do it, I would make it so that with a click you could close this door that spoils the view... But I don't, and I admire those who do this work in 3D

Concerning the textures - field where I am more comfortable, I have just modified the bags of the sailors of this "silentmichal's new interior mod", using military pictures - if you wish it I will put the 4 files concerned online:
https://www.germanmilitaria.com/Kriegsmarine/01KM5.html

Jeff-Groves
03-14-21, 01:29 PM
IF that door is blocking access to another compartment?
I'd toss anyone that left it open over board!
In combat did not the Crew run forward or back to assist in dive or surface emergency's?
As I don't play SH5. Can you walk through that door? That would seem a bit odd also.

gap
03-14-21, 01:30 PM
To tell the truth, if I knew how to do it, I would make it so that with a click you could close this door that spoils the view... But I don't, and I admire those who do this work in 3D

I was just kidding mate. Yes, being able to open/close that door with one click of the mouse would be cool. Unfortunately I don't know how to do it. Rotating the door mesh, as suggested by Jeff, is what personally would do.


Concerning the textures - field where I am more comfortable, I have just modified the bags of the sailors of this "silentmichal's new interior mod", using military pictures - if you wish it I will put the 4 files concerned online:
https://www.germanmilitaria.com/Kriegsmarine/01KM5.html

Those textures were created by me lol. I am glad that someone found better pictures and is improving them :up:

Pascal
03-14-21, 02:40 PM
I was just kidding mate. Yes, being able to open/close that door with one click of the mouse would be cool. Unfortunately I don't know how to do it. Rotating the door mesh, as suggested by Jeff, is what personally would do.



Those textures were created by me lol. I am glad that someone found better pictures and is improving them :up:

Let's say modestly retextured (as well as the captain's bed cover) - if you want to give me the pleasure of testing them :

http://www.mediafire.com/file/wss2qgl6c4l8vsm/Bags_bed_silentmichal%2527s_new_interior_mod.zip/file

Pascal
03-14-21, 04:28 PM
Small problem with the very white table base: What is the file?

http://dar-eva.com/sh510.jpg

GrenSo
05-05-21, 02:01 PM
Can someone please help me and give me a tip on how I can best get the ladder on the other side and turn it by 180 °?

I allready done export of the parts of it and try it with blender and Wings3D but it will not realy work like I will have it.

https://www.subsim.com/radioroom/attachment.php?attachmentid=4296&stc=1&d=1620240928

With Wings3D I can move the ladder but it doesn't realy work to turn it around, because there is a large time delay between the movement with mouse and the movement on monitor.

For me it will be sinmple to do it with Cinema4D but there is a problem with the view. The exported objekt is to small and it is not possible to zoom, because if zoom to a size to work, the objekt goes invisible there.

Btw I use version 1.2.3 because I like the food in CR and the ladder in the kitchen. And if possible and I get ter permission from silentmichal I will add food in the kitchen too, because in reality this toilet was mostly used as a storage room.

silentmichal
05-05-21, 05:38 PM
Woah sorry for not responding here my friends, I somehow missed all the recent messages :arrgh!: !!


Let's say modestly retextured (as well as the captain's bed cover) - if you want to give me the pleasure of testing them
Nice work, can I put the link in the description of this mod? :)


Small problem with the very white table base: What is the file?
It can be a texture, it can be a lighting issue... to be honest I don't remember what's making this base white. Does it happen as well if you exclude all the texture files from my mod?


Can someone please help me and give me a tip on how I can best get the ladder on the other side and turn it by 180 °?
If I understand you correctly - do you want to "mount" the ladder on the other side of the hatch like here shown in the picture?

https://www.subsim.com/radioroom/attachment.php?attachmentid=4297&stc=1&d=1620253335

(sorry for the old screenshot, I don't have any newer)


With Wings3D I can move the ladder but it doesn't realy work to turn it around, because there is a large time delay between the movement with mouse and the movement on monitor.

For me it will be sinmple to do it with Cinema4D but there is a problem with the view. The exported objekt is to small and it is not possible to zoom, because if zoom to a size to work, the objekt goes invisible there.

I think you can easily change view clipping in your C4D settings (a tutorial below):
https://www.youtube.com/watch?v=Iz-Ars-xBDQ

I've always used Autodesk 3dsmax for SH5 modding and I've always been happy with it.

Btw I use version 1.2.3 because I like the food in CR and the ladder in the kitchen. And if possible and I get ter permission from silentmichal I will add food in the kitchen too, because in reality this toilet was mostly used as a storage room.
Sure man, do whatever you want with my mod! You can even re-release it if you want to, just credit me as the "original" author (and the others I credited of course) :03:

GrenSo
05-06-21, 12:09 AM
If I understand you correctly - do you want to "mount" the ladder on the other side of the hatch like here shown in the picture?

https://www.subsim.com/radioroom/attachment.php?attachmentid=4297&stc=1&d=1620253335

(sorry for the old screenshot, I don't have any newer)


Yes, this is correct, because in my opinion it looks better. But this is only my opinion. ;)



I think you can easily change view clipping in your C4D settings (a tutorial below):
https://www.youtube.com/watch?v=Iz-Ars-xBDQ

I've always used Autodesk 3dsmax for SH5 modding and I've always been happy with it.


Mybe this can work. I doesn't need to change this settings in past. But I will try.


Sure man, do whatever you want with my mod! You can even re-release it if you want to, just credit me as the "original" author (and the others I credited of course) :03:

Thanks for your the permission.

One additional question about the size of the exported mash/models of SH5 in general.
Is the size of the exorts and also imports 1:1 to the size ingame? I have to ask, because I plane to imports my XXI (https://www.subsim.com/radioroom/showthread.php?t=246379) but I don't now if size is fit. My model have original size but the export of your interior is so small.

silentmichal
05-06-21, 06:14 AM
One additional question about the size of the exported mash/models of SH5 in general.
Is the size of the exorts and also imports 1:1 to the size ingame? I have to ask, because I plane to imports my XXI (https://www.subsim.com/radioroom/showthread.php?t=246379) but I don't now if size is fit. My model have original size but the export of your interior is so small.


As I remember, I was never doing any mesh resizing in 3dsmax (in an export --> modify --> import manner). It's unified I believe. If I were to get the sizing correctly, I'd try to export some other model from the game, say Type VIIC/41, and then compare it to XXI model in one scene. This should work just fine! :)

GrenSo
05-06-21, 08:40 AM
I'd try to export some other model from the game, say Type VIIC/41, and then compare it to XXI model in one scene. This should work just fine! :)


That was also my 2nd idea. But asking cannot hurt to avoid work if necessary. ;)

Jeff-Groves
05-06-21, 07:56 PM
If you model with Unit scale set to 1 meter?
You need to reduce to a Unit scale of .1 meter.
That is what All Silent Hunter from 3 to 5 use.

silentmichal
05-07-21, 06:26 AM
That's a solid tip here :) It's definitely going to save some time @GrenSo.

GrenSo
05-11-21, 06:55 AM
Now I use blender to modify, because I need for this just small changes.
But how to import or replace the changed mashes in to GR2EditorViewer?


BTW: The size difference between my XXI and the VIIb of SH5 is enormous and, if I have calculated correctly, I have to scale with a factor of at least 100 or so.

GrenSo
06-09-22, 03:38 AM
I'm finished with my version of your mod in QR2.


https://i.postimg.cc/9fSM4SX0/QR2.jpg


https://i.postimg.cc/P5JTm4Rw/QR2-1.jpg


In next step I will edit your version 1.2.3 of the CR with fewer boxes and blue colored oxygen bottles.

GrenSo
06-12-22, 07:21 AM
My own version of QR2 room is finisched.


https://i.postimg.cc/KvF767Cf/QR2-1.jpg

https://i.postimg.cc/tCXPSqVm/QR2-2.jpg

https://i.postimg.cc/HxD8Qdgz/QR2-3.jpg

GrenSo
06-29-22, 09:50 AM
CR is finisched too:

https://i.postimg.cc/76GTYVWw/2022-06-29-160740.jpg

https://i.postimg.cc/mkWhZG9y/2022-06-29-160716.jpg

https://i.postimg.cc/90sbQ0pN/2022-06-29-160811.jpg

There are only the same bug silentmichal had in version 1.2.3 with the texure of the ladder in CR:
https://i.postimg.cc/XNrT4CNL/2022-06-29-160752.jpg



Here you can find the download: https://www.subsim.com/radioroom/downloads.php?do=file&id=6171

silentmichal
06-29-22, 12:26 PM
Nice job! It adds a bit more depth to the submarine :Kaleun_Salute:

GrenSo
06-29-22, 01:45 PM
Nice job! It adds a bit more depth to the submarine :Kaleun_Salute:
Nice that you like it. :yeah:
Only the thing with the ladder bothers me. But I haven't found a working solution yet.
I think the cause is that the ladder map consists of 3 parts (Diffuse Color, Self-Illumination and Bump) and the boxes/crates only 2 parts (Diffuse Color and Self-Illumination). I hope to find a solution for this. :03:

Btw: The blue bottle and the dark lower part of the walls are not a part of this mod.

Kal_Maximus_U669
08-17-22, 11:57 AM
Hey GrenSo Wazzup.. :D
just tried it I'm on it now....yes there's the scale already but I'll tell you more tonight..if I have time.. :salute:

Pascal
08-18-22, 05:19 PM
Yes, nice work, that historical detail of the ladder, fine - the orange crates, too - but personally, the open toilet door, no, frankly no.

GrenSo
09-01-22, 11:30 AM
New version v2.0.1, with bug fixes, is ready for download.

https://www.subsim.com/radioroom/downloads.php?do=file&id=6171

GrenSo
10-07-22, 09:28 AM
New version v2.0.2 is ready for download.

silentmichal's interior mod 2.0.2 by GrenSo (https://www.subsim.com/radioroom/downloads.php?do=file&id=6171)

Changelog:
- fix the bug of flickering ladder in QR2
- change position of the toilet in QR2 to historical correct position


https://i.postimg.cc/SNC5g7K3/QR2-1.jpg


https://i.postimg.cc/FKsBFMxX/QR2-2.jpg

GrenSo
10-08-22, 09:27 AM
New version v2.0.3 is ready for download.

https://www.subsim.com/radioroom/downloads.php?do=file&id=6344

Changelog:
- added additional boxes of food in QR1


https://i.postimg.cc/fknWGnvG/QR1-1.jpg

Muckenberg
10-09-22, 06:24 AM
Good day
You have really nice modifications of the original mod. Very well done indeed.
I have a question. Do you think it would be difficult to add more hanging salami to the back of the headquarters as well? And add food boxes to the back toilet?
Thank you for answer. :Kaleun_Salute:

GrenSo
10-09-22, 09:43 AM
Good day
You have really nice modifications of the original mod. Very well done indeed.
I have a question. Do you think it would be difficult to add more hanging salami to the back of the headquarters as well? And add food boxes to the back toilet?
Thank you for answer. :Kaleun_Salute:
Thanks, I do my best. :salute:


I think with more food, no matter if salami or boxes, in CR room (headquarter) it can return the bug "out of sector" again. But I can try.

Muckenberg
10-09-22, 12:11 PM
Thanks very much. Hope everything goes smoothly. :Kaleun_Thumbs_Up:

Tempest555
10-16-22, 01:30 PM
Don’t forget green /grey mold splotches on fruits and salami’s.:)

GrenSo
08-19-23, 07:36 AM
New version v2.0.4 is ready for download.

https://www.subsim.com/radioroom/dow...o=file&id=6344 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6344)

Changelog:
- fixed a graphic glitch of the ladder in QR2
- added more boxes of food, frits and tin can in QR2

https://i.postimg.cc/7Ykwjjb1/SH5-Img-2023-08-19-14-17-22.jpg

https://i.postimg.cc/7Ldy9Wp2/SH5-Img-2023-08-19-14-17-35.jpg

https://i.postimg.cc/Rhzx5nCC/SH5-Img-2023-08-19-14-17-57.jpg

fitzcarraldo
08-19-23, 08:31 AM
Many thanks GrenSo! :Kaleun_Wink:

Dowloading now.

Best regards.

Fitzcarraldo :Kaleun_Salute:

ReallyDedPoet
08-19-23, 06:28 PM
Looks great :up:

GrenSo
09-08-23, 12:41 AM
If everything goes well and works as I imagine it, I will release a new version this weekend, next weekend at the latest, in which there will be more fresh food in QR2 and CR and the caboose will have a little more inventory.

Unfortunately, I can't promise anything.

fitzcarraldo
09-08-23, 01:21 PM
Many thanks GrenSo!

Fitzcarraldo :Kaleun_Salute:

GrenSo
09-09-23, 11:20 AM
New version v2.0.5 is ready for download.

https://www.subsim.com/radioroom/dow...o=file&id=6344 (https://www.subsim.com/radioroom/downloads.php?do=file&id=6344)

Changelog:
- added swinging and vanishing ham, ribs and salamis to caboose and CR
- added additional swinging cookware in caboose
- closed toilet lid in QR2
- fixed a graphic glitch of a pipe in toilet in QR2

https://i.postimg.cc/G20cv6T0/sh5img-2023-09-06-19-27-02-Uua.jpg

https://i.postimg.cc/Fsv7MkRt/sh5img-2023-09-09-16-42-41-CON.jpg

https://i.postimg.cc/25t1MHqT/SH5-Img-2023-09-09-19-21-32.jpg

fitzcarraldo
09-09-23, 06:31 PM
:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:

Many thanks for the work and support GrenSo.

You have my vote...:Kaleun_Wink:

Best regards.

Fitzcarraldo :Kaleun_Salute:

Captbubble66
01-10-24, 12:07 AM
Will grenso interior mod work on WOS mod? Thanks.

GrenSo
01-10-24, 03:17 AM
Will grenso interior mod work on WOS mod? Thanks.


Yes, my version of "silentmichal's interior mod" can be used with TWoS without any problems.

But it can happen, but this also happens with the TWoS addon "TWoS SM Interior_Food Stocks", that you get the "camera out of sectors" error when you use the external camera view.

Captbubble66
01-10-24, 09:11 AM
Thank you,I am looking forward to using this.

Captbubble66
01-10-24, 09:14 AM
Camera out of sectors is there any fix for this problem?

GrenSo
01-10-24, 09:42 AM
Camera out of sectors is there any fix for this problem?

I don't know of a fix, just a workaround. The error occurs mostly when loading a save game. Then just have a black screen with the message “camera out of sectors”.
The workaround then looks like this, at least for me, that I use F2 to switch to the external view and then with F2 go back to the normal 1st view.

Here you can find an old thread about it: Camera Out of Sector?? (https://www.subsim.com/radioroom/showthread.php?t=236898)

Captbubble66
01-10-24, 12:10 PM
Thanks so much for the information.

Kintanar
01-13-24, 12:34 AM
This one can be installed along with your GrenSo's Submarine Environment?

fitzcarraldo
01-14-24, 12:28 PM
This one can be installed along with your GrenSo's Submarine Environment?

Yes. First install GrenSo Env, after SilentMichal.

Regards.

Fitzcarraldo :Kaleun_Salute:

Blaufuch
08-05-24, 02:41 AM
Nice addon that brings a little more life into the boat.
If it is possible to add more thinks like tools and more food and food boxes there which become less over time, like the salamis?