View Full Version : Dials, and where are they created?
periunder
10-16-13, 09:23 PM
Dials that are used, like fuel level or water leverl, etc... for sub interiors, where are these created and controlled? I know how to assign a dial to a fuel level controller, but would like to create my own dial the measures something that isn't in the list in s3d. A damage dial, that measures the sub damage.
Is there a file in Library that deals with dials? Or in animations? Where does s3d get the list of available dial measures to use?
sublynx
10-17-13, 06:42 AM
Interesting questions. Unfortunately I don't have any answers, but only more questions. I'm toying with the idea of a kind of barometer modded into the game.
According to this old post:
http://www.subsim.com/radioroom/showpost.php?p=1539004&postcount=532
there is a counter that starts ticking down in anticipation of a weather change.
If I knew where in the files the number mentioned in the post is, I could change for example the fuel level to show the instead the weather timer's level, which would then anticipate a weather change somewhat like a barometer does. The weather in SH3 is randomized to a degree so the "barometer" would not be too accurate, but somewhat helpful.
I don't know if the number mentioned in the post is technically possible to link to menu_1024_768.ini and dials.cfg without changes to the hardcode, however.
So I sure do hope someone answers periunder's question :yep:
BigWalleye
10-17-13, 08:01 AM
The "damage dial" exists in stock SH3 as "Hull Integrity" on the Damage Control page. This indicates hull damage on a 0-100% scale. You can change that to a series of warning color bars using h.sie's patcher. Unless you are looking for some sort of integrated overall damage indicator, which, when you consider, wouldn't be very useful. There are a lot of systems on a submarine, and damage to some is more critical than others. If both shafts are wrecked and you can't move, that might only be 10% damage. Wouldn't tell you much.
There is also a weather indicator available. Again, see h.sie's patcher.
http://www.mediafire.com/hsie#s25cczf1puzqz
Dials are defined functionally in Data/Menu/cfg/Dials.cfg. The screen image of the dial is defined in Data/Menu/menu_1024_768.ini, and linked to the functional description by the ItemID/Dial values, which must be the same. But AFAIK, you have to know the variable name of the data you want the dial to display. And for variables not already being used, that name is buried in the source code for sh3.exe, which we don't get to see. Maybe someone else, who has explored the source, would know more.
badwolf
10-17-13, 09:03 AM
You can find dials in the data/Interior/NSS_Uboat in the .sim files. I got the details for the open tube doors that way. Using the switches to open the doors now in the TDC/Torpedo/GUI views. Might look at the revs dial next.
periunder
10-17-13, 11:09 AM
You can find dials in the data/Interior/NSS_Uboat in the .sim files. I got the details for the open tube doors that way. Using the switches to open the doors now in the TDC/Torpedo/GUI views. Might look at the revs dial next.
I already know this. But the list of the dials there, how to add more to list and such, is what I was looking for.
periunder
10-17-13, 11:13 AM
The "damage dial" exists in stock SH3 as "Hull Integrity" on the Damage Control page. This indicates hull damage on a 0-100% scale. You can change that to a series of warning color bars using h.sie's patcher. Unless you are looking for some sort of integrated overall damage indicator, which, when you consider, wouldn't be very useful. There are a lot of systems on a submarine, and damage to some is more critical than others. If both shafts are wrecked and you can't move, that might only be 10% damage. Wouldn't tell you much.
There is also a weather indicator available. Again, see h.sie's patcher.
http://www.mediafire.com/hsie#s25cczf1puzqz
Dials are defined functionally in Data/Menu/cfg/Dials.cfg. The screen image of the dial is defined in Data/Menu/menu_1024_768.ini, and linked to the functional description by the ItemID/Dial values, which must be the same. But AFAIK, you have to know the variable name of the data you want the dial to display. And for variables not already being used, that name is buried in the source code for sh3.exe, which we don't get to see. Maybe someone else, who has explored the source, would know more.
Do you know how I can access the hull integrity dial with s3d?
I'm trying to find the hull integrity reference of the damage control page, in the menu_1024_768.ini file. Where does the game grab the hull integrity number from?
periunder
10-17-13, 11:25 AM
The spraying water leaks when the sub is damaged, in the interior, what are those connected to? hull integrity?
There is also a controller in s3d called shipdamagestate in the .sim files. But I don't know what the leaks are connected to yet. Something must trigger them. I cannot locate one in the interior model. I'll have to test in-game and note a locatio of a leak when damaged, then find it in s3d.
badwolf
10-17-13, 11:30 AM
iirc OLC was looking for a horizontal dial for his number compass bottom left of screen. He had great difficulty finding any dial to use non circular. If he used a circular dial and said non-circular, it just ignored it. OLC finished up using a massive circular dial, so it would appear straight in the display area, to get around the problem.
periunder
10-17-13, 06:12 PM
OK, the leaks the spring when the sub is damaged, in the interior, are labled "Flansha" in the interior model. The fire that starts in the interior is named the same too. But I cannot find what triggers it. They are also not tied to the .sim file in anyway.
Is there a "Flansha" entry in the library somewhere? That must be or. Or in animations. I'm curious how Flansha models know when the sub is damaged, and then know when to trigger.
Anyone?
periunder
10-18-13, 04:56 PM
OK here are my findings.
The leaks are attached to graphs located in the Library folder. These graphs are labled "GraphFL_01", "GraphFL_02", "GraphFL_03". These are the particle generators that create the leak particles. The leaks are also attached to the "GraphHitPointsAll.dat" in Library. This is what ties the hull integrity to the damage. The link is there.
iN order to use the damage graph, or damage it trigger anything you must create a node called "$Gen_Flansha_0#". Notice the $ sign at the beginning tying it to a library entry. Also. the "#" is actually should be a number like "$Gen_Flansha_01", etc...
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