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vanjast
05-22-14, 04:06 PM
All done and packed...
The 'ReadMe'..
https://www.dropbox.com/s/5gu5ghenmc8roxo/Wide%20Screen%20Mod.pdf

The Mod
https://www.dropbox.com/s/gku00wv4sdufx68/Van1920x1080.zip (45MB)

Extra files (These are essential !!)
These 2 files go in your game directory (ie: C:\Games\SH3)
https://www.dropbox.com/s/1bui4p9m147j0ce/WideScreenDLLFile.zip (116KB)

Enjoy!
:arrgh!:

I expect there might be a few mod compatibility problems.. we can try sort them out here.

Edt: How does on edit the topic title - want to prefix it with [REL] ?

rudewarrior
05-22-14, 04:30 PM
HOLY CRAP THAT IS OUTSTANDING WORK!!! :rock:

:up::up::up:

iambecomelife
05-22-14, 06:00 PM
Great work! I love 1920 x 1080 but I don't love the wrecked menu screens you get with other mods! Very glad someone finally decided to do this. I am working on a WWI mod for SH3 and I would like permission to incorporate this into my work. You will receive all credit.

Admiral Halsey
05-22-14, 06:34 PM
Me likey and want badly.

vanjast
05-23-14, 01:43 AM
You will receive all credit.

No need to worry about that... this work incorporates bits of many 'sh3 Mod pioneers' that have modded before me.. Makman, Hitman.. etc.

A simple credit to all the previous modders would be OK, .. I think (if that's OK with them)
:03:

Admiral Halsey
05-23-14, 09:13 AM
Great work! I love 1920 x 1080 but I don't love the wrecked menu screens you get with other mods! Very glad someone finally decided to do this. I am working on a WWI mod for SH3 and I would like permission to incorporate this into my work. You will receive all credit.

So you are also making it for SH3? Looks like i'll have double the fun then.

Hitman
05-23-14, 03:19 PM
Beautiful and much needed, GOOD WORK :rock:

vanjast
05-24-14, 11:41 AM
I was thinking of placing historical 'royalty free' sub pics as backgrounds to the menu items.

Does any know of, or have, any pics that i can use - I edit the pics and place your AKA (or real name if you like) on the pic, as credit notification.

Thanks for any help
:up:

vanjast
05-25-14, 02:49 PM
Nearly finished !!.. :O:
Found an interesting situation at Bergen while testing..

vanjast
05-25-14, 05:33 PM
The menu flow..
Edited.. running out of image space !

Paulebaer1979
05-26-14, 07:38 AM
Very nice job. I have an idea for the nav map:
https://www.mediafire.com/convkey/c8a6/hp4a62gm0t09rmq4g.jpg (http://www.mediafire.com/view/hp4a62gm0t09rmq/navmap_mod.jpg)
You could use the free space for some info charts. I just copied the distance charts from gwx inside.
Same thing with the view of the barraks: just show some infos about the ranks, batches and so on.
Or at the view from the sub in port. There you could show info about the different subs.
Depending for the megamod you build the gui for, you can show nearly every interesting info around the screens, when the size of them is hard coded by sh3.

Tycho
05-26-14, 12:09 PM
Hi, vanjast!
For triangle ruler (Dreieck.tga), change MatFlags=0x9 to be =0x29. Will be with more quality of the image:

http://oi60.tinypic.com/hslyzq.jpg

iambecomelife
05-26-14, 12:27 PM
Eagerly awaiting this! I hope you manage to expand as many of the screens as possible to the full resolution.

vanjast
05-29-14, 03:19 AM
Update at post 1 on menu items.

I'm finished but would like to go through this lot once again.. and put everything in order..
:arrgh!:

Question: How does one delete one's user file attachments - I'm redlining it at the moment :-)

Myxale
05-29-14, 09:46 AM
What a nice surprise.

Didn't expect a 1080 Wide-screen anytime soon.
Kudos Maestro.

This will make playing SH3 in my new big screen more fun.

:salute:

Hawk U-375
05-29-14, 10:40 AM
Looking VERY foward to this!:rock:

Tigershark624
05-29-14, 04:58 PM
Will this be compatible with any form of MaGUI? I'm currently using the Widescreen MaGUI 3.4-SA version but I'd like to try this if I can keep Makman's excellent GUI.

vanjast
05-30-14, 02:38 AM
I've based this on Hitman's GUI (with a bit of 'artistic license'), sitting on top of NYGM 3.6D

Most likely not though :oops:
All this will have to be tested and probably adapted by each major mod's creator.

This is not as bad as it looks..:D, as the actual in game 3D screens are controlled by the D3D9.dll which is common to all wide-screen games.
Here each Mod creator (or yourself) would need to scale screens and change positions of items - this can be tedious, but no brain surgery required.

The menu items should be OK (hopefully), as they're separate items from in game 'instruments'.

What I have done, is made comments 'ad nauseam' in the menu_1024_768.ini file, so anyone can quickly see, where and what changes have been made - this will help in adapting to other personal modifications.. etc

vanjast
05-31-14, 11:48 AM
All done.. download's in the first post
:D

Anvar1061
05-31-14, 02:52 PM
All done.. download's in the first post
:D
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Starkweather
06-04-14, 06:44 AM
Thanks for this. I'm having issues with the crew management page though :

i) Auto crew configuration buttons can't be selected/clicked. I believe most people move them about manually to avoid potential CTD issues so this is minor.
ii) Half of the crew slots for damage control and a handful for both engine compartments are invisible. I can add/remove crew to these slots, but I can't see the actual crew graphic in the slot itself.

I'm using this with GWX3, could that be the source of the problem?

vanjast
06-04-14, 07:05 AM
Come to think of it, I didn't think to check if the Damage Crew Management slots change in size for the different subs...

Thanks for bringing this up... This page is going to be a problem ..:)

vanjast
06-04-14, 07:47 AM
Starkweather:

As a quick fix dump this picture in your ..\data\menu\data.. folder, and also the same folder in the MOD folder.
https://www.dropbox.com/s/8preu85p9zzpchb/VanWide1920_Barracks.tga

I've made the green background lighter, so that it's easier to see the crew slots.
WRT the auto-crew selection buttons, I haven't touched these AFAIK. This could be from NYGM, as I've also tried this with the same results.

This mod is sitting on top of NYGM and Hitman's latest GUI... You'll probably get many issues with GWX
It wouldn't be a problem for the Big Mod modders to adapt this, as I've put in comments into the menu_1024_768.ini file.
It'll just take a little time though, but hopefully I've completed all the groundwork for this to happen.

:up:

Starkweather
06-04-14, 01:03 PM
Hey, you didn't have to do that. Unfortunately, it didn't fix it!

I did figure out the issue though, NYGM reduces the amount of active crew that you can place in the compartments I mentioned. If you place crew in these 'disabled' slots, they are rendered ineffective and get a crossed out icon. GWX doesn't have this feature or the icon graphic (and as you said, this widescreen mod is built upon NYGM), hence the invisible slots and crew. Easily adapted to GWX with a few edits though.

Also, thanks for pointing me to NYGM and Hitman's GUI. I've been stubbornly using the same SH3 install, with GWX, for years though after trying NYGM for the first time I think I prefer it. And the game looks fantastic now that I can finally play it at 1920x1080 without the GUI shortcomings and glitches.

Txema
06-06-14, 10:15 AM
Hi !

Is it possible to use this mod with GWX3?

It seems that at least a fix is needed for the crew management screen (as Starkweather has noticed).

Could you please release that fix? Are any more fixes necesary?

Thank you very much for your help !!


Txema

vanjast
06-07-14, 11:08 AM
Hi !
Is it possible to use this mod with GWX3?

Only NYGM and Hitman's at the moment..


Are any more fixes necesary?

No fixes necessary.. That crew thing is not touched by this mod.. It seems to be with NYGM... There was a reason for this, which I'm not sure at the moment.

Here's the 1024x768 NYGM screenie.. (No wide screen mod) showing the same effects.

Admiral Halsey
06-07-14, 11:23 AM
Only NYGM and Hitman's at the moment..

Do you plan on making this GWX compatible?

vanjast
06-08-14, 03:49 AM
No plans at the moment.. I was just happy to get this one 'working' :D
I was hoping the guys who made GWX would use the 'commenting information' I placed in the menu file to adapt GWX.

This mod set me 'back in time' wrt to RL - I have a lot of RL catching up to do first.

:arrgh!:

Dronston
06-08-14, 04:06 AM
I'm so sad this won't work with GWX 3.0 :wah:

But thanks for your work! Here's to hoping someone makes it GWX compatible!
:yeah:

LGN1
06-10-14, 03:58 PM
Hi vanjast,

I looked at your work and I like it a lot :up: Very nice!

For my own work I would be glad if you could help me a bit. What's the purpose of these six lines in the d3d9.ini file?

[LOADSCREENS]
tx=0.044
ty=0.0205
sx=0.04
sy=0.02
maxscale=true

[EFFECTS]
Ocean=true

And a question about the maps.cfg. What do the changes there do? It doesn't seem as if the resolution of the map becomes 1920x1080 :hmmm:

Regards, LGN1

vanjast
06-12-14, 02:48 AM
Not sure exactly..

Under the Loadscreens the values affect the positioning of the load screens.
The first screen (tx,ty) is when you start the game, the second (sx,sy) when you start a mission. I never managed to move the second screen red progress bar downwards, but then I never looked at this - I think it's in the menu.ini file.

maxscale, I take as full-screen resolution.

The EFFECTS, I have no idea as I didn't touch this.
:)

LGN1
06-12-14, 02:10 PM
Thanks, vanjast!

Can you please also comment on the maps.cfg changes?

Regards, LGN1

nelruid
06-12-14, 03:08 PM
Excelent job, in the right way.

vanjast
06-12-14, 03:26 PM
Thanks, vanjast!
Can you please also comment on the maps.cfg changes?
Regards, LGN1

This stuff is courtesy of MakMan94
[Map0]
MapID=Navigation_map
Position=0,0
;Resolution=1024,656
Resolution=1920,1080 --> Wide Screen res of the background StrTactMap.tga image that fills the screen (this is hard coded as is the file name)
;MajorSqrs=4,2.4
MajorSqrs=4,3.3 --> The X:Y (Horizontal:Vertical) ratio of the map itself which overlays the above StrTactMap.tga file. The maximum value of either X or Y is 1024 IIRC (Beyond 1024 you get 'wrap-around'). I've adjusted the vertical (Y) value to fit. I think the value 4 = 1024 (1=256 which makes sense)

The positioning of the map (hard coded) seems to be centered on the screen, no matter what the resolution is.... so you have to play with the X:Y ratios to get it right

Hope this makes sense
:D

ralph002
06-14-14, 02:36 PM
Awesome mod :arrgh!: Got a newb quesion tho, did you remove the ship distance on the attack periscope screen on purpose so its more realistic or I just missed a click/ini setting somewhere?

vanjast
06-14-14, 03:03 PM
No! that was removed by Hitman's GUI if I'm not mistaken :)

ralph002
06-14-14, 05:01 PM
Ah I see, thanks :cool:

swampy
06-24-14, 04:24 AM
Does this work with other mods on top of nygm?
For example hardcore fixes V16B1 and a soundmod

vanjast
06-24-14, 06:35 AM
If any mod replaces the used files, you're going to have problems.
You'll see this in JSGME when it lists the files to be replaced, or after installing a mod, the widescreen name in the listing is faded.

BigWalleye
07-18-14, 10:19 PM
vanjast, this mod looks spectacular! And, since I play NYGM with Hitman's Optics, it's a perfect fit for me. Thanks for all the hard work. I considered making a widescreen hi-rez version a while back. I made an assessment of what it would take, and decided that I would put it off until I was really, really tired of playing SH3, 'cause once I started on the conversion, I knew I wouldn't be playing for a looong time.

I have a problem with the mod. It's an obvious one, and, since I haven't seen anyone else mention it, I am assuming I have just missed something. I don't know how to make the stopwatch visible on the scope and UZO screens. I messed around in menu_1024_768.ini and got it to appear and work on the attack scope screen, but on the UZO and obs scope I can get it to appear but not to work. I'm using the mod config you specify, with several others, but none of them modifies the menu_1024_768.ini or dials.cfg, and all the .tga files your mod needs are there. Can you tell me what I have missed? I'm eager to get after a new career with this great mod of yours.

vanjast
07-19-14, 08:06 AM
I saw that the stop watch was missing, but just ignored it, as Jonz's watch was there - I think it must just be a button thing to add onto Jonz's draggable watch, although I think it might be a separate issue.

I usually get all my info from mods or the vanilla menu_1024.768.ini file.
The vanilla stopwatch pic is in the Periscope.tga file (Bottom left hand corner)
One just has to search through the menu file for Periscope.tga, and it's location to find the stopwatch application - from here look for a button.

The stopwatch would also be in the Dials.cfg file as well.

BigWalleye
07-19-14, 09:46 AM
I saw that the stop watch was missing, but just ignored it, as Jonz's watch was there - I think it must just be a button thing to add onto Jonz's draggable watch, although I think it might be a separate issue.

I usually get all my info from mods or the vanilla menu_1024.768.ini file.
The vanilla stopwatch pic is in the Periscope.tga file (Bottom left hand corner)
One just has to search through the menu file for Periscope.tga, and it's location to find the stopwatch application - from here look for a button.

The stopwatch would also be in the Dials.cfg file as well.

Actually, Jonz' Draggable Chronometer is not a functional stopwatch. It is jsu a repeater for the primary chronometer. It can be dragged to an page and continues to show elapsed time as long as the actual chronometer on the scope/UZO pages is running. Only the fixed (nondraggable) chronometer on the scope/UZO pages can be started and stopped. (At least, that's how mine works.)

As I posted above, I can get the chronometer to work on the attack scope page. The relevant entries in menu_1024_768.ini look like this:

[G26 I1]
Name=Page attack periscope
Type=1027;Menu page
ItemID=0x26000000
ParentID=0x0
Pos=0,0,0,0
LoadingMode=2
.
.
.
[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Drag=true
Color=0xFFFFFFFF

I can make the chronometer appear on the Obs scope and UZO pages, but it is not functional. (Can't start/stop/reset.) The equivalent entries are

[G28 I39]
Name=Range
Type=1026;Menu group
ItemID=0x280B0000;THE CHRONO IS NOW LINKED HERE!
ParentID=0x28000000
Pos=0,0,0,0
Color=0xFFFFFFFF
.
.
.
[G28 I97]
Name=Chrono
Type=1026;Menu group
ItemID=0x28020000
ParentID=0x280B0000
Pos=33,383,200,300
Color=0xFFFFFFFF

When I change the ParentID to 0x28000000, the chronometer becomes visible, but doesn't function.

I could use the chronometer on the attack scope page as the primary source, but that's going to be awkward at times, especially when using the UZO. Does anyone know of changes I could make to get the chronometer to function on all three pages?

I have never seen a way to make Jonz's chronometer functional. If that's possible - and I've seen posts that say it is not - then that would be the best solution of all.

BTW, I've checked the dials.cfg and haven't found any change there that will make the chronometer work, either.

Also BTW, the position data shown above correct a minor glitch: The chronometer body didn't show on the attack scope screen and the hands were overlaid on the scope FoV. But that's an easy fix.

BigWalleye
07-19-14, 05:26 PM
Apologies for the double post, but I solved the "problem." Just typos and syntax errors. Chronometer now works on all three scope pages! Jonz's Draggable Chrono works as a repeater (but can't be started or stopped).

vanjast, PM me if you want a copy of my fixed up menu_1024_768.ini. Far as I know, that's the only bug in the mod.

And it really looks great! Thank again for all the work!

:yeah:

Hey! Hey! Widescreen and high-rez. Hitman's historically accurate optical targeting systems. What's not to love?

hocking
07-26-14, 05:51 PM
Hello BigWalley. It is me again, and I am in the forums trying to figure out this very problem that you have found a solution for. Currently, using this widescreen mod, I have the chronometer in the wood case that works fine when firing torpedoes but as you point out it can't be started and stopped for other timing uses. I would like to get a chronometer that can be started and stopped. Can you share your solution for this problem with me?

Also, I noticed that the parascope view has floating chronometer dials in its field of view just off to the left side of center. These hands are just floating there, are not contained in any housing, and actually function when firing torpedoes. I am certain that these dials shouldn't be there. How can I get rid of them?

BigWalleye
07-26-14, 07:00 PM
Hello BigWalley. It is me again, and I am in the forums trying to figure out this very problem that you have found a solution for. Currently, using this widescreen mod, I have the chronometer in the wood case that works fine when firing torpedoes but as you point out it can't be started and stopped for other timing uses. I would like to get a chronometer that can be started and stopped. Can you share your solution for this problem with me?

Also, I noticed that the parascope view has floating chronometer dials in its field of view just off to the left side of center. These hands are just floating there, are not contained in any housing, and actually function when firing torpedoes. I am certain that these dials shouldn't be there. How can I get rid of them?

Yes, I can help. It's all in the menu_1024_768.ini. So far, this is the only error I've found in Van1920x1080, which considering the extent of changes he had to make, is excellent, conscientious work.

To make your edits as simple as possible, I've included the entire item block for each change. Just cut and paste the item block over the same numbered block in the menu_1024_768.ini for Van1920x1080. Some of the changes may not be necessary to get the chronometer functionality back. I poked and prodded, and sometimes made multiple changes at the same time. When it worked, I stopped. I didn't bother to find out which changes were the necessary ones!

Replace each item block with the corresponding block below. Won't be any need to renumber anything.


[G26 I107]
Name=Chrono
Type=1026;Menu group
ItemID=0x26020000
ParentID=0x26000000
;Pos=608,764,136,52
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF
[G26 I108]
Name=Reflection
Type=1030;Static bmp
ItemID=0x26020001
ParentID=0x26020000
Pos=-12,-12,256,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/Reflex.tga
MatFlags=0x2
TexFmt=0x9
Drag=false

[G26 I109]
Name=Sec
Type=1031;Stat bmp array
ItemID=0x26020002
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I110]
Name=Min
Type=1031;Stat bmp array
ItemID=0x26020003
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I111]
Name=Estim Sec
Type=1031;Stat bmp array
ItemID=0x26020004
ParentID=0x26020000
Pos=85,-92,14,150
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Sec_Red.tga
Crop 0=0,0,0.5,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I112]
Name=Estim Min
Type=1031;Stat bmp array
ItemID=0x26020005
ParentID=0x26020000
Pos=85,-116,14,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Hanhart_Min_Red.tga
Crop 0=0,0,1,1
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G26 I113]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x26020001
ParentID=0x26020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

======================================

[G28 I39]
Name=Range
Type=1026;Menu group
ItemID=0x280B0000 ;THE CHRONO IS NOW LINKED HERE!
ParentID=0x28000000
Pos=0,0,0,0
Color=0xFFFFFFFF

======================================

[G28 I97]
Name=Chrono
Type=1026;Menu group
ItemID=0x28020000
ParentID=0x28000000
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

=====================================

G28 I103]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x28020005
ParentID=0x28020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

======================================

[G2B I109]
Name=Chrono
Type=1026;Menu group
ItemID=0x2B020000
ParentID=0x2B000000
;Pos=33,383,200,300
Pos=70,400,200,300
Color=0xFFFFFFFF

======================================

[G2B I115]
Name=Dial
Type=1031;Stat bmp array
ItemID=0x2B020005
ParentID=0x2B020000
Pos=0,0,200,300 ;180,990,183,256
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/H_Chronometer.tga
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=true
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

If you want to move the chronometer to another location (on the same screen), you should see how to do that easily. BTW, to actuate the chronometer, you must left-click on the center of the small minute-hand dial.

Let me know how it goes.

Just to reiterate: This is vanjast's work. I just corrected a few minor bugs.

hocking
07-27-14, 06:27 AM
Thank you very much. This fixed it.

BigWalleye
07-27-14, 06:35 AM
Thank you very much. This fixed it.

Awright!

Go get 'em!

hocking
07-30-14, 12:28 AM
Is there anyway to get the Message Log, Officer Icons, and control dials (speed, compass, and depth) boxes at the bottom of the screen to be slide out visuals that only appear when the mouse is hovered over that area. Currently these items appear at the bottom of the screen at all times. It would be nice if they were visible only when your mouse was placed in that area. Don't know if this is possible or not.

BigWalleye
07-30-14, 08:56 AM
Is there anyway to get the Message Log, Officer Icons, and control dials (speed, compass, and depth) boxes at the bottom of the screen to be slide out visuals that only appear when the mouse is hovered over that area. Currently these items appear at the bottom of the screen at all times. It would be nice if they were visible only when your mouse was placed in that area. Don't know if this is possible or not.

I have done this already and it's pretty straightforward. I presume you have at least a basic familiarity with the menu_1024_768.ini file. Just put the subgroups on sliders. The trick is that you have to extend the parent item about 10 px into the screen, while keeping everything else off-screen. This gives an (invisible) tab for the mouse to "catch" and trigger the slider. The message bar is the simplest case (the way I have implemented it), so here are the changes as an example:

;=======================================
; THE MESSAGE BAR ON THE BOTTOM LEFT
;=======================================
[G3F I153]
Name=Group messages
Type=1026;Menu group
ItemID=0x3F040000
ParentID=0x3F000000
;Pos=140,131,406,130
Pos=140,140,406,140
Color=0xFFFFFFFF
VertSlide=-130
======================================

[G3F I158]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F040001
ParentID=0x3F040000
;Pos=0,0,406,129
Pos=0,-10,406,130
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/bkgr.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

Because I use voice command, I play without any visible GUI. I also linked vanjast's new TVR to the WE button, so it pops up when that button is clicked. But that is because of the constraints of voice command. You could just make it a slider or a drag-on. I use the same "invisible tab" technique to provide a handle for all my draggables. (You'd better know where you put them!)

Van1920x1080 really gives good-looking 3D screens. When you get all the GUI parts off-screen, they look even better.

Please post how well this works out for you.

Taifun206
07-30-14, 02:24 PM
i like to Play on the 1920x1080 wildescreen mode
is there a Option to Play without any mod on this mode ?

vanjast
07-30-14, 03:01 PM
i like to Play on the 1920x1080 wildescreen mode
is there a Option to Play without any mod on this mode ?
Afraid not... unless you have the time to customise the Menu file to your liking.

BigWalleye
07-30-14, 04:46 PM
Afraid not... unless you have the time to customise the Menu file to your liking.

...which would take about as much work again as you put in getting your mod going in the first place!

As an inveterate mod-butcher, I want to thank you for all the time and effort you put into cleaning up the files and commenting them so they are waaaay easier to chop than stock, or anybody else's mods. I know that is a thankless, low-psychic-reward job, and one that I absolutely hate to do. (I have already made hash of some of your carefully laid out files!:doh:)

Kudos to you! Several kudos!:)

hocking
07-30-14, 10:23 PM
Thanks again BigWalleye. It worked out perfectly. I changed all of the windows at the bottom of the screen into vertical slide windows whenever my mouse is hovered over them. They only appear when I need them. This included the message window, Stealth Meter (which is actually the weather meter now), Officer Icons window, and the depth, compass, and speed controls window. Works pefectly. Thank you very much.

BigWalleye
07-30-14, 10:39 PM
Thanks again BigWalleye. It worked out perfectly. I changed all of the windows at the bottom of the screen into vertical slide windows whenever my mouse is hovered over them. They only appear when I need them. This included the message window, Stealth Meter (which is actually the weather meter now), Officer Icons window, and the depth, compass, and speed controls window. Works pefectly. Thank you very much.

You're welcome! Good luck and good hunting!

vanjast
07-31-14, 02:50 AM
As an inveterate mod-butcher, I want to thank you for all the time and effort you put into cleaning up the files and commenting them so they are waaaay easier to chop than stock

No problem... :up:
Having done a bit of software development, I realised that when embarking on this project I'll have to comment it ad naueam, as when dealing with so many items, you just forget what you've done.

Also that this wide screen would only apply to NYGM, having all the info in the file would help the other major mods (GWX, etc) also to be adapted far quicker, not to mention anyone who feels like tinkering.
:)

guntherprien
12-12-14, 10:44 AM
Jeez,that's outstanding :yeah:

Thanks much,it's almost like a new game :D

corporalspiffy
02-07-15, 09:14 AM
i noticed that the "surfaced attack" and "submerged attack" etc buttons on the crew management screen dont do anything.

BigWalleye
02-07-15, 09:49 AM
i noticed that the "surfaced attack" and "submerged attack" etc buttons on the crew management screen dont do anything.

IIRC, they used to do something - CTD the game when you clicked on the wrong one!:O:

Doing nothing might be considered an improvement.:)

HW3
02-07-15, 12:19 PM
Right you are BigWalleye. They were bugged when the sim first came out, and AFAIK were never fixed. It is best if you just forget they are even there.

Darojax
02-20-15, 11:04 AM
Thankyou very much for this mod. Been able to get it work perfectly with very little fiddling. In fact it almost worked perfectly with just SH3 + GWX3, except the solo stopwatch dial on the attack periscope, but the notes provided in one of the later posts sorted this as well! :salute: Thanks!

Ark
03-22-15, 01:20 PM
I can't get this mod to work at all.

I tried a stock SH3 install (HD was reformatted recently) and with the Mod files for this res fix the game loads up but the menus are half cut off on the screen so you can't progress forward (single missions screen for instance).

Added in the d3d9 files in the separate DL and the game crashes on startup. The error states is an msvcrt.dll error.

What am I doing wrong?

I have a GTX 680 Classified videocard if htat helps at all.

BigWalleye
03-22-15, 02:13 PM
I can't get this mod to work at all.

I tried a stock SH3 install (HD was reformatted recently) and with the Mod files for this res fix the game loads up but the menus are half cut off on the screen so you can't progress forward (single missions screen for instance).

Added in the d3d9 files in the separate DL and the game crashes on startup. The error states is an msvcrt.dll error.

What am I doing wrong?


I have a GTX 680 Classified videocard if htat helps at all.

From the file Wide Screen Mod.pdf, which comes in the Documentation folder of Van1920x1080:

"This mod is built on top of NYGM 3.6D and Hitman GUI 1.0"

Naturally, it will not work in a stock SH3 install. You must have NYGM Tonnage War v2.5, and NYGM3_New, and NYGM 3.6D (or NYGM 3.6E or F) and Hitman GUI v1.0 (or v1.1) activated before Van1920x1080 will work at all. All of this is spelled out pretty clearly in the pdf.

Also, the mod will only work at 1920x1080 resolution If your graphics card does not support this resolution or is not set for this resolution, then it won't work either.

WAEFRTD

Ark
03-22-15, 02:57 PM
Thanks, Big.

I don't have that mod installed yet. I knew the Widescreen fix was built over that mod, but I figured a stock SH3 install would work for testing it out.

Id tried it with GWX 3.0 next (since somebody said it worked perfectly except for one gauge not showing up) as well and had the exact same issue.

I will give the NYGM mod a go next.

Ark
03-22-15, 07:38 PM
Ok, tried it with the NYGM mod and it still crashes with the d3d.dll files installed.

Removing them eliminates the crash but the menus are all screwed up, ie, shifted to far to the right (can't click the arrow for "next" to progress to the next screen).

The crash has to do with the d3d.dll file/s I just don't know how to fix it.

BigWalleye
03-22-15, 08:42 PM
Ok, tried it with the NYGM mod and it still crashes with the d3d.dll files installed.

Removing them eliminates the crash but the menus are all screwed up, ie, shifted to far to the right (can't click the arrow for "next" to progress to the next screen).

The crash has to do with the d3d.dll file/s I just don't know how to fix it.

Do you have a d3d9.ini file, also downloaded from VanJast's post? And do you have your graphics card set for 1920x1080 resolution? Does your graphics card support 1920x1080?

Ark
03-22-15, 08:43 PM
Yeah, both files are in the root SH3 folder and my card definitely supports 1920x1080 (that's my native res).

BigWalleye
03-22-15, 08:49 PM
Yeah, both files are in the root SH3 folder and my card definitely supports 1920x1080 (that's my native res).

Have you ever tried to use Seeadler's d3d9.dll at any other resolution? (Like one of the widescreen 1360x768 mods by CONUS or Rubini, or Widescreen MaGUI?)

What version of DirectX are you using?

Ark
03-22-15, 10:22 PM
Have you ever tried to use Seeadler's d3d9.dll at any other resolution? (Like one of the widescreen 1360x768 mods by CONUS or Rubini, or Widescreen MaGUI?)

What version of DirectX are you using?

Fresh install of WIndows here (Win 7 64) so no other iterations. Just re-installed SH3 today.

I'm wondering if you might be on to something with the DirectX reference. As far as I know, I think I installed the latest DX11. I'm wondering if I need to run the DX9 webinstaller since SH3 is quite dated.

Do I need to launch via SH3Commander for it to take effect?

*EDIT* Almost forgot, I'm using the Steam Version of SHIII.

Thanks for the help.

BigWalleye
03-23-15, 07:02 AM
I'm wondering if you might be on to something with the DirectX reference. As far as I know, I think I installed the latest DX11. I'm wondering if I need to run the DX9 webinstaller since SH3 is quite dated.

Worth a try.

Do I need to launch via SH3Commander for it to take effect?

No.

Almost forgot, I'm using the Steam Version of SHIII.

AFAIK, this is not a Steam issue. But lots of people have lots of problems modding the Steam version. So I wouldn't dismiss the possibility.

My suggestion is to try DirectX9. If that doesn't work, I'd consider investing $10 for the Amazon download of the publisher's version. If that doesn't work, my troubleshooting is exhausted. I'd suggest that you post a new thread asking for help with the d39d.dll. There are a couple of knowledgible guys around who may be able to steer you right. Maybe PM VanJast - he's active.

I hope something works for you. I play in 1920x1080 with VanJast's mod and it looks great.

Ark
03-23-15, 11:43 AM
Tried reinstalling DX9 and that didn't work.

Turned off Steam Overlay and that didn't work.

Hmmm...Im wondering if its because I run two monitors, even though the 2nd monitor is disabled it still shows up in Windows settings.

No real clue how to fix this.

Are the subs still stretched with this mod or is everything true 1920x1080?

BigWalleye
03-23-15, 01:05 PM
Hmmm...Im wondering if its because I run two monitors, even though the 2nd monitor is disabled it still shows up in Windows settings.

Any way to temporarily remove the other monitor from your system?


Are the subs still stretched with this mod or is everything true 1920x1080?

Subs, 3D and most 2D screens are not stretched. Several 2D screens - crew status and damage control, torpedo status - have "hot spots" which are hard-coded. So they must be displayed as an inset in the lower-left 1024x768 pixels of the full 1920x1080 xcreen. Most other 2D screens are displayed as a 1024x768-pixel insert which is centered on the 1920x1080 screen. All the 2D screens have suitable graphic surrounds added for appearance sake. The nav chart appears in a central 1024x768 window, but it is only 1024x768 pixels in extent, so everything on the map is relatively smaller. The intertior and exterior 3D screens are not stretched. Nor are the GUI elements, dials, gauges, etc. But these latter are again relatively smaller. The only elements that are distorted are some text elements on the loading screens. The same is true for Ahnenerbe's 1920x1080 mod. Both are good-looking and quite serviceable, although not quite of the commercial quality of SH4. I can't live with stretching, and I use Van's mod all the time.

Maybe it's just my prejudice showing, but I still have to wonder if Steam isn't the issue. Have you tried a google search?

Ark
03-23-15, 02:12 PM
Disconnected the other panel and still the same issue.

It's weird, the screen is definitely not 1080P during the initial load before crash, it looks almost like 1024x768.

Putting those two files in throws an msvcrt.dll error every time though. :(

BigWalleye
03-23-15, 02:50 PM
Disconnected the other panel and still the same issue.

It's weird, the screen is definitely not 1080P during the initial load before crash, it looks almost like 1024x768.

Putting those two files in throws an msvcrt.dll error every time though. :(

Sorry, Ark, but I'm stumped! The only other thing I could think of to try is to get a download copy from Amazon. $10, but I have no way of knowing whether that will make any difference. Could be a waste of money.

I suggest you start a new thread on this forum asking for help. The problem isn't with Van's mod, but with the d3d9.dll and your rig. There are guys who are smart about DirectX around here. Maybe someone can help you out.

Good luck! I hope someone can give you a solution. Regret that I couldn't.

Ark
03-23-15, 03:06 PM
Sorry, Ark, but I'm stumped! The only other thing I could think of to try is to get a download copy from Amazon. $10, but I have no way of knowing whether that will make any difference. Could be a waste of money.

I suggest you start a new thread on this forum asking for help. The problem isn't with Van's mod, but with the d3d9.dll and your rig. There are guys who are smart about DirectX around here. Maybe someone can help you out.

Good luck! I hope someone can give you a solution. Regret that I couldn't.

No worries, thanks for the help. I know a solution is out there.

Something tells me the Steam version didn't incorporate the Win XP patch and that's causing it since msvcrt.dll is a C++ issue I believe.

BigWalleye
03-24-15, 06:23 AM
No worries, thanks for the help. I know a solution is out there.

Something tells me the Steam version didn't incorporate the Win XP patch and that's causing it since msvcrt.dll is a C++ issue I believe.

Ark, you might want to check this new thread: http://www.subsim.com/radioroom/showthread.php?t=218598. BK has some suggestions about making the Steam version more mod-friendly. Maybe it will help with your problem.

mak2846
06-07-17, 12:14 PM
Does anyone have a link to the widescreen mod? I'm getting a 404 error when I try to download it. Thanks!

Plissken_04
06-07-17, 12:34 PM
Does anyone have a link to the widescreen mod? I'm getting a 404 error when I try to download it. Thanks!


ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/VANJAST/

ftp://Maik:Woelfe@diskstation.gn7vmwp32iei6ome.myfritz.n et/Public/Sharing/SH3COMMUNITYMODS/VANJAST/


So Long

Maik