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BIGREG
08-20-14, 05:04 PM
Hello :salute:

I open this topic for the futur release of the mod ....

The mod will consist to add working needles in the 7a aft electro/torpedo room ...

Already do :

- electro dials needles on motors (19 needles :doh:) -> OK (need to adjust the bones 30% do)
- fuel needle -> OK
- speed needles (backbord/starbord) -> OK
- speed levers (backbord/starbord) -> OK
- Air/CO2 needles (5x backbord/4x starbord) -> OK

To do :

- add/adjust the all controlers in .sim
- textures (dials,labels etc...)
- UVW (texture coordinate)
- add needles meshes and place bones for this one ...

https://dl.dropboxusercontent.com/u/99234496/7a%20TRA1.jpg

https://dl.dropboxusercontent.com/u/99234496/7a%20TRA2.jpg

what i need it's some photos of the 7a electro/torpedo aft room ...
to see what i need to add (rudder dial or not :06:) and to assign good electro dials textures :yep:

THE_MASK
08-20-14, 06:20 PM
Here is the goal . You can hide the fuel , battery , CO2 , Compressed air Hud using the options editor . The goal is to be able to read the sub dials to get the required info .
http://i61.tinypic.com/2a2t6d.jpg
http://i59.tinypic.com/2r61on7.jpg

BIGREG
08-20-14, 07:01 PM
Yep ,i understand Sober :yep:

maybe after I'll also add a few needles in the control room ... :hmmm:

Dragon81
08-21-14, 05:58 AM
what i need it's some photos of the 7a electro/torpedo aft room ...

Click to the yellow circles on the picture:
http://www.deutscher-marinebund.de/u995_geschichte.htm

see...
http://www.deutscher-marinebund.de/02_U-Boot-Maschine_max.swf

BIGREG
08-21-14, 07:59 AM
Hello Dragon :salute:

Thank ,but this is a 7c u-boat and i need photos of 7a :03: (they have not the same E-motors)

BIGREG
08-22-14, 05:47 AM
Hello :salute:

All bones/meshes are done ... :D
Need just to do the UVW and add the controlers in .sim ...

Note: 42 needles and the 2 speed levers can move now :rotfl2:

i think in 1-2 days it's ok

Edit: i get add the rudder dial from 7c ...

BIGREG
08-27-14, 12:37 PM
Hello :salute:

Sorry i need a bit more time to release the mod .... :oops:

all needles,bones,meshes are finished :yep:

but i need to adjust some dials controlers in .sim to fit the texture...

and i have redo some news dials texture too :D ...

https://dl.dropboxusercontent.com/u/99234496/NEW%20DIALS.png

BIGREG
08-30-14, 05:55 AM
Hello :salute:

Work in progress ... fast all manometers are finnished ...

https://dl.dropboxusercontent.com/u/99234496/NEW%20DIALS%202.png

https://dl.dropboxusercontent.com/u/99234496/NEW%20DIALS%203.png

Need just to place the "trademarks" ... :D and if someone want to redo the "ground" texture , i can send him the texture in .PDN format (with grid and all layers)

BIGREG
09-04-14, 07:12 AM
Hello all :salute:

The mod progress good :O:

some new dials ....

https://dl.dropboxusercontent.com/u/99234496/NEW%20DIALS%204.png

Note :




all the dials are precise as a Swiss clock ... :D
I based the amount of fuel at 105.3 tonnes (the normal amount for a VIIc type)
all these new dials will be in the rear room (electric motor VIIa)

I still have to redo the electric dials (to adjust the needles) and all the labels ...


and here the beta release (with new light bulb/glass inside) :03: : https://dl.dropboxusercontent.com/u/99234496/BigReg%20TRA%207a%20beta.zip

the electro needles don't works (the dials controllers are not do)

but i wait your comments :yep:

edit : for CO2 i think it's bugued ... warning announce at 10% ..... but nothing happens until the warning message: "rest 25% oxygen" :doh:
and the die come at 100% CO2 :o
but in game we have only 1 controller for CO2 (0 to 1) 1=100%
and to see it's the same used for "oxygen" :-?
i can do that the CO2 dial at 10%= 0% "oxygen" we die .. :hmmm:
other do an "oxygen" (sauerstoff) dial ?

BIGREG
09-07-14, 06:50 PM
Hello :salute:

I am a bit surprised .. no comments ? :cry:

here the first elec motor dial (the harder to do.. ) :

original :

https://dl.dropboxusercontent.com/u/99234496/original%20dial%201.png

Redo :

https://dl.dropboxusercontent.com/u/99234496/1st%20elec%20dial.png

For the 7a i think i get do it with black numbers and white/yellow ground

For the CO2/oxygen message bug .. i have nothing found to change when they come :shifty:
but we can change the first message "10% CO2 reached" to "1% reached"

ReallyDedPoet
09-07-14, 10:43 PM
Looks great, and usually something like this gets more buzz, I am sure it will :-)

limkol
09-08-14, 06:56 AM
Looks good Bigreg. You are making the boat come alive. I've been away from SH5 for a while, but look forward to giving this a go when I get back.

Excellent work:up:

THE_MASK
09-08-14, 07:38 AM
This is going to be awesome . No more HUD to check battery , fuel , CO2 , etc . We will have to check the gauges in the sub :rock:
This is still the worlds most awesome naval pc game .

gap
09-08-14, 05:11 PM
Looking forward to the progress of your mod, Greg. Looks awesome so far.
I am especially impressed by the details of your graphics, but don't forget to add some weathering effects to them, before their final release (a few scratches, small water drops, desaturated/yellowish colors, etc.) :salute:

BIGREG
09-08-14, 05:29 PM
Hello :salute:

Thank for your comments :p2:

Gap : i am not good for the "artistique" graphique :oops: but good to do precise and readable things :D
that will be great if someone can do some dials ground :yep:
i can change them easy other send to the person the all layers (ground,grid,graduation etc...) in .PDN format (paint.net) :D

today i have reorganised the all labels into one "subset",i get add a new texture for the all "TRA" labels and relocate the all UVW on it :03:

Note: i want to know if you all like the new light bulbs/glass and if the lens effect on dials are good :06:

gap
09-09-14, 07:56 AM
Hi Greg,

I am quite good at creating worned out/weathered surfaces, and normally I would have offered you my help with that. Unfortunately at this moment I have no modding computer available (the one I use for job is a real crap) and very short spare time for modding.
In future maybe I will volunteer for postprocessing you graphics. Adding a few dirt layers to them shouldn't be an issue, and it can be done any time.
In the menawhile you could look for a more rounded font, preferably with slightly irregular edges (look at the original gauge you have linked in one of your last posted, for getting a better idea of what I mean. There is a huge variety of free and ready-to-use fonts to chose from on the web :-)

BIGREG
09-25-14, 03:56 PM
Hello all :salute:

Sorry i was not to home the last 2 weeks ... but i have progressed
i have replace the all "labels" uvw ... en start to redo them ...

Echolot
09-25-14, 06:34 PM
not to home the last 2 weeks

Welcome back, BIGREG. :subsim:

but i have progressed

:up:

i have replace the all "labels" uvw ... en start to redo them ...

:yeah::sunny:

pythos
10-10-14, 09:10 PM
This will really be neat. It will take a bit to get used to NOT having the HUD, but the captains of this boats did not have them, so why should us virtual captains?

ReallyDedPoet
10-10-14, 09:27 PM
This will really be neat. It will take a bit to get used to NOT having the HUD, but the captains of this boats did not have them, so why should us virtual captains?

:yep:

kevinsue
01-03-15, 08:23 PM
G'day all, any further progress on this mod....looks very promising.