View Full Version : [TEC] Modding SH3
In this topic I will share about modding and customizing your Sillent Hunter 3. Can I?
My English is bad and my modding techniques are amateurish, so be careful. :D
[TEC]
1 - Terrain Types and Seasons (http://www.subsim.com/radioroom/showpost.php?p=2399052&postcount=3)
2 - Terrain.act file (Map gradient) (http://www.subsim.com/radioroom/showpost.php?p=2399685&postcount=27)
3 - Locations.cfg - Renumbering (http://www.subsim.com/radioroom/showpost.php?p=2399401&postcount=16)
4 - UZO Fast pointing (http://www.subsim.com/radioroom/showpost.php?p=2281202&postcount=1)
5 - How to adjust axis direction to your needs (http://www.subsim.com/radioroom/showpost.php?p=2406699&postcount=46)
6 - Uboat Aces screen (http://www.subsim.com/radioroom/showpost.php?p=2406702&postcount=47)
7 - Some objects - texturing (http://www.subsim.com/radioroom/showpost.php?p=2406703&postcount=48)
8 - How the terrain texturing work. (http://www.subsim.com/radioroom/showpost.php?p=2453002&postcount=56)
My mods:
1 - GridXXXX (http://www.subsim.com/radioroom/showthread.php?t=207292)
2 - Analog clock (http://www.subsim.com/radioroom/showthread.php?t=208895)
3 - DR3 Slide Rule (http://www.subsim.com/radioroom/showthread.php?t=218441)
4 - LGN1's Poor Man Enigma Mod (http://www.subsim.com/radioroom/showthread.php?t=218482)
5 - KzS Notepad (http://www.subsim.com/radioroom/showthread.php?t=221973)
6 - Tycho Sh3 Patch (http://www.subsim.com/radioroom/showthread.php?p=2482100)
7 - Functional Draggable Chronometer (http://www.subsim.com/radioroom/showthread.php?t=238735)
Let's start with:
Recently, I decided to deepen in the types of terrains in the game. And here will share what I learned.
I saw relationship between TerrainTypes.raw, Terrain.cfg and folders Terrain\Textures and Forests.
First TerrainTypes.raw, it is pure data grayscale image, without any header, every byte define one shades of gray.
Next is Terrain.cfg, there have a IDX converter, where different shades of gray are specify to 9 terrain types.
OK, let's look over:
http://oi66.tinypic.com/24xl99h.jpg^
This is original TerrainTypes.raw, I made it more brighter to see it.
But because in Terrain.cfg, 32 indexes are simplified to 9 terrain types, so actually it work like (layered over the SH3 World and colorized):
http://oi68.tinypic.com/2uoos3l.jpg
For example, I experimented a bit, and made a new one with more simple drawing, but with 11 terrain types. In the future, I always may edit it as I want.
[IdxConversion]
IDX 1=2 ;Polar cap zone, 1 season
IDX 2=3 ;Subpolar zone, 3 seasons
IDX 3=0 ;Temperate zone, 4 seasons
IDX 4=1 ;Temperate mountain zone, 2 seasons
IDX 5=4 ;Subtropical zone N, 4 seasons
IDX 6=5 ;Subtropical mountain zone, 2 seasons
IDX 7=6 ;Desert zone, 1 season
IDX 8=7 ;Tropical zone N, 2 seasons
IDX 9=8 ;Tropical mountain zone, 1 seasons
IDX 10=9 ;Tropical zone S, 2 seasons
IDX 11=10 ;Subtropical zone S, 4 seasons
Will take me so much time to pick textures for all this. :hmmm:
Look like:
http://oi64.tinypic.com/i73jvn.jpg
In Terrain.cfg, you define different terrain types:
[TerrainTypeDef03]
TerrainType=0
StartDate=0601
EndDate=0831
ForestName=Forest
Tex01=data/Terrain/Textures/Summer/summer_s0.tga
Tex02=data/Terrain/Textures/Summer/summer_g0.tga
Tex03=data/Terrain/Textures/Summer/summer_r0.tga
Tex04=data/Terrain/Textures/Summer/summer_d.tga
You may separate terrain type to different seasons, with different textures and different forest file.
This thing is not dynamic, if you sail over these parameters on 31 august, summer:
TerrainType=0
StartDate=0601
EndDate=0831
On the next day, 1st september, the textures will not changed to the autumn.
The changes will happen on the next game loading, according to the in-game date of your save.
Terrain.cfg is editable through notepad.
TerrainTypes.raw is editable through hex editor (very cumbersome), or with graphic editor. Probably Photoshop open and edit it, but I use PaintNet.
So I first need to convert it. For conversion I use ImageMagick, here is how:
1 - Go on ImageMagick site and download, I prefer the portable version.
2 - Extract the archive somewhere on your computer, in my case: "D:\Programs\ImageMagick\"
3 - Let's say, that you have somewhere a working folder with the "TerrainTypes.raw" file. Make a batch file (RawToTga.bat) with the following line:
"D:\Programs\ImageMagick\convert.exe" -depth 8 -size 2160x1080 gray:TerrainTypes.raw TerrainTypes.tga
Change the path to the convert.exe, according to your.
Now, when you start the "RawToTga.bat" file, ImageMagick\convert.exe will convert it and create a new file "TerrainTypes.tga".
4 - In the reverse case, you create "TgaToRaw.bat" with the following line:
"D:\Programs\ImageMagick\convert.exe" -depth 8 -size 2160x1080 TerrainTypes.tga gray:TerrainTypes.raw
Change the path to the convert.exe, according to your.
When you start the "TgaToRaw.bat" file, ImageMagick\convert.exe will convert TerrainTypes.tga and create a new file "TerrainTypes.raw".
Video:
SH3, TerrainTypes - Youtube (https://www.youtube.com/watch?v=b25oop72sR0)
So now you are able to experiment with terrain texture drawing in the game.
You want Saint Helena island to be with the specific textures, no problem.
Let's go! :yep:
Where you can download them?
I don't need to download nothing. If you ask for yourself, then:
Let me check my Russian!
Не имеется ничего для скачивания. Я говорю люди, как они могут редактировать свою игру.
Nothing for download. I write how someone can edit its own game.
Fahnenbohn
04-22-16, 01:50 AM
In TerrainTypes.raw, are they 9 or 32 different shades of gray ?
You can only open this file after having converted it ?
What is a batch file ? How do you create it ?
In TerrainTypes.raw, are they 9 or 32 different shades of gray ?
They are 32. Under [IdxConversion] you specify for every index what terrain type will be.
IDX 1 is color index in TerrainTypes.raw, thinks for it like:
R=1
G=1
B=1
IDX 26 is color index or R=26, G=26, B=26
IDX 1=0
IDX 2=0
IDX 8=0
IDX 13=2
Means, that all first three indexes for the game they will be TerrainType=0, index 13 will be TerrainType=2.
You can only open this file after having converted it ?
Probably Photoshop open and edit it, but I use PaintNet.
So I first need to convert it. For conversion I use ImageMagick.
What is a batch file ? How do you create it ?
You can use any text editor (such as Notepad or WordPad) to create your batch files. As long as the file extension ends with .bat it will be a batch file.
To run the batch file, double-click it like any other program. Once the batch file has completed running it closes automatically.
Fahnenbohn
04-22-16, 05:27 AM
Thank you very much for explanations. I will try this.
Fahnenbohn
04-22-16, 05:47 AM
http://oi64.tinypic.com/i73jvn.jpg
Why have you made this ?
Fahnenbohn
04-22-16, 05:50 AM
Would it be possible to add new foests types ?
Fahnenbohn
04-22-16, 05:53 AM
Are the sea types controlled in the same way ? With a .raw file ?
Why have you made this ?
Just for experimentation. I tried quickly to make more types of terrains and seasons.
For example, when in north tropical zone is wet season, in the south tropical zone is dry season, and vice versa.
Would it be possible to add new forests types.
Yes, but is lots of work.
Are the sea types controlled in the same way ? With a .raw file ?
Yes. But according to some old posts in the forum, I remember, that I've read that something not work correctly there.
When the time comes, I will dig there, but for now I don't know.
Anvar1061
04-22-16, 09:01 AM
Thank you for your wonderful Russian! But why do not you upload your mod to download? Not all have to work with Photoshop and similar programs skills.
Tycho: Is it possible to create a whole new world/map for SH3 like this?
I mean, is it possible to use for example a mercator projection map to create a new world for SH3 with it?
But why do not you upload your mod to download? Not all have to work with Photoshop and similar programs skills.
Because there is no mod. I just some days ago start just a quick experimentation with this. Now I need to do more precise TerrainTypes.raw, and I'll need many and varied textures, that I'll search and choose to my flavor.
But, because right now this is not my main activity on SH3, will take me a months until I'll come to that.
I mean, is it possible to use for example a mercator projection map to create a new world for SH3 with it?
I don't think that this is possible.
All that above with TerrainTypes.raw and Terrain.cfg refers to how the game define where and when on the world, what textures to use for terrain drawing.
Hi, to lover of retro.
For starters, I think, you should find and look at old threads where answers on your questions are (may be).
At the beginning of 2006 year's ref, distinguished modder, published their work - Terrain Editor for SH3. I advise you to carefully read this topic and all subsequent, related, in SH3 and SH4 Workshops... where ref explains many things.
SH3 Terrain Editor - author ref:
http://www.subsim.com/radioroom/showthread.php?t=89658&highlight=SH3+Terrain+Extractor
One of ref's replies:
http://www.subsim.com/radioroom/showpost.php?p=498579&postcount=2
SH5 racerboy work:
http://www.subsim.com/radioroom/showthread.php?t=187355
Unfortunately I have not found my replica to racerboy... I found only 2 pictures:
https://s25.postimg.cc/6fmiud50v/ter_map_index_color.jpghttps://s25.postimg.cc/fxhogo1bj/terraintypes.jpgIn my explanation to the racerboy, I was talking that everything can be done using Photoshop:
1) load a Terrain Map (eg 4320_2160.raw);
2) Convert channel to indexed color mode;
3) load palette file Terrain.act as Color Table;
... and you can working with image... and so on.
Regards, Alex
P.S.
:haha:
P.S.
Îòðûâîê èç ñîâåòñêîé ïåñíè: "... àäðåñîâàííàÿ äðóãó õîäèò ïåñåíêà ïî êðóãó ..."
Êàê ðàç íàø ñëó÷àé... :haha:
???
edit:
Ops, sorry. Change browser encoding, and now I see it.
Next trick: Locations.cfg, renumbering.
If you add new things, you just go in the end of the file and add next [Location xxx].
But let's say, that you want to delete something in the middle of the file. Then you need to renumber all [Location xxx] below. And they may be a hundreds.
Well, someone with programming skills may do some script for that, but I don't have such skills. I have to use what is in my hands.
So, here is how I renumber, quick and easy, Locations.cfg with the help of Notepad and menu_1024_768.ini Renumbering Tool (http://www.subsim.com/radioroom/showthread.php?t=152823) by h.sie
Such way, you may renumber also a: Dials.cfg or Commands_en.cfg
SH3, Locations.cfg - Renumber - Youtube (https://www.youtube.com/watch?v=8s_6QjyXwOE)
And I added a video about TerrainTypes.raw in the first post.
Fahnenbohn
04-23-16, 11:42 AM
There are so many different types zones ...
[/URL][URL="http://www.casimages.com/img.php?i=16042307271918069014174703.png"]http://nsm08.casimages.com/img/2016/04/23//16042307271918069014174703.png (http://www.casimages.com/img.php?i=16042306524518069014174643.png)
Fahnenbohn
04-23-16, 12:50 PM
I've found Helgoland, it's the white pixel.
Else, there is a problem : I've found 37 different shades of gray, instead of 33.
IDX that are not in Terrain.cfg :
red : IDX 34
green : IDX 9
blue : IDX 18
pink : IDX 0
http://nsm08.casimages.com/img/2016/04/23//16042309075418069014174986.png (http://www.casimages.com/img.php?i=16042309075418069014174986.png)
Fahnenbohn
04-23-16, 02:06 PM
How the zones are simplified in Terrain.cfg
http://nsm08.casimages.com/img/2016/04/23//16042310580318069014175116.png (http://www.casimages.com/img.php?i=16042310480918069014175079.png)
http://nsm08.casimages.com/img/2016/04/23//16042310481018069014175080.png (http://www.casimages.com/img.php?i=16042310481018069014175080.png)
Fahnenbohn
04-23-16, 03:39 PM
[/URL][URL=http://www.casimages.com/img.php?i=16042311053318069014175121.png]http://nsm08.casimages.com/img/2016/04/23//16042311053318069014175121.png (http://www.casimages.com/img.php?i=16042310481118069014175081.png)
I've found Helgoland, it's the white pixel.
With resolution 2160x1080, one pixel is 20km.
There are so many different types zones ...
Many of these different types you will never see from your boat.
I think, that I will make my TerrainTypes.raw with no more than 12.
Just because I want to split them into northern and southern hemisphere, otherwise 8 are enough. With a variety of seasons textures, all will look very good.
Fahnenbohn
04-23-16, 05:16 PM
Just because I want to split them into northern and southern hemisphere.
Yes, it's a very good idea. I though myself about that some time ago. Because while it's winter in northern hemisphere, it's summer in southern hemisphere. That's why we buy exotic fruits during winter !
http://www.forumsig.org/images/smilies/divers/ANIMdiv039.png
Fahnenbohn
04-23-16, 05:30 PM
I think that the main thing to do is to add a mediteranean climate around the Mediteranean sea. It's not a tropical forest here ! :nope:
Time to open and read some geography books !
http://www.forumsig.org/images/smilies/divers/ANIMdiv022.gif
Fahnenbohn
04-24-16, 04:57 AM
In the reverse case, you create "TgaToRaw.bat" with the following line:
"D:\Programs\ImageMagick\convert.exe" -depth 8 -size 2160x1080 TerrainTypes.tga TerrainTypes.gray
This code is also working :
"D:\Programs\ImageMagick\convert.exe" -depth 8 -size 2160x1080 TerrainTypes.tga gray:TerrainTypes.raw
Yes, it is obvious and is better, renaming is dropped. :yeah:
Added in the list (the first post), my old idea about UZO.
Fahnenbohn
04-24-16, 10:28 AM
Added in the list (the first post), my old idea about UZO.
Yes, i remember ! I still use it with great pleasure. Thx !
For Terrain.act file (Map gradient):
Act-To-Tga
"D:\Programs\ImageMagick\convert.exe" -depth 8 -size 256x1 rgb:Terrain.act Terrain.tga
Tga-To-Act
"D:\Programs\ImageMagick\convert.exe" -depth 8 -size 256x1 Terrain.tga rgb:Terrain.act
Know, that first 48 colors are for the water, the next 208 for the land.
http://oi66.tinypic.com/2u61lhi.jpg
Fahnenbohn
04-24-16, 04:35 PM
Tycho, would you have some tricks about Silent 3 Editor ? For example, i can't copy or cut, and then paste a specific node to change its location in the file, or to copy it several times ... I've heard about a hex editor to use, but have no idea about that ... :06:
Jeff-Groves
04-24-16, 04:52 PM
Tycho, would you have some tricks about Silent 3 Editor ? For example, i can't copy or cut, and then paste a specific node to change its location in the file, or to copy it several times ... I've heard about a hex editor to use, but have no idea about that ... :06:
Spend the money and get 010 Hex editor if you want major power.
I'll list what that program has done for SH Versions.
It was the main tool to create the SH5 editor by TDW.
It's the Tool I used to break the animations used in SH4.
(Yes. I can do animations in true SH4 format now)
It also allows better animations in SH3 once you learn how to use it.
One problem with S3D?
It stopped people from really learning how to do things as everyone accepted the limitations.
There's maybe 2 or 3 people left here that can do things in Hex.
My Friend Alex is probably the best I've ever seen work from.
A true Master that should have a SubSim Award.
Tycho, would you have some tricks about Silent 3 Editor ? For example, i can't copy or cut, and then paste a specific node to change its location in the file, or to copy it several times ... I've heard about a hex editor to use, but have no idea about that ... :06:
Not sure that I understood exactly, but:
https://www.youtube.com/watch?v=vNLO1HAdk3Q
For copy with all children use Shift+Ctrl+C
For cut with all children use Shift+Ctrl+X
Fahnenbohn
04-25-16, 12:31 PM
Not sure that I understood exactly, but:
https://www.youtube.com/watch?v=vNLO1HAdk3Q
For copy with all children use Shift+Ctrl+C
For cut with all children use Shift+Ctrl+X
OK, very nice ! Thx !
Fahnenbohn
04-26-16, 06:04 AM
http://nsm08.casimages.com/img/2016/04/26//16042601181718069014180320.png (http://www.casimages.com/img.php?i=16042601155018069014180318.png)
http://nsm08.casimages.com/img/2016/04/26//16042601181818069014180321.png (http://www.casimages.com/img.php?i=16042601155118069014180319.png)
Looks great, does the map in game now also have that color scheme? :)
Fahnenbohn
04-26-16, 10:08 AM
Looks great, does the map in game now also have that color scheme? :)
Yes, indeed ! :)
That's so very coool :sunny::sunny::sunny::rock:
BTW two questions:
1) IIRC the low zoom map is controlled by one file and the high zoom one by others, so is it possible to have different colors in both cases?
2) Any chance of a true KM chart color scheme, as flat green for land and white for water? I mean in low zoom settings, as the Aces of the Deep chart - the idea would be to switch to the other color scheme in high zoom, so that you can differentiate the water depth zones. So you have a "tactical" chart with KM grid in low zoom, and "navigation" chart in high zoom.
Fahnenbohn
04-26-16, 01:57 PM
1) IIRC the low zoom map is controlled by one file and the high zoom one by others, so is it possible to have different colors in both cases?
I don't think it's possible, because both maps' colors are controled by the same color sheme file.
2) Any chance of a true KM chart color scheme, as flat green for land and white for water? I mean in low zoom settings, as the Aces of the Deep chart - the idea would be to switch to the other color scheme in high zoom, so that you can differentiate the water depth zones.
Yes, it's possible ! I could give a single green color to the land, and different shades of gray for the water depths .... Will try this.
Fahnenbohn
04-26-16, 02:29 PM
Like that ? :)
http://nsm08.casimages.com/img/2016/04/26//16042610090418069014181989.png (http://www.casimages.com/img.php?i=16042609404018069014181895.png)
Water is perfect, but land should be flat green :salute:
Yay :woot:
Though a bit more green would not hurt ---:arrgh!:
Like this one: http://www.ebay.com/itm/WW2-1945-NAZI-MAP-KIEL-U-BOOT-BASE-GERMAN-KRIEGSMARINE-WAR-BOAT-DOCKS-RARE-/121236680062
Aquelarrefox
04-27-16, 12:09 PM
i use a brown map, i donloaded and i had superpose in low resolution map a coordenate grid, so you can aproximate lat and long. Realy i dont remember how i fix position, but i made it right when i did. posible i extracted and make transparecy wirh a mercator chart. to set correct position.
if you are interested i can upload it.
Fahnenbohn
04-30-16, 02:20 PM
Hey Tycho !
Would it be possible to control the climate zones on a more precise map ? :hmm2:
Hey Tycho !
Would it be possible to control the climate zones on a more precise map ? :hmm2:
I don't know, why you not try. Make it 4320x2160 and specify this dimension in Terrain.cfg, then test what happens.
Fahnenbohn
05-06-16, 10:44 AM
Where you can download them? ... But why do not you upload your mod to download? Not all have to work with Photoshop and similar programs skills.
Hi Anvar. I plan to work on this me too, and to release my work with FBE v 1.2 (see here (http://www.subsim.com/radioroom/showthread.php?p=2402553))
F.
Anvar1061
05-06-16, 04:15 PM
Hi Anvar. I plan to work on this me too, and to release my work with FBE v 1.2 (see here (http://www.subsim.com/radioroom/showthread.php?p=2402553))
F.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
Hi guy`s , just been playing SH3 with some mods , for a long time NOW?. Always crap`s me out , [ the only polite thing l could think of ] that they play-up crash ,etc , even on different OS , eg win xp -vista -7-8 -?.
ONLY time they don`t play-up is 1st install ,eg: vanilla-install , STD install , OEM install. ???? . , [ just like l say to my kids , did you see the original version of this its great ]. LIFE .
:salute:
I'm here just for day, but this is enough for sharing the three quick tricks.
First one:
How to adjust axis direction to your needs.
One easy example is with UZO. The new modded boats and turms have this feature, but I don't have computer that will handle all these new models stuff, so I want to make this for stock turms.
You will work with the turm .dat file, in this example: "Turm7c_1_hd.dat".
First, if you give a dial controller (SolBearing) to the UZO node, it will rotate the X axis. So let's look, what will happen when the dial controller rotate the X axis.
This will not be good:
http://oi66.tinypic.com/2igir9h.jpg
If you rotate the Z axis with -90°, this will put the X axis in the needed direction,
but because the 3d model is in this node, it is again not good:
http://oi63.tinypic.com/a07yn6.jpg
So, you first create a new node, name it something recognizable, in this case "Turm7c_1_UzoRot".
For Translation X, Y and Z you give the same coordinates that are in the original UZO node (Turm7c_1_uzo_High).
Then rotate the Z axis with -90° (half a Pi):
http://oi66.tinypic.com/17se2e.jpg
Now, for the original node, you make it child of the new node. Change Parent id with the Id of the new node (UzoRot).
Give 0,0 for Translation X, Y and Z, and rotate the Z axis with +90°:
http://oi63.tinypic.com/2q354as.jpg
A small adjustment on Y and Z, to catch up some asymmetry between the UZO and its base when is rotated:
http://oi67.tinypic.com/2gsom7t.jpg
Now for test, you rotate manually the X axis of UzoRot, and you see that the rotation is correct.
Bring it back to 0,0 and save the file:
http://oi68.tinypic.com/149pjmf.jpg
Next, you open the turm .sim file and create a new dial controller. Make it Type = SolBearing.
Make DispVal and RealVal = 0 - 360. And for Parent id: give it the Id of the UzoRot node from the .dat file.
Save the file:
http://oi66.tinypic.com/5xo294.jpg
Now in the game, the model of the UZO will rotate according to the bearing that is pointed:
http://oi65.tinypic.com/73l9at.jpg
Uboat Aces screen.
Let's say, that for me is not interesting to compare myself with the real Uboat Aces.
It's not relevant, even with my over 100% realism game, I pretty quick overtake them.
So, why not to use the Uboat Aces screen to compare all of mine captains.
If you play with different the captain name for every new career and want this, it's very easy to do.
All you need, is notepad. And for more easy, JSGME.
I recommend to make it JSGME ready. So first, go in "SH3/MODS" directory and create there a folder "UboatAces", in this folder create folder "data", in data create folder "cfg".
Now go in "SH3\data\Cfg", copy from there the file "UboatAces.cfg" and paste it in the new mod folder.
From here on, after every patrol you disable this mod, edit the cfg file and enable it again.
All is very understandable if you look at the original UboatAces.cfg, but however I will explain.
After your first patrol, you open the file "UboatAces.cfg", delete everything and start from the beginning:
[INIT]
Nb=1 ;;;for now it is one captain, rise by one with every new captain
[ITEM0] ;;;your first captain
Name=Hans Reitz ;;;captain name
NbVal=1 ;;for now it is one patrol, rise by one with every new patrol for this captain
Date0=1939 ;;;end date for the first patrol
Month0=10
Day0=4
Tonnage0=8400 ;;;tonnage for this patrol
After second patrol, you rise NbVal= by one and add new date and tonnage.
Pay attention: the first patrol is Date0(Tonnage0), the second is Date1, the third is Date2 and so on:
[INIT]
Nb=1
[ITEM0]
Name=Hans Reitz
NbVal=2 ;;;now are two patrols
Date0=1939
Month0=10
Day0=4
Tonnage0=8400
Date1=1939 ;;;end date for the second patrol
Month1=12
Day1=8
Tonnage1=2400 ;;;tonnage for this patrol
OK. Let's kill this captain and start with new one. In the beginning of the file you rise by one
"[INIT]
Nb="
Then, after last entry of the first captain you add new one "[ITEM1]".
Pay attention: the first captain is [ITEM0], the second is [ITEM1], the third one is [ITEM2] and so on:
[INIT]
Nb=2 ;;;now are two captains
[ITEM0]
Name=Hans Reitz
NbVal=2
Date0=1939
Month0=10
Day0=4
Tonnage0=8400
Date1=1939
Month1=12
Day1=8
Tonnage1=2400
[ITEM1] ;;;your second captain
Name=Walter Kuhl
NbVal=1
Date0=1940
Month0=1
Day0=18
Tonnage0=3000
And so on... Now for me is more interesting.
After you have 4-5 or more captains behind your back, they are compared and arranged according their tonnage in that time, and you see how your current captain do the job compared with your past captains.
Some objects - texturing.
How to look from where exactly some model takes its texturing.
Because SH3 use one texture for many things.
Again, let's use UZO for example:
You open the Turm .dat file with S3D, select Uzo node and look which texture is used.
http://oi63.tinypic.com/e5fyar.jpg
Open this texture with graphic editor (I use PaintNet), and look the resolution.
Now in S3D, you select the 3D model and make its UV map preview with the same resolution. Save as PNG.
http://oi68.tinypic.com/2nsck6c.jpg
Next, in the graphic editor, you add this PNG like second layer over the texture, and now you see from where exactly UZO takes its texture.
http://oi68.tinypic.com/30axhl4.jpg
If you want, you may make a new texture. The resolution is not matter, now it is 512x512, or 256x256.
http://oi65.tinypic.com/qnwitd.jpg
And create a new material with this texture.
http://oi67.tinypic.com/fm2e14.jpg
Now if you give this new material to the Uzo model, you will have a new texture for the UZO, that is not cross with other objects.
http://oi68.tinypic.com/28s0e9g.jpg
Well, this is a very silly method, but is done only with S3D and graphic editor.
It is better to remap a little the texture coordinates, but this require more programs and time, and I will not explain it right now.
http://oi64.tinypic.com/2l9h5bq.jpg
I'm away of SH3 now, but this morning with coffee and cigarette, the idea has come to me, will be funny mod.
I go in the wild for the weekend, but after that I'll experiment with feasibility of this thing. :D
I'm away of SH3 now, but this morning with coffee and cigarette, the idea has come to me, will be funny mod.
I go in the wild for the weekend, but after that I'll experiment with feasibility of this thing. :D
Ok, ready.
I know, that some people make a die roll to simulate different things in SH3 and SH4.
For one example, look this thread: http://www.subsim.com/radioroom//showthread.php?t=134809
I also use dice for some specific things and decisions.
So, why not to make it directly in the game:
Youtube (https://www.youtube.com/watch?v=NMFAPi0x2zg)
ivanov.ruslan
07-26-16, 12:51 AM
Great job Tycho ! :cool:
I come back to the SH3 terrain. For now, I start with this:
[IdxConversion]
IDX 1=0; / Generic / 1 season
IDX 2=1; / Ice / 1 season
IDX 3=2; / Tundra / 2 seasons (winter, summer)
IDX 4=3; / Taiga / 2 seasons (winter, summer)
IDX 5=4; / Temperate North / 4 seasons (winter, spring, summer, autumn)
IDX 6=5; / Temperate South / 4 seasons (summer, autumn, winter, spring)
IDX 7=6; / Chaparral / 2 seasons (winter, summer)
IDX 8=7; / Desert / 1 season
IDX 9=8; / Jungle / 1 season
IDX 10=9; / Savanna / 2 seasons (summer, winter)
IDX 11=10; / Grassland North / 2 seasons (winter, summer)
IDX 12=11; / Grassland South / 2 seasons (summer, winter)
The textures, I have reached so far to the Chaparral.
But during the work on that, began to add transitional seasons, for example between autumn - winter, so gradually the seasons will increase.
How the Chaparral looks for you?
http://oi67.tinypic.com/6h3zt4.jpg
http://oi67.tinypic.com/2wnwe2u.jpg
http://oi66.tinypic.com/epiqhj.jpg
radiator
11-13-16, 05:37 AM
How the Chaparral looks for you?
Oh, man, this is awesome! It seems how SH5 ... You could create it in a mod? Unlike ordinary users, you perfectly understand this. It would be nice to download your mod and look at it in the game... It's real?
you perfectly understand this.
I didn't understand so much, just wasting my time to experiment with this, instead of playing.
Oh, man, this is awesome! It seems how SH5 ... You could create it in a mod? Unlike ordinary users, you perfectly understand this. It would be nice to download your mod and look at it in the game... It's real?
To do mod, unlikely.
I work with 256x256 textures, and today's users want HD, 1024 even 2048.
Plus, I make things only in terms of how its looks from ConningDeck camera. With external camera from above or close, some things do not look good, but I don't care, because in the campaign I play without external cameras.
But soon, I will explain what I make. And it is not a problem when I finish, to ask and I will send you my files.
radiator
11-15-16, 11:59 AM
I work with 256x256 textures, and today's users want HD, 1024 even 2048.
Add texture to the game with the other resolution is not as difficult as opposed to what you're doing...
And it is not a problem when I finish, to ask and I will send you my files.
That would be great, we will wait!
How the terrain texturing work?
First, my TerrainTypes.raw now looks like this:
http://oi67.tinypic.com/9qio3t.jpg
And I have this IdxConversion:
[IdxConversion]
IDX 1=0; / Generic / 1 season
IDX 2=1; / Ice / 1 season
IDX 3=2; / Tundra / 2 seasons (winter, summer)
IDX 4=3; / Taiga / 2 seasons (winter, summer)
IDX 5=4; / Temperate North / 4 seasons (winter, spring, summer, autumn)
IDX 6=5; / Temperate South / 4 seasons (summer, autumn, winter, spring)
IDX 7=6; / Chaparral / 2 seasons (winter, summer)
IDX 8=7; / Desert / 1 season
IDX 9=8; / Jungle / 1 season
IDX 10=9; / Savanna / 2 seasons (dry, wet)
IDX 11=10; / Grassland North / 2 seasons (dry, wet)
IDX 12=11; / Grassland South / 2 seasons (dry, wet)
Now, let's look over the textures for the terrains.
In Terrain.cfg for every TerrainTypeDef, have a set of four textures:
Tex01=data/Terrain/Textures/Generic/1.tga
Tex02=data/Terrain/Textures/Generic/2.tga
Tex03=data/Terrain/Textures/Generic/3.tga
Tex04=data/Terrain/Textures/Generic/4.tga
Like you see, you are able to point to specific texture, you are able to separate the textures in different folders for different terrain types or seasons, for example.
You have some control over the first three textures, through some parameters in the Terrain.cfg.
Like "TexTilesPerKM=" - obviously means, how many textures the game will use for 1 km of the terrain.
TexTilesPerKM=3 is equal to 3x3 or 9 textures for 1 square km.
Looks:
http://oi68.tinypic.com/kayq0.jpg
If you work with HD textures, maybe is good idea, to expand the area of covering, so you lower the TexTilesPerKM.
TexTilesPerKM=1, looks:
http://oi68.tinypic.com/qzrbxd.jpg
Tex01= is for seabed plus some height above water, according to this parameter - MaxHeightForTex01=
Tex02= is for ground, plain area texture
Tex03= is slope texture
Tex04= is special, you control it through "DetailTextureTileFactor=".
With the default factor = 2, the texture cover 2.5 square km and lies above the first three textures.
With two previous examples, TexTilesPerKM= 3 and 1, looks:
http://oi65.tinypic.com/1znpwjs.jpg
http://oi65.tinypic.com/2h3v52p.jpg
I work with resolution 256x256 for textures and original parameters of:
TexTilesPerKM=3
DetailTextureTileFactor=2
Are good for me, but if you work with high resolution, maybe is reasonable to experiment with these.
TexTilesPerKM=1 / 1 square km for Tex01,02 and 03.
DetailTextureTileFactor=1 / 5 square km for Tex04.
Looks:
http://oi65.tinypic.com/2s66i2u.jpg
This texture act like shadow map over Tex01,02 and 03.
And because one Tex04= covers many of the lower textures (contiguous textures receive a different shade),
this help a lot, to hide the tiling effect and give character to the terrain.
Let's experiment.
I choose for textures 01, 02 and 03, these ones:
http://oi68.tinypic.com/1e45mv.jpg-http://oi68.tinypic.com/npmkx3.jpg-http://oi67.tinypic.com/14tv3f7.jpg
First, let's be without Tex04= (well, it is not without, but is completely white, which is the same):
http://oi63.tinypic.com/9g98bs.jpg
http://oi64.tinypic.com/e7jm1u.jpg
The tiling effect is visible over slope texture, repetition of the one and the same texture. Also is visible from certain angle over the grass.
And all terrain is... just simple.
Second, will be with the default "Tex04". The original game, used one Tex04 texture (Detaile.tga) for every terrain type.
http://oi64.tinypic.com/i5ao80.jpg
Now the terrain looks:
http://oi65.tinypic.com/23qxa1f.jpg
http://oi66.tinypic.com/okmxr5.jpg
I don't know the terminology for these things, but I don't like it. Didn't have character, and the tiling over slope is still visible.
If you watch carefully, you will see it over grass too.
Finally, let's see, what I made.
I take the copy of the Tex03 texture and transform it to this, and use it for Tex04.
http://oi67.tinypic.com/14tv3f7.jpg----->http://oi64.tinypic.com/23kvpg.jpg
Not for every terrain type I use the third texture, but in this concrete example, it is good for the purpose.
Now the same terrain looks:
http://oi63.tinypic.com/xnxlxc.jpg
http://oi67.tinypic.com/2epu5g9.jpg
Oh yes, I like it. This is terrain with character.
After the textures, is the forest file. The forest cover 5 square km, and the game places it only around the coast.
Deep inside the terrain will be waste of the resources.
http://oi63.tinypic.com/2lan47.jpg
http://oi67.tinypic.com/14cqo1w.jpg
But for the forests, I'll tell you another time.
the_frog
12-18-16, 12:48 PM
I somehow missed this thread so far. I like the information given and the style :up:
makman94
12-18-16, 03:52 PM
I somehow missed this thread so far. I like the information given and the style :up:
+1 ....excellent reading :Kaleun_Applaud:
astradeus
12-20-16, 05:53 AM
Hello . I am testing new vegetation textures for sh5.
I am also shocked that the vegetation of the Mediterranean climate is not represented in the game and the very weak diversification of the vegetation in general. By doing research on the "TerrainTypes", I saw your subject. I notice that you have a good technical understanding of the subject. Maybe we could move forward this area of the game that has not yet exploited.
Some tests.
spring taïga and autumn taïga:
http://image.noelshack.com/fichiers/2016/51/1482229889-sh5-2016-12-20-11-00-07-93.pnghttp://image.noelshack.com/fichiers/2016/51/1482229881-sh5-2016-12-20-10-52-08-01.png
exemple texture full résolution :
http://image.noelshack.com/fichiers/2016/51/1482229870-arbres-taiga-printemps1.png
Hello . I am testing new vegetation textures for sh5.
I am also shocked that the vegetation of the Mediterranean climate is not represented in the game and the very weak diversification of the vegetation in general. By doing research on the "TerrainTypes", I saw your subject. I notice that you have a good technical understanding of the subject. Maybe we could move forward this area of the game that has not yet exploited.
Hi, astradeus!
I don't know nothing about SH5, I'm not familiar with SH5 files.
In SH3, now I work on new forest files, including Mediterranean, but it is tedious work, will not finish soon.
I'm with old computer, so I'm careful about computer resources and use low res textures.
And I accomplish my trees in completely different approach than original game.
But yours trees look very good, I'm tempted to test them in the game.
My Vegetation_kit.dat looks:
http://oi67.tinypic.com/23uynio.jpg
For Mediterranean, probably will use this set:
http://oi66.tinypic.com/2eyyzgg.jpg
astradeus
12-20-16, 03:47 PM
Bravo, I see that you have advanced.
As you point out, it's a long task to modify the climatic regions of the "TerrainTypes.raw" file, add new missing regions in silent hunter and create unique textures for each region and seasons.
It seems that we had the same idea and intention almost at the same time.
I no longer play sh3. But according to your previous explanations, there are many common points between sh3 and sh5 files.
For information, sh5 uses two essential files in common:
C: \ Ubisoft \ Silent Hunter 5 \ data \ Terrain \ Terrain.cfg
C: \ Ubisoft \ Silent Hunter 5 \ data \ Terrain \ TerrainTypes.raw
The difference may be in the system of vegetation textures.
In sh5, textures are stored in
C: \ Ubisoft \ Silent Hunter 5 \ data \ Terrain \ Textures_and_Vegetation
They are 2048x256. Each texture is composed of 8 trees, representing a season. So there are 4 textures for a climate region.
The textures of the seasons are orgnanize with .ini files
like this one .
(https://mega.nz/#!eEE3XSpY!VQyjJShr8iBnTRYoRhpgp64dFEHJ6NKsDvf40Z6 sQA4)https://mega.nz/#!eEE3XSpY!VQyjJShr8iBnTRYoRhpgp64dFEHJ6NKsDvf40Z6 sQA4
I work on textures of 4096x512 and 2048x256 to create 2 versions.
One normal and one full resolution.
The graphics and the artistic part are the areas where I feel at ease. Conversely, the technical part bothers me and annoys me.
So I decided to concentrate for now, on the climatic regions that already exist in the game.
I will follow closely the evolution of your project.
As you point out, it's a long task to modify the climatic regions of the "TerrainTypes.raw" file.
TerrainTypes.raw is not big problem, I finished it long ago, and liked it to be simple.
The long task in SH3 for me are the forests files.
The forest file is responsible for distribution of the trees on the terrain.
It's a .dat file with many placement nodes, where you call specific tree and give it coordinates. And one forest file may contain hundreds or thousands of placement, so it's tedious, I don't do it every day.
http://oi68.tinypic.com/2e4jj93.jpg
astradeus
12-20-16, 06:59 PM
TerrainTypes.raw is not big problem, I finished it long ago, and liked it to be simple.
The long task in SH3 for me are the forests files.
The forest file is responsible for distribution of the trees on the terrain.
It's a .dat file with many placement nodes, where you call specific tree and give it coordinates. And one forest file may contain hundreds or thousands of placement, so it's tedious, I don't do it every day.
http://oi68.tinypic.com/2e4jj93.jpg
Indeed,:hmmm: it is a Colossal work that you have undertaken. I even wonder if it's reasonable? Why give so much importance to the placement of these trees?
Here is the reference that I wish to use to modify the map "TerrainTypes" of the climatic regions.
This is the "köppen climate classification"
https://learn.weatherstem.com/modules/learn/lessons/88/12.html
https://en.wikipedia.org/wiki/K%C3%B6ppen_climate_classification
I think it is possible to create more than 20 climatic regions with their unique vegetation.
What do you think?
Kendras
12-21-16, 11:10 AM
1. Would it be possible to have the same placement for the trees during summer and winter ? Because if (for example) you place correctly a bunker in summer, sometimes in winter there are trees just on it, and it's so bad looking ! :nope:
2. What is that ? :
http://oi68.tinypic.com/2e4jj93.jpg
astradeus
12-21-16, 02:03 PM
2. What is that ?
I am not very sure, but I think it represents an area of vegetation. Unless otherwise stated, each yellow dot represents a tree.
The goal is to organize this set of points so that they are more natural or more concentrated or more.
Indeed,:hmmm: it is a Colossal work that you have undertaken.
Well, If I take myself in hands, I will make forest file with 1000 trees just for two max three days.
But for various reasons, I'm not in the mood for that, so that will extend to several months.
I think it is possible to create more than 20 climatic regions with their unique vegetation.
What do you think?
I will speak for SH3. Original TerrainTypes.raw have over 30 shades, so this is possibility for over 30 terrain types.
Will use Fahnenbohn screens from the second page of this topic:
http://nsm08.casimages.com/img/2016/04/23/16042307271918069014174703.png
Then is simplified through Terrain.cfg to 9 terrain types. So, even only with editings to [IdxConversion] is possible to make more terrain type of some regions.
http://nsm08.casimages.com/img/2016/04/23/16042310580318069014175116.png
But, I decided to make my own.
My approach is to do it simple, only 12 shades.
http://oi67.tinypic.com/9qio3t.jpg
First shade cover the whole world, I call it generic. Then over it I draw, not too deep in land, next 11 shades. There is no point, to draw something in the middle of the continents.
And my terrain types are these:
[IdxConversion]
IDX 1=0; / Generic / 1 season
IDX 2=1; / Ice / 1 season
IDX 3=2; / Tundra / 2 seasons (winter, summer)
IDX 4=3; / Taiga / 2 seasons (winter, summer)
IDX 5=4; / Temperate North / 4 seasons (winter, spring, summer, autumn)
IDX 6=5; / Temperate South / 4 seasons (summer, autumn, winter, spring)
IDX 7=6; / Chaparral / 2 seasons (winter, summer)
IDX 8=7; / Desert / 1 season
IDX 9=8; / Jungle / 1 season
IDX 10=9; / Savanna / 2 seasons (dry, wet)
IDX 11=10; / Grassland North / 2 seasons (dry, wet)
IDX 12=11; / Grassland South / 2 seasons (dry, wet)
1. Would it be possible to have the same placement for the trees during summer and winter ? Because if (for example) you place correctly a bunker in summer, sometimes in winter there are trees just on it, and it's so bad looking ! :nope:
Well this is the right way to do it, don't change coordinates, just change the trees to autumn/winter variant.
How is it in the original files, I did not checked.
My way to make the forest file, will describe soon.
Editings of this post: How the terrain texturing work. (http://www.subsim.com/radioroom/showpost.php?p=2453002&postcount=56)
I changed and added something important about Tex04.
astradeus
12-28-16, 09:39 AM
thank you for your answers .
No answer, I thought you were gone.:03:
I am currently testing a map that I have created and that seems operational. It contains 32 different types of vegetation zones. But I am not yet satisfied with the accuracy of the actual data. This is my trial version. I chose to make big, because even if all zones are not exploited immediately, it is possible to associate several [IdxConversion] with the same type of vegetation.
For example:
IDX 1 = 6; Tropical / rainforest
IDX 2 = 6; Tropical / rainforest
IDX 3 = 6; Tropical / rainforest
http://image.noelshack.com/fichiers/2016/52/1482936328-final-terrain-type.png
And I accomplish my trees in completely different approach than original game.
Can you give me more explanations on this subject?
In my experimentation for sh5, I am looking for a way to get a better rendering of the textures in the game. I thought to modify the models "vegetation.GR2"
Or use the normal map textures for trees.
What are you going to do?
itadriver
01-15-17, 03:37 AM
OOPSS!!!!!
https://s29.postimg.org/6gt1aaxh3/SH3_Img_12_1_2017_23_18_57_67.jpg (https://postimg.org/image/5ra8xxwxf/)
Kendras
01-16-17, 01:37 AM
what's going on here ? :o
Kendras
01-16-17, 01:42 AM
I am currently testing a map that I have created and that seems operational. It contains 32 different types of vegetation zones.
http://image.noelshack.com/fichiers/2016/52/1482936328-final-terrain-type.png
That looks really good ! :yeah:
I think it would be cool to add new climates based on local climate + the altitude : firs in high altitude, and even no trees but only rocks or ice for very high altitudes.
itadriver
01-16-17, 04:37 AM
what's going on here ? :o
I'm trying to get the torpedoes working.
But the DD shoots the torpedo only to 90 degrees (elevation) and it falls into water immediately after being shot.
:(
Kendras
03-10-17, 07:01 AM
http://image.noelshack.com/fichiers/2016/52/1482936328-final-terrain-type.png
Any progress here ?
Now I saw that last time when I work on my terrain and forest files is end of january.
Will finish this probably when the autumn come.
But now I have something new. Very interesting. But I'm on vacantion now, when get home will show and give you.
Until then, I'll let you guess. :)
Kendras
04-12-17, 11:54 AM
But now I have something new. Very interesting ... I'll let you guess. :)
May I guess without any clues ? :o
May I guess without any clues ? :o
I do not know, if it was me, I will thinking of something about the navigation map. :)
Kendras
04-22-17, 02:42 PM
I do not know, if it was me, I will thinking of something about the navigation map. :)
Mh, maybe you've found out how to add notes on the map ? :)
There is one more spree for tomorrow, and then I go home and show you. It is ready but I will have to first write a readme file. And that's the hard for me. Solved a rubik's cube for 12 sec, but I still did not sit down to learn English. Writed with mobile phone, it is terrible. :)
The name will by: Enhanced map drawing.
radiator
04-23-17, 05:33 AM
There is one more spree for tomorrow, and then I go home and show you... The name will by: Enhanced map drawing.
We are waiting with impatience!!! :Kaleun_Thumbs_Up:
Briefly.
I decided to enhance my map and to look in the sh3.exe for some things, that are not possible to edit with gui editings, but are not so hard to find.
What I have is:
- StrTactMap.tga, opacity.
- Map border lines, color.
- Scale lines, colors.
- Scale numbers, colors.
- Equator and Greenwich lines, colors.
- Grid lines, colors.
- Grid letters and numbers, colors.
- Map tools drawing, colors.
- Map tools already drawn, colors.
- Map tools highlight, color.
- Map tools, decimal digits.
Need a day or two to prepare the readme file and patcher for ease use.
http://oi65.tinypic.com/29g1htz.jpg
http://oi68.tinypic.com/2gv1yr7.jpg
http://oi66.tinypic.com/15g48dd.jpg
http://oi63.tinypic.com/fyg4ci.jpg
Kendras
04-24-17, 12:23 PM
Nice ! :up:
Do you think it's possible to add the Kriegsmarine grid on the Mission Editor map ?
Sorry for the delay, but I will delay it even more.
Just, as I prepared a patcher I was looking in sh3.exe again and see other things. Like, control over the ruler line rhombuses, for example.
I need time for testings.
And, a one little running out of navigation map, led to, that now I have sea foam under 9 m/s.
http://oi66.tinypic.com/acd2s3.jpg
Do you think it's possible to add the Kriegsmarine grid on the Mission Editor map ?
No. Even if it is, I think not worth the effort.
HanSolo78
04-28-17, 05:34 PM
And, a one little running out of navigation map, led to, that now I have sea foam under 9 m/s.
http://oi66.tinypic.com/acd2s3.jpg
Great find these days!! :Kaleun_Applaud::Kaleun_Cheers:
makman94
04-30-17, 01:03 PM
congratulations on your last findings mate :Kaleun_Applaud:
colored map tools and sea foam to all winds are both something that i really liked to have.
when you say ''decimal digits'' and ''control over the ruler line rhombuses'' you mean that there is the possibility to make them show the exact distance all the time ? (i guess that you are familiar with the issue at ruler where the ''0.3'' is actually 250 meters).
did i get it right from the pics that the end of the ruler is showing the current (exact) distance ?
as you are on this,do you believe that is possible to achieve a plotting at attack map ?
bravo Tycho :Kaleun_Wink:
when you say ''decimal digits'' and ''control over the ruler line rhombuses'' you mean that there is the possibility to make them show the exact distance all the time ? (i guess that you are familiar with the issue at ruler where the ''0.3'' is actually 250 meters).
did i get it right from the pics that the end of the ruler is showing the current (exact) distance ?
Yes, I'm familiar, it is because only one digit after decimal point is allowed and yes, when you allow two or three digits after decimal point you will have exact distance, screen:
http://oi67.tinypic.com/35hr50o.jpg
By rhombuses I mean these little diamond shape point on ruler line, that are placed on distances according to the scale of the map.
The problem is with very long lines (thousands of kilometers). For example, if you have 5000 km line on map and you zoom to 250m map scale, the program will calculate every romb for the entire length of the line. So, 5000x4=20000 calculations, these lead to some lost of performance depending of computer and the length of the line or lines.
My computer because of this, drastically loses performance from one line after 1500 km.
What I can do, is to multiply the distance the program puts these to be, let's say 10x the scale. On the other hand, these marks are useful sometimes, so I may not do anything, have not decided yet.
as you are on this,do you believe that is possible to achieve a plotting at attack map ?
Most likely not. I'm not programer, I'm incompetent to add new things, I only find and change bytes. And honestly, I'm already tired of this, there is only one more thing I want to find and then I finish digging into the .exe file.
congratulations on your last findings mate :Kaleun_Applaud:
colored map tools and sea foam to all winds are both something that i really liked to have.
Tomorrow I will send you what I have about Sea foam. It was so easy to be found, that I wonder why has not been found so far.
Improved drawing will be ready very soon.
Kendras
05-02-17, 05:38 PM
Any news about the readme Tycho ? :arrgh!:
I'm so tired and lazy these days. Last night I preferred to read book, instead of the computer.
But tonight will release it, even without detailed readme.
Hello guys I want to tweak water of mep v6 its a bit too blue for me. Any ways to modifying the color of water
Kendras
05-03-17, 07:38 AM
I'm so tired and lazy these days. Last night I preferred to read book, instead of the computer.
But tonight will release it, even without detailed readme.
I would prefer to wait a little more and have a complete detailed readme. :)
Let me show you the possibility:
http://oi64.tinypic.com/2hyytlt.jpg
Hello guys I want to tweak water of mep v6 its a bit too blue for me. Any ways to modifying the color of water
Silent Hunter 3\data\Env\EnvColors_Atl.dat
Silent Hunter 3\data\Env\SkyColors_Atl.dat
Most likely not. I'm not programer, I'm incompetent to add new things, I only find and change bytes. And honestly, I'm already tired of this, there is only one more thing I want to find and then I finish digging into the .exe file.
And, I found it.
I will not look in the sh3.exe again, I promise, at least this year.
What I found, is part of the code that draw the lines / graticules on periscopes.
Now I have proper Uzo with only vertical line.
I bring back 1.5 zoom to be default, and this give me proper work of "Cam_zoom_cycle", that I can now will make with menu command.
http://oi68.tinypic.com/2wchbn5.jpg
makman94
05-09-17, 07:47 AM
What I found, is part of the code that draw the lines / graticules on periscopes.
Now I have proper Uzo with only vertical line.
I bring back 1.5 zoom to be default, and this give me proper work of "Cam_zoom_cycle", that I can now will make with menu command.
Another really great find Tycho,bravo :Kaleun_Applaud:
the degrees reticles at UZO (and the horiz line) is not historical correct being there and it was something that annoying me see it.
makman94
05-11-17, 06:21 PM
Speaking about the UZO,
does anyone know if the vertical line of uzo was highlighted (to green or to whatever color) during night ?
makman94
05-18-17, 06:03 PM
Speaking about the UZO,
does anyone know if the vertical line of uzo was highlighted (to green or to whatever color) during night ?
pump,
....anyone ?
Speaking about the UZO,
does anyone know if the vertical line of uzo was highlighted (to green or to whatever color) during night ?
If we look over British report on U-570 (http://www.uboatarchive.net/U-570/U-570BritishReport.htm).
For Attack Periscope - nothing about.
For Observation Periscope:
The graticule is illuminated by luminous material carried in glass tubes around the edge of the graticule. The illumination begins to show on the graticule after about 12 seconds application of the eye to the eyepiece in the dark, and after about 3 minutes the divisions can be distinguished. The numbers cannot be read.
For UZO:
A graticule is provided in the right limb. It consists of a vertical line which gradually thickens from the centre to the outside of the field. The line is provided with night illumination by a self-luminous placed in a compartment to the right of the graticule. There is an external lever which controls the illumination from "hell" (Bright" to "dunkel" (Dark). In the bright position the illumination is visible after 2 to 3 minutes' observation in the dark and plainly visible after 10 minutes. In the dark position it is just cut out completely.
makman94
05-22-17, 12:50 AM
If we look over British report on U-570 (http://www.uboatarchive.net/U-570/U-570BritishReport.htm).
For Attack Periscope - nothing about.
For Observation Periscope:
For UZO:
Thank you Tycho :up:
According to above information, I decided that attack periscope didn't have illumination.
So, I decided to rework a little my scopes reticle:
tga files:
http://oi66.tinypic.com/357hm4l.jpg http://oi66.tinypic.com/25tuteu.jpg http://oi66.tinypic.com/2465t1i.jpg
Attack periscope, day and night:
http://oi63.tinypic.com/jj66xi.jpg
http://oi64.tinypic.com/2eat5oj.jpg
Observation periscope, day and night:
http://oi66.tinypic.com/xfx0xw.jpg
http://oi68.tinypic.com/f41jm0.jpg
UZO, day and night:
http://oi68.tinypic.com/1496mtc.jpg
http://oi64.tinypic.com/2pqnl1s.jpg
BigWalleye
06-24-17, 06:33 PM
Tycho, this work is very interesting. Could you please post a link to the .tga files for the graticles? I would like to try them. Thanks.
Tycho, this work is very interesting. Could you please post a link to the .tga files for the graticles? I would like to try them. Thanks.
Sent you PM.
BigWalleye
06-26-17, 06:21 AM
Thanks, Tycho.
I'm not doing anything about SH3 these days.
Yet, from time to time, in my thoughts something interesting emerges.
In my recent dealing with sh3.exe (http://www.subsim.com/radioroom/showthread.php?t=231140), during the spring, I saw something.
Now I think, that it will be possible, for example, to take some of kriegsmarine grid and to move and rearrange its lines, in order to create new grid.
Looking over SH3 kriegsmarine grid representation, I see the grids that are absolutely not needed, like: PA, PB and PC, and maybe GK.
So, why not to move, rearrange and rename these, and create for example: CL and CP (Black sea and East Med) .
Or maybe: AA, AB, AC and AT, for north operations.
http://oi63.tinypic.com/1076pzr.jpg
When I will do that, I don't know. I have other priorities to do in SH3 for this winter.
First I will test the possibilities, and if it is possible, through the next year will make something about that.
Interesting topic :up:
In the past I have been messing with SH5's terrain types, I even had some clues by one of the devs, and I must say that things haven't changed much from SHIII to SH5.
Thank you for sharing your knowledge Tycho & Co. :salute:
Not much time for SH3 lately, but here I made something to enhance my game.
I sail hardcore way. Without my boat on map, I use dead reckoning and coastal navigation. Deep in the sea, except dead reckoning, two or three time per day I make fixes by ctrl+left click, if the sky objects are visible.
First, look over this thread by Sjizzle:Long / lat. (http://www.subsim.com/radioroom/showthread.php?t=220426)
So, if debug is activated in EnvSim controller, we will have this thing on screen.
It will be on every external camera directly over the scene, under the Gui. The whole looks:
http://oi67.tinypic.com/20hvk46.jpg
I decide to make use of this.
Well, I need only Long/Lat information, now let's dig, from where this come. Probably from the EnvSim.act file, and yes I found it there.
First, I don't need this red compass thing, it show the camera orientation with respect to the world directions. Found some bool and switch it off.
Next are these color index/ratio informations, also not needed. Just changed its color to transparent, now this part is invisible.
Now, where to put Long/Lat? First, I thought about upper right corner of the screen.
Ops, setback. There is only one byte for vertical coordinate, I can't move it more than FF.
For horizontal coordinate it is the whole word, so no problem there.
And here a idea come in my mind. I moved the Long/Lat information in the lower left part of the screen and cut a hole in my interface.
Then I took the Stiebler's Weather meter graphic element, moved and changed it, to cover the Long/Lat. Made "none fog" and "light fog" with some transparency, medium and havy fog without transparency.
So in bad weather Long/Lat is covered and not visible. Screens:
http://oi68.tinypic.com/2rqdlro.jpg
http://oi65.tinypic.com/2954dg0.jpg
Yes, there have weather conditions, that spoil the impression, like: light fog and overcast clouds.
But, I have enough self control, to not use it in these cases.
If it is possible for Stiebler to make the weather meter to count also the clouds state, not only fog state....?
Screen:
http://oi66.tinypic.com/2w6eb11.jpg
Now, what to do with this? Calculate and plot on map. Let's do it.
http://oi68.tinypic.com/2rqdlro.jpg
What we have here, Long: -8,19221 and Lat: 43,42171
Obviously, we are at 8° and a something West of the Greenwich, 43° and a something North of the Equator.
In SH3 world, 1° is 120 km. So we take the number after decimal, like whole and multiply it by 1.2
We get the distance in meters. Plot it on map after appropriate degree.
We can use a calculator, or by hand on paper, but I like to do it directly in game, so I use sliderule, and it come to this.
We multiply 19 and 1/4 by 1.2 and the result is 23km and 50m, and plot this on map:
http://oi66.tinypic.com/16aadlw.jpg
http://oi67.tinypic.com/6736o7.jpg
Then, multiply 42 and a little by 1.2 and the result is 50km and 500m, and plot this on map:
http://oi66.tinypic.com/1zcooax.jpg
http://oi65.tinypic.com/30mc10h.jpg
Now, the tricky part, take the horizontal (Long) line, grab the zero side and move it straight up and make it vertical.
The same with vertical (Lat) line, grab the zero side and make it horizontal. The two line must cross, and where they cross is our position.
Screens:
http://oi63.tinypic.com/v3lsf9.jpg
http://oi64.tinypic.com/2vbsyg9.jpg
If we do it with calculator, the results are:
19220x1.2=23064
42171x1.2=50605
If we check the exact position, it is on mark 1.
Screen:
http://oi67.tinypic.com/30u4fm1.jpg
So, with calculator it will be absolutely correct.
But, when you sail without boat on map, you get used to that your exact position is not so important and needed.
In fact, the real U-boat almost all of the time are not on exact position, but on assumed position.
Even for a few hours after fix they have accumulated several miles of incorrectness.
You can see this in most of U-boat KTB's. And probably, their Celestial fixes were also not so accurate, a few hundred meters are not a problem, there.
Merry Christmas and Happy New Year to you all.
Some time ago I realised, that to make the screenshots to go in separated folder will be very easy.
You know, the screenshots are written in the main directory, between the other files.
I have two variants for that.
Will put this here, until update my TychoSh3Patch.
So, I open sh3.exe with HexEditor and use search for text - ".bmp", and found this string: "SH3Img@%u-%u-%u_%u.%u.%u_%u.bmp"
http://oi63.tinypic.com/11kf68w.jpg
It is in rdata section, and must be used somewhere in the code section, by it address.
I look the address of the first byte, and I go in beginning of the file and use search for hex value: ecda5100
And found it here:
http://oi66.tinypic.com/1zqdl35.jpg
I see that it is pushed there, but let's look the disassembled code for more explicit view.
I take the address for the previous byte "68" and go there in the disassembled code:
http://oi67.tinypic.com/2gwvw55.jpg
So, I see that the string is pushed, then something else is pushed, and then have call for function that will use this pushes.
Further research shows that this function is: MSVCR71.DLL!sprintf
Looking further, how this function is used in other places in the code, I see that there is no problem the string to be pointed with location.
The conclusion is that, I can very easy make the game to write the screenshots in separate folder, with change of only one byte.
I go back to the string and change this byte (address: 0011DAF2) from 40 to 5C, from @ to \
http://oi66.tinypic.com/r8i74m.jpg
For use with TychoSh3Patch:
@@@ The screenshots will go to the SH3Img folder
#
0011DAF2: 40 5c
#
#
I go in the main game directory and I create a new folder named exactly SH3Img.
Now, the screenshot will be written to the "SH3Img" folder, but the screenshot will not have this prefix: SH3Img@date_hour.minutes...bmp,
but will start directly with the date, for example: 17-10-2018_18.35.42_681.bmp
But, for me is more satisfactory the folder to be named "Screenshots", so I make something else.
I see that to the end of the rdata section have some free space. So, I write there:
Screenshots\SH3Img@%u-%u-%u_%u.%u.%u_%u.bmp
http://oi64.tinypic.com/1zybtko.jpg
Then, I take the address of the first byte: 0013A100, I go to where the string is pushed (00001A4E) and change the bytes there, from: ECDA5100 to 00A15300.
http://oi68.tinypic.com/2d2ase1.jpg
For use with TychoSh3Patch:
@@@ The screenshots will go to the Screenshots folder
#
00001A4E: ec 00
00001A4F: da a1
00001A50: 51 53
00001A51: 00 00
@
0013A100: 00 53
0013A101: 00 63
0013A102: 00 72
0013A103: 00 65
0013A104: 00 65
0013A105: 00 6e
0013A106: 00 73
0013A107: 00 68
0013A108: 00 6f
0013A109: 00 74
0013A10A: 00 73
0013A10B: 00 5c
0013A10C: 00 53
0013A10D: 00 48
0013A10E: 00 33
0013A10F: 00 49
0013A110: 00 6d
0013A111: 00 67
0013A112: 00 40
0013A113: 00 25
0013A114: 00 75
0013A115: 00 2d
0013A116: 00 25
0013A117: 00 75
0013A118: 00 2d
0013A119: 00 25
0013A11A: 00 75
0013A11B: 00 5f
0013A11C: 00 25
0013A11D: 00 75
0013A11E: 00 2e
0013A11F: 00 25
0013A120: 00 75
0013A121: 00 2e
0013A122: 00 25
0013A123: 00 75
0013A124: 00 5f
0013A125: 00 25
0013A126: 00 75
0013A127: 00 2e
0013A128: 00 62
0013A129: 00 6d
0013A12A: 00 70
#
#
I go in the main game directory and I create a new folder named exactly Screenshots.
Now, the screenshot will be written to the "Screenshots" folder.
makman94
11-15-18, 03:51 PM
Another comfort addition ,now all pics at their folder
Thank you for sharing :Kaleun_Salute:
JeromeHeretic
12-28-18, 11:38 AM
Not much time for SH3 lately, but here I made something to enhance my game.
I sail hardcore way. Without my boat on map, I use dead reckoning and coastal navigation. Deep in the sea, except dead reckoning, two or three time per day I make fixes by ctrl+left click, if the sky objects are visible.
First, look over this thread by Sjizzle:Long / lat. (http://www.subsim.com/radioroom/showthread.php?t=220426)
Tycho, do you have an idea how to set board clock to GMT? In this debug screen with coordinates GMT is presented.
Ingame problem with celestial navigation is, that when you start mission, board clock is set to time in nautical timezone where you actualy start (so for example if you are in Kiel, your board clock are set to zone GMT +1.
Second problem - when you load previously saved game, the board clock is reset to time of the actual nautical timezone where your uboat is.
I can live with this, but if there is any possibility how to fix board clock to GMT, it will be very nice.
And second question - do you have any idea how star sky is represented in SH3?
Why I'm asking? I seen the 3D model of hemisphere, it is real "halfball", but what i don't know from where are the stars taken to project it on this spere. And im asking for it, because i created sun almanak for SH3 world, but i can't create star almanak for celestial navigation. This information about exact position of stars is somewhere in SH3 world hidden, but i don't know where. If i will be able to get this info, i can create star almanak corresponding to SH3 world.
In north hemisphere i'm using Polaris when im under 50 deg. When im in higher latitude i use Perkhad when is exactly under Polaris.
In SH3 universe is Perkhad exactly 20 deg (+- so little bit, that you are not able measure it anyway) from Polaris. Measuring of angle bigger as 50 degrees is problem because of camera distorsion, which can't be completely removed. I'm able only precisely know how distorsion looks like, so can create precision degree scale for sextant. For transatlantic traveling it is precisely enough, but longitude is bigger problem and is not acurate enough.
Just imagine, that 1 minute of time is error of 1/4 deg, so it means, that error is 15 NM, that means 30 km in SH3 world. With unacurancy of measuring and unacurancy of 10 deg scale of sun almanak, there is no problem to have error +- 200 km in longitude. Again - for transatlantic travel it can be enough, but in other way it is absolutly unusable. Just imagine, that you need to set course for attacking some convoy and you know your position with precision +- 200 km.... Absolutly unusable.
(for coastal navigation im working on mod with about 2000 lighthouses and lightboats)
3 stars measuring solution can be reason for this. If i can dig out the star data from game somehow...
Echolot
02-15-19, 05:30 AM
Hello Tycho.
Thank you for your patches, I enjoy the full screen maps very much for example.
Do you guess we can get a full screen museum like in SHV in the future?
:Kaleun_Salute:
Anvar1061
02-15-19, 02:41 PM
Another comfort addition ,now all pics at their folder
Thank you for sharing :Kaleun_Salute:
Yeah, but how does it work? And where can I download?
Tycho, do you have an idea how to set board clock to GMT? In this debug screen with coordinates GMT is presented.
I was read about this time problem, but it is not my concern. I will not go to measure angles myself.
Ideal variant for me is to ask Nav Officer for boat position, and he to report it with long/lat coordinate, if conditions permit.
Something interesting:
This "Time Accel: 1 times", that you see on this debug info is not the time compression, that we use to accelerate the game.
If you use time compression X something, this will stay to "Time Accel: 1 times".
And once, more than year ago, I activated this incidentally.
I tested something, don't remember what, but was not related to this time stuff.
Was some editings in the code and in the save files. And after I load the save, this time acceleration come to "something times".
What happened, is that the world was stay on normal speed of existent, but the sky/stars started to move/rotate quickly.
This did not affect the sun, the sun was stayed on position and moved on normal speed.
So, probably, the movement of the stars and the sun are handled by different functions.
Now I can't remember at all, what I did then, to activate this.
About stars drawing! I can imagine, how the stars are made by some Draw Primitives function in the code, with additional functions for position, rotation..., but where is this, I don't know.
Hello Tycho.
Do you guess we can get a full screen museum like in SHV in the future
Are the museum is not the full screen. I don't even remember how exactly the museum looks, I don't use it.
If it is the menu, that hinders you, and if it is in menu_1024_768.ini file, some gui modder can change it. If there have hardcoded menu elements, then it is in sh3.exe and someone have to find and change these. Sorry but, I'm not that one.
Yeah, but how does it work? And where can I download?
Sorry, but I can't do these things more easy for you! You need to learn a very basic and easy stuff.
I did the hard work and found a bunch of useful byte location in sh3.exe, change these byte values and you will have some result, like to have different colors for drawing lines on the map tools, for example. Why you can't take advantage of this? I don't understand.
Specifically for screenshots thing, it is single byte change, do it manually with hex editor or put it in TychoSh3Patch.
How to put it there?
With Copy/Paste, as simple as that.
Well, probably I'm not capable to make good explanations. But, it is like it is!
Considering, that I'm out of Silent Hunter, there will not be more easy option from my side.
makman94
02-21-19, 07:36 PM
Yeah, but how does it work? And where can I download?
hello Anvar,
you can download it from here:
http://www.subsim.com/radioroom/showthread.php?t=231140
look at the "how to install" section and you will find the download link
The instructions how to make it are here: http://www.subsim.com/radioroom/showpost.php?p=2577011&postcount=105
i used the fast way of the two that Tycho shared.
So , copy-paste in the TychoSh3Patch.map the code:
@@@ The screenshots will go to the SH3Img folder
#
0011DAF2: 40 5c
#
#
and then create a new folder in the main game directory with the exact name SH3Img
Your screenshots ,simply as this, are located now into the "SH3Img" folder
makman94
02-21-19, 08:18 PM
Hello Tycho.
Thank you for your patches, I enjoy the full screen maps very much for example.
Do you guess we can get a full screen museum like in SHV in the future?
:Kaleun_Salute:
hello Echolot,
There is a problem at the museum page and this is not the fulling of the screen itself. This can be easily done via the menu_ini ,the museum.tga and the museum camera parameters of the cameras.dat.
The problem is that ,if you full the museum screen, all the ui items (ships's data..etc) are "covered" by the 3d view and this is not fixable through the menu_ini
Anvar1061
02-22-19, 12:02 AM
hello Anvar,
you can download it from here:
http://www.subsim.com/radioroom/showthread.php?t=231140
look at the "how to install" section and you will find the download link
The instructions how to make it are here: http://www.subsim.com/radioroom/showpost.php?p=2577011&postcount=105
i used the fast way of the two that Tycho shared.
So , copy-paste in the TychoSh3Patch.map the code:
@@@ The screenshots will go to the SH3Img folder
#
0011DAF2: 40 5c
#
#
and then create a new folder in the main game directory with the exact name SH3Img
Your screenshots ,simply as this, are located now into the "SH3Img" folder
http://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
Thank you very much, makman94! I wish you good luck and wait for you a new interface mod (HAHD).http://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
Echolot
02-22-19, 03:32 AM
Thank you very much Tycho and makman94.
:Kaleun_Salute:
makman94
02-22-19, 12:19 PM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif
Thank you very much, makman94! I wish you good luck and wait for you a new interface mod (HAHD).http://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
thank you too Anvar but,
I just rewrote you the specific part of Tycho's post that you need for making it work the fast way so ,if you want to try the other way too, you must read Tycho's post carefully and follow his steps
Thank you very much Tycho and makman94.
:Kaleun_Salute:
:Kaleun_Salute:
Anvar1061
02-22-19, 01:09 PM
thank you too Anvar but,
I just rewrote you the specific part of Tycho's post that you need for making it work the fast way so ,if you want to try the other way too, you must read Tycho's post carefully and follow his steps.
:Kaleun_Salute:
http://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
I do not know how to use HexEditor and there is no need now. You quite clearly explained and now my screenshots in the separate folder.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif
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