Log in

View Full Version : Bordinstrumente 1.0


OakGroove
12-19-05, 04:37 PM
Mirrors:
http://rapidshare.de/files/9419679/Bordinstrumente_1.0.7z.html

http://files.filefront.com/Bordinstrumente_107z/;4492340;;/fileinfo.html
(ty Marhkimov for uploading)

http://www.megaupload.com/de/?d=WOP4HK85

Updates:
TDC Brighness & Speed Dial Fix for Bordinstrumente 1.0 (http://rapidshare.de/files/9647698/Bordinstrumente_TDC_Fix.7z.html)
Alternative UZO and Periscope Low Contrast Textures (http://rapidshare.de/files/9647801/Bordinstrumente_Low_Contrast.7z.html)
FABC slideout Bordinstrumente Dials (http://rapidshare.de/files/9926851/Bordinstrumente_1.0_FABC_Slideout_II.7z.html) (credit goes to Vierkant_II)
Radio- and Sonar room detail upgrade (http://rapidshare.de/files/9928494/Bordinstrumente_1.0_Funkraum_Upgrade.7z.html)

=============================
Table Of Contents
=============================

- Feature List
- Compatibility
- Installation
- Note

=============================
Feature List
=============================

* High resolution, high quality textures
* Improved legibility
* Replaces Silent Hunter 3 interior gauges and textures of Type II, VII, IX and XXI U-Boats
* New TDC screen textures
* New Periscope texture
* New UZO texture
* New LI reporting dials
* New taskbar dials

=============================
Compatibility
=============================

* Tested with Silent Hunter III v1.4b
* Will conflict with other interior texture mods

=============================
Installation
=============================

using JoneSoft Generic Mod Enabler (JSGME):

+ Extract the content of Bordinstrumente 1.0.rar into the MODS folder created by JSGME in your SHIII directory.
+ Run JSGME and you should see Bordinstrumente listed as an available mod.
+ Select and press the ">" button, or click and drag from Available Mods to Activated Mods to install the mod.

You´ll need 7-Zip (http://www.7-zip.org/) to extract the content of this package, additionally JoneSoft Generic Mod Enabler (http://www.beerymod.com/jsgme.zip) is recommended.

A seperate download at a later time is going to include optional low-contrast Persicope and UZO Textures.

Screens:

Periscope
http://tinypic.com/ivictk.jpg

UZO
http://tinypic.com/iviecj.jpg

Munition index
http://tinypic.com/ivietx.jpg

New TDC textures
http://tinypic.com/ivifci.jpg
http://tinypic.com/ivifyf.jpg

LI Reporting dials
http://tinypic.com/ivihr7.jpg

Walkaround using Typ VII as example:
http://tinypic.com/iviio2.jpg
http://tinypic.com/ivij9u.jpg
http://tinypic.com/iviku8.jpg
http://tinypic.com/ivil4g.jpg
http://tinypic.com/ivilgo.jpg
http://tinypic.com/ivilpg.jpg
http://tinypic.com/ivim2o.jpg
http://tinypic.com/ivimg4.jpg
http://tinypic.com/ivio40.jpg
http://tinypic.com/iviop5.jpg
http://tinypic.com/ivip2r.jpg

Marhkimov
12-19-05, 04:42 PM
WOW! :huh:


It looks like all of my interior graphics and dials will have to be upgraded... Thanx a lot! :up: :up:

Type941
12-19-05, 04:50 PM
Great looking mod! Wow,! Any non=rapidshare links? U-boat.realsimulation perhaps? Rapishare doesn't work for some of people (isp issue).

OakGroove
12-19-05, 04:55 PM
thx guys. :)

Unfortunately, at this time i don't have any alternative links at hand. u-boot.realsimulation.com was a no-go yesterday, upload would simply not start. :-?

Krupp
12-19-05, 04:59 PM
:huh: Very nice! Installing it right away :D Edit: ups, forgot to say THANKS!

perdu
12-19-05, 05:02 PM
as said before


WOWWW :o :o :o :up:

ti-louis
12-19-05, 05:09 PM
It's amazing....Great work thanks a lot :yep: :yep: :yep: :up:

Hackett
12-19-05, 05:16 PM
:o Ruddy 'ell! That is just awesome...

:|\

Kpt. Lehmann
12-19-05, 05:29 PM
:o :o :o

WOW!!!

:rock: :up: :rock: :up: :rock:

Ducimus
12-19-05, 05:42 PM
*cries*

It's beautiful! Just.... beautiful!

Since im on a vengence campaign with a XXI , (a boat i rarely use but this time ive taken exception).... any chance on the XXI's dials screenshot?

Marhkimov
12-19-05, 05:43 PM
Since im on a vengence campaign with a XXI , (a boat i rarely use but this time ive taken exception).... any chance on the XXI's dials screenshot?

I've already looked at them... DOWNLOAD THIS NOW!!!! :up: :up: :up:

lafeeverted
12-19-05, 05:52 PM
can't d/l file. Rapid share thinks i am d/l already? Any ideas how to fix that?

....figured it out. Firewall.

Marhkimov
12-19-05, 05:54 PM
I'm going to make a filefront mirror... Hold on, it should be ready within a half hour.

Ducimus
12-19-05, 05:56 PM
Since im on a vengence campaign with a XXI , (a boat i rarely use but this time ive taken exception).... any chance on the XXI's dials screenshot?

I've already looked at them... DOWNLOAD THIS NOW!!!! :up: :up: :up:

Im at work.

Hence im jonesing for a screenshot .

:rotfl:

Marhkimov
12-19-05, 06:29 PM
FileFront MIRROR Download

http://files.filefront.com/Bordinstrumente_107z/;4492340;;/fileinfo.html

OakGroove
12-19-05, 06:29 PM
I'm going to make a filefront mirror... Hold on, it should be ready within a half hour.

Ty.
Just found the server listing sticky :88) . Mirror at megaupload.de up within an hour.

Marhkimov
12-19-05, 06:32 PM
I may have beaten you to it... ;)

OakGroove
12-19-05, 06:42 PM
:lol:
Touché ..but i guess there is no such thing as "too many" mirrors, given that rapidshare broke down rather fast.

Dowly
12-19-05, 06:42 PM
Thanks! :up:

Type941
12-19-05, 06:55 PM
thanks!

Richard Zapp
12-19-05, 06:57 PM
Excellent!
Downloading now....
:D

Marhkimov
12-19-05, 07:01 PM
@ OakGroove


If you like, you can list my mirror site on your topic post.

OakGroove
12-19-05, 07:07 PM
:up:
done.

Camaero
12-19-05, 07:18 PM
Wow! Looks awesome dude! Thank you!

:up:

baxter
12-19-05, 08:21 PM
Outstanding! Thanks.

Hudsonhawk
12-19-05, 09:15 PM
Incredible job!!!!!!!! Thanks for the Mod! :rock: :rock:

JBClark
12-19-05, 11:40 PM
Holy ****e.

Downloading now, thanks a lot.

The Avon Lady
12-20-05, 02:27 AM
Ditto.

Simply amazing!

:rock:

Stary Wuj
12-20-05, 06:28 AM
Really GREAT !!!

Thank You !

And Merry Christmas :-)

Stary Wuj

Mast
12-20-05, 06:31 AM
Holy Sh*t!!! Outstanding! Going to download when I get home.

:up:

Mast

Kaleun
12-20-05, 07:47 AM
hi,

Bugger me they look good!! At work at the mo so can't download :down:

As i'm going to have to wait another 8 hrs until i can download, can people confirm that this works ok with RUB 1.45

Thanks in advance

Kaleun

Der Teddy Bar
12-20-05, 08:11 AM
This is top shelf stuff! Bravo!

Definately worth 2 :up: :up:

Rubini
12-20-05, 08:46 AM
Awesome work!
:rock: :rock: :rock:

Rubini.

CptGrayWolf
12-20-05, 09:41 AM
:o Niiice!
I'm assuming these are more realistic?
For expample, was Siemens written on the real fire control panel?

The Avon Lady
12-20-05, 10:25 AM
Played a bit ingame with these. Awesom work!

Also, this mod can be installed in mid patrol, as it only affects eyecandy.

Once again: :up:

jaxa
12-20-05, 10:33 AM
Incredible! :o
Absolutely "must have" mod, I've used 0.9 version till now.

OakGroove
12-20-05, 11:41 AM
I'm assuming these are more realistic? was Siemens written on the real fire control panel?

These textures are meant to offer a closer approach to the real look, of coarse, if reference material is lacking, there is going to be some improvisation taking place. Aside from this, when doing mod work for a game it's often a compromise, you have to work within set envelopes.

Back to your question:
During the 30´s and 40´s (even today), manufacturers had a habit of displaying corporate logos on military equipment and weapons, so i chose the Siemens Logo because they built the Torpedo Vorhalt Rechner S3 and provided numerous other electrical equipment for U-Boats.
S3:
http://img459.imageshack.us/img459/4709/288268308egrrvrph1ok.jpg (http://imageshack.us)
-Note Logo in lower right hand corner-

The "firecontrol" and arrangement of buttons as is in SH3, is rather fictitious, but pratical. For example the apparatus in the lower right hand corner of the periscope screen, is actually a combination of several different devices. So to say three in one.
IRL the apparatus housing the Torpedo tube ready lights would be the "Torpedo Lampentafel" and did just that; indicate the status of a tube. http://www.bug.hr/oleg/u_995/image037.jpg

The periscope "up/down" switch would obviously be seperate and not attached to the former device, same goes for the torpedo actuator. The "lock-on" button...well, don't ask ;).

CptGrayWolf
12-20-05, 11:50 AM
Thanks for the answer, great job! :up:

Marhkimov
12-20-05, 12:12 PM
I've gotten to the point where as long as it looks like its from WW2, I will use it. You don't have to get it exact, as that would be impossible to do. Siemens or no Siemens, it still looks like a very nice set of dials. :up:

Ducimus
12-20-05, 12:51 PM
This is arguably the best graphics mod ive seen for SH3. It wasnt just a dial retexture, it the entire interior of all Uboats as far as i can tell.

Thanks a ton for making this mod, it puts graphical attention back to where it should be, inside the uboat. Up tell now the majority of top notch graphical improvements have been to exterior skins or what not.

simsurfer
12-20-05, 12:51 PM
Very cool, will have to look at that when I get home :-)

Marhkimov
12-20-05, 02:11 PM
Yes, I like how the entire interior of the u-boat was re-done. This mod is simply great!

OakGroove
12-20-05, 03:06 PM
Unfortunately i didn´t find an economic way to retexture radio and GHG gear frames. It seems that some textures in the radio and sonar room can only be replaced by importing the responsible .tgs's back into the .dat files, as the programm doesn't seem to check the TNormal/tex folder for these. As the package would have grown too large doing this, these are left as is. :cry:

tommyk
12-20-05, 03:08 PM
WOW!!!!! THANKS!!!!

edit: just downloaded and installed... IT LOOKS JUST GREAT!!!!! Thanks again! Now I take my IXD2 out to check them in combat.

U-214
12-20-05, 04:16 PM
I had the 0.9 version installed before,but this one is A-M-A-Z-I-N-G.

Thank you so much! :up: :up:

med!c
12-20-05, 04:57 PM
I never see something that beautifull... dear lord i hope i'm not dead and be able to try this nice MOD when i'll be back home. :up:

And also great work for the research, man you rock! :rock:

hunetr
12-20-05, 05:37 PM
"CHAPEAU BAS" as we say in france :up: :up: :up: :up:

Really outstanding work, brilliant !!!

Thank you for all these efforts and for sharing :yep:

SubSerpent
12-20-05, 06:30 PM
What a gorgeous piece of art this mod is. I love the easy to read dials and the realness thats emitted from its radiance. I bow down to you Sir. What a treat!!! :up: :up: :rock: :up: :up:

Lane
12-20-05, 10:23 PM
"Ok I got it downloaded" Thank's
Question I have the JSGM installer and have RUB 1.45 installed
have a save on patrol will it install with RUB 1.45?
Thank's for any info
Lane :D

Camaero
12-20-05, 10:27 PM
That meat and fruits look so damn good... Such great texture!

Der Teddy Bar
12-20-05, 10:40 PM
One major complaint :yep: is that the manual TDC is in 1.66 knots increments.

Can we please have this back as 1 knot increments?

BTW, anyone know how to turn the 'light' off when you go to full manual? Juts makes it a little hard to see the numbers due to the brightness

Marhkimov
12-20-05, 10:45 PM
One major complaint :yep: is that the manual TDC is in 1.66 knots increments.

Can we please have this back as 1 knot increments?
Roger to this. I just noticed it...

And the same is also true of the interior TDC speed gauge.



BTW, anyone know how to turn the 'light' off when you go to full manual? Juts makes it a little hard to see the numbers due to the brightness
Can be done in data\Menu\Gui\TDC\TDC.tga

OakGroove
12-21-05, 02:30 AM
I´ll look into this.

tommyk
12-21-05, 04:56 AM
"Ok I got it downloaded" Thank's
Question I have the JSGM installer and have RUB 1.45 installed
have a save on patrol will it install with RUB 1.45?
Thank's for any info
Lane :D

the current JSGM-Installer will warn you if any already modified file will be overwritten. Then better hit "Cancel" and check.

I believe it is save to install this mod at any time (you dont need to wait to go back in harbour)

Der Teddy Bar
12-21-05, 05:39 AM
OakGroove,
Would I be asking too much if I were to ask that the 'reflective' glass used when a player selects the full manual for the speed TDC be replaced with the one beside it that is used when the full manual TDC is off?

As I said before this one is a 2 :up: :up: It just adds atmosphere!

OakGroove
12-21-05, 06:30 AM
Im at work currently, but it's an easy edit that should be up within an hour or so after i get home.

Stary Wuj
12-21-05, 07:30 AM
OakGroove --> I have no experience with mods of this kind, so
mayby stupid question:

Interior damage model have included "broken glass" effect on the
DEPTH gauges, is it implemented and working with Your great mod ?

Best Regards

Stary Wuj

The Avon Lady
12-21-05, 07:33 AM
"Ok I got it downloaded" Thank's
Question I have the JSGM installer and have RUB 1.45 installed
have a save on patrol will it install with RUB 1.45?
Thank's for any info
Lane :D
the current JSGM-Installer will warn you if any already modified file will be overwritten. Then better hit "Cancel" and check.

I believe it is save to install this mod at any time (you dont need to wait to go back in harbour)
I already mentioned this on the previouss page. This mod only affects visuals, not configuration settings or values. You can safely install it even if you're in mid patrol.

I have another complaint. The inner navigation dial is now numbered from 0 to 9, when it should be showing relative degrees, no? :hmm:

Krupp
12-21-05, 08:42 AM
Here is a interior picture from 505, it has a similar compass that came with this mod. Not sure what does they mean (or what is the purpose of dividing 360 to ten sectors). They are not points.

http://uboat.net/gallery/index.html?gallery=U505C&img=11

CptGrayWolf
12-21-05, 08:44 AM
I have another complaint. The inner navigation dial is now numbered from 0 to 9, when it should be showing relative degrees, no? :hmm:

The Inner compass dial? I don't even remember making any use of this. Wasn't it just a static image with 000 always on top?
Note to self; go see doctor about possible memory problems :doh:

Schultzy
12-21-05, 08:44 AM
:up:
Fantastic.

That makes such a difference!!

Thank you for yet more great work!

jimmie
12-21-05, 11:19 AM
Beautiful, really beautiful :up: :up:

The Avon Lady
12-21-05, 11:36 AM
I have another complaint. The inner navigation dial is now numbered from 0 to 9, when it should be showing relative degrees, no? :hmm:
The Inner compass dial? I don't even remember making any use of this. Wasn't it just a static image with 000 always on top?
Yes but it let you easily click on a degree relative to your Uboat's bow. Now, with this mod, there's a dial with 10 numerals. What ever for? :hmm:

Note to self; go see doctor about possible memory problems :doh:
:yep:

The Avon Lady
12-21-05, 11:40 AM
Here is a interior picture from 505, it has a similar compass that came with this mod. Not sure what does they mean (or what is the purpose of dividing 360 to ten sectors). They are not points.

http://uboat.net/gallery/index.html?gallery=U505C&img=11
:hmm: Maybe it's an egg timer! :hmm:

Sailor Steve
12-21-05, 11:42 AM
That's just so... :cry:

I'll download it now :yep:

:rock:

Sailor Steve
12-21-05, 11:45 AM
I have another complaint. The inner navigation dial is now numbered from 0 to 9, when it should be showing relative degrees, no? :hmm:

The Inner compass dial? I don't even remember making any use of this. Wasn't it just a static image with 000 always on top?
Note to self; go see doctor about possible memory problems :doh:
The inner compass is useful when turning toward a target. Since the target's bearing is given relative to the boat, instead of true, I click on the given bearing on the inner dial and it turns me right toward the target.

CptGrayWolf
12-21-05, 12:23 PM
That's just so... :cry:

I'll download it now :yep:

:rock:

Sailor Steve, wait t'ill you see the hydrophone :up:
I actually look forward to making manual hydrophone checks now! :yep:

So will anybody give us the historical meaning/use of those mysterious compass numbers?

rulle34
12-21-05, 12:24 PM
Awsome mod. DL now :up:

Marhkimov
12-21-05, 12:34 PM
I'm guessing, but maybe those numbers are clicks?

For instance, when you rotate from 1 to 2, you have turned 10 clicks. Or from 2 to 4, you have turned 20 clicks...

But its just a guess.. I suppose a system such as this would be simpler than yelling out zero-two-zero... But its just my guess.

Paajtor
12-21-05, 12:36 PM
I have another complaint. The inner navigation dial is now numbered from 0 to 9, when it should be showing relative degrees, no? :hmm:

The Inner compass dial? I don't even remember making any use of this. Wasn't it just a static image with 000 always on top?
Note to self; go see doctor about possible memory problems :doh:
The inner compass is useful when turning toward a target. Since the target's bearing is given relative to the boat, instead of true, I click on the given bearing on the inner dial and it turns me right toward the target.
That was the 1st thing I noticed on the new dials, and it's the reason why I will wait just a little with downloading this absolutely great mod.
I use it all the time...I see a target in my binocs at some bearing, and just click the appropriate setting on the inner dial, to make my boat turn towards it (or to whatever position I like).

This is the dial we're talking about (in the lower right corner - taken from Pascal's Dials):

http://www.61shap.org/pilots/Paajtor/SHIII/files/DialsFdb.jpg

Other than that, it looks simply gorgious! :D

Krupp
12-21-05, 12:49 PM
... I have a theory, it's not waterproof but

Kaleun: "Neue kurs, linkslinkslinkslinks!" (or rechtsrechtsrechtsrechts...)
Obersteurman: "Jawohl, Herrrrrrr Kaleun ,neue kurrrrs linkslinkslinksliiIIks!" (with high nasal voise and playing badgerbadgerbadger.com from your gramophone...)

--->boat turning aproximately to left, at seven a'clock from a current course or then not.

Horri-DOH :doh:

The Avon Lady
12-21-05, 12:51 PM
Can anyone create a temporary fix for the inner navigation dial, taking the one from Pascal and imposing it into the same file from this great mod?

Marhkimov
12-21-05, 12:54 PM
I did a copy and paste of the dials used in bordinstrumente. I took out the number dial and re-inserted my previous compass, with the 360 degree marks. I also made a few other tweeks to it.

http://img265.imageshack.us/img265/9735/18ag.jpg

The Avon Lady
12-21-05, 12:56 PM
I did a copy and paste of the dials used in bordinstrumente. I took out the number dial and re-insterted my previous compass, with the 360 degree marks. I also made a few other tweeks to it.
Can you upload it? :yep:

Marhkimov
12-21-05, 01:01 PM
Can you upload it? :yep:
No problem. :up:

http://files.filefront.com/bordinstrument_DialsFdbrar/;4500708;;/fileinfo.html

Paajtor
12-21-05, 01:09 PM
Guys (and ladies), I understand you want to install this mod just as much as I do, but shouldn't we wait for OakGroove? :) Im at work currently, but it's an easy edit that should be up within an hour or so after i get home.

Marhkimov
12-21-05, 01:16 PM
I made my updates personally for myself. Didn't plan on giving it out...

But since Avon asked...

Paajtor
12-21-05, 01:19 PM
Sure. ;)

The Avon Lady
12-21-05, 01:21 PM
Guys (and ladies), I understand you want to install this mod just as much as I do, but shouldn't we wait for OakGroove? :) Im at work currently, but it's an easy edit that should be up within an hour or so after i get home.
The moment Oakgrove has an update, believe me I'll download it. We're just talking about a tentative solution here.

OakGroove
12-21-05, 01:30 PM
TDC fix ready.
http://rapidshare.de/files/9587771/Bordinstrumente_TDC_Fix.7z.html

TDC Brighness & Speed Dial Fix for Bordinstrumente 1.0

=============================
Changelog
=============================
- Reduced brightness of dial overlays in auto and manual TDC modes
- Speed dial scale marked in 1sm increments

=============================
Installation
=============================

+ Extract the content of Bordinstrumente_TDC_Fix.7z into the MODS folder created by JSGME in your SHIII directory.

2005 Oak_Groove

Auto TDC
http://tinypic.com/ixs8cy.jpg
Manual TDC mode
http://tinypic.com/ixs8km.jpg

OakGroove
12-21-05, 01:51 PM
OakGroove --> I have no experience with mods of this kind, so
mayby stupid question:

Interior damage model have included "broken glass" effect on the
DEPTH gauges, is it implemented and working with Your great mod ?

Best Regards

Stary Wuj

It should be functional, yes:
http://tinypic.com/ixt3lx.jpg

Rubini
12-21-05, 02:10 PM
Excuse me for the dumb question but what /where is this "Interior damage model"??? :hmm:

Rubini.

OakGroove
12-21-05, 02:16 PM
I guess Stary Wuj meant the BRk_GLASS.tga.

Stary Wuj
12-21-05, 02:17 PM
Thank You !!!! GREAT !

Hmm, Rubini, I'm not sure my english, but I though about
"gauges with broken glass" for example, inside Command Room of my U-boot :-)

BTW. Mayby someone can make more effects for damages inside
U-boot, especially "water leaked from pipes" (hmmm, my english :-)

Best Regards

I made only one mod, sound mod:

http://www.ubootwaffe.pl/forum/viewtopic.php?t=368

Last one on this site (red letters)

it is Wujowy SoundPack ver 1.0, but I'm not 3D modeller :-(

Stary Wuj

Stary Wuj
12-21-05, 02:20 PM
I guess Stary Wuj meant the BRk_GLASS.tga.

Exactly, thank You again OakGroove

:lol:

Stary Wuj

Rubini
12-21-05, 02:30 PM
Thanks guys. Really a dumb question! :arrgh!:

Rubini.

Der Teddy Bar
12-21-05, 05:51 PM
OakGroove,
Thank you kindly for the Bordinstrumente_TDC_Fix.

Your mod has me going ooooh that looks great all over agian, not the best thing when I am in the middle of an attack :rotfl:

Stary Wuj
12-21-05, 06:49 PM
So, strange issue report Herr Kaleun :-)

Only at night, periscope view, I have thick, lighter line in upper
part of periscope. NVIDIA GeForce 7800 GTX here.

Will try to post picture :-)


http://img453.imageshack.us/img453/7496/periscope6rr.jpg (http://imageshack.us)

Stary Wuj

WOW, it works :-)

BTW - any other things are GREAT and BEAUTIFULL !
I love this mod :-)

Marhkimov
12-21-05, 09:55 PM
I have the same lines, but it's probably only because i never noticed it before..


Btw, it looks awsome when you see broken glass dials in "rig for red" lighting. IT GLOWS! :-j

http://img316.imageshack.us/img316/3074/78jm.th.jpg (http://img316.imageshack.us/my.php?image=78jm.jpg)

Sailor Steve
12-21-05, 10:27 PM
I use it all the time...I see a target in my binocs at some bearing, and just click the appropriate setting on the inner dial, to make my boat turn towards it (or to whatever position I like)
On the other hand, these days I just look at the target in the UZO or periscope and hit the '=' key. Turns you right toward the target every time.

I have one question. Is the 'Druck_radio 7' file interchangable? I really like one of Tikigod's 'Pin Up Girls' files and would like to keep using it.

Marhkimov
12-21-05, 10:30 PM
You could do a cut and paste job if you have photoshop or any graphic editor (other than MS Paint).

If not, try PM'ing someone who could do it for you.

Lane
12-22-05, 02:56 AM
Thank's Oak,

Installed your new Mod over RUB 1.45. Worked fine just need to install that last update Server was busy tonight.
Lane :D

basilio
12-22-05, 03:44 AM
I use it all the time...I see a target in my binocs at some bearing, and just click the appropriate setting on the inner dial, to make my boat turn towards it (or to whatever position I like)
On the other hand, these days I just look at the target in the UZO or periscope and hit the '=' key. Turns you right toward the target every time.

I have one question. Is the 'Druck_radio 7' file interchangable? I really like one of Tikigod's 'Pin Up Girls' files and would like to keep using it.
It is really easy to do...even if I'm a completely computer idiot I was able to do it myself, so .... it is really easy.
All I did was to use the IrfanView program, the one I use to look at .tga files.
Open with IrfanView one of the Tikigod "druck_radio" files (you'll need to do this for the type 7, 9 and XXI u-boats, by changing the corresponding druck_radio_7[9, 21] files) with the pinup girl in it.
Select the pinup image by "following" the pinup image "borders" with the mouse.
Select "copy".
Now open with IrfanView one of the druck_radio files from the GREAT Bordinstrumente mod.
Select the emblem image by "following" its "borders" with the mouse.
Select "paste".
Now you have the pinup image in the radio room!
Save the file and repeat for the other type uboats.
http://img493.imageshack.us/img493/3460/12.jpg

http://img493.imageshack.us/img493/9392/11.jpg

CptGrayWolf
12-22-05, 04:19 AM
I use it all the time...I see a target in my binocs at some bearing, and just click the appropriate setting on the inner dial, to make my boat turn towards it (or to whatever position I like)
On the other hand, these days I just look at the target in the UZO or periscope and hit the '=' key. Turns you right toward the target every time.


Well that's why I wasn't sure what all the fuss was about.
Besides, shouldn't you seasoned Kaleuns know your bearings by heart hmmm? :P
If my soundman reports a contact at 160 degrees, I know excatly where that is...
Ok I'm just teasing * doges thrown tomatoes * I admit the inner dial can sometimes be usefull.
Once again Oakgroove thnks for fixing the very small bugs! :up:

OakGroove
12-22-05, 05:36 AM
So, strange issue report Herr Kaleun :-)
Only at night, periscope view, I have thick, lighter line in upper
part of periscope. NVIDIA GeForce 7800 GTX here.


Going to look into this.

OakGroove
12-22-05, 05:50 AM
Btw, it looks awsome when you see broken glass dials in "rig for red" lighting. IT GLOWS! :-j


:D, yeah, the broken glass overlay is a bit prominent in red light conditions. A possible solution would be to reduce the alpha channel in brightness for a more subtle appearance. This however will be a global change, means broken glass will be less obvious in regular light conditions too.

On another note, does anyone know where to change the intensity and colour of interior lighting in general, and/or how to add light sources inside?
The plan is to get a more even lighting, and to make colours appear more natural...i.e. white as white and not as a shade of gray.

Stary Wuj
12-22-05, 05:58 AM
OakGroove wrote:

"The plan is to get a more even lighting, and to make colours appear more natural"

Great idea, and thank You, that You will check "thick line" on the perisope at night issue :-)

Stary Wuj

Paajtor
12-22-05, 10:20 AM
OakGroove, I take it, that you will release a new version, with TDC-, "thick line"-, and maybe even "inner dial"-fix included? :)

Stary Wuj
12-22-05, 12:13 PM
OakGroove :rock:

Marhkimov
12-22-05, 12:18 PM
On another note, does anyone know where to change the intensity and colour of interior lighting in general, and/or how to add light sources inside?
The plan is to get a more even lighting, and to make colours appear more natural...i.e. white as white and not as a shade of gray.

Just a guess, but the interior lighting is probably controlled in a DAT file of some sort, possibly in the "Library" folder. You would either have to hex edit it manually, or maybe ask someone like TimeTraveller to help you.

OakGroove
12-22-05, 01:41 PM
Update.
I promised low contrast versions of UZO and Periscope textures, here they are:
http://rapidshare.de/files/9647801/Bordinstrumente_Low_Contrast.7z.html
http://tinypic.com/iyzima.jpg
http://tinypic.com/iyziqd.jpg
Note: If you use these, you might want to disable (rename/delete) the redmask.tga file located in the data/menu/Gui folder, as there is already a red lighting filter rendered on the periscope texture.

@Stary Wuj,
i havn´t yet found what causes the horizontal white band with night filter activated, but i keep investigating.

@Paajtor,
with "thick line", are you referring to Stary Wuj's post re white strip on Peri texture after nightfilter has kicked in?
Inner dial fix - you mean more subtle broken glass?

Paajtor
12-22-05, 02:20 PM
OMG, that looks AWESOME!! :huh:


@Paajtor,
with "thick line", are you referring to Stary Wuj's post re white strip on Peri texture after nightfilter has kicked in?
Inner dial fix - you mean more subtle broken glass?
Yes, I meant StaryWuj's white strip.

Inner dial fix...it came up on page3 of this topic:


I have another complaint. The inner navigation dial is now numbered from 0 to 9, when it should be showing relative degrees, no? :hmm:

Lane
12-22-05, 02:20 PM
I don't seem to be able to d/l the TDC Brighness and speed dial fix
or the scope mod from Rapidshare Link? Is there any other link?
I am not a premium paid user? is that the reason?
I am not using manual torp. May be I don't need the mod?
Thank' for any info
Lane

The Avon Lady
12-22-05, 02:31 PM
I don't seem to be able to d/l the TDC Brighness and speed dial fix
or the scope mod from Rapidshare Link? Is there any other link?
I am not a premium paid user? is that the reason?
I've got mirrors up. Check the bottom of my Sh3 FAQ page (http://www.theavonlady.org/thesh3faq/).



OakGroove, what do you mean by "low contrast versions"? Do you mean "low resolution"? If not, please explain the difference. EDIT: Nevermind. These new scope and Uzo pics are just darker in contrast? Better for the eyes?

OakGroove
12-22-05, 02:40 PM
Lane,
i checked the DL-links, they work.
In order to DL from rapidshare, you´ll have to scroll down the page, and click the "free" button in the column labeled "kostenlos".
Once the countdown timer has finished, an input box is displayed at the bottom of the page, on the left side of it an alphanumerical code is displayed and on the right side a button labelled "download". Type the code into the box then click download.

OakGroove
12-22-05, 02:47 PM
OakGroove, what do you mean by "low contrast versions"? Do you mean "low resolution"? If not, please explain the difference.

The Avon Lady,
low resolution? :D
Do the screenshots i posted show up on your comp?

These are simply UZO and Periscope textures that are reduced in brightness and contrast while retaining some of the eyecandy, as for some people the original textures were to bright, especially during low light conditions.

jimmie
12-22-05, 02:55 PM
Excellent work! :up:

Now if only I could make the stupid green bright crosshair at night...!

OakGroove
12-22-05, 04:03 PM
For those using the FABC's wonderful slideout mod:
Vierkant_II of the german SH3 forum kindly provided compatible Bordinstrumente dials for it:
http://img485.imageshack.us/img485/1639/slideout19dj.jpg
http://img485.imageshack.us/img485/1550/slideout27zw.jpg
http://rapidshare.de/files/9650782/Bordinstrumente_1.0_FABC_Slideout.7z.html

Marhkimov
12-22-05, 04:05 PM
Aw crap... NOW you make slideout gauges?!

I had just finished making it myself... :damn: :up:

OakGroove
12-22-05, 04:07 PM
He... I didn't make them :rotfl:

Lane
12-22-05, 04:38 PM
Thank's Avon Lady for the link :D

Oak, I have d/l before from Rapidshare and I think "sometimes" there is
a time limit before you can d/l another mod? I got the your basic mod
from Rapidshare no problem. Will try it one more time if "no Cigar"
as we say in the USA :D I will get it from Avon Lady :D
"OH" I did not have any problem overwriting the gages in RUB 1.45.
Avon Lady said there was no problem and she was right :up:
Just wish the weather would clear up a little When I surface weather
is bad Large Waves, wind, & Thunderstorm grid AN29 April 1940
Thank's folk's for all the help
Lane :D

Kaleun
12-22-05, 04:44 PM
hi,

Has anybody got a link to the Bordinstrumente fix as i can't download from Rapidshare and i can't find it on "the Avon lady's" site

thanks

Kaleun

Lane
12-22-05, 04:47 PM
Got it from Avon Lady :D File Front d/l
Thank's Avon Lady for making these Link's :D
Lane

Lane
12-22-05, 04:49 PM
Kaleun,

I was just there and saw the Bord Instrument file and the added fix ?
Check again :D
Lane :D

Kaleun
12-22-05, 04:53 PM
hi,

nope not there for me - i get mod

24. Harbor Traffic Mod v1.46 for RUb v1.44 and Above

and nothing after that!

kaleun

OakGroove
12-22-05, 05:12 PM
[quote=Lane]
OakGroove, what do you mean by "low contrast versions"? Do you mean "low resolution"? If not, please explain the difference. EDIT: Nevermind. These new scope and Uzo pics are just darker in contrast? Better for the eyes?

Yes Avon Lady,
i remember there was sort of a petition going on some months back, urging SH3 devs to reduce brightness of the UZO texture in particular.
For some players the texture simply was too bright, especially at night. The respective textures in Bordinstrumente are rather bright too, even more so than the original. So i provide an alternative set for those people. I even plan on making a minimalistic set. With about 80% of the screen pure black; just Papenberg, torpedo ready lights, notebook, stopwatch, angle indicator and buttons visible...

Kpt. Lehmann
12-22-05, 07:20 PM
Thanks Oakgrove!

I was hoping you'd make reduced contrast screens for your mod.

:up: :up: :up:

The Avon Lady
12-23-05, 01:35 AM
hi,

nope not there for me - i get mod

24. Harbor Traffic Mod v1.46 for RUb v1.44 and Above

and nothing after that!
Hit your browser's refresh button while viewing my page, until your browser's cache memory deletes the older copy of the page.

lafeeverted
12-23-05, 03:00 AM
Has there been an explanation of how to use the numbering on the inner dial (0-9)? I asked a friend of mine that does a lot of sailing. he thinks it is a metric form of navigation, not really used very often. This makes sense, much in the way that the TDC was divided in 1.66 increments :down: There must be a reason why the 0-9 numbering was used that made it superior to a standard degree marking :hmm:

Marhkimov
12-23-05, 03:01 AM
Maybe it was in-superior, hence it died... :lol:

lafeeverted
12-23-05, 03:05 AM
Quite likely :yep:

Paajtor
12-23-05, 03:57 AM
I like the 12-increments style of the inner dial the best...it fits to both a 360° and a 12hr-scale.

Besides that, personally I'm used to this arrangement anyway, I have a compass in my mind, but call out o'clocks...it's from playing to much flightsims. :oops:

rulle34
12-23-05, 06:31 AM
Thank's again OakGroove for a wonderful mod. It's really nice and I just like it more the more I play the game. Small things, like dirty and light foggy lenses on periscope is detailwork that contributes to immersion. Great work OakGroove :up:

One thing though, I think it was Jungmann that made a fix for the UZO, when it's dark you can se two rings in each eye of the UZO. I think he was messing with the alpha layers in some way. If this could be fixed in your mod as well, it had been perfect. Can you or someone else do this fix?

Kaleun
12-23-05, 12:53 PM
@ avonlady..

Thanks for the advice, i should have thought of that as i'm a IT engineer!!!!!!! All good and i downloaded from your site, thanks

Kaleun

Lane
12-23-05, 10:31 PM
"Dumb Dumb" Me :-j I found out what is was doing wrong.
When trying to download mod files from Rapidshare d/l area
You got to put those letters in that Box on second page :(
I think Oak was trying to tell me that :D
Some times I do dumb things and don't follow instructions :oops:
or they have added something new instruction. :D
All worked out all ok got the file from Avon Lady's Link.
Lane :D

HW3
12-23-05, 11:40 PM
Lane, they added the 3 number/letter thing on the second page recently.

OakGroove
12-24-05, 05:15 AM
Has there been an explanation of how to use the numbering on the inner dial (0-9)? I asked a friend of mine that does a lot of sailing. he thinks it is a metric form of navigation, not really used very often. This makes sense, much in the way that the TDC was divided in 1.66 increments

Hi,
missing marks on the TDC speed dial scale were an oversight, and have been corrected as such. The gyro inner dial markings on the other hand are fully intentional.

You could have answered the question yourself. The scale obviously rotated, as it is depicted in several positions on the fotos i have of the Anschuetz gyro. It has 100 divisions. It is numbered from 0-9......how about a 1/10 degree readout for precise navigation.

I think we can agree that this is supposed to be a WW2 U-boat-, not a Space Shuttle nor a Balao class submarine simulation.
It is an Anschütz gyro, not a Sperry nor an Arma.
Even if the inner dial is static, and hence for most parts unfunctional concerning it's actual purpose, i don't see why i should change it into something that just wasn't part of the real Anschütz compass. The whole goal of Bordinstrumente is to bring the visual appearance of the U-Boat interiors closer to reality. Deliberately adding fictional instruments, despite reference material on the subject being available, is not really what i'm after, provided gameplay isn't affected noticeably, and in this case it isn't.
It provides no information that you couldn't gather by other means ingame.

Maybe it was in-superior, hence it died... :lol:
:hmm: , you don't think there is a place for a compass readout with an accuracy down to 1/10 degree? Raytheon and other companys producing nautical equipment think there is.

rulle34
12-24-05, 08:41 AM
One thing though, I think it was Jungmann that made a fix for the UZO, when it's dark you can se two rings in each eye of the UZO. I think he was messing with the alpha layers in some way. If this could be fixed in your mod as well, it had been perfect. Can you or someone else do this fix?

BUMP for this question :roll:

OakGroove
12-24-05, 10:10 AM
^
Don't worry rulle34, i've seen your post. But this will have to wait until next week.

lafeeverted
12-24-05, 10:40 AM
There must be a reason why the 0-9 numbering was used that made it superior to a standard degree marking :hmm:

Thank you for the explanation Oakgroove, that was exactly what i was looking for. I wasn't asking for it to be changed or questioning why you put it in. I just wanted to know how it was supposed to function. I knew there had to be a very good reason for it. from some of the other photos I was able to find the dial did appear to rotate, where in game it does not. That was what was throwing me off, as i was assuming it was to be a static dial, and therefore I couldn't quite see how to apply it. Thanks for the great work. As far as the TDC dials go, SH2 originally had similar incremental markings of 1.66, making it seem like that there was a specific model /version of TDC that was being replicated.( Not that SH2 was a great point for historical reference :-j )

rulle34
12-24-05, 12:01 PM
^
Don't worry rulle34, i've seen your post. But this will have to wait until next week.

That's nice OakGroove :) and again big thank's for a great mod :up:

baxter
12-24-05, 12:54 PM
Thanks for this beautriful mod, it really enriches the simulation.

LukeFF
12-24-05, 03:20 PM
Awesome!!!!! :o :o :o

Thanks for this update, OakGroove! I had been thinking there wouldn't ever be an update to this excellent mod. Thank goodnes I was wrong about that! :D

EDIT: btw, would it be possible to download those DAT files containing the new textures you did not include in the original download?

The Avon Lady
12-24-05, 03:50 PM
The scale obviously rotated, as it is depicted in several positions on the fotos i have of the Anschuetz gyro. It has 100 divisions. It is numbered from 0-9......how about a 1/10 degree readout for precise navigation.

I think we can agree that this is supposed to be a WW2 U-boat-, not a Space Shuttle nor a Balao class submarine simulation.
It is an Anschütz gyro, not a Sperry nor an Arma.
Even if the inner dial is static, and hence for most parts unfunctional concerning it's actual purpose, i don't see why i should change it into something that just wasn't part of the real Anschütz compass.
For the very simple reason that this is a game and that dial was an extremly functional in-game navigation aid and now it's a museum piece.

In real life, the dials weren't clickable with a mouse, either, especially the only mice available back then.

Marhkimov
12-24-05, 03:52 PM
Yeah, for SH3 I'd rather have a compass system that is useable/feasible, as opposed to a realistic museum piece.

Coolhand01
12-25-05, 12:42 AM
I just noticed that the depth gauge is also off... I set my depth for 50 meters and went to 81...the deeper you go the further off it is...This happened in both a type VII and a type IX...Don't know about the II...I did have the 400 meter depth gauge mod installed...Could this be the culprit?...TIA...CH

CptGrayWolf
12-25-05, 04:39 AM
You could have answered the question yourself. The scale obviously rotated, as it is depicted in several positions on the fotos i have of the Anschuetz gyro. It has 100 divisions. It is numbered from 0-9......how about a 1/10 degree readout for precise navigation.

I think we can agree that this is supposed to be a WW2 U-boat-, not a Space Shuttle nor a Balao class submarine simulation.
It is an Anschütz gyro, not a Sperry nor an Arma.
Even if the inner dial is static, and hence for most parts unfunctional concerning it's actual purpose, i don't see why i should change it into something that just wasn't part of the real Anschütz compass. The whole goal of Bordinstrumente is to bring the visual appearance of the U-Boat interiors closer to reality. Deliberately adding fictional instruments, despite reference material on the subject being available, is not really what i'm after, provided gameplay isn't affected noticeably, and in this case it isn't.
It provides no information that you couldn't gather by other means ingame.

I just find it a little strange that OakGroove must defend and explain his own great, free, mod.
Then some people STILL argue! Not sure I understand this... I guess it is constructive criticism :hmm:

Give me a realistic, accurate look anytime! Good Job OakGroove, thks for your hard work :up:

Marhkimov
12-25-05, 04:42 AM
Sorry. I should do less complaining and be more thankful. :yep:

The Avon Lady
12-25-05, 05:41 AM
You could have answered the question yourself. The scale obviously rotated, as it is depicted in several positions on the fotos i have of the Anschuetz gyro. It has 100 divisions. It is numbered from 0-9......how about a 1/10 degree readout for precise navigation.

I think we can agree that this is supposed to be a WW2 U-boat-, not a Space Shuttle nor a Balao class submarine simulation.
It is an Anschütz gyro, not a Sperry nor an Arma.
Even if the inner dial is static, and hence for most parts unfunctional concerning it's actual purpose, i don't see why i should change it into something that just wasn't part of the real Anschütz compass. The whole goal of Bordinstrumente is to bring the visual appearance of the U-Boat interiors closer to reality. Deliberately adding fictional instruments, despite reference material on the subject being available, is not really what i'm after, provided gameplay isn't affected noticeably, and in this case it isn't.
It provides no information that you couldn't gather by other means ingame.

I just find it a little strange that OakGroove must defend and explain his own great, free, mod.
Then some people STILL argue! Not sure I understand this... I guess it is constructive criticism
Why would you think otherwise? :hmm: Oakgrove is not defending and no one here is intending to offend. He's expressing his reasons, we're expressing ours. No one here is being insulting or rude so why insinuate it?

OakGroove
12-25-05, 05:43 AM
I just noticed that the depth gauge is also off... I set my depth for 50 meters and went to 81...the deeper you go the further off it is...This happened in both a type VII and a type IX...Don't know about the II...I did have the 400 meter depth gauge mod installed...Could this be the culprit?...TIA...CH

Coolhand01,

most probably, try to deactivate the 400m depth gauge mod.
This is how it should look like:
http://tinypic.com/j60x3c.jpg
http://tinypic.com/j61hd0.jpg

OakGroove
12-25-05, 08:00 AM
For the very simple reason that this is a game and that dial was an extremly functional in-game navigation aid and now it's a museum piece.

The question still stands; care to explain what information the old dial provided that you couldn't gather by other means ingame?
Or is it a simple question of comfort?

In real life, the dials weren't clickable with a mouse, either, especially the only mice available back then.
:D Right, this is not RL, but shouldn't we strive to bring it as close as possible to the sights, sounds and functions of the real deal.

CptGrayWolf
12-25-05, 08:24 AM
Ich habe keine Probleme mit der Tiefe Lehre!
( wow saying that out loud makes me feel like a real Kaleun! :D )

CptGrayWolf
12-25-05, 09:10 AM
Ahh I think I got it wrong, dang online translator...
I'm trying to say I've had no problems with the depth gauge, I think it should be "Ich habe keine Probleme mit dem Tiefe-Eichmaß"
Anyways nevermid me, moving along... :88)

martes86
12-25-05, 09:24 AM
Isn't it Tiefenmesser? So it says in every depth gauge. :D

Cheers :rock:

The Avon Lady
12-25-05, 09:54 AM
The question still stands; care to explain what information the old dial provided that you couldn't gather by other means ingame?
There is no other dial for immediate navagation via degree RELATIVE to bow.

The game intentionally came with the both an inner and outer navigation dial explictly for the purpose of navigating either by relative or absolute degrees.

OakGroove
12-25-05, 02:05 PM
There is no other dial for immediate navagation via degree RELATIVE to bow. The game intentionally came with the both an inner and outer navigation dial explictly for the purpose of navigating either by relative or absolute degrees.

You eventually misunderstood me :) ,
i was asking if the texture portion in question provided information or function that you cannot acquire or use otherwise.

i.e.
I. Binocular, UZO, and Periscope all provide relative bearing information, in a much more precise way than it would be possible to achieve with the DialsFdb.tga texture i might add. You visually acquire an object or bearing and hit the "view to heading key".

II. Some mods include relative bearing or maneuvering board overlays for use on the Navigation map, i.e. Rub. I take it you use the latter.

The Avon Lady
12-25-05, 02:12 PM
You eventually misunderstood me
No, I didn't. Read on.
i was asking if the texture portion in question provided information or function that you cannot acquire or use otherwise.
Yes, it does. :yep:
i.e.
I. Binocular, UZO, and Periscope all provide relative bearing information, in a much more precise way than it would be possible to achieve with the DialsFdb.tga texture i might add. You visually acquire an object or bearing and hit the "view to heading key".
I am familiar with that but what about where you want to change your heading 5, 10 or 20 degrees to either side of a locked on target? That's what the inner dial is for.

Furthermore, when manning the hydrophones and below scope depth, the inner dial is the best method to navigate towards a target or away from a hostile warship. :yep:
II. Some mods include relative bearing or maneuvering board overlays for use on the Navigation map, i.e. Rub. I take it you use the latter.
True but when evading attacking escorts the last thing I want to do is leave the hydrophone screen.

Again, this is a very useful dial and its purpose on the bottom right of every screen is to be an essential navigation tool.

OakGroove
12-25-05, 03:09 PM
I am familiar with that but what about where you want to change your heading 5, 10 or 20 degrees to either side of a locked on target? That's what the inner dial is for.


I don't see the problem here; add or substract from the current relative bearing of the locked target and use rudder inputs accordingly, or set the new course directly on the compass.

True but when evading attacking escorts the last thing I want to do is leave the hydrophone screen.


You don't have to. The hydrophone dial basically indicates relative bearing, the task bar features the compass. Same as above, what else do you need?

lafeeverted
12-25-05, 09:26 PM
You could have answered the question yourself. The scale obviously rotated, as it is depicted in several positions on the fotos i have of the Anschuetz gyro. It has 100 divisions. It is numbered from 0-9......how about a 1/10 degree readout for precise navigation.

I think we can agree that this is supposed to be a WW2 U-boat-, not a Space Shuttle nor a Balao class submarine simulation.
It is an Anschütz gyro, not a Sperry nor an Arma.
Even if the inner dial is static, and hence for most parts unfunctional concerning it's actual purpose, i don't see why i should change it into something that just wasn't part of the real Anschütz compass. The whole goal of Bordinstrumente is to bring the visual appearance of the U-Boat interiors closer to reality. Deliberately adding fictional instruments, despite reference material on the subject being available, is not really what i'm after, provided gameplay isn't affected noticeably, and in this case it isn't.
It provides no information that you couldn't gather by other means ingame.

I just find it a little strange that OakGroove must defend and explain his own great, free, mod.
Then some people STILL argue! Not sure I understand this... I guess it is constructive criticism :hmm:

Give me a realistic, accurate look anytime! Good Job OakGroove, thks for your hard work :up:



For some reason it seems that my question about an explanation for the inner dial has been interprted as criticism by Oakgroove and others. This quote refers to this.

Has there been an explanation of how to use the numbering on the inner dial (0-9)? .............There must be a reason why the 0-9 numbering was used that made it superior to a standard degree marking :hmm:




I was asking for an explanation of how to use this compass, it was new to me, not why it was included in the mod.

Oakgrove did provide an answer, Thank You again.

There must be a reason why the 0-9 numbering was used that made it superior to a standard degree marking :hmm:

Thank you for the explanation Oakgroove, that was exactly what i was looking for. I wasn't asking for it to be changed or questioning why you put it in. I just wanted to know how it was supposed to function. I knew there had to be a very good reason for it. from some of the other photos I was able to find the dial did appear to rotate, where in game it does not. That was what was throwing me off, as i was assuming it was to be a static dial, and therefore I couldn't quite see how to apply it. Thanks for the great work.


Oakgrove stated what he is trying to achieve, and he has, with Bordinstrumente. If some people want it changed, an alteration has been provided. Not a big deal. I spent a lot of time banging my head against the monitor trying to explain why certain files were done a specific way for DBSM. It is frustrating when not everyone can appreciate what you are trying to do. The beauty of being able to mod this game is that you can have it however you like.

LukeFF
12-25-05, 11:53 PM
btw, would it be possible to download those DAT files containing the new textures you did not include in the original download?

Bump. :D

The Avon Lady
12-26-05, 03:01 AM
btw, would it be possible to download those DAT files containing the new textures you did not include in the original download?
Bump. :D
Look at the bottom of my SH3 FAQ page (http://www.theavonlady.org/thesh3faq/).

OakGroove
12-26-05, 04:48 AM
LukeFF wrote:
btw, would it be possible to download those DAT files containing the new textures you did not include in the original download?

LukeFF,
are you referring to this post:
Unfortunately i didn´t find an economic way to retexture radio and GHG gear frames. It seems that some textures in the radio and sonar room can only be replaced by importing the responsible .tgs's back into the .dat files, as the programm doesn't seem to check the TNormal/tex folder for these. As the package would have grown too large doing this, these are left as is.

What i can do is to provide the .tga textures for everyone to import manually, as the respective *RR.dat files would be around 40mb for the VII, IX and XXI - imho that is a bit much considering only a single texture has been changed.

Maybe there is a way to make it work also by creating i.e. a MODS/Bordinstrumente 1.0/data/Interior/NSS_Uboat7_RR.dat/uzat_7 radio.tga structure. I honestly don't know, it would have to be tested. :hmm:

Marhkimov
12-26-05, 01:04 PM
Maybe it would be a good idea to let people pack some of the textures themselves?

Just give them the file structure and a short set of instructions, and they can put the graphics in the DAT file.

LukeFF
12-26-05, 03:47 PM
What i can do is to provide the .tga textures for everyone to import manually, as the respective *RR.dat files would be around 40mb for the VII, IX and XXI - imho that is a bit much considering only a single texture has been changed.

That would be great. Isn't there a tool available here or at Terrapin's site that allows people to re-pack textures into the DAT files?

If not, just letting us know how to re-pack them would probably work just as well.

Coolhand01
12-26-05, 08:39 PM
I just noticed that the depth gauge is also off... I set my depth for 50 meters and went to 81...the deeper you go the further off it is...This happened in both a type VII and a type IX...Don't know about the II...I did have the 400 meter depth gauge mod installed...Could this be the culprit?...TIA...CH

Coolhand01,

most probably, try to deactivate the 400m depth gauge mod.
This is how it should look like:
http://tinypic.com/j60x3c.jpg
http://tinypic.com/j61hd0.jpg


That was it...THX...CH

Mr.Werner
12-27-05, 06:37 AM
I dont see why oakegroove should redue all his work just because Avon Lady doesnt know her bearings! :rotfl:
And Avon Lady will now say she dosnt want oakgroove to redue his work. But then what was the point of your posts??

Paajtor
12-27-05, 11:37 AM
Not all his work.....just one little dial.
And Avon isn't the only one. :P

OakGroove
12-27-05, 11:47 AM
The radio room detail addon is shaping up nicely, there will be a release later this evening with instructions on how to implement it using the DatTexExtract tool.

preview:

New wood
http://tinypic.com/j8fn09.jpg

Radio room overview; Telefunken T3 PLLä 38 the most noticable improvement.
http://tinypic.com/j8fnfp.jpg

New CRT screen; closeup of T3 PLLä 38, the Radione has been retextured as well as labels in general.
http://tinypic.com/j8fp5c.jpg

GHG retextured
http://tinypic.com/j8fq5s.jpg

Kpt. Lehmann
12-27-05, 01:41 PM
HOLY COW I CAN'T WAIT!!! :rock: :rock: :rock:

OakGroove
12-27-05, 04:01 PM
Funkraum upgrade up:
http://rapidshare.de/files/9928494/Bordinstrumente_1.0_Funkraum_Upgrade.7z.html


Readme:

Funkraum Upgrade for Bordinstrumente 1.0

=============================
Contents
=============================
- Textures with added detail for radio- and sonar rooms.

=============================
Installation
=============================

I. Extract the content of Bordinstrumente 1.0 Funkraum Upgrade.7z into the MODS folder created by JSGME in your SHIII directory.

II. Start the included DatTexExtract.exe texture exporting/importing tool.

III. Press the "Load Chess Set" button and open NSS_Uboat7_RR.dat located in your Data/Interior/NSS_Uboat7 folder. The result of this operation is displayed in the text area; you can see there all the textures included in the selected .DAT file, in the [texture name] [size] [color depth] format.

IV.After loading a .dat file, two buttons become available: "Extract all textures" and "Replace textures". Press the "Replace textures" button, and point to the MODS/Bordinstrumente 1.0 Funkraum Upgrade/data/Textures/TNormal/tex/ folder.

V. Files will be imported into the .dat file. The result of this operation is displayed in the text area.

VI. Repeat Steps III and IV for the Type IX and XXI respectively.

Note:
When you replace the textures in the .DAT file, the program saves the old instance of the .DAT file as .xxx, where xxx is a number
between 000 and 999. This way, if you ever make a mistake and want to revert to a previous version, you can do it.

P.S. it's not possible at this time to add some detail to the Type II radio and sonar equipment.

OakGroove
12-27-05, 04:16 PM
Another update:
Bordinstrumente FABC slideout has been updated by Vierkant_II.
http://img405.imageshack.us/img405/9859/slideout16ds.jpg
http://img405.imageshack.us/img405/8166/slideout24my.jpg
http://rapidshare.de/files/9926851/Bordinstrumente_1.0_FABC_Slideout_II.7z.html

Paajtor
12-27-05, 06:24 PM
Yes, I can see the improvements on the slideout.

Excellent work, both of you guys! :up:
That PLLä looks awesome.

Kpt. Lehmann
12-27-05, 06:46 PM
Way to go OakGroove! Thanks buddy!!! :rock: :rock: :rock:

ReaperJester
12-27-05, 07:33 PM
is this safe to install while having a boat on patrol? I'm out on a long one and I just can't wait anymore. This mod is looking fantastic.

Wonderful work. :up:

rulle34
12-27-05, 08:02 PM
Great work OakGroove, just awsome :up: :up: :up:

Kpt. Lehmann
12-27-05, 08:12 PM
is this safe to install while having a boat on patrol? I'm out on a long one and I just can't wait anymore. This mod is looking fantastic.

Wonderful work. :up:

I know you're going to hate me but....

Never modify your files while on patrol. :(

Hudsonhawk
12-27-05, 09:21 PM
Jeeezzzz OakGroove........I can't keep up with your "Upgrades".... :huh: :huh: :huh:

Thankyou for all your HARD WORK! :/\rlz:

LukeFF
12-27-05, 09:23 PM
Beautiful!!!!!

BTW, I'm not seeing the new radar texture show up. Is there a different DAT file it needs to be imported to?

Hartmann
12-27-05, 10:13 PM
is this safe to install while having a boat on patrol? I'm out on a long one and I just can't wait anymore. This mod is looking fantastic.

Wonderful work. :up:

I know you're going to hate me but....

Never modify your files while on patrol. :(

Not necesary ... :hmm: i think that eye candy mods that don´t change any gameplay value could be in theory installed during a patrol. but it´s better wait to finish the patrol.

i installed part of the mod in the middle of a patrol :rotfl: :rotfl:

basilio
12-28-05, 09:32 AM
Beautiful!!!!!

BTW, I'm not seeing the new radar texture show up. Is there a different DAT file it needs to be imported to?
the radar.tga file is in the data\misc folder, and seems not to be imported by the extracting tool OakGroove provided with his mod.
I just replaced manually the radar.tga file, but I have not tested it yet.

@ OakGroove

if you compare the image you posted above
http://img508.imageshack.us/img508/5874/Bordinstrumente.jpg

with a screenshot I just took from the game
http://img508.imageshack.us/img508/4966/Carlo.jpg

it seems that , at least in my game version, some colors are missing from the radio textures.
Is it normal?

OakGroove
12-28-05, 11:35 AM
basilio,
thats a custom modification i did for a german forum member. As the real T3 PLLä 38 didn't have coloured fields on the scale from what i've seen, and the change being rather minor, it wasn't included in the Funkraum upgrade. If you want these anyway you can DL it here: http://rapidshare.de/files/9591674/T3PLL_Farbskala.rar.html

Flybywire
12-28-05, 11:53 AM
Can you have an install without doing the importing tool? I have no problems with downloading large files...but am not a computer whiz...so these detailed instructions are over my head.

Thanks

Flybywire
12-28-05, 12:13 PM
I downloaded the rapid share files for the color radar tabs...where do I manually place these tga files?

Kindly,

Dave

CptGrayWolf
12-28-05, 12:16 PM
Good job OakGroove :up:

basilio
12-28-05, 12:29 PM
basilio,
thats a custom modification i did for a german forum member. As the real T3 PLLä 38 didn't have coloured fields on the scale from what i've seen, and the change being rather minor, it wasn't included in the Funkraum upgrade. If you want these anyway you can DL it here: http://rapidshare.de/files/9591674/T3PLL_Farbskala.rar.html
Hello,
thank you for your kind answer!
Again, this mod is GREAT:rock:

OakGroove
12-28-05, 12:38 PM
Flybywire,

unfortunately i do not know a way around the procedure.

Short explanation:
Normally the Textures/TNormal/tex folder has a higher priority than .dat files. If skinners extract and modify textures that were originally contained in .dat files and place them in the textures/TNormal/tex folder, these textures are usually used by SHIII. If SHIII can't find, or doesn't look for textures in said directory, game default textures are used. In case of uzat_xradio.tga, the latter is true, the game doesn't look for this particular texture in the Textures/TNormal/tex folder.

Hence, if you do not import the uzat_xradio.tga textures into the respective xxxrr.dat files, you will only get a partial install, means some of the new textures will look totally out of place. Like painting your car without finishing the job. An alternative would be to provide the modified xxx.rr.dat files themselves, but this would be a rather hefty DL, considering the changes are not that spectacular.

Flybywire
12-28-05, 12:40 PM
1 More question...sorry. I installed the slide out upgrade and the dials are messed up, they are at the top of the gauges and not in the middle!

OakGroove
12-28-05, 12:58 PM
I downloaded the rapid share files for the color radar tabs...where do I manually place these tga files?

Kindly,

Dave

if you use JSGME, simply overwrite the old textures in MODS/Bordinstrumente 1.0/data/Textures/TNormal/tex folder, or directly in data/Textures/TNormal/tex in your SH3 directory, if you don't use JGSME.

OakGroove
12-28-05, 01:06 PM
1 More question...sorry. I installed the slide out upgrade and the dials are messed up, they are at the top of the gauges and not in the middle!
Does this occur with the updated version?

Flybywire
12-28-05, 01:12 PM
Oakgrove...you guys are great...thanks for helping those of us who struggle with this computer stuff!

I was wondering about the slide out upgrade in this thread. I downloaded it and placed it manually in the /data/menu/gui/layout folder.

However, the needles on the dials are all messed up. They are located at the top of the gauge!

Flybywire
12-28-05, 01:16 PM
Yes the upgrade version...I followed your instructions and used the tool you provided, everything seems to work...but the slide out gauges are messed up from the upgrade of the slide out in this thread.

OakGroove
12-28-05, 02:13 PM
I havn't had the time to test Vierkant_II's slideout update yet, but i think i know where the problem is. There is some manual editing involved to get it working correctly, unfortunately Vierkant_II only provided a readme in german language.


Quick translation of the readme.


requirements: FABC slideout mod already installed


I. make a backup copy of menu_1024_768.ini (just incase).

II. open menu_1024_768.ini, i.e. w/ notepad.
>>> from the menu select "edit" -> "search".
>>> type "FBAC levels slideout" (w/o quotation marks) into the search field and press "OK".
>>> search feature will hop to the relevant sections [??? stands for a successive 3-digit number].

III. the required edits (;change to -->) are:


[G3F I???]
Name=FBAC levels slideout
Type=1026;Menu group
ItemID=0x3F420000
ParentID=0x3F000000
Pos=1,280,512,140 ;change to --> Pos=1,280,512,180
Color=0xFFFFFFFF
HorizSlide=-513

[G3F I???]
Name=CO2 Level
Type=1031;Stat bmp array
ItemID=0x3F420001
ParentID=0x3F420000
Pos=330,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Compr.air level
Type=1031;Stat bmp array
ItemID=0x3F420002
ParentID=0x3F420000
Pos=194,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Battery level
Type=1031;Stat bmp array
ItemID=0x3F420003
ParentID=0x3F420000
Pos=59,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Fuel level
Type=1031;Stat bmp array
ItemID=0x3F420004
ParentID=0x3F420000
Pos=439,-5,9,11 ;change to --> Pos=439,-5,9,20
Color=0x643200C8
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0.09375,0.269531,0.8125,-0.34375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F420005
ParentID=0x3F420000
Pos=0,0,512,140 ;change to --> Pos=0,30,512,180
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dials1b.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


3. save &exit. done.

Incase the problem persists, please let me know, so i can inform Vierkant on the issue.

ReaperJester
12-28-05, 02:48 PM
is this safe to install while having a boat on patrol? I'm out on a long one and I just can't wait anymore. This mod is looking fantastic.

Wonderful work. :up:

I know you're going to hate me but....

Never modify your files while on patrol. :(

Thx Lehmann...I'll just have to grit it out and keep looking at those wonderful screenies :rock:

Kpt. Lehmann
12-29-05, 03:56 AM
No problema ReaperJester. :ping:

JScones
12-29-05, 05:59 AM
Is this eerie or what – just d/l the dials and my password was…MY U-BOAT NUMBER!!! U52!!!
Just thought I'd share that...

Flybywire
12-29-05, 09:43 AM
Oakgroove,

Thanks for all of your help. I followed your instructions and got your upgrade installed and also the slide out...it all works. Thanks again!

rulle34
12-29-05, 02:09 PM
Funkraum upgrade up:
http://rapidshare.de/files/9928494/Bordinstrumente_1.0_Funkraum_Upgrade.7z.html


Readme:

Funkraum Upgrade for Bordinstrumente 1.0

=============================
Contents
=============================
- Textures with added detail for radio- and sonar rooms.

=============================
Installation
=============================

I. Extract the content of Bordinstrumente 1.0 Funkraum Upgrade.7z into the MODS folder created by JSGME in your SHIII directory.

II. Start the included DatTexExtract.exe texture exporting/importing tool.

III. Press the "Load Chess Set" button and open NSS_Uboat7_RR.dat located in your Data/Interior/NSS_Uboat7 folder. The result of this operation is displayed in the text area; you can see there all the textures included in the selected .DAT file, in the [texture name] [size] [color depth] format.

IV.After loading a .dat file, two buttons become available: "Extract all textures" and "Replace textures". Press the "Replace textures" button, and point to the MODS/Bordinstrumente 1.0 Funkraum Upgrade/data/Textures/TNormal/tex/ folder.

V. Files will be imported into the .dat file. The result of this operation is displayed in the text area.

VI. Repeat Steps III and IV for the Type IX and XXI respectively.

Note:
When you replace the textures in the .DAT file, the program saves the old instance of the .DAT file as .xxx, where xxx is a number
between 000 and 999. This way, if you ever make a mistake and want to revert to a previous version, you can do it.

P.S. it's not possible at this time to add some detail to the Type II radio and sonar equipment.

Hmm..What I can understand you replace some .tga's in the .DAT file so the new .tga's will be the one shown. There is also another file in that upgrade: data\Misc\Radar.TGA. Shall I enable this mod in JSGME after all the files in data\Textures\TNormal\tex are packed in the NSS_Uboat7_RR.dat??
If I enable, what was the purpouse of replace the files in to the NSS_Uboat7_RR.dat file?

As I did now was to replace the files like you said in the read me. Then I manually replaced the Radar.TGA. I guess this will do it? I shouldn't have to enable the upgrade mod after this replacing? A'm I right?

OakGroove
12-29-05, 05:32 PM
Rulle 34,

the latest download also contains updated int_radio_x.tga's (Radione) and placute.tga - old versions of these were also content of the original release.

Even if you imported the above mentioned files into the respective .dat files as the readme states - if you you already use jgsme with Bordinstrumente 1.0 activated and Funkraum Upgrade not, the new int_radio_x.tga's and placute.tga will be overridden by the content of data/textures/tnormal/tex, in other words by the old 1.0 textures already placed there either by hand or jgsme.

The only exception to this are the uzat_xradio.tga files, as SH3 doesn't appear to look for it anywhere else than in NSS_Uboatxx_RR.dat containers. This is why the import is necessary.

Concerning the radar.tga file, as you already stated; if you didn't activate Funkraum Upgrade in jsgme, the only way to make it show up is by manually placing it into the sh3/data/misc folder.

If I enable, what was the purpouse of replace the files in to the NSS_Uboat7_RR.dat file?
See above. The files of concern are the uzat_xradio.tga's only.
There are few options; all include importing the uzat textures into the NSS_Uboatxx_RR.dat files and using either jsgme or manual file operation to install the rest of the package.

rulle34
12-30-05, 07:15 AM
Ok OakGroove. Now I understand better
Thank's for a good explanation :up:

OakGroove
12-30-05, 08:25 AM
Sorry if i wasn't clearer before, i edited the text several times, because frankly it didn't made sense to myself after reading it again. Currently im kind of stressed and overworked, as i have to complete the year book for the club i'm doing complimentary work for, among the regular working schedule. Wednesday through thursday i was working 34 hours straight to keep the time frame :zzz:
Did i mention i need some sleep and relaxation :doh:

CptGrayWolf
12-31-05, 07:18 AM
OakGroove take a break, relax! Here, have a beer on me.
We don't want you to burnout that big mod brain of yours! :D

Sailor Steve
12-31-05, 02:09 PM
Just came back to say I'm using the Pinup Girl of my choice for the Druck_radio_7 file, and it works perfectly.

I love this mod; the dials all seem so 'period' now.

martes86
12-31-05, 03:07 PM
A great modifying effort. Amazingly outstanding. :D :up:

basilio
01-04-06, 01:45 PM
some time ago I noticed that one small swastika icon is missing from the periscope interface.
The subject was discussed in this topic http://www.subsim.com/phpBB/viewtopic.php?p=398907&highlight=#398907.
here is a picture were the missing "icon" is marked in red
http://img79.imageshack.us/img79/7155/shot1128427751.jpg

Now, thanks to Marhkimov :rock: we know that the image file were the swastika should be is the "7cIc_tif", on the top left corner.
http://img439.imageshack.us/img439/1280/7cictif5lc.jpg (http://imageshack.us)
I know it is a VERY little detail, but why not adding it to the next Bordinstrumente version?

Redwine
01-05-06, 09:08 AM
Good Job !! OakGroove..... :up:
Many Thanks for your effort.....! :up:

I am user of your textures from your first release, but i made my own merge with another textures.
I merged them with oxid textures from Kapitan Zur See, Wazoo Radar Fix, and capt. America 400m Depth gauges.
Plus i add some changes as the inner dial in navigation compass, graduated in 360 degrees instead 100, may be not real, but useful.

http://img365.imageshack.us/img365/4737/center6oy.th.jpg (http://img365.imageshack.us/my.php?image=center6oy.jpg)

This new release includes a lot of new wonderful textures i am adapting to my 400m depth gauge installation !! :up:

I noted some thing, i have problems with dive plane instruments.


1]

If you look at you screen shot number 8, you will see the dive plane angle instruments.

The forward dive plane has the scale inverted, the red scale is limite to 20 degrees because it is for negative angles, the red scale is up, and works for positive angles.

I need to be inverted.
Plus i note the needles has a wide side, and a narrow side.
The wide side seems to represent the dive plane, and the narrow side seems to be the needle to point over the scale.

The problem is each sub model works diferent, there is no a one rule for all, in each sub these needles works diferent.

All dive plane angle instruments, needs to be reworked from they are from the box.

I had done that but not with your textures, i used an old fashion one for all subs.


2]

I am having problems from early days, with battery and CO2 instrument.

I dont know if it due to a mod i have installed wich had changed my sub files but .....

I am having the same instrument background for battery and CO2 instruments.

It happens in Type II and Type XXI only........

Take a look here :

http://img212.imageshack.us/img212/1412/xxiinstrument7lh.th.jpg (http://img212.imageshack.us/my.php?image=xxiinstrument7lh.jpg)

Do you or anybody has the same problem ?


3]

Plus in some places the navigation compass center is Off-Set, in example into radio room of Type II, look 180 is pointing UP.

http://img216.imageshack.us/img216/9913/invertedcenter2cu.th.jpg (http://img216.imageshack.us/my.php?image=invertedcenter2cu.jpg)



4]

Plus in the Type II the amperimeters into radio room are inverted.

http://img216.imageshack.us/img216/5914/inverted3ru.th.jpg (http://img216.imageshack.us/my.php?image=inverted3ru.jpg)

Do you or anybody has the same problem ?

Is a bug in the game or is due to a one of the trillion mods i have installed ?

Any way i solved the problem erasing the numbers into the instrument dial scale, then no mention to ampers or % or gr. in the instrument, and then it looks fine for CO2 or battery or amperimeters in the radio room.


Good to know if another person have the same problem, i cant discover if one of my mods do it...... :hmm: or if these bugs are from the box....... :hmm:


:up:

Redwine
01-05-06, 10:12 AM
This is i am talking about.......

Your Screen Shot Number 8 :
Note the narrow side (the needdle) is not pointing the scale.
And the 25 degrees red scale is for positive angle in one instrument and for negative angle in the other.

http://img224.imageshack.us/img224/2680/ivij9unotas9ys.th.jpg (http://img224.imageshack.us/my.php?image=ivij9unotas9ys.jpg)




Reworked Dive Plane Angle Instruments :

http://img224.imageshack.us/img224/5117/reworkeddiveplanes6pn.th.jpg (http://img224.imageshack.us/my.php?image=reworkeddiveplanes6pn.jpg)




A close up :

http://img224.imageshack.us/img224/4716/instrument8vg.th.jpg (http://img224.imageshack.us/my.php?image=instrument8vg.jpg)





And here the problem i have with the Battery and CO2 instruments.
May be some mod had changed or modified my files, but now i have the same instrument dial background for both, in Type II and XXI.

http://img212.imageshack.us/img212/1412/xxiinstrument7lh.th.jpg (http://img212.imageshack.us/my.php?image=xxiinstrument7lh.jpg)

jaxa
01-05-06, 10:37 AM
Redwine, I like your inner dial in navigation compass :up: , it's very useful for sailing to targets.
Could you show download link?

Redwine
01-05-06, 10:46 AM
Redwine, I like your inner dial in navigation compass :up: , it's very useful for sailing to targets.
Could you show download link?

No problem, i can upload it to add over your textures, or all my textures.

If you look close, you will note a little black band around it.

At first i made it more big, but it cover a little bit the number in the compass dial, then i reduce it size, but then the black band appears......

I am thinking in to enlage them another time.

The problem is..... in some sub models, in the radar station, this inner dial is off-set by about 30 degrees, and then it looks very bad with the zero bearing pointing at about the 030 :damn:

I need to enlarge the other files, but not it.

I was working on that.....

Do you use the Crush Depth Mod from TT and the 400m Depth gauge Mod from Cpt. America ?

If yes..... i can upload all my textures for you

What do you preffers ?

A photoshop inner dial alone or all the textures ? :up:

jaxa
01-05-06, 10:54 AM
Redwine, I'd like to download only compass with changed inner dial, because I use only Bordinstrumente 1.0.
Is it possible?

Redwine
01-05-06, 01:16 PM
Can you manage photoshop or similar to add it ?

Or need the textures with the inner dial added ?

Because the textures i have are not the Bordinstrumente 1.0, i have the textures blended with other mods..... oxid textures, radar fix, and specially 400m depth gauges.

I cant give you the Bordinstrumente 1.0 with that center, because i had not made them.

Here you have the center to add, in .psd and .tga format, ready to add.



http://rapidshare.de/files/10458782/Center_1.zip.html



The other way is to share my own personalized textures, but they diferent than Bordinstrumente 1.0. :up: :up:

jaxa
01-05-06, 03:47 PM
Thanks a lot :up:

Redwine
01-05-06, 06:00 PM
Thanks a lot :up:

You are welcome :up:

Can you check in your internal view if you have the same problem with the battery and CO2 instrument int Type II and XXI please ?

Thanks in advance :up:

GT182
01-07-06, 11:02 PM
One question..... two actuallly LOL

Will all wording for dials be in German? And if so can we change to English in the mod? My german is not very good. ;)

sinclair
01-08-06, 09:43 AM
:o VERRRRYYY BEST MOD!!!!!!

U-214
01-08-06, 06:12 PM
Sorry if this has been already posted,but i foung one major annoyance in the mod.The speed dial in the TDC has been made so that each sign now corresponds to 1.666 knots,which makes putting speed manually rather a complex operation.I am trying to use Wazoo's nomograph and already the ruler isn't accurate.If i add the fact that i am guessing where the 7 knots are (for example) ,no wonder why i waste torpedoes.

Please consider fixing this.

Marhkimov
01-08-06, 06:21 PM
It has already been fixed... There's an update file somewhere in this 9 page thread...

Kpt. Lehmann
01-08-06, 06:38 PM
The TDC speed dial fix and TDC brightness fix are located in the same post and download on page 4.

OakGroove may have also updated the DL links to include this on his first post in this thread.

U-214
01-08-06, 06:48 PM
Oh thank you!!! :rock:

bill clarke
01-11-06, 06:37 PM
Mirrors:




=============================
Compatibility
=============================

* Tested with Silent Hunter III v1.4b
* Will conflict with other interior texture mods



The only interior texture mod I have is the improved meat mod. what kind of conflict will be caused ?

Kpt. Lehmann
01-11-06, 06:44 PM
Mirrors:




=============================
Compatibility
=============================

* Tested with Silent Hunter III v1.4b
* Will conflict with other interior texture mods



The only interior texture mod I have is the improved meat mod. what kind of conflict will be caused ?

Bordinstruments will overwrite your meat-mod... However, this isn't a bad thing. The food in the Bordinstrument file looks much better than the old meat mod.

Cheers mate! :up:

kiwi_2005
01-11-06, 08:24 PM
This mod is a must have for those that dont have it yet. I just DL it and installed. Beautiful. :up:


You :rock: OakGroove

Viduka
01-27-06, 10:59 PM
Just installed this mod and must agree, it looks fantastic. Love the detail of the glass on the 2 scopes looking a bit dirty, adds to the realism.

GJ Oakgroove :up:

A nice little screeny of the crew through the observation scope, while leaving port.

http://img65.imageshack.us/img65/1438/bordinstrumente6ti.jpg

Viduka
01-28-06, 01:56 AM
I seem to be having a problem with the speed dial fix. I've extracted it to the MODS folder but my dials are still showing the old 1.66 increments... :hmm: :-? Is the file still current? Clutching at straws here, am at a loss as to why it's not working.

Crop-Duster
01-28-06, 02:41 AM
I seem to be having a problem with the speed dial fix. I've extracted it to the MODS folder but my dials are still showing the old 1.66 increments... :hmm: :-? Is the file still current? Clutching at straws here, am at a loss as to why it's not working.

Make sure you over wrote the old .tga file

check your c:\SilentHunterIII\data\Menu\Gui\TDC folder to see if the extraction put it in a seperate folder within the above TDC folder

if it did cut and paste the file to the above directory.

Viduka
01-28-06, 03:56 AM
Thanks for the reply. It seems that the MENU folder was the one that needed to be overwritten and I hadn't extracted the folders containing the fix deep enough into the original directory.

Ended up using explorer to make sure I overwrote the correct folder and all seems to be working fine now. :88)

Viduka
02-13-06, 03:34 AM
Just a query regarding the instrumentation, i'm not sure if this has been noticed/noted already, but within the TDC, when you first load up your game (new or saved) the dial for selecting the target bearing (the first dial bottom left in the TDC) starts off with the main needle exactly in the center, but after you've moved it, it's near impossible (if not impossible) to get it exactly lined up in the center (zero degrees, straight ahead) again if you are using manual targeting.

Having said that i'm not sure how much of an effect it has on manual targeting, it might be so minimal that it shouldn't really be a concern, but i'm curious nonetheless if there is a fix for this.

You can tell it's off center if you look at the small inner dial that's inside the main target bearing dial - at first it will have the 00 exactly in the middle, showing that it's lined up dead center but after the needle in the main dial has been moved once, the 00 will always be showing as either lined up slightly to the left or right of the center when you try to realign it to the middle again.

Apologies if the cause of this is my resolution or some other unforseen personal issue with how my PC is set up. Hope it doesn't sound like a whinge - I love this mod and think it's one of the best going around.

Cheers.
RC.

Redwine
02-13-06, 06:26 AM
...... you've moved it, it's near impossible (if not impossible) to get it exactly lined up in the center (zero degrees, straight ahead) again if you are using manual targeting.

Having said that i'm not sure how much of an effect it has on manual targeting, it might be so minimal that it shouldn't really be a concern, but i'm curious nonetheless if there is a fix for this.

You can tell it's off center if you look at the small inner dial that's inside the main target bearing dial - at first it will have the 00 exactly in the middle, showing that it's lined up dead center but after the needle in the main dial has been moved once, the 00 will always be showing as either lined up slightly to the left or right of the center when you try to realign it to the middle again.

Apologies if the cause of this is my resolution or some other unforseen personal issue with how my PC is set up. Hope it doesn't sound like a whinge - I love this mod and think it's one of the best going around.

Cheers.
RC.

Yes ...noticed before, it is a "from the box" game bug.

If you try to adjust a 180 bearing the error is bigger even.

:up:

Tikigod
02-13-06, 06:46 AM
Does anyone know if there is a fix for the stock readout of the command room's air compressor gauge yet? The new gauges in this mod are awesome....I just wish ubi would fix this readout

http://i4.photobucket.com/albums/y147/Tikigod78/incorrectreading1.jpg

Redwine
02-13-06, 07:34 AM
I think so it is posible to fix, this problem is present at many places, in example there is difrerence in internal clocks, and salt water speedometers into some sub models.

I think so the way to fix it is the same way used by 400m Depth Gauge Mod.

You must to identify the instrument, it is the hard and dificoult part, and then edit its needle arc travel, same as 400M Depth Gauge Mod had done.

:up:

Viduka
02-15-06, 12:15 AM
...... you've moved it, it's near impossible (if not impossible) to get it exactly lined up in the center (zero degrees, straight ahead) again if you are using manual targeting.

Having said that i'm not sure how much of an effect it has on manual targeting, it might be so minimal that it shouldn't really be a concern, but i'm curious nonetheless if there is a fix for this.

You can tell it's off center if you look at the small inner dial that's inside the main target bearing dial - at first it will have the 00 exactly in the middle, showing that it's lined up dead center but after the needle in the main dial has been moved once, the 00 will always be showing as either lined up slightly to the left or right of the center when you try to realign it to the middle again.

Apologies if the cause of this is my resolution or some other unforseen personal issue with how my PC is set up. Hope it doesn't sound like a whinge - I love this mod and think it's one of the best going around.

Cheers.
RC.

Yes ...noticed before, it is a "from the box" game bug.

If you try to adjust a 180 bearing the error is bigger even.

:up:

Thanks for the reply.

Actually, I was playing last night and had no problems lining up the 180 degree mark at all and i've never noticed the problem I mentioned until I installed the bordinstrumente mod.

Drewie
02-18-06, 01:21 PM
is it normal that i cant see the detailed instruments with the resolution fix? It works perfect with the 1024*768 standard setup, but on 1280*1024 I get blurry interior textures

JCWolf
03-03-06, 11:40 PM
The radio room detail addon is shaping up nicely, there will be a release later this evening with instructions on how to implement it using the DatTexExtract tool.

preview:

New wood
http://tinypic.com/j8fn09.jpg

Radio room overview; Telefunken T3 PLLä 38 the most noticable improvement.
http://tinypic.com/j8fnfp.jpg

New CRT screen; closeup of T3 PLLä 38, the Radione has been retextured as well as labels in general.
http://tinypic.com/j8fp5c.jpg

GHG retextured
http://tinypic.com/j8fq5s.jpg


Man been looking for that upgrade on the radio like in this oick, and can't find it guys, can anyone tell me where it is....

Kpt. Lehmann
03-04-06, 12:28 AM
I spent a good deal of time looking for it too. It appears to me that it is maybe a little detail he forgot to add to the publicly available mod.

Sorry mate. :(

Captain America
03-04-06, 12:53 AM
Guys, its listed as a download in his first post under updates named Radio and Sonar Room detail upgrade.

-CA

Kpt. Lehmann
03-04-06, 01:54 AM
ummm right... what I was referring to is the colored bands at the base of the radio frequency wheel.

I checked all of the downloads and the radio room upgrade.

It seems that it isn't present.

basilio
03-04-06, 06:16 AM
ummm right... what I was referring to is the colored bands at the base of the radio frequency wheel.

I checked all of the downloads and the radio room upgrade.

It seems that it isn't present.
it is here
http://rapidshare.de/files/9591674/T3PLL_Farbskala.rar.html
page 7 of the topic at the bottom ;)

Kpt. Lehmann
03-04-06, 06:17 AM
Thanks Basilio and Capt America. :sunny:

JCWolf
03-04-06, 07:50 AM
Sorry to come again with same question guys but I still don't have that radio with the changed central part with the green stream waves...


Pick

http://img67.imageshack.us/img67/6500/j8fp5cfr6ky.jpg


Now i saw thgis radio allready in Captain America's newest instrument patch and stiil don't have it ....


Can you tell me where is it or if i allready have it maybe what did i've done rong, or missed... :rock: :up:

basilio
03-04-06, 08:32 AM
The radar.tga file is in the data\misc folder, and seems not to be imported by the extracting tool OakGroove provided with his mod.
Replace manually the radar.tga file and you should see the new textures.

JCWolf
03-04-06, 01:20 PM
The radar.tga file is in the data\misc folder, and seems not to be imported by the extracting tool OakGroove provided with his mod.
Replace manually the radar.tga file and you should see the new textures.



Cool thanks a lot bro... :rock:

JCWolf
03-04-06, 02:40 PM
The radar.tga file is in the data\misc folder, and seems not to be imported by the extracting tool OakGroove provided with his mod.
Replace manually the radar.tga file and you should see the new textures.



Whell, I've done it the way you tell mi in your post and the results are still the same bro, no alteration on the radio graphics....see the pick from just 15 minutes ago...

http://img117.imageshack.us/img117/6417/sh3img33200619521bf.jpg

Am i missing something here or have i done the graphics import, the rong way or what??? :huh:



Yet another strange bug on the FABC sliding gauges, the nedles sim to be in the rong position, see screenshot bellow...

http://img467.imageshack.us/img467/7479/sh3img43200619592vt.jpg

Again beside the nedles it sims that the gauges graphics where cut ed of to fit....maybe rongly edited in the 1024.768 menu???

JonZ
03-04-06, 02:43 PM
Did you put the radio.tga in the texture folder or the Misc folder?

I needs to be in misc folder me think.

Captain America
03-04-06, 02:46 PM
Edit: Deleted, double post.

-CA

Captain America
03-04-06, 02:46 PM
Whell, I've done it the way you tell mi in your post and the results are still the same bro, no alteration on the radio graphics....see the pick from just 15 minutes ago...



The reason you don't see it because that uboat in that picture is not equipped with radar. If you are using single missions as a test make sure you use a late year model that has it equipped (i.e. 1944)

-CA

JCWolf
03-04-06, 02:52 PM
Whell, I've done it the way you tell mi in your post and the results are still the same bro, no alteration on the radio graphics....see the pick from just 15 minutes ago...



The reason you don't see it because that uboat in that picture is not equipped with radar. If you are using single missions as a test make sure you use a late year model that has it equipped (i.e. 1944)

-CA

No man i'm runing mi 17th patrol on the campaing mode bro....and it's late october 1941!!!! :hmm:

Samwolf
03-04-06, 03:16 PM
Again beside the nedles it sims that the gauges graphics where cut ed of to fit....maybe rongly edited in the 1024.768 menu???

I found that if you're using Harbour_Traffic Mod, the slideout changes don't work, they altered the 1024.768 file and the way the slideout works, still trying to figure out how to get these new gauges into it. :damn:

ADukes
03-04-06, 04:04 PM
Yet another strange bug on the FABC sliding gauges, the nedles sim to be in the rong position, see screenshot bellow...

http://img467.imageshack.us/img467/7479/sh3img43200619592vt.jpg

Again beside the nedles it sims that the gauges graphics where cut ed of to fit....maybe rongly edited in the 1024.768 menu???
Recheck the entries

[G3F I???]
Name=FBAC levels slideout
Type=1026;Menu group
ItemID=0x3F420000
ParentID=0x3F000000
Pos=1,280,512,140 change to Pos=1,280,512,180
Color=0xFFFFFFFF
HorizSlide=-513

[G3F I???]
Name=CO2 Level
Type=1031;Stat bmp array
ItemID=0x3F420001
ParentID=0x3F420000
Pos=330,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Compr.air level
Type=1031;Stat bmp array
ItemID=0x3F420002
ParentID=0x3F420000
Pos=194,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Battery level
Type=1031;Stat bmp array
ItemID=0x3F420003
ParentID=0x3F420000
Pos=59,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Fuel level
Type=1031;Stat bmp array
ItemID=0x3F420004
ParentID=0x3F420000
Pos=439,-5,9,11 change to Pos=439,-5,9,20
Color=0x643200C8
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0.09375,0.269531,0.8125,-0.34375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F420005
ParentID=0x3F420000
Pos=0,0,512,140 change to Pos=0,30,512,180
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dials1b.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

Samwolf
03-04-06, 06:38 PM
Does anyone know what determines how far the fuel gauge float travels?

I'm using the new Vierkant_II addition and at 25% fuel the float is at the bottom of the gauge and then continues going down over the gauge casing. :o

Captain America
03-04-06, 06:42 PM
Does anyone know what determines how far the fuel gauge float travels?

I'm using the new Vierkant_II addition and at 25% fuel the float is at the bottom of the gauge and then continues going down over the gauge casing. :o

Yeah, I noticed that too....thats a problem with the new texture. The original is designed to flow all the way down to the bottom. This can be fixed though, the values are found in dials.cfg. When I get a chance I'll post the corrected values.

-CA

Samwolf
03-04-06, 06:50 PM
Does anyone know what determines how far the fuel gauge float travels?

I'm using the new Vierkant_II addition and at 25% fuel the float is at the bottom of the gauge and then continues going down over the gauge casing. :o

Yeah, I noticed that too....thats a problem with the new texture. The original is designed to flow all the way down to the bottom. This can be fixed though, the values are found in dials.cfg. When I get a chance I'll post the corrected values.

-CA

Thanks!! :up:

JCWolf
03-04-06, 07:48 PM
Yet another strange bug on the FABC sliding gauges, the nedles sim to be in the rong position, see screenshot bellow...

http://img467.imageshack.us/img467/7479/sh3img43200619592vt.jpg

Again beside the nedles it sims that the gauges graphics where cut ed of to fit....maybe rongly edited in the 1024.768 menu???
Recheck the entries

[G3F I???]
Name=FBAC levels slideout
Type=1026;Menu group
ItemID=0x3F420000
ParentID=0x3F000000
Pos=1,280,512,140 change to Pos=1,280,512,180
Color=0xFFFFFFFF
HorizSlide=-513

[G3F I???]
Name=CO2 Level
Type=1031;Stat bmp array
ItemID=0x3F420001
ParentID=0x3F420000
Pos=330,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Compr.air level
Type=1031;Stat bmp array
ItemID=0x3F420002
ParentID=0x3F420000
Pos=194,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Battery level
Type=1031;Stat bmp array
ItemID=0x3F420003
ParentID=0x3F420000
Pos=59,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Fuel level
Type=1031;Stat bmp array
ItemID=0x3F420004
ParentID=0x3F420000
Pos=439,-5,9,11 change to Pos=439,-5,9,20
Color=0x643200C8
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0.09375,0.269531,0.8125,-0.34375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F420005
ParentID=0x3F420000
Pos=0,0,512,140 change to Pos=0,30,512,180
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dials1b.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF



The problem was here:


[G3F I???]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F420005
ParentID=0x3F420000
Pos=0,0,512,140 change to Pos=0,30,512,180
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dials1b.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF



I left the previouse 0 and it was a 30.... :rotfl: ...now it's working perfectly bro.... thanks for the Help guys :up:

Samwolf
03-05-06, 11:22 AM
Made the following change to the Dials.cfg file and the float works fine now. :P

[Dial40]
Name=Fuel level
Type=34; DIAL_FUEL
Dial=0x0
CrtVal=0x3F300001
NewVal=0x0
;DialVal=195,17
DialVal=135,17
RealVal=0,1; normalized
Circular=No

CapLin
05-04-06, 12:28 AM
hello, I mounted mod of "Bordinstrumente_1.0_FABC_Slideout_II", as I solve east problem

http://img236.imageshack.us/img236/8706/sh320060504003845450wd.jpg


http://img236.imageshack.us/img236/8464/sh320060504003903328jm.jpg

thanks, I hope that somebody helps me, a greeting from the 30th flotilla

sENoZ
05-06-15, 10:36 AM
hello ^^ i know its a very old post lol.

but i found the problem no where....

i have the same problem with gauge, the needles does not move now.

i understand i have to re add the correct value, but i dont understand from wich file i have to re add the correcte value.

can you tell me please, am french my english isnt perfect so its not always easy for me....

thank you.