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-   -   [REL] SteelViking's Interior Mod (https://www.subsim.com/radioroom/showthread.php?t=171415)

raymond6751 07-13-10 07:19 AM

Kudos and thanks
 
As with previous releases, it is great to see modders working together to each improve on the other's work and ideas. The result is a better one than any single person produced.

Eventually, we will have a super mod that encapsulates all the best ideas.

Mucho gracias, merci beaucoup, and thanks.

SteelViking 07-15-10 01:58 AM

:rock::rock::rock: Holy crap! I just fixed the invisible clock hand in the radio room. It was simply an improperly done shadow map that cast so much light on it that the color was being washed out.

On a crummier note, I did not fix the missing clock hand in the hydrophone room.

Anyway, I have been reworking shadow maps all day, and come to find out, they can be used for some pretty interesting stuff. I bet I will be able to make a few improvements that the restrictive texture assignment system would not normally allow.

SteelViking 07-15-10 10:45 AM

Just fixed another stock bug. If you look at the clock in the command room, it has dark lines in it, and no other clock has them. It was another improperly done shadow map. Now it looks natural.

reaper7 07-15-10 12:06 PM

Well done, another milestone :yeah:

SteelViking 07-15-10 12:54 PM

Quote:

Originally Posted by reaper7 (Post 1445082)
Well done, another milestone :yeah:

Thanks reaper7.


I have done it again!:rock: If you look at the center dial of the compass in the command room in stock, you will realize that it is much darker than the surrounding compass ring. And, it had funny lines in it if you look close enough. Well, I fixed it. Guess what was causing it........ANOTHER SHADOW MAP ERROR.

reaper7 07-15-10 01:28 PM

Quote:

Originally Posted by SteelViking (Post 1445138)
Thanks reaper7.


I have done it again!:rock: If you look at the center dial of the compass in the command room in stock, you will realize that it is much darker than the surrounding compass ring. And, it had funny lines in it if you look close enough. Well, I fixed it. Guess what was causing it........ANOTHER SHADOW MAP ERROR.


Guess there was not much playtesting during the 3D development of the Sub :D. Alot of incorrect textures and re-use of labels that are totally out of place all over the sub :nope:.

SteelViking 07-16-10 02:00 PM

Ok, I just found another interesting fix for the interior. If you look at some of the gauges(especially in the electric engine room) you may notice that the glass coverings look weird(low polygon count). Well I found an easy way to fix it in goblin. I have PM'ed BIGREG since this fix would obviously alter the .sim files, and his WoGaDi mod already alters them, that way he should just be able to add that fix to his mod.

So, chalk one more up for the good fight!:yeah:

Faamecanic 07-16-10 03:30 PM

You rock STEEL :salute: :yeah: :rock:

Keep'em comming (cant wait for the next release with all these fixes...gonna seem like a new Uboat)!

SteelViking 07-16-10 03:53 PM

Quote:

Originally Posted by Faamecanic (Post 1446227)
You rock STEEL :salute: :yeah: :rock:

Keep'em comming (cant wait for the next release with all these fixes...gonna seem like a new Uboat)!

Thanks for the support. I am actually getting really excited myself, me and BIGREG are figuring stuff out, and finding ways to fix stuff that I did not think would be possible.

On the note of fixes I did not think were possible, I was able to use my experience with shadow mapping to solve one more problem, and improve on another problem. Both should have required editing the GR2 or hex editing the .sim files otherwise.

Here they are: If you look in the radio room at the radio microphone, the actual mouth piece shares its texture with the wall or something(weird, I know) well, I just shaded its shadow so dark that now it looks just like it should.

And, right across the room from the door in the radio room, there should be an illuminated display, but it also shared an incorrect texture of some metal. So, I darkened it out so that it just looks like it is off, instead of looking ridiculous.

SteelViking 07-17-10 12:55 AM

I recommend that people install Conus00's graphics mod along with my interior mod(making sure to put mine in after Conus00's) and it just occurred to me that his mod also comes with some changes to the UI. If anyone is interested in having his graphical enhancements without the other changes made by his mod, I would be happy to make a graphics only version of his mod(he gave me permission to use his stuff as I need to). Just let me know folks.:up:

TheBeast 07-17-10 01:22 AM

Quote:

Originally Posted by SteelViking (Post 1446565)
I recommend that people install Conus00's graphics mod along with my interior mod(making sure to put mine in after Conus00's) and it just occurred to me that his mod also comes with some changes to the UI. If anyone is interested in having his graphical enhancements without the other changes made by his mod, I would be happy to make a graphics only version of his mod(he gave me permission to use his stuff as I need to). Just let me know folks.:up:

That is very cool! I am already running both but reducing the footprint(diskspace requirement) is always a good thing. Maybe just roll the 2 mods together as one mod makes more sense. Giving Credits of course.

All but one person that responded to my request to form a team were in favor of it happening now. Combining these two MOD's is a good example of working together providing the good aspects from both MODs.

BTW, I have not seen any SH5 MOD from the one person not in favor of starting the team. Just someone that doesn't like Ubi...

SteelViking 07-17-10 01:37 AM

Quote:

Originally Posted by TheBeast (Post 1446576)
That is very cool! I am already running both but reducing the footprint(diskspace requirement) is always a good thing. Maybe just roll the 2 mods together as one mod makes more sense. Giving Credits of course.

All but one person that responded to my request to form a team were in favor of it happening now. Combining these two MOD's is a good example of working together providing the good aspects from both MODs.

BTW, I have not seen any SH5 MOD from the one person not in favor of starting the team. Just someone that doesn't like Ubi...

oooh, I am not sure if I actually want to package them together into the same mod. You see, version 1.1 of my interior mod is already HUGE, I have totally redone the inside(I can't wait for you to see it, because you wanted it dirtier and rustier and I think you are going to like it).

Do you think I should put them together? I was talking to reaper7 a while back and mentioned to him that he should just add Conus00's UI stuff to his HiRes UI. I suppose if I added the graphical stuff, and reaper7 added the UI stuff, we would have everything from Conus00's mod covered.

What do you think about this? I would like to avoid making my mod impossible for some to download due to size.

TheBeast 07-17-10 01:43 AM

Quote:

Originally Posted by SteelViking (Post 1446585)
oooh, I am not sure if I actually want to package them together into the same mod. You see, version 1.1 of my interior mod is already HUGE, I have totally redone the inside(I can't wait for you to see it, because you wanted it dirtier and rustier and I think you are going to like it).

Do you think I should put them together? I was talking to reaper7 a while back and mentioned to him that he should just add Conus00's UI stuff to his HiRes UI. I suppose if I added the graphical stuff, and reaper7 added the UI stuff, we would have everything from Conus00's mod covered.

What do you think about this? I would like to avoid making my mod impossible for some to download due to size.

If download size is becoming a issue, you can do what the GWX and other teams did with their Huge MOD. They split it into several downloads, Part1, Part2, Part3, etc. keeping any single download at a managable size that anyone should be able to download.
Naming Convention Example: Interiors_1_1_byStealViking_Part1of3.arg, Interiors_1_1_byStealViking_Part2of3.arg, Interiors_1_1_byStealViking_Part3of3.arg
Although I would suggest making the split version a alternate download maybe from Fiefront or something and the download posted here at Subsim as a single all in one download.

SteelViking 07-17-10 01:54 AM

Quote:

Originally Posted by TheBeast (Post 1446588)
If download size is becoming a issue, you can do what the GWX and other teams did with their Huge MOD. They split it into several downloads, Part1, Part2, Part3, etc. keeping any single download at a managable size that anyone should be able to download.
Naming Convention Example: Interiors_1_1_byStealViking_Part1of3.arg, Interiors_1_1_byStealViking_Part2of3.arg, Interiors_1_1_byStealViking_Part3of3.arg
Although I would suggest making the split version a alternate download maybe from Fiefront or something and the download posted here at Subsim as a single all in one download.

Good advice, thanks. For testing purposes I actually have everything split up right now so that I can test a few things at a time. So even I don't know exactly how big it will be when I put everything together:haha:

SteelViking 07-18-10 12:39 PM

Ok folks, me and BIGREG are finally getting everything how we want it. He still has some dial/gauge work to do, and I still have some perfecting/minor fixes for the interior to take care of, but for the most part we are finished.

So, at this time I want to know if anyone would like to volunteer for testing. My interior mod will contain all of my work+BIGREG's so I would really like to check and make sure that everything will work ok on other comp setups. There should be no problems, but you never know. I don't want to have a CTD or snow flake error upon official release, me and BIGREG(plus other contributers) put way too much work into this to have something terrible like that happen.

Just let me know, and I will PM a link to you. I only ask that you do NOT distribute anything from the mod until official release. After official release, everything will be open to the public to use in anyway, as with all my work.


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