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

Krauter 08-09-10 10:52 AM

When is the expected release date for both?

I can't wait to see more 3d models (MERCHANTS..) imported into SH5 :D

SteelViking 08-09-10 12:39 PM

Quote:

Originally Posted by Krauter (Post 1463310)
When is the expected release date for both?

I can't wait to see more 3d models (MERCHANTS..) imported into SH5 :D

I am not really sure when they will be released as neither privateer nor Skwas has given us an ETA(I don't blame them, their work is way over my head). I hope it is sooner rather than later though.

Capt Jack Harkness 08-10-10 12:27 AM

Hey, just tried out 1.1.1 and it's looking good, but the speedometer in the conning tower has the wrong face (same in v1.1, as well)...

Other than that, nice work on a great mod! :salute:

On a seperate note, do you know if it's possible to make matte surfaces glossy and vice versa? I only ask because the incomplete torpedo sitting in the sub pen has this wonderful glossy shine to it that the u-boat's torps are missing and I think it would be the finishing touch on the wonderful work you've already done to them.

SteelViking 08-10-10 12:45 AM

Quote:

Originally Posted by Capt Jack Harkness (Post 1463835)
Hey, just tried out 1.1.1 and it's looking good, but the speedometer in the conning tower has the wrong face (same in v1.1, as well)...

Other than that, nice work on a great mod! :salute:

On a seperate note, do you know if it's possible to make matte surfaces glossy and vice versa? I only ask because the incomplete torpedo sitting in the sub pen has this wonderful glossy shine to it that the u-boat's torps are missing and I think it would be the finishing touch on the wonderful work you've already done to them.

Yes:damn: I know about the knot meter having the wrong background. We cannot fix that right now by any feasible means. Even with the .GR2 hexing me and BIGREG have been doing, we have bean unable to fix it.

About the torps, I am pretty sure that I can make them glossy. I will just take a look at the one in the sub pen, and edit the ones inside to match.:up:

Capt Jack Harkness 08-10-10 06:00 AM

Awesome! :up:

And the speedometer isn't too big a deal, I spend most of my time in the tower on the scope rather than checking out the gauges and it isn't glaringly wrong like the couple backwards tachometers in stock. :har:

Actually, now that I think of it, there may be a band-aid for the issue... Could you re-scale the needle so that the tower speedometer works as a low-speed gauge (just like the shallow depth meter)? I don't imagine anyone uses the gauges in the tower unless they're submerged and lining up for an attack, anyhow...

SteelViking 08-12-10 09:40 AM

Just to keep everyone updated on this mod's progress

Thanks to privateer's exporter, and his immense amount of technical advice. I am getting close to being able to add objects to the sub without the ridiculously tedious hex editing that it used to require(which I was not willing to take the time to do). So, soon enough, I should be able to cramp the interior of the sub up with more stuff(like it should be, way too much open space right now if you ask me).

Oh, and by the way everybody, BIGREG is not 100% positive, but he thinks that he has found a way to get the missing hand on the clock in the hydro room to finally show up and work.

Sudo 08-12-10 10:22 AM

Quote:

Originally Posted by SteelViking (Post 1465768)
Just to keep everyone updated on this mod's progress

Thanks to privateer's exporter, and his immense amount of technical advice. I am getting close to being able to add objects to the sub without the ridiculously tedious hex editing that it used to require(which I was not willing to take the time to do). So, soon enough, I should be able to cramp the interior of the sub up with more stuff(like it should be, way too much open space right now if you ask me).

Oh, and by the way everybody, BIGREG is not 100% positive, but he thinks that he has found a way to get the missing hand on the clock in the hydro room to finally show up and work.

Excellent news! You know how I feel about my clocks. :03:

Capt Jack Harkness 08-12-10 04:54 PM

Quote:

Originally Posted by SteelViking (Post 1465768)
Just to keep everyone updated on this mod's progress

Thanks to privateer's exporter, and his immense amount of technical advice. I am getting close to being able to add objects to the sub without the ridiculously tedious hex editing that it used to require(which I was not willing to take the time to do). So, soon enough, I should be able to cramp the interior of the sub up with more stuff(like it should be, way too much open space right now if you ask me).

Oh, and by the way everybody, BIGREG is not 100% positive, but he thinks that he has found a way to get the missing hand on the clock in the hydro room to finally show up and work.

Would any of this progress help to add more crew or just (much needed) clutter?

SteelViking 08-12-10 06:47 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1466095)
Would any of this progress help to add more crew or just (much needed) clutter?

No, what privateer has been working on has to do with 3d meshes. However, there has been some talk of adding waypoints, which are needed to add more crew members. So, someone is probably working on it, I am just not too up on that subject.

Capt Jack Harkness 08-12-10 08:11 PM

Okay, just thought I'd ask. :yep:

SteelViking 08-12-10 08:26 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1466187)
Okay, just thought I'd ask. :yep:

Hey, no problem. I just wish I had a better answer. When it comes to the crew, I could get over the lack of animation, or the interaction glitches. But, when I walk through either of the quarter rooms, and a lot of the beds are empty, or have a box of oranges in it:haha:, that is when my sense of realism is totally blown. Those beds should almost all be full, almost all of the time. I am pretty sure they ran on a 3 shift hot bunk system.

Capt Jack Harkness 08-12-10 08:38 PM

Indeed they did. Although checking out all of the major projects that are currently in the works it seems that modders may be able to get alot deeper into the guts of the game than in SH3 and 4... :rock:

SteelViking 08-12-10 09:04 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1466205)
Indeed they did. Although checking out all of the major projects that are currently in the works it seems that modders may be able to get alot deeper into the guts of the game than in SH3 and 4... :rock:

Aye, I am pretty sure that we can. My interior mod contains edited .GR2 files(I believe that this is the first mod to do so), so that proves that they are not un-editable like many including myself thought early on. Plus, privateer is doing some stuff that is just amazing.

Anyway, I have been working on two things lately. I took a crack at both making the torps glossier and adding oil in a realistic fashion to the areas needed. Bad news about the torps, I just cannot seem to get them much more shiny than in my previous release(I got a tiny improvement).

Decent news about the oil/grease stains. I did up this oil spot on the floor of the DER in about 3 minutes, so I could easily improve it. If everyone thinks that this looks ok, I will improve it, and add a lot more.

http://img5.imageshack.us/img5/2227/awdtt.jpg

Capt Jack Harkness 08-12-10 10:56 PM

Personally I think that's a bit excessive, there's maybe 5 feet of space under those decks so to get that high up and pool would be ridiculous, but maybe have a couple grease trails running down the frame from the pushrods?

Another spot I though of is the little pit full of plumbing (hydraulic, I think) behind the attack scope column and forward of the main pump in the control room, starboard side.

On a seperate note, now that I think of it, I dunno why the pushrods of those engines would be rusty in the first place... They'd seize if they really were rusty...

http://farm2.static.flickr.com/1060/...d197f9acea.jpg

http://www.centroeu.com/uboote/097k.jpg

Wolfling04 08-12-10 11:19 PM

Early today I was ambushed by a hunter killer group and took two depth charges right above my Engine/Motor Rooms and noticed something strange.

My Motor Room said 100% flooded while the Engine Room was only 1 percent, I was wondering if this was something your mod could fix or maybe a bug/corrupted install on my part.

The only why I posted here was I am currently using your mod SteelViking

Thanks, Wolf

p.s. sorry for the large pictures, I couldn't re-size them

http://screenshot.xfire.com/s/102547734-4.jpg


http://screenshot.xfire.com/s/102547733-4.jpg

http://screenshot.xfire.com/s/102547732-4.jpg


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