SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   Mods I would like to see! (https://www.subsim.com/radioroom/showthread.php?t=239851)

bstanko6 02-14-19 04:47 PM

Couldn’t it just be a layer! Like a red or green layer over the spots on the boat where lights are located?

I know nothing of this stuff so it may be a ridiculous request.

bstanko6 02-25-19 04:11 AM

Here’s a mod I could use...
One that sends all message reports to my phone! That way I know when a ship is spotted, or weather alerts away from the computer!

bstanko6 02-26-19 06:12 AM

How about a mod for TWoS that automatically removes flags from bridge at so many KM from subpens?

bstanko6 03-01-19 12:13 AM

Is there a way to restrict raising the periscope when moving faster than 4knots? That was in h.sie patch. Can it be modded though?

gap 03-01-19 09:05 PM

Quote:

Originally Posted by bstanko6 (Post 2591722)
Couldn’t it just be a layer! Like a red or green layer over the spots on the boat where lights are located?

I know nothing of this stuff so it may be a ridiculous request.

No request is ridiculous, as long as the one who is asking is ready to accept the unfeasibility of his idea. I am not suggesting that user-controlled position lights are impossible. We might contrive a complicated method to implement something that, with some imagination by the player, could resemble them. Sure, that would be a nice eye candy, but I wouldn't put it towards the top of my todo list :)

Quote:

Originally Posted by bstanko6 (Post 2593528)
Here’s a mod I could use...
One that sends all message reports to my phone! That way I know when a ship is spotted, or weather alerts away from the computer!

What reason are you going to give to your boss when, after receiving an sms by your watch officer, you will ask him an half day off work lol :D

Quote:

Originally Posted by bstanko6 (Post 2593776)
How about a mod for TWoS that automatically removes flags from bridge at so many KM from subpens?

Have you checked if anything similar has ever been made for SHIII/IV?

Quote:

Originally Posted by bstanko6 (Post 2594376)
Is there a way to restrict raising the periscope when moving faster than 4knots? That was in h.sie patch. Can it be modded though?

Of all your ideas, this is the one I would start from if only I knew how to achieve it. I am afraid that until an H.sie, Stiebler or The Dark Wraith won't look (back) into the SH5 code, there will be little chance of seeing cool new features like this one :-?

bstanko6 03-01-19 09:50 PM

gap...
You are the man! Yeah I know some of these are crazy ideas but I just wanted to add to the think tank! You never know what kind of crazy individual is willing to tackle any of them. I’m always willing to see the SH series go forward in anyway possible!

Merboe 03-05-19 09:39 AM

The most horrible thing in SH5 to me is that the textures are a mess.

I am trying to make a good texture for the Alberich and Tarnmatte skin, yet it is almost impossible to

a) find the correct textures being used as there are tons of textures for the same ship and part of the ship all in one folder

b) align the textures correctly, so you could actually add some detail to the ship using normal maps and so on.

I‘ve been modding games for some time now, until SH5 caught me, I have never seen such a horrible file setup and UV mapping.

Is it possible to get the meshes out of SH5, import them into something like blender or so and then reimport them? I would do a rework of the textures if that would be possible. There is so much you can get out of this game, even tho it‘s so old already. I have done some texture rework for my own ship and it‘s a nightmare cause you have to load the game to check if it‘s aligned correctly after replacing the file.

Would be nice to see this cleaned up, especially the tex/normal folder is cluttered with all kinds of seemingly unused textures.

Merboe 03-05-19 09:49 AM

another one:

I am playing the German version of SH5, the texts are still english but the voices for example when you ask for depth under keel is German. Now it is in the wrong order.

In english 52 is „fifty two“, in German it is „zwei und fünfzig“ („two and fifty“).

Would be nice to know where you can change this, it would simply be changing the order in which the meters are given. The soundfiles are already there. Currently he says „und fünfzig | zwei“ it needs to be „zwei | und fünfzig“.

Merboe 03-05-19 09:52 AM

number three:

Somewhere I found the option to enable the snorkel for the type 7C.
The snorkel is located where the player would stand on the turret, so it would be nice if it was moved maybe a foot or two (around half a meter) backwards, so you don‘t clip into it all the time.

gap 03-06-19 11:21 AM

Quote:

Originally Posted by Merboe (Post 2595201)
The most horrible thing in SH5 to me is that the textures are a mess.

I am trying to make a good texture for the Alberich and Tarnmatte skin, yet it is almost impossible to

a) find the correct textures being used as there are tons of textures for the same ship and part of the ship all in one folder

b) align the textures correctly, so you could actually add some detail to the ship using normal maps and so on.

I‘ve been modding games for some time now, until SH5 caught me, I have never seen such a horrible file setup and UV mapping.

Is it possible to get the meshes out of SH5, import them into something like blender or so and then reimport them? I would do a rework of the textures if that would be possible. There is so much you can get out of this game, even tho it‘s so old already. I have done some texture rework for my own ship and it‘s a nightmare cause you have to load the game to check if it‘s aligned correctly after replacing the file.

Would be nice to see this cleaned up, especially the tex/normal folder is cluttered with all kinds of seemingly unused textures.

You can accomplish both tasks (i.e. locating textures used by each 3D model and exporting meshes with UV projections) by using TDW's GR2 Editor

Each U-boat model featured in game has its own set of textures. U-boat coating/camo textures have the same names as standard skins but with the addition of a suffix. In order to know which suffix is used by each camo scheme, using Goblin Editor open the following file...

Silent Hunter 5\data\Objects\Sensors\coatings.GR2

...merge coatings.sim into the project and in the Project Tree expand each AntiSensorCoating controller to see its parameters.

I hope that answers your doubts. If not, don't hesitate asking for further clarifications :salute:

gap 03-06-19 11:24 AM

Quote:

Originally Posted by Merboe (Post 2595203)
another one:

I am playing the German version of SH5, the texts are still english but the voices for example when you ask for depth under keel is German. Now it is in the wrong order.

In english 52 is „fifty two“, in German it is „zwei und fünfzig“ („two and fifty“).

Would be nice to know where you can change this, it would simply be changing the order in which the meters are given. The soundfiles are already there. Currently he says „und fünfzig | zwei“ it needs to be „zwei | und fünfzig“.

Is this happening in stock game? IIRC this has been fixed long time ago, though I can't remember which commonly used mod fixed it :hmmm:

Merboe 03-06-19 11:33 AM

Quote:

Originally Posted by gap (Post 2595403)
You can accomplish both tasks (i.e. locating textures used by each 3D model and exporting meshes with UV projections) by using TDW's GR2 Editor

Each U-boat model featured in game has its own set of textures. U-boat coating/camo textures have the same names as standard skins but with the addition of a suffix. In order to know which suffix is used by each camo scheme, using Goblin Editor open the following file...

Silent Hunter 5\data\Objects\Sensors\coatings.GR2

...merge coatings.sim into the project and in the Project Tree expand each AntiSensorCoating controller to see its parameters.

I hope that answers your doubts. If not, don't hesitate asking for further clarifications :salute:

Thanks, I'll try it out!

gap 03-06-19 11:34 AM

Quote:

Originally Posted by Merboe (Post 2595204)
number three:

Somewhere I found the option to enable the snorkel for the type 7C.
The snorkel is located where the player would stand on the turret, so it would be nice if it was moved maybe a foot or two (around half a meter) backwards, so you don‘t clip into it all the time.

I think you mean the telescopic snorkel. That model is not historically correct for Type VII U-boats featured in game. Type VII conning towers were to small to accomodate that snorkel type. If you are using TWoS or the Reworked Equipments Mod (REM), the more appropriate hinged snorkel should become available at the correct time frame as a selectable U-boat upgrade.

Using the GR2 Editor that I pointed you to, it should be possible moving backwards the bone that the hinged snorkel gets linked to, though it is possible that by doing that some other item also linked to the same bone becomes misplaced. If that was true, you should duplicate the bone, move the duplicated bone backwards, rename it, and change the U-boat eqp/upgrade files to point to the new bone :yep:

gap 03-06-19 11:35 AM

Quote:

Originally Posted by Merboe (Post 2595407)
Thanks, I'll try it out!

My pleasure mate, let me know if it works for you :up:

Merboe 03-06-19 11:35 AM

Quote:

Originally Posted by gap (Post 2595404)
Is this happening in stock game? IIRC this has been fixed long time ago, though I can't remember which commonly used mod fixed it :hmmm:

I am using SH5 German with the latest TWoS.
Only some personal sound changes to the engine and music on the radio.
Nothing that would mess up these sound files or whatever config is controlling it.

Merboe 03-06-19 11:52 AM

Quote:

Originally Posted by gap (Post 2595409)
My pleasure mate, let me know if it works for you :up:


I don't see an option to export any meshes, I can only save it as another GR2. :doh:


EDIT: Nevermind, I got it. :)

gap 03-06-19 12:05 PM

Quote:

Originally Posted by Merboe (Post 2595410)
I am using SH5 German with the latest TWoS.
Only some personal sound changes to the engine and music on the radio.
Nothing that would mess up these sound files or whatever config is controlling it.

Okay, so it wasn't fixed. I think thin s problem should be fixable, though I need to have a look into crew dialog scripts. In the meanwhile you could also report the bug in the TWoS issue thread.

BTW, is the problem only appearing with numbers composed by "fünfzig" plus something else, or it also happens with "zwanzig", "dreißig", "vierlig", etc?

Quote:

Originally Posted by Merboe (Post 2595415)
I don't see an option to export any meshes, I can only save it as another GR2. :doh:


EDIT: Nevermind, I got it. :)

It is not that complicated after all :)

bstanko6 03-07-19 12:26 AM

Any way of adding Lock gates at the Kiel canal entry points? That would be cool! Living Silent Hunter had them, and I wonder how difficult it would be to transfer over to SH5?

gap 03-07-19 07:04 AM

Quote:

Originally Posted by bstanko6 (Post 2595489)
Any way of adding Lock gates at the Kiel canal entry points? That would be cool! Living Silent Hunter had them, and I wonder how difficult it would be to transfer over to SH5?

That's something I want to look into for the EcoMod, hopefully with Jeff's help :D

bstanko6 03-09-19 12:02 AM

Any way to lower the brightness of the stopwatch face? I’m not talking the torpedo tuner face but the regular clock face. It’s really bright at night. If it had the same contrast as the timer it would be perfect.

While we are at it how about the message box in the lower right. It blinds at night and I don’t want to just hit L to get rid of it.


All times are GMT -5. The time now is 10:34 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.