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About the oil, I don't think of that stain as a pool, more like just oil runoff that has not been wiped up. But, as with many things, we are running on opinions here. So, I will take the consensus of a good number of people, and I will make it however the majority want it, unless of course someone can produce research. I know that TheBeast basically thought the DER should be covered in oil spills/stains(he knows a good deal about things like this), so I could fill the floor with stains such as this and he still might not think it is enough. In other words, I NEED everyone's opinion on the oil. How should it look, pictures would be great? @Wolfing04, I am sorry, but I have no idea how the controllers work for flooding and damage. In fact, I don't think anyone REALLY knows how that works. For some reason(I don't know why) no one has looked into in depth. I really wish that someone would revamp the damage management system to work more like SHIII. Oh, and don't worry about picture size, I like to have screen shots so that I can understand what people are talking about. Edit: Keep in mind folks, this is not engine oil that we are talking about, it is heavy engine grease. It would heat up on the engine body, flow off, then cool and stay wherever it stopped flowing. |
Thanks for the info Viking, I had no idea if it was something that could worked on. Anyways, great mod, I'm always looking forward to the next version.
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Sorry for being off, but.. SteelViking, I know you said that you use a custom made UI after Reaper's mod. Can u share this UI? It looks pretty pro and I wanna try it out ...
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Hey Steel Viking, about the oil/grease/rust..
i don't mind weathering stains and abit of rust here and there, but any pool of anything anywhere would be unacceptable on my ship. The floors need to be dirtied abit. Imagine 40 guys walking on the same path for any length of time. It would show. And the sub's interior color.. I would focus on the lighting, though I'm not sure to what extent that can be moddified. That's why i went with Naight walls and floors. If the lights can be moddified to be more 'spot' then 'flood', it won't really mather what color the sub's interior. In the event that you have control over the type of lighting.. - Spot lighting for the control room (dark with spotted bright light on strategic areas). - Flood dimmed for the 'living quarters'. - Flood bright for the diesel engine room. no idea if this is historical or not. Just my vision. Also keep in mind that the crew would have made their ship their home. So there is room for impro here. :ping: |
qweasd, sadly I have absolutely no control over how the lighting in the sub is really distributed. Now, I could use shadow mapping to make it look like the lights are more of a spotlight than a flood light, but the amount of work that would take is mind boggling. Also, there is no reflective backing on any of the lights in the sub(except the lamps) so they would not be spotlights anyway, the light would scatter everywhere evenly.
Thank you for your opinion on the oil:up: @Magnum, Actually, I don't use my customized version of reaper7's UI anymore, I just use his latest version, HiDef Realistic Interface 1.0. It is really a work of art. |
Hey SteelViking,
First off, what a fantastic mod! Kudos to you and everyone who's made this mod possible. And a big thanks also. Now to the question: Is it possible to add activators to scene objects? For example, as it is now if I click on the periscope I go to the periscope screen (I'm assuming this screen is an overlay on top of the 3d scene?). Can we add these types of activators to other objects, say the nav map so it would bring up the nav screen. Or to a book in the crew quarters and it would bring up an overlay of the book so we could read it (possible with page forward/backward buttons)? And another: Is it possible for these interactions to effect other areas of gameplay? E.g. Clicking on the gramophone starts it playing which then increases the crew's morale? Thanks P |
:salute: Hey , Paris England
Sorry,yet, it's impossible to add dialogue with objects in the sub, for that we need to add mask mouses (special 3D element) in .GR2 :-? in this moment i work for remake the texture in the Radio/sonar room :03: i have many things already redone - vinyl disc - radios ... - books ... - tasse and lampe in capitain berth - telex paper - texture around the clocks ( in brass ) - and many other little things I still have to finish the enigma, but Ubisoft does not really help us with the textures locations on the maps |
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Hi BigReg!
How about old-schooling it using line-of-sight vectors and co-ordinates? Is there anyway to capture this or any other data through an external memory reading app running concurrently with SH5? Sorry to ask so many questions, but you guys are gurus! Thanks!!! P |
The solution is quite simple to explain, but harder to implement
First: we must succeed to introduce a 3D shape in good location (Maybe through the file. Fx :06: Or edition of. GR2 :cry: ) Second: we expect that it performs is interactive with the mouse ( Find the functioning of mouse masks ? :hmmm: is not the same as in SH3/SH4) and Voila :know: it like in 2 lines |
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http://www.subsim.com/radioroom/showthread.php?t=173147 |
I feel very sucky by doing off's in this topic. I know Reaper's and TDW UI. Those are for .. amateurs, no hard feelings. I need a pro UI, so pls be so kind and release your UI.. at least for testing. I'm too nub in moding to build up mah own UI :((
Ontopic: Your mod combined with AIl's interior mod is just fantastic. Thank you. |
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