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

SteelViking 08-13-10 04:26 PM

Quote:

Originally Posted by TheDarkWraith (Post 1467050)
no hard feelings taken but it's definitely not for amateurs. The complexity contained in it is way above you to comprehend then :DL It can be customized for amateurs or it can be customized for 'hard core'.

Yes, TDW is the master at making things customizable. In both his UI and his AI mods, there are files that allow the user to set things how they wish. However TDW, that is actually one of the reasons why I use reaper7's UI now. I got real tired of going through that .py file changing things to how I wanted upon every release. I pretty much wanted the UI we had in SHIII, and reaper7's UI is just that. I mean no offence by this TDW, just my personal preference.

But, since you are on this thread, I have seen you post before that you don't like to use environmental mods, interior mods, or the like, but have you given mine a try? There are a lot of bug fixes in here, plus it causes no instability. I will take no offence either way, I was just wandering.

TheDarkWraith 08-13-10 04:41 PM

Quote:

Originally Posted by SteelViking (Post 1467060)
But, since you are on this thread, I have seen you post before that you don't like to use environmental mods, interior mods, or the like, but have you given mine a try? There are a lot of bug fixes in here, plus it causes no instability. I will take no offence either way, I was just wandering.

Yes, I use your current mod here. I like it but had to customize it to my liking. Same with your underwater one :D Good job also btw :up: I finally got around to installing both just a couple of days ago.

Yes my options file is a pain and a blessing at the same time. Price of complexity and the ability to customize for each user. I've tried to mitigate it by stating whether the options file has changed or not with each version. If I could figure out how to import files into mine I wouldn't need to have you all go through this with each new version.

SteelViking 08-13-10 04:56 PM

Quote:

Originally Posted by TheDarkWraith (Post 1467082)
Yes, I use your current mod here. I like it but had to customize it to my liking. Same with your underwater one :D Good job also btw :up: I finally got around to installing both just a couple of days ago.

Yes my options file is a pain and a blessing at the same time. Price of complexity and the ability to customize for each user. I've tried to mitigate it by stating whether the options file has changed or not with each version. If I could figure out how to import files into mine I wouldn't need to have you all go through this with each new version.

I am glad that you like them!:up: The underwater mod would have been pointless without your collaboration on the exhaust, so thank you for that.

SteelViking 08-14-10 02:52 AM

Ok, I finally found where the textures are for the wine bottles around the sub, and the textures for the needles on the electric gauges. I think(am not sure) that I will be able to give them a realistic golden look, which would be historically accurate.

I was just not going to rest until I fixed up those wine bottles:haha:

Anyway, we are very close to being able to easily add objects to the interior. My first project on that subject will be adding a realistic amount of food(and no, we cannot make the amount of food on board become less as a patrol goes on).

Capt Jack Harkness 08-14-10 07:09 AM

Speaking of adding objects, can we tweak existing ones as well? Because there's something that's been bugging me since I first started playing... The obs scope eyepiece is at belly button height when fully hoisted and I can't imagine any captain stooping that low to get a look outside. :nope: Can it be raised about a foot higher?

And nice job finding those textures! :salute: Every little bit of realism helps...

BIGREG 08-14-10 08:09 AM

:salute:

For knee-high obs periscope in central , he must edit the file directly:
Room_CR - Periscop + Anim.sim
Because it does not open directly via goblin or S3D editor :damn:
If there is a pro of hex edition that could take a look , it would be great :D
If it is for outside height , you can edit the file:
C: \ Ubisoft \ Silent Hunter 5 \ data \ Objects \ Sensors \ UBoot_Sensors.sim :03:

Ps:For the additional food, I could make it disappear gradually :yep:, for that ,we need just one .Sim linked to the new objects

SteelViking 08-14-10 12:48 PM

Quote:

Originally Posted by BIGREG (Post 1467560)
:salute:

For knee-high obs periscope in central , he must edit the file directly:
Room_CR - Periscop + Anim.sim
Because it does not open directly via goblin or S3D editor :damn:
If there is a pro of hex edition that could take a look , it would be great :D
If it is for outside height , you can edit the file:
C: \ Ubisoft \ Silent Hunter 5 \ data \ Objects \ Sensors \ UBoot_Sensors.sim :03:

Ps:For the additional food, I could make it disappear gradually :yep:, for that ,we need just one .Sim linked to the new objects

I do not know enough hexing to do that:wah:

BIGREG, I am pretty sure that the game engine is only set up to read the existing controller files, so if we make another one, I don't think it would read it, and the effects of it would not be seen in game. However, you just gave me an idea. If I add the 3D objects to a .sim file that already exists, is there a controller that would make something disappear after a set time? Or was that what you were already talking about:D. I don't know of a controller like that, but you know more about Goblin than I do.:yep:

SteelViking 08-14-10 05:11 PM

I was not joking around folks. I need more opinions on how everyone wants the grease to look like in the engine room. I simply will not do it if I do not get enough opinions(would save me the time).

Everyone's input is welcome so please state it. Do not think that you should not state your opinion because you are afraid you are wrong. Absolutely no one on here has shown any real evidence, so this is all going to be opinion based, no right or wrong.

THE_MASK 08-14-10 05:40 PM

http://www.youtube.com/watch?v=CXiOY...eature=related

Will-Rommel 08-14-10 06:42 PM

In SH3, a modder managed to add food in the subs, and made it disapear as the patrol progressed by ''tying'' the objects to the amount of fuel left.

I'm sure theres lots of good tech info in the sh3 forum about this.

Capt Jack Harkness 08-15-10 01:55 AM

http://www.youtube.com/watch?v=Eu-OL...eature=related

Seems that the grease stains might be more just discoloration and rust than dark black smears, perhaps some sort of transparent brown stains? I like what you've done on the deck plating in some areas where the paint looks pretty worn, but I'm not sure any of that could be exaggerated in the engine room through textures...

SteelViking 08-15-10 10:37 AM

Ok, nice videos guys, thanks for those. The engine rooms in those videos actually look pretty clean, not a lot of grease anywhere. So, I think I will go with Capt Jack Harness' original notion that their should just be grease in a few places. So I will add some drip lines coming from the push rods, maybe a few smudges here and there.

Rickster1 08-16-10 10:06 AM

grease and food
 
Once again thanks for your great work. I think your conclusion is right a bit of grease here and there. With regards to the food there was a mod for SH3 that was linked somehow to the fuel and the food went down as the fuel went down. Another suggestion might be to do 3 options 1 for begining of the patrol with a full house 1 for middle with less and 1 for end with a little and then those how want the detail can just enable the version closest to their patrol status, just a thought !

reaper7 08-16-10 12:06 PM

If it could be tied into fuel it would give a pretty good food consumption rate as well. ;)

Any luck on the visibility underwater Issue, without having the sea full of gunk :DL.

SteelViking 08-16-10 03:35 PM

Quote:

Originally Posted by reaper7 (Post 1469247)
If it could be tied into fuel it would give a pretty good food consumption rate as well. ;)

Any luck on the visibility underwater Issue, without having the sea full of gunk :DL.

Yes, the underwater color correction filter can be tweaked to reduce visibility. When I released the underwater mod, I had not experimented around enough to find out how to do it though. My next release of the underwater mod will have less impurities, lower visibility, and more realistic distribution of bubbles on the sub. The problem is, I have a modding to-do list longer than my arm, and almost no time anymore to work on it.


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