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

Madox58 08-28-10 10:40 AM

I've got the settings for the messed up fuel guage locked down now.
I'll be adjusting those weird rotations problems with dials now by
resetting the Bones orientations.
:)

Could someone test this file in Game?
http://www.mediafire.com/?ylh2qpuirsaqa1j

It's the adjusted Bone orientation for the fuel gauge in the Room_DER gr2 file.
I'll need to reposition the 3D model yet but the rotation should be closer to correct now.

SteelViking 08-28-10 12:33 PM

Quote:

Originally Posted by privateer (Post 1479506)
I've got the settings for the messed up fuel guage locked down now.
I'll be adjusting those weird rotations problems with dials now by
resetting the Bones orientations.
:)

Could someone test this file in Game?
http://www.mediafire.com/?ylh2qpuirsaqa1j

It's the adjusted Bone orientation for the fuel gauge in the Room_DER gr2 file.
I'll need to reposition the 3D model yet but the rotation should be closer to correct now.

Downloading now, will test momentarily.

Madox58 08-28-10 12:38 PM

http://www.pharfruminsain.com/Graphi...sExcellent.gif
:haha:

SteelViking 09-02-10 06:36 PM

Status Report
 
I just wanted to let everyone know that I will be out of town, and away from my modding computer(and might not get the chance to even get online) for the weekend.

Ok, status report time:arrgh!:

Have done the following stuff since last I posted in this thread(this is right out of my changelog for v1.2 as it stands now). V1.2 already has more stuff than this, but I already posted about the other stuff.

- Completely redid the observation scope to resemble surviving U-boat periscope(improved color of shaft from v1.1, changed attachments to match real thing, and replaced the lens with a real texture).

- Redid external periscope shafts to look more realistic(changed shafts from green color to silver metal). Plus, inside and out now match pretty closely.

- Replaced dial backgrounds for the conning tower(external) with high quality ones, and added condensation/water drops to them.

- Did even more work on shadow maps, to make things look more realistic and natural.

- Adjusted a lot of the glass covers on dials around the sub to look more realistic. And, added the glass effect to some objects that were missing it.

- Numerous other small graphical and functionality improvements around the sub.

To be clear, this is just a status report, I am not releasing V1.2 yet. I just like to let everyone know what I have been working on.:yep:

Sudo 09-02-10 06:48 PM

Can't wait Steel, your mod is a must have in my mod list buddy. :up:

Enjoy your weekend. :03:

Abd_von_Mumit 09-02-10 06:57 PM

Quote:

Originally Posted by SteelViking (Post 1483689)
I am not releasing V1.2 yet.

We hate you.

Any chance to get the bridge compass legible? I even tried to use binoculars to check it, but one can't lower binoculars view so low. :down: Generally compasses on the U-Boot are the biggest tdials issue for me.

Other issue is lack of fuel/battery indicators (didn't find any working). This doesn't let me get rid of GUI.

SteelViking 09-02-10 07:30 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1483696)
We hate you.

Any chance to get the bridge compass legible? I even tried to use binoculars to check it, but one can't lower binoculars view so low. :down: Generally compasses on the U-Boot are the biggest tdials issue for me.

Other issue is lack of fuel/battery indicators (didn't find any working). This doesn't let me get rid of GUI.

About the compass, is it just that it is too small? I just replaced it's textures with sharper ones, so it will help that(not solve it but help it). Is light glare affecting it? I can tone that down as well.

I have already added working fuel gauges in V1.2. And V1.1 already has working battery gauges. I will probably make a better layout for the battery gauges for V1.2. But, if you want to know which ones measure your battery level using V1.1 go to the rear torp room, change your engine speed and watch for which needles don't move. The ones that don't move are actually measuring battery level.

Also, since some things are difficult to see inside the sub because of how far away the camera forces you to stay, I have asked TDW to try and make the interior camera zoomable in his UI mod. Of course nothing happens with SH5 modding wise without some road blocks, so I don't know if it is possible.

Edit: There were some asterisks placed in this post over the accidentally combined words road blocks.

Abd_von_Mumit 09-02-10 09:55 PM

Quote:

Originally Posted by SteelViking (Post 1483712)
About the compass, is it just that it is too small? I just replaced it's textures with sharper ones, so it will help that(not solve it but help it). Is light glare affecting it? I can tone that down as well.

A sharper texture will help for sure. The main issue though is that it's small and my character can't come close to have a look from above, so the angle of sight is acute, thus making it even harder to read. Possibly also my resolution affects its size (1920x1080), and what is big enough for others could be too small for me.

Quote:

Originally Posted by SteelViking (Post 1483712)
I have already added working fuel gauges in V1.2. And V1.1 already has working battery gauges. I will probably make a better layout for the battery gauges for V1.2. But, if you want to know which ones measure your battery level using V1.1 go to the rear torp room, change your engine speed and watch for which needles don't move. The ones that don't move are actually measuring battery level.

Some good news! Thanks. And will check in 1.1 as well. Any chance to have them also in Zentrale?

Quote:

Originally Posted by SteelViking (Post 1483712)
Also, since some things are difficult to see inside the sub because of how far away the camera forces you to stay, I have asked TDW to try and make the interior camera zoomable in his UI mod. Of course nothing happens with SH5 modding wise without some road blocks, so I don't know if it is possible.

How many times I wanted to use binoculars inside to check something, they consistently refuse to come up. :)


You make this game better with your mod. Thank you.

SteelViking 09-02-10 10:25 PM

Quote:

Originally Posted by Abd_von_Mumit (Post 1483799)
A sharper texture will help for sure. The main issue though is that it's small and my character can't come close to have a look from above, so the angle of sight is acute, thus making it even harder to read. Possibly also my resolution affects its size (1920x1080), and what is big enough for others could be too small for me.

Some good news! Thanks. And will check in 1.1 as well. Any chance to have them also in Zentrale?

How many times I wanted to use binoculars inside to check something, they consistently refuse to come up. :

You make this game better with your mod. Thank you.

I am glad that you like the mod. About the compass, I have taken another look at it, and I have done a few things that should help you(and anyone using high res settings). I have cut the glare, and I have added the large triangle around North that is added by V1.1 to some of the other compasses.

Capt Jack Harkness 09-02-10 11:06 PM

Hey Steel, I got a quick question about the torps in the torpedo room: They seem to be different models than the launched torpedoes, I assume this is because there is no way to stop the prop rotation animation, but the weird thing is that the launched torpedo props have beautiful swept blades with varying pitch along their span, basically they look like real propellers. Conversely, the props on the torps in the boat have crude straight blades with constant pitch (they look like a ceiling fan :rotfl2:).

Is there a way to swap the props in the boat for the other ones while keeping them from spinning? I understand it most likely involves GR2 editing, and thus it may be a while to have that ability, but either way I'm kind of crazy 'bout them details. :D For instance, it bothers me that there are no vents for the ventilation system anywhere in the boat...

Alright, I guess that wasn't so quick... :O:

SteelViking 09-02-10 11:40 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1483825)
Hey Steel, I got a quick question about the torps in the torpedo room: They seem to be different models than the launched torpedoes, I assume this is because there is no way to stop the prop rotation animation, but the weird thing is that the launched torpedo props have beautiful swept blades with varying pitch along their span, basically they look like real propellers. Conversely, the props on the torps in the boat have crude straight blades with constant pitch (they look like a ceiling fan :rotfl2:).

Is there a way to swap the props in the boat for the other ones while keeping them from spinning? I understand it most likely involves GR2 editing, and thus it may be a while to have that ability, but either way I'm kind of crazy 'bout them details. :D For instance, it bothers me that there are no vents for the ventilation system anywhere in the boat...

Alright, I guess that wasn't so quick... :O:

Yes, it is "possible" to switch out the 3D models for the interior torps. However, only privateer has the know how to do that kind of stuff right now(the man's a genius, and it takes high level hex editing). And, he has a LOT on his plate right now. So, no worries, it can be done, but it will be a good while before that kind of stuff gets done.

But, in V1.2 of the interior mod, in the fore torpedo room, you will have enough other new stuff to distract you, I would not worry about it.:D

Zedi 09-03-10 03:42 AM

Are you planning to fill the sub with stuff? Including garbage maybe? There is so many empty places that is already drives me crazy.. if I leave the command room I feel like being in some hospital. Everything is so clean and perfect.. it just sux.

reaper7 09-03-10 08:10 AM

Quote:

Originally Posted by SteelViking (Post 1483689)
Completely redid the observation scope to resemble surviving U-boat periscope(improved color of shaft from v1.1, changed attachments to match real thing, and replaced the lens with a real texture).

Excellent work SteelViking, I'll wait till you have this released before I make the ADD-ON 3D Models using your textures for my UI Mod. :yeah:

Capt Jack Harkness 09-05-10 12:36 AM

Quote:

Originally Posted by SteelViking (Post 1483835)
Yes, it is "possible" to switch out the 3D models for the interior torps. However, only privateer has the know how to do that kind of stuff right now(the man's a genius, and it takes high level hex editing). And, he has a LOT on his plate right now. So, no worries, it can be done, but it will be a good while before that kind of stuff gets done.

But, in V1.2 of the interior mod, in the fore torpedo room, you will have enough other new stuff to distract you, I would not worry about it.:D

Nice, glad to hear about the progress. :salute:

SteelViking 09-06-10 07:19 PM

Quote:

Originally Posted by Capt Jack Harkness (Post 1485312)
Nice, glad to hear about the progress. :salute:

Thank you CJH.

Anyway, I am back from my vacation(crazy vacation BTW). I don't know about everyone else, but I don't really understand the explosion of "what mods" threads. We have a perfectly good mod download and install order thread. please keep those issues on that thread.

We completely lack a moderator on this forum, so we have to be careful what threads we make. That's right, we COMPLETELY lack a moderator on this forum.


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