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Thanks Markman! much obliged...:salute:
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First thing first it is AWSOME. I must learn the maual first, but no doubt these are the actual tools, without which manual targeting is just pain in the ass. By the way, attack periscope is somewhat messy for me. So, I sorted this in cameras.dat using silent3ditor. Node - _Dummy_Cam_Periscope Optical ZoomLevels [0] = 1.5 [1] = 6 [2] = 12 It was like [1] = 12 some thing. Maybe, this is just me, but I think it works better this way. |
Makman has anyone ever tried to bring over the more realistic stadimeter from SH4?
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sound mod
pls tell me what sound mod is there on The Ultimate Hydrohunt Video.
drives me crazy, i must have that too. |
makman,
This is an absolutely wonderful mod, I love using it. :up: I am trying to add a personal mod that would add two more bearing tables to the GUI, one for 28 kts, since I am using the crappy version of the T-II torpedo, and one for 45 knots to be used with the T-V torpedo. I know how to add the tables using menu_1024_768, and I have the numbers calculated on a spreadsheet, I just have no idea how to import the numbers into the .tga file. One thing about your mod is its visual appeal, and my artistic and GIMP skills are pretty limited. I am wondering if you (or any others) might have some advice on how to proceed? Thanx for the help, and the wonderful mod!!!:salute: |
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no...leave them as i have them .there is a reason for this ( it is eliminating the hardcoded reticles from player's view) . all that you need is to get used to it..thats all :up: Quote:
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thank you for your words, about your question: what you are asking is not difficult to learn do it. you will need to learn some basic stuff on using of graphical programs. first , learn how to create a layer on your image (this is not necessery for the work you want to do in this case but it is very usefull to start from learning how to apply a layer on the image).you will work on this layer second ,search in interface (of graphical programm) for a tool called 'text' and clic on it .now your coursor will write whatever you want. third ,search at interface again and you will find (probably at upper side) windows for choosing fonts and size (and color if you want to) i am using paint.net and look at this pic to see where all the above are located : http://img713.imageshack.us/img713/2...ttingatext.png also ,you will need a 'clear' bearing plate for writting your values.get it from here : http://www.speedyshare.com/files/295...te_-_Proto.rar bye |
:yeah:
nice. thx for the tip for music. btw, i am curious about the game sounds. i can't find a good english sound mod. about the optics. i thougth so, and i am a great fun of accuracy, but first time i had some trouble even finding the 3rd zoom level. maybe i'll use it your way sometime. till then, i have troube with the stopwatch, small arm stucks at 12 min. here's the most usefull info i found http://www.subsim.com/radioroom/show....php?p=1713152 |
Hi Makman,
Having the bearing plate template will make it much easier now. I wasn't expecting to get that, hence the questions about what to do. I was expecting to have to work on one of the ones that already had the numbers on it, so things would be much more complex than my skill set. Now doing a simple layer will be much easier achieve, so thanx for the template. :up: I guess I only have one more question so that I can reduce my time spent: What font did you use for the lettering? I should be able to figure out sizes just by comparing, but actually chasing down the font can be time consuming. Again, thank you for all the hard work.:yeah: |
@rudewarrior
i'd put together, i you gave me those numbers. |
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look at entries for minutes of clocks (there are four clocks in MaGui so you must search for four entries for minutes of clocks and additionally four entries for the estimate minutes--this is the red small needle for minutes--dial 26,28,32,34,75,77,122 and 124) these are the current values at these eight (8) entries : DialVal=0,360 RealVal=0,60; minutes the '360' is giving us one full circle(and stop) of minutes needle and the '60' is giving us 12 minutes for this one full round. so, first you have to decide how many minutes you want your stopwatch to count in one full round. if you replace the '60' with 120 ['60'x2] ..the stopwatch will count 24 minutes [ 12x2 ] in this one round. if you replace the '60' with 150 ['60'x2,5] ..the stopwatch will count 30 minutes [ 12x2,5 ] in this one round and so on...that way you set how many minutes the stopwatch will count in one full round of minutes needle. then if you want your stopwatch's minutes needle not to stop in one full round you simply multiply the '360' AND '60' with the SAME factor. if this factor=2 then the stopwatch's minute needle will make 2 full round and then will stop. examples: DialVal=0,360 RealVal=0,150; minutes this will give you one full round(and stop) of 30 minutes. DialVal=0,720 RealVal=0,300; minutes this will give you two full rounds(and stop) of 30 minutes each. DialVal=0,7200 RealVal=0,3000; minutes this will give you twenty full rounds(and stop) of 30 minutes each. finally ,don't forget to edit the clock's image in order to have printed on it and showing the altered values Quote:
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Thanks anyway, just thought I might be able to skip a step. I'll figure it out!:know: Thanx for all the great work.:up: |
i've just posted my solution at the other thread.
it took some time to work it out. couldn't ubisoft give us the source? it'd spear a lot of :damn:s id software did the quake's code. and by now some bad ass programers made it run in a flash player. |
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I calculate the distant and angle with stadimeter
But how i calculate the speed? and what should i do with that ring ? |
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