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-   -   no captains cabin yet for sh4? (https://www.subsim.com/radioroom/showthread.php?t=138135)

sergbuto 06-20-08 04:03 AM

Quote:

Originally Posted by skwasjer
Yep, it worked. I increased the bounding box by 8 and had no problem to fly away for a long distance. The below shot isn't even near the max before I left the camera zone.

Good find, skwasjer. Though I did not have much problem with "out of sectors" issue, instead wanted to have some stoppers which would keep a player from going into/through the walls of interior 3D models. I guess collision spheres would be one of solutions but that would require significant amount of work.

RICH12ACE 06-20-08 05:33 AM

great news this mod is looking good! :yep:

Ducimus 06-20-08 11:34 AM

Quote:

Originally Posted by Mikhayl
Hi Ducimus, the "selfcolor" actually works, but it's not visible because of the new lighting in SH4 compared to SH3. That's mostly because the "omni light" nodes used to enlight the characters are not placed like the visible lights. For the type IX they're basically in 3 rows running along the room at mid-height, and I guess it's the same for all other interiors. I think it's made that way to have a fairly "clear" room, in the type II conversion I placed the omni lights right where the 3D light bulbs are and it's indeed way darker than any other interior especially at floor level (with the post process effect, otherwise it's not so dark).
Uh well, so, the selfcolor :lol: If there's an omnilight too close to the "selfcoloring" light then it will nullify the color. In both stock u-boote all the TDC and torpedo lights appear to be grey/yellowish. In the type II since the omnilight are much higher in the room they don't affect the selfcolouring lights.
Problem with the omnilights IMO is that they are too dim. If you place them on the real lightbulb spot the floor will be dark and some crewmen will have some very dark/black parts. With the stock settings it's all clear but if you look closely you will see light coming from nowhere, like a crewman's face all lit when the bulb is actually behind him etc.
But I suppose you're after a "living" christmas tree, then I guess you could move only one omnilight, this shouldn't affect too much the overall lighting of the room.
Sorry for the lengthy post :lol:


Thanks for info. I called it "selfcolor" cause thats what i remembered it as. I acutally havent opened an editor of any sort in about two or three weeks. As was noted, its probably texturechanger. I have an oddway of remembering things.

Acutally my goal isn't so much as a living christmas tree as so much as to get torpedo status indicator lights in the conning tower. That whole board where the firing keys are at mounted in the conning tower i was going to rework. Here, i ran into another problem. Selecting a tube. I dont remember the specifics, but what it boiled down to was it didnt matter how many "toggle tube" switch's you put in, because the game would only toggle the currently selected tube. So ALL the swtiches opened or closed the current seletected tube. So then there was what i considered the "old way", of individually opening tubes, but herein, theres a problem of a very noticeable lag delay when opening an individual tube. It was anything but "ergonomic" for want of a better term. After that, i just scrapped the idea and moved on to something else.

Captain America 06-22-08 12:29 PM

I'm a little late on the congratulatories...but excellent find skwasjer!! :up:
It appears everytime we run into a dead end you come to the rescue.

I was trying to find the entry you mentioned to make the changes to the boundaries...I want to get a head start on this so that by the time its available in S3D I'll have some work invested. I believe you said it was located in the interior.dat file - so I tried searching in float (reversed) some of the values you listed previously (gato for example). Unfortunately, I wasn't able to find any of the values.

Can you confirm the file and offset?

skwasjer 06-22-08 05:18 PM

If you send me the files you want to change (my SH4 installs are all abused beyond the point where I don't trust myself to have clean files :rotfl: ), I will do it for you. I can expand the boxes by a large amount so you can play around as much as you like. In time, you can then reduce the bounding box again to the required size.

If you still want to do it yourself, you can go to the offset of the root node, take the size of the chunk, add it to the offset, and then move 28 bytes back. You will find the values there (6x floats + 4 bytes '0').

This applies to all interior dat-files (CT, CR, RR).

cgjimeneza 06-22-08 07:40 PM

Family pictures
 
Quote:

Originally Posted by AVGWarhawk
I want a captains quarters. Then I can mod in pictures of my wife and kids. :D

Neat... that would show them that we care.... (they might tink otherwise sometimes maybe based on the amount of time we sink into our boats)...and installing an aditional red lighting to the room our pc is in.. and the pac and atlantic charts on the walls.... LOL... I even once had a plan of a type IX measuring 2 mts by 0.90 mts pasted to the wall in front of my monitor... (and still have a pict of sir Winston Churchill looking down on me)... but they do prefer it to our spending our money/time on strip bars ja ja ja

And I seem to recall that on the pre-marital course that the church had us take before acepting to marry us, they kind-of-mentioned that good husbands are allowed a new video card once every year and a new CPU once every three years LOL

Gotmilk 06-23-08 10:05 AM

Subsim community is the smartest game community on earth. Way to go to mod this game. Adding captain cabin would be my long dream come true. You probably dont need my help but if you ever need someone to help out in modelling then i would gladly help out :D

Xantrokoles 06-23-08 02:37 PM

Have you guys mentioned the dieselroom? (IMO the most important room)
I never found an animation which is working continious or working during running the machines, exept the hardcoded propellers.
I think without an diesel animation and sitting/sleeping crew this is useless:roll:

Xantrokoles 06-23-08 03:22 PM

Quote:

Originally Posted by Mikhayl
You could make keyframe animation for each inlet/exhaust valves (I think that the only visible moving part) and add a sound to the engine, the problem is, how to stop both sound & anim when submerged ?
Sleeping crewmen would be easy enough I think, with a snorting sound :D

ROFL thats a great idea..
But it is poor, that we can kill the engine of a car, but not a '3D engine'

Maybe someone finds a sound changer (when you are talking about texture changer)

RICH12ACE 06-28-08 03:21 PM

hi all has any one got any pics or web links of captains cabins in the british subs? :hmm:

Madox58 06-28-08 08:46 PM

I don't think the interiors are connected to surfaced or submurged controller?
With out that connection, you can not kill an animation.

Gotmilk 06-29-08 07:59 AM

Hello,

If anyone is able to give me exact correct captain bunker pictures. Then i would be happy to start to model the captain bunker in 3ds Max.

Schroeder 06-29-08 08:38 AM

Quote:

Originally Posted by privateer
I don't think the interiors are connected to surfaced or submurged controller?
With out that connection, you can not kill an animation.

Well, I think they are, because when you are submerged the guy at the plane wheel sometimes raises his finger to hush the others. So at least that guy must somehow be connected to the depth status of the sub.:hmm:

Xantrokoles 06-29-08 09:03 AM

Quote:

Originally Posted by Schroeder
Quote:

Originally Posted by privateer
I don't think the interiors are connected to surfaced or submurged controller?
With out that connection, you can not kill an animation.

Well, I think they are, because when you are submerged the guy at the plane wheel sometimes raises his finger to hush the others. So at least that guy must somehow be connected to the depth status of the sub.:hmm:


Hardcoded rubish...
:/\\chop

Gotmilk 06-30-08 11:57 AM

Hello.

Can anyone confirm any development for this mod? I am scared that this thread will die off soon. I dont want this to happen. You got the solution for "camera out of sector problem" With little more of work you can make additional rooms for the subs. Lets start from the captains bunker.

I dont care if its just "eye candy" at first. If it will be done then people like Ducimus and etc. will add additional buttons and features to new rooms sooner or later. I can almost imagine that the 3d radio with buttons to play and stop music. Or pictures where you can put your custom pictures. Use the "bed" feature to forward time and etc.

I can model the rooms. Sadly i am not familiar with coding. Basicly give me any room to model. All this mod needs is a chance. And i am willing to give a try. I belive that we could do a litte team and put some new rooms in SH4.

Dont let this mod to die.

Please.


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