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-   -   [WIP] High Resolution Interface (https://www.subsim.com/radioroom/showthread.php?t=166074)

ddrgn 04-15-10 02:33 PM

Quote:

Originally Posted by ologuy (Post 1360940)
The attack disc would be great, so you can get the distance and bearing of the target like in SH3 with OLC

Where is OLC when you need em eh?

reaper7 04-15-10 04:08 PM

Quote:

Originally Posted by ologuy (Post 1360940)
The attack disc would be great, so you can get the distance and bearing of the target like in SH3 with OLC


:hmmm: May consider that, if I can get the panels sliding will have some room for them. I created Graphics for an Is/Was attack disc (Links below in Signature) before for printing out. I know Gutted was gonna try importing them into SH5, will look into it down the road.

ologuy 04-15-10 04:10 PM

yay, if you really get that working i will buy sh5 just because of your mod

Nauticalwolf 04-18-10 01:40 AM

Quote:Originally Posted by reaper7 http://www.subsim.com/radioroom/smartdark/viewpost.gif
Just a quick reply in regards to Pattern running Torps. They are working in stock, there is a Fat/lut button on the hidden SH4 style Torpedo Panel.
The button is hidden unless the uboat is carrying a stock of Fat or Lut type torpedoes.
When you click the button the 4 Dials are revealed. I had the same problem about a month ago where the dial in my Mod would do nothing.
Until I was informed about the dials being tied to the Fat/Lut torps.

Once one the right track I created my own Dials and also placed the Stock dials on a test TDC Page and using a Torpedo Reown Mod was able to load up with each of the Fat and Lut type torps.

I can confirm that Stock dials appeared when selected and were usable as were the dials I created.
The only problem with the Fat/Lut Dials is in the Campaign they are not available till near the end.
Still I'm Integrating them into my Own UI as I'm sure the short campaign Issue will be addressed at a later date. :up: End quote

I also posted on TheDarkWraith's Ui thread

Reaper7, I have been looking for this same "Fat/Lut switch" and can't find it. Could you please point me in the right direction. Does it need some special code to make it show up/ work. I am at a complete loss with python, scripting or coding. :damn::damn::damn:

This is where I would like it to show up/ work :wah::wah::wah:

http://i947.photobucket.com/albums/a...pth-switch.jpg

On a different topic/proplem, the text "depth" in my Ui keeps "coming back" To get rid of it without deleting I changed its alpha value to 0. In game it just re-appears :wah::wah:. is there some code/script that would remove it and not have it come back.

I prefer not to delete things unless there is no other option. (don't know when you might need it back etc)

I know that you are busy with your UI mod but little help would be most appreciated.

I would be happy to help out with any graphic work if needed. :DL I bought a DVD with over 600 full colour photographs of U-995, amazing for reference photos of anything "U-Boat" .

reaper7 04-18-10 08:29 AM

Quote:

Originally Posted by Nauticalwolf (Post 1363869)
Quote:Originally Posted by reaper7 http://www.subsim.com/radioroom/smartdark/viewpost.gif
Just a quick reply in regards to Pattern running Torps. They are working in stock, there is a Fat/lut button on the hidden SH4 style Torpedo Panel.
The button is hidden unless the uboat is carrying a stock of Fat or Lut type torpedoes.
When you click the button the 4 Dials are revealed. I had the same problem about a month ago where the dial in my Mod would do nothing.
Until I was informed about the dials being tied to the Fat/Lut torps.

Once one the right track I created my own Dials and also placed the Stock dials on a test TDC Page and using a Torpedo Reown Mod was able to load up with each of the Fat and Lut type torps.

I can confirm that Stock dials appeared when selected and were usable as were the dials I created.
The only problem with the Fat/Lut Dials is in the Campaign they are not available till near the end.
Still I'm Integrating them into my Own UI as I'm sure the short campaign Issue will be addressed at a later date. :up: End quote

I also posted on TheDarkWraith's Ui thread

Reaper7, I have been looking for this same "Fat/Lut switch" and can't find it. Could you please point me in the right direction. Does it need some special code to make it show up/ work. I am at a complete loss with python, scripting or coding. :damn::damn::damn:

This is where I would like it to show up/ work :wah::wah::wah:


On a different topic/proplem, the text "depth" in my Ui keeps "coming back" To get rid of it without deleting I changed its alpha value to 0. In game it just re-appears :wah::wah:. is there some code/script that would remove it and not have it come back.

I prefer not to delete things unless there is no other option. (don't know when you might need it back etc)

I know that you are busy with your UI mod but little help would be most appreciated.

I would be happy to help out with any graphic work if needed. :DL I bought a DVD with over 600 full colour photographs of U-995, amazing for reference photos of anything "U-Boat" .

Hi Nauticalwolf, have replied to this in TheDarkWraiths NewUI Thread.
Seen your post there before this one :up:

John Channing 04-21-10 12:36 PM

You are still working on this, right?


Don't make me come over there...

:D



JCC

reaper7 04-21-10 12:59 PM

Quote:

Originally Posted by John Channing (Post 1368219)
You are still working on this, right?

Don't make me come over there...
:D

JCC


:haha: Yup, although to the dissatisfaction of my other half :haha:

Got 90% of the Graphics Done and imported into SH5
Got a bit hung up over the last few days getting things to work the way I wanted. Also I have done a few new things that will be of Interest (No screen shots yet.) ;)
Have started to script the switches and stuff now - had run into a programming problem due to my lack of Python or programming skills.
Trying to figure them out as I go along.

Eg. was 2 days trying to get a button to toggle an Item visible/hidden.
Was trying everything I could think of in the script but nothing would work. Turned out it was NOT the programming but my layer order of the button and the item in question :nope:.
Well back on track now though.

John Channing 04-21-10 05:34 PM

So you will have it out tonight, right?

Right?









hello?



JCC

reaper7 04-26-10 01:37 PM

Being a while since I posed some WIP screen shots, its being a bit slow as its at the stage where I'm trying to get things working (And I don't know how).
I've being messing with scripts trying to learn how to do things and its not going well a lot of crashes and script errors.
Also very hard to find info on how to do stuff regarding Silent Hunter even for previous versions. Pity there's no Wiki on SH Modding - Maybe its something to look into :hmmm:.

I've Redone the Obs station and removed the TDC and firing station from there. Obs is now just for that - Observation.
Have got the Attack Disc (Angriffsscheibe) working also have incorporated the Range and Angle on Bow Finder (RAOBF) - Thanks to karamazovnew and Hitman with there help and permissions on this :up:.
Buttons to activate the RAOBF and Target lock (Lock icon removed from onscreen) are placed at the bottom of the scope and are currently working.

The Scope has been Made Larger than the Attack Scope and placed to the right so now the map and attackdisc in conjunction with the RAOBF can be used for plotting and solutions before moving to the Attack Scope for firing.

Attack Disc
http://i236.photobucket.com/albums/f...-Station-1.jpg

RAOBF Obs Scope
http://i236.photobucket.com/albums/f...-Station-2.jpg

Have also Incorporated the RAOBF into the Attack Station:

RAOBF Attack Scope
http://i236.photobucket.com/albums/f...-Station-1.jpg

Left to Do:
Now I just need how to figure to create buttons in the slide out Orders Bar to create Hide/Show commands for all the TDC Panels and the AttackDisc.
Also need to create a toggle button for the Ship Control Dials for when not in use. (They can be in the way on the obs scope otherwise)

I have created this for 1080P and its displays ok in the resolution - But I have noticed something when using other resolutions:- The RAOBF Markings read perfectly at 1080P but at lower resolutions they do not line up its as if the Game Engine is also scaling the Display.
I.e. In 1080P the Cimmaron class tanker at 1000m in 1.5 zoom reaches 4 ticks on the RAOBF (Thats correct).
But if played at standard resolution (1024x768) the same ship at the same distance is only 3 ticks high :damn:.

Does the game engine scale the display (no constraints) as well when scaling up for higher resolutions :06:. If so That will mean that separate RAOBF Graticule markings will have to be created for different resolutions (Not nice).

ddrgn 04-26-10 03:22 PM

Gorgeous! I am sooo waiting for this one ;P

karamazovnew 04-26-10 03:48 PM

WTF, the Periscope Bearing still displays over ALL OTHER ITEMS? AGAIN?!!!
Reaper, can you tell me if there's such a thing as an individual periscope bearing dial in the game? Since all scopes now rotate in 3D there must surely be a way to use that info separately (move the Bearing out of the screen, then make a new dial which can be hidden behind the AOBF).

However, the last time I've looked in the dials list, it was mostly identical to the old one. :(
PS: this is just a graphical issue, but worth noticing. I KiUB, for some of the needles I also used a separate Highlight object. A simple overlay static image placed on top of the needle. That way no matter how the needle rotates, the highlights remain static. Otherwise, fast rotating needles (such as the gyro tenths) look weird when turning.

reaper7 04-26-10 04:16 PM

Quote:

Originally Posted by karamazovnew (Post 1374342)
WTF, the Periscope Bearing still displays over ALL OTHER ITEMS? AGAIN?!!!
Reaper, can you tell me if there's such a thing as an individual periscope bearing dial in the game? Since all scopes now rotate in 3D there must surely be a way to use that info separately (move the Bearing out of the screen, then make a new dial which can be hidden behind the AOBF).

However, the last time I've looked in the dials list, it was mostly identical to the old one. :(
PS: this is just a graphical issue, but worth noticing. I KiUB, for some of the needles I also used a separate Highlight object. A simple overlay static image placed on top of the needle. That way no matter how the needle rotates, the highlights remain static. Otherwise, fast rotating needles (such as the gyro tenths) look weird when turning.

Yes the Scope bearing appears to be Hard coded to be on top, doesn't appear to follow its order in the Editor. I am currently working on a workaround for this, hence why there's no bearing in the Obs scope pics above :03:.
I have used the background from the Heading bar hidden in stock for behind the bearing.
And using scripting I will set this and the bearing to hidden when the RAOBF is selected :up:.
In regards to the gyro Needles, how do you create a separate Highlight object. Is this a transparent image or solid - can the needle below be seen thru this when stopped :06:. Afraid I'm relatively new to all this and still only have the basics.

Stevepine 04-26-10 04:43 PM

HI reaper....

thanks for persisting with this mod!

Please please please dont make the field of vision through the scope too small though as you add more and more dials and items etc.

question: is green the right colour for the scope markings? just curious

:)

BUT Fantastic efforts and work!!!!

reaper7 04-26-10 04:58 PM

Quote:

Originally Posted by Stevepine (Post 1374393)
HI reaper....

thanks for persisting with this mod!

Please please please dont make the field of vision through the scope too small though as you add more and more dials and items etc.

question: is green the right colour for the scope markings? just curious

:)

BUT Fantastic efforts and work!!!!

Ah.. :D Nope thats not the actual default Attack scope view as above. Like the Obs perisope its got a switchable RAOBF. In the Screen stot above its switched on hence the very small field of vision and Green Graticules which are used to calculate range and AoB.

Quote:

Originally Posted by karamazovnew (Post 1374342)
WTF, the Periscope Bearing still displays over ALL OTHER ITEMS? AGAIN?!!!

Just tried scripting to make it not visible in the obs pericope.py file and no luck. Not sure how to move its cordinates of screen via scripting yet, will look through the other scripts to see how the devs do it.

karamazovnew 04-26-10 05:06 PM

Quote:

Originally Posted by reaper7 (Post 1374365)
In regards to the gyro Needles, how do you create a separate Highlight object. Is this a transparent image or solid - can the needle below be seen thru this when stopped :06:. Afraid I'm relatively new to all this and still only have the basics.

Take the fat needles for example, with the rounded plastic bulb that hides the metal screw. It has 2 highlights, diametrically opposed. What I did was copy a small section of that bulb and mask it. It's already done, it's inside the same tga file that has the needles. You'll have to figure out what the exact pixel position is by backtracking the crop line (easy to do with the menu editor). My dials were all done something like this:

1. All dial Background embedded in one single image due to cropping issues. This is clickable and does nothing (click mask)
2. Dial group:
2.1. Dial Background (transparent but clickable)
2.2. Needle Shadows (2 separate needles, you also have them there, just check the alpha channel).
2.3. Needle
2.4. Needle Highlight (static bmp)

3. Glass
4. Metal Panel.

So yeah.. it was a bit complex... but when I tried to stack them up in the normal way i got clipping margins that looked ugly. By default, when scaling images for different resolutions, the game will display about 1 or 0.5 pixels around the mask of the images. This means that all items will be surrounded by an ugly dark line if they were placed on a dark background in the dds file. Double so when overlapping images (as you do when you create dials). So I always made sure to retain a bit of slack around my objects, you'll see that all of my items in the tga files have a bit of metal background around them and a generous mask. Now you know why :D


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