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Vit 10-24-11 04:44 PM

Mare Nostrum
 
When I begin campaign Mare Nostrum, I am in the port of registry Lorient. But all this campaign operates in Mediterranean sea, and I need to swim each time from Lorient to Mediterranean sea. Same it is not correct!
:06:

baronfrost 10-24-11 04:52 PM

Ruby 2000 Duetch mod
 
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

Trevally. 10-24-11 05:02 PM

Quote:

Originally Posted by Vit (Post 1773944)
When I begin campaign Mare Nostrum, I am in the port of registry Lorient. But all this campaign operates in Mediterranean sea, and I need to swim each time from Lorient to Mediterranean sea. Same it is not correct!
:06:

Hi Vit:salute:

Yes - when you start Mare Nostrum you are in the port Lorient.
So you will have to pass Gibraltar to get to your patrol area:arrgh!:

Your base will change on 31/03/41 so you can stay in the Med :yep:

Trevally. 10-24-11 05:21 PM

Quote:

Originally Posted by baronfrost (Post 1773951)
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

No sorry - there is no English version.

Perhaps you could ask Ruby2000 if you could remove files etc

Vit 10-25-11 02:36 AM

Quote:

Originally Posted by Trevally. (Post 1773958)
Hi Vit:salute:

Yes - when you start Mare Nostrum you are in the port Lorient.
So you will have to pass Gibraltar to get to your patrol area:arrgh!:

Your base will change on 31/03/41 so you can stay in the Med :yep:


And for what it is made? For more realism?
Why at once not to begin campaign from the Italian ports?:06:

Magic1111 10-25-11 03:35 AM

Quote:

Originally Posted by baronfrost (Post 1773951)
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

Donīt understand the sense behind the question??? :06:

The default language of the OHII-MOD is english. And "Ruby2000" from our german-ubi-Forum translate all important things into german language for german native speaker like me for example.

The "Deutsch(german)-MOD" is only an UI 6.8.0/OHII-Add-On for german Player (or Player that would like to have the german language in game).

So if you donīt like to have the german language with OHII, simple donīt use (activate) the MOD!

Best regards,
Magic

TheBeast 10-25-11 05:57 AM

Quote:

Originally Posted by baronfrost (Post 1773951)
Is there a English version of this mod? It changes all the text to German, It not is there a way to keep the mod but change the text back to English? :06:

If you do not want to wait, you can do it your self.

You can take your stock SH5 data\Menu\Menu.txt file and compare ID numbers.
Any ID numbers in German that does not exist in stock menu text can be added.
Then use Google Translate to change from German to English.

If you take your time, the entire process takes about a hour at most.

Regards!
TheBeast

Silent Steel 10-25-11 06:57 AM

Quote:

Originally Posted by TheBeast (Post 1774157)
You can take your stock SH5 data\Menu\Menu.txt file and compare ID numbers.
Any ID numbers in German that does not exist in stock menu text can be added.
Then use Google Translate to change from German to English.

Perfect task for WinMerge; http://sourceforge.net/projects/winmerge/

Trevally. 10-25-11 12:09 PM

Quote:

Originally Posted by Vit (Post 1774111)
And for what it is made? For more realism?
Why at once not to begin campaign from the Italian ports?:06:

If you don't want this - you can dock at start of patrol (perhaps x2) and you will teleport to La Spezia:up:

Trevally. 10-25-11 12:20 PM

Quote:

Originally Posted by keil http://www.subsim.com/radioroom/smartdark/viewpost.gif
hi everybody: just a little problem: in OH II v1.4 mission on western coasts i went to scapa, sank the carrier, but i'm unable to find where to sink the 50000 tons of merchant. i went sinking on NW, SW, W of ireland, between ireland and england but it never gives a progress on the objective (sunk at least 200000 tons of merchant).
any hint?
thanks a lot,
cpt. Keil

http://www.subsim.com/radioroom/show...postcount=1290

Rongel 10-25-11 01:04 PM

Small bit of info...

There is still one ghost ship on the loose without no textures. I thought I fixed it in the previous patch, but no... So don't be alarmed if you see a black ship, fix is on the way.

TheBeast 10-26-11 05:21 AM

Quote:

Originally Posted by Rongel (Post 1774309)
Small bit of info...

There is still one ghost ship on the loose without no textures. I thought I fixed it in the previous patch, but no... So don't be alarmed if you see a black ship, fix is on the way.

I just encountered a British NPL_Hap that had no texture.
I checked the data\Roster\British\Sea\NPL_Hap.cfg and it is correct
TextureName=data/Sea/NPL_Hap/NPL_Hap_T01.dds
I checked the the texture data\Sea\NPL_Hap\NPL_Hap_T01.dds texture and it was there.

My guess is that the error must be in the Material specified in DAT file.

Regards!
TheBeast

Rongel 10-26-11 07:02 AM

Quote:

Originally Posted by TheBeast (Post 1774682)
I just encountered a British NPL_Hap that had no texture.
I checked the data\Roster\British\Sea\NPL_Hap.cfg and it is correct
TextureName=data/Sea/NPL_Hap/NPL_Hap_T01.dds
I checked the the texture data\Sea\NPL_Hap\NPL_Hap_T01.dds texture and it was there.

My guess is that the error must be in the Material specified in DAT file.

Regards!
TheBeast

Hi Beast!

This ship has been giving me grey hairs...

It's difficult when there is so many people involved and different kinds of techniques used and bla bla blaa. Anyway, I think I got it fixed, this is again random bug so it makes things a bit complicated. I have to double check the materials too! Needs a lot of testing :wah:

TheBeast 10-26-11 07:50 AM

I did find 1 possible issue in the NPL_Hap.dat file.
The ships 3D Model has 3 MAP Channels but there are only 2 Materials specified in the Parent Node.
That leaves 1 MAP Channel without a specified texture. Since this is the last texture applied, it can result in Black Un-Textured ship.

You may be able to fix it by adding another cfg#TXR_NPL_Hap Material Node and adding that new Material to the 3D Model Parent Node Materials List.

I updated my NPL_Hap.dat and will check the Museum and let you know if that fixes it.

-=[Update]=-
After adding new Material node for cfg#TXR_NPL_Hap and adding new Material to the 3D Model Parent Node Materials list in 3 places the ship renders correctly in Museum.
Now I need to encounter one at sea again.

Rongel 10-26-11 02:44 PM

Quote:

Originally Posted by TheBeast (Post 1774726)
I did find 1 possible issue in the NPL_Hap.dat file.
The ships 3D Model has 3 MAP Channels but there are only 2 Materials specified in the Parent Node.
That leaves 1 MAP Channel without a specified texture. Since this is the last texture applied, it can result in Black Un-Textured ship.

You may be able to fix it by adding another cfg#TXR_NPL_Hap Material Node and adding that new Material to the 3D Model Parent Node Materials List.

I updated my NPL_Hap.dat and will check the Museum and let you know if that fixes it.

-=[Update]=-
After adding new Material node for cfg#TXR_NPL_Hap and adding new Material to the 3D Model Parent Node Materials list in 3 places the ship renders correctly in Museum.
Now I need to encounter one at sea again.

I think that all the imported ships have 3 materials specified, the third is for the damage layer I believe. I got good results by giving the T01 texture mip maps, for some reason this ship is missing them in latest OH II patch ( I didn't click the generate mipmaps in Photoshop when I saved it).

One good way to test this behaviour is to make a single mission where the ship spawns lets say 100 km from you, that way the game handles it like in campaign when you meet it. No textures missing yet.

Yep, more testing to do.

TheBeast 10-26-11 05:48 PM

Quote:

Originally Posted by Rongel (Post 1774929)
I think that all the imported ships have 3 materials specified, the third is for the damage layer I believe. I got good results by giving the T01 texture mip maps, for some reason this ship is missing them in latest OH II patch ( I didn't click the generate mipmaps in Photoshop when I saved it).

One good way to test this behaviour is to make a single mission where the ship spawns lets say 100 km from you, that way the game handles it like in campaign when you meet it. No textures missing yet.

Yep, more testing to do.

Isn't there a DMG 3D Model specifically for the Damage Layer?

In SHIII/IV when, for example, the Conning 3D Model had a MAP Channel defined for Tower Emblems. If no material was specefied for that channel a black square would render on the side of the Tower where the Emblem was suppose to be.

Just a thought...

Anyway, this is wrong forum thread for this discussion.

-=[UPDATE]=-
My solution did not work. The ship is still rendering black in Campaign. Almost as if 3D Damage Model is overwriting Texture.
Going to try adding transparent image to DMG 3D Model MAP Channel 1, 2 and move damage texture to MAP Channel 3.

-=[UPDATE 2]=-
That fixed it. Added transparent texture for material and adding to 3D DMG Model Parent node Materials list MAP Channel 1 and 2 and boat renders correctly in campaign now.
Just create transparent 10x10 texture "data\Textures\TNormal\tex\blank.tga"
Download here http://www.mediafire.com/?w86iapklybbsw
http://img705.imageshack.us/img705/8211/nplhap.jpg

vigo101 10-27-11 06:42 AM

Thank You! :)

Trevally. 10-27-11 04:37 PM

Quote:

Originally Posted by TheBeast (Post 1775028)
-=[UPDATE 2]=-
That fixed it. Added transparent texture for material and adding to 3D DMG Model Parent node Materials list MAP Channel 1 and 2 and boat renders correctly in campaign now.
Just create transparent 10x10 texture "data\Textures\TNormal\tex\blank.tga"
Download here http://www.mediafire.com/?w86iapklybbsw

Thanks TheBeast:yeah:

0rpheus 10-27-11 05:30 PM

That's awesome, nice work TheBeast!

How do we install this? I can't remember if this ship is in OHII Full or all of them.. :)

TheBeast 10-28-11 01:20 AM

Quote:

Originally Posted by 0rpheus (Post 1775551)
That's awesome, nice work TheBeast!

How do we install this? I can't remember if this ship is in OHII Full or all of them.. :)

The download I provided was intended for Rongel and Trevally so they can use as example to update the ship in OH II Mod.

Regards!
TheBeast


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