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-   -   [TEC] Mod Tools, HowTo (https://www.subsim.com/radioroom/showthread.php?t=162702)

reaper7 03-16-10 05:37 PM

Ah sorry misread what you were trying to do. Will have a look at those files and see if I can spot anything. What dir are they located in?

Ok found them, see what your getting at. In order to this your going to have to create a new Torpedopage.dds in the size you require then the Interesting bit is in the editor for the torpedo page you will have to resize the sta BMP or stat BMP array and link it to the cordinates of your new replacement Torpedopage.dds file.
I'm just starting to mess around with the editior so I can't ealy explain how it works, TheDarkWraite is the expert on that here. What he's done with the replacment UI is basically similar to what you need to do.

http://img682.imageshack.us/img682/5451/menueditor.png

Madox58 03-16-10 06:21 PM

On the subject of doing new Units.
I don't need to export the old Units.
That's a waste of my time.

I can create New Units in GR2 format and implant them with Hex Editing.
Done that already.

It's the other Nodes I'm after now.
Like bomb placement nodes and such.

Any info?
:hmmm:

reaper7 03-16-10 09:40 PM

What programs and setting are ye guys using to create a .dds file from scratch.
I have been messing about in Photoshop and Gimp and creating a 512x512 RGB/8 bit image, on this I place a simple dial pic of 128x128 select it as a selection and create an alpha channel from it.
Alpha looks good (Dial is solid white - Background Solid Black).
Save it to .dds from within both programmers an a DXT3 no mipmaps.
Now Going into the editor and bringing up a page e.g Page TDC and selecting a dial face I can import an image from other .dds files no problem but as soon as I try to crop the image from my file the Editor crashes.
I've been trying this for 3 days solid and can't get any further.
I really want to create my own .dds files rather that using other peoples from mods or from stock images with SH5.

Any suggestion's. Its most likely something I'm doing wrong creating the image. Either with the attributes of the image or the settings when exporting to .dds. :damn:

TheDarkWraith 03-16-10 10:52 PM

Quote:

Originally Posted by reaper7 (Post 1319786)
What programs and setting are ye guys using to create a .dds file from scratch.
I have been messing about in Photoshop and Gimp and creating a 512x512 RGB/8 bit image, on this I place a simple dial pic of 128x128 select it as a selection and create an alpha channel from it.
Alpha looks good (Dial is solid white - Background Solid Black).
Save it to .dds from within both programmers an a DXT3 no mipmaps.
Now Going into the editor and bringing up a page e.g Page TDC and selecting a dial face I can import an image from other .dds files no problem but as soon as I try to crop the image from my file the Editor crashes.
I've been trying this for 3 days solid and can't get any further.
I really want to create my own .dds files rather that using other peoples from mods or from stock images with SH5.

Any suggestion's. Its most likely something I'm doing wrong creating the image. Either with the attributes of the image or the settings when exporting to .dds. :damn:

Have you tried using the Microsoft DirectX texture tools from the DirectX SDK (DxTex.exe)? You can use it to create .dds files and to view the alpha channels. See if you can load your created image using that SDK application.

Anvart 03-17-10 03:18 AM

Quote:

Originally Posted by privateer (Post 1319542)
On the subject of doing new Units.
...
I can create New Units in GR2 format ...

Using 3ds Max (2008 as ex.) and Granny exporter...?
:cool:

urfisch 03-17-10 06:31 AM

Quote:

Originally Posted by Anvart (Post 1319981)
Using 3ds Max (2008 as ex.) and Granny exporter...?
:cool:

yes, that would be interesting...if this works!

Madox58 03-17-10 06:38 AM

Quote:

Originally Posted by Anvart (Post 1319981)
Using 3ds Max (2008 as ex.) and Granny exporter...?
:cool:

Yes.
3D Max 9 and Granny exporter.
:cool:

urfisch 03-17-10 07:43 AM

9? that hasnt worked for me...which exporter did you use?

reaper7 03-17-10 08:42 AM

Quote:

Originally Posted by TheDarkWraith (Post 1319847)
Have you tried using the Microsoft DirectX texture tools from the DirectX SDK (DxTex.exe)? You can use it to create .dds files and to view the alpha channels. See if you can load your created image using that SDK application.


Yes, Yes, Yes finally figured out what the problem was.
My images and Alpha channels were fine all along. The problem was my file location, as I was creating my own images from scratch I had saved them into My Documents folder. SH5 Editor does NOT like this, once saved into the data/Menu/GUI/ folder in the SH5 director it loaded up ok 'No crash'.
Hence the reason it would load dds files from other mods and not mine.

:yeah:Finally.

etheberge 03-17-10 05:01 PM

Guys,

I'm trying to find a way to edit/change the location names on the nav map and also the icons representing the contacts (merch, warships, planes,etc). The main idea would be to do something like TMO plot to remove the course tails, contact types, etc.

With SH4 all these used to be DDS files but now it seems all or most of it has been replaced with .shp files. My googling indicates that these are shapefiles, a standard used to draw shapes and polygons with spatial coordinates "http://en.wikipedia.org/wiki/Shapefile".

Code:

1
TexturaGreyTarget.dds
88
0.0510535 0.935238 0.0
-5.72205e-006 0.935238 0.0
-5.72205e-006 0.571359 0.0
0.0510664 0.571359 0.0
0.0510592 0.694062 0.0
0.195963 0.66889 0.0
0.329418 0.616365 0.0
0.448348 0.539564 0.0
0.549675 0.441557 0.0
0.630332 0.325429 0.0
0.687236 0.194242 0.0
0.717314 0.0510774 0.0
0.571348 0.0510802 0.0
0.571363 -0.0510654 0.0
0.720862 -0.0510654 0.0
0.698918 -0.204501 0.0
0.646484 -0.345749 0.0
0.567108 -0.471264 0.0
0.46433 -0.577504 0.0
0.341703 -0.660914 0.0
0.202766 -0.717956 0.0
0.0510664 -0.745081 0.0
0.0510693 -0.571348 0.0

Does anyone know how to open and edit these types of files? I've found a few editors on line but I couldn't open the SHV files with any of them.

I also looked at the Goblin editor, the mission editor and the menu editor just in case but I didn't find anything related.

Any information would be appreciated.

Safe-Keeper 03-17-10 05:12 PM

Okay, I don't know what I'm doing wrong, but this is all I get:
http://i147.photobucket.com/albums/r...g?t=1268863802
Running XP, with skin reverted to Windows standard, and I know I've edited the main.cfg file because I've checked twenty times by now. Is it important which folder I isntall the game to? Because my install is in D:\Ubisoft\Silent Hunter 5\data\Cfg.

Either way, my "Developing" entry looks like this:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes
I'm an expert at missing tiny little things, so please point out to me what I've managed to overlook this time:O:.

bigboywooly 03-17-10 05:14 PM

When the tails were removed in SH3 it was using either the Contline or Dashline tgas

bigboywooly 03-17-10 05:15 PM

Quote:

Originally Posted by Safe-Keeper (Post 1321062)
Okay, I don't know what I'm doing wrong, but this is all I get:
http://i147.photobucket.com/albums/r...g?t=1268863802
Running XP, with skin reverted to Windows standard, and I know I've edited the main.cfg file because I've checked twenty times by now. Is it important which folder I isntall the game to? Because my install is in D:\Ubisoft\Silent Hunter 5\data\Cfg.

Either way, my "Developing" entry looks like this:
[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes

Done both main cfgs ?
My documents\SH5 AND Data\Cfg

And game has to load fully before available

Safe-Keeper 03-17-10 05:24 PM

There's two of them?

Right, see what I mean:DL? Thank you for pointing that out to me, anyhow:up:.

Madox58 03-17-10 05:35 PM

Quote:

Originally Posted by urfisch (Post 1320201)
9? that hasnt worked for me...which exporter did you use?


I'm exporting from Max 9 to a GR2 file.
I've no interest in exporting from the SH5 files at this time.
It's getting a proper import done that is important.
I'm useing the Granny exporter from a link a page or 2 back.
:03:


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