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-   -   [REL] SteelViking's Interior Mod (https://www.subsim.com/radioroom/showthread.php?t=171415)

reaper7 07-08-10 05:09 PM

Quote:

Originally Posted by BIGREG (Post 1439129)
:salute: Sorry for the delay

But , Today was a bad day :nope: -> a beer too and direct in Police station ( + 12 hours ) :damn: matches my drive license is lighter and my wallet to :down:

Sorry to hear about that Bigreg.

Sudo 07-08-10 05:28 PM

Sorry BigRed. I had one of those DUI's too, they suck. :down: Still need to go get my license back. :stare:

SteelViking 07-09-10 12:19 AM

:rock: Holy Crap! I just figured out and solved a problem that has been bugging me since day one. And, it was so simple, I don't know why I or anyone else has not fixed this until now.

If you look at most of the "step ups" at the hatches, or at the table with the nav map, or at some of the machines sitting around the sub, you will see that the color matches the floor, or the walls which is fine. But, you will also see that the actual surface texture is made up of patches of wood grain and a more metallic surface, and between those patches are easily visible lines. It was simply a misused normal(bump map). I redid the normal and viola all that stuff looks realistic now.:rock:

It is just one of many things that will be in v1.1 but I got so excited about this one that I had to say something about it.:woot:

Sudo 07-09-10 08:16 AM

Hehe, SteelViking, you the man! :rock: I hated those lines. :yeah:

Faamecanic 07-09-10 09:18 AM

GJ STeel :yeah: Its always the obvious that escapes us when we are trying to hard to dig into the details. Hard to bring ourselves back up to the macro level when delving into the Micro level.

SteelViking 07-09-10 11:19 AM

Ok everybody, I have packaged up the the sounds from Capthelm's audio mod that I fixed up. Just some minor improvements: I touched up the boat's creaking sounds to get rid of some strange clicking, gave them smoother fade outs, tweaked the pitch and loudness of them to sound more real/natural. I also lengthened the sound for the periscope raising/lowering as it often would end and then restart(that was annoying me big time). These are all still Capthelm's original sounds however, so total credit is due to him for them, I am just trying to help everyone enjoy them more. The link to them is on the first post of this thread, I will not be including them in my actual interior mod because I would rather have people choose the sounds they prefer.

TheBeast 07-09-10 12:11 PM

Quote:

Originally Posted by SteelViking (Post 1439814)
Ok everybody, I have packaged up the the sounds from Capthelm's audio mod that I fixed up. Just some minor improvements: I touched up the boat's creaking sounds to get rid of some strange clicking, gave them smoother fade outs, tweaked the pitch and loudness of them to sound more real/natural. I also lengthened the sound for the periscope raising/lowering as it often would end and then restart(that was annoying me big time). These are all still Capthelm's original sounds however, so total credit is due to him for them, I am just trying to help everyone enjoy them more. The link to them is on the first post of this thread, I will not be including them in my actual interior mod because I would rather have people choose the sounds they prefer.

Did you include the Creaks_Level3.wave that has the clip from Dos Boot where they do the dive test and the skipper looks at the journalist and says "Don't worry,,,, it's only the preasure..."? I always remove Creaks 1 and 2 because they really do not matter but creaks 3 and 4 do matter.

SteelViking 07-09-10 12:41 PM

@ The Beast,

I included all 4 creak levels, but you can of course remove them. You might want to give my touched up versions a try though. I even stair stepped how loud they are and changed their pitch to sound more like actual metal under strain. IMHO what I did really enhances that feeling of tension when you dive, especially when you go real deep.

Nisgeis 07-09-10 01:49 PM

Quote:

Originally Posted by SteelViking (Post 1439414)
I redid the normal and viola all that stuff looks realistic now.:rock:

Any chance of the before and after pics? :DL

SteelViking 07-09-10 10:09 PM

Quote:

Originally Posted by Nisgeis (Post 1439974)
Any chance of the before and after pics? :DL

Sure thing, these are shots with my mod, the only thing different is what I am referring to. Oh, you also might want to check out the floors, and hatchway while you are at it, everyone will be happy that I have brought my mod way closer to realistic. All floors now have scratches, some rust, and the paint is worn off the diamond shapes. The walls get a similar treatment with scratches/rust/pitting. Heck, I even watched some video tours of surviving U-boats where they are still using the original light sources, and I matched the lighting in my mod with that. Ok, before I get everyone too excited, here are the shots.

Before:
http://img132.imageshack.us/img132/4062/awdi.jpg

After:
http://img805.imageshack.us/img805/5650/screen2m.jpg

This is just one spot that is fixed, there are 4 others that I know of throughout the sub that are also fixed, maybe even some more that I have not realized yet.

OldFrenchy 07-10-10 01:41 PM

I'm excited about your mod, SteelViking. When do you expect to release it?:rock:

SteelViking 07-10-10 02:20 PM

Quote:

Originally Posted by OldFrenchy (Post 1440837)
I'm excited about your mod, SteelViking. When do you expect to release it?:rock:

Well, version 1.1 is pretty much ready to go. There are some more things I wish I could pack into it, I put a request thread out for information, but I have gotten no responses. So, the only thing I am waiting for is for BIGREG to finalize the last couple things for his next version of WoGaDi. I know I have been stating this same excuse for about a week now, but BIGREG has been trying to tackle some serious problems and they are slowing him down. One of the things he is working on is getting all the gauge labels assigned better(we can't totally fix them, but he has greatly improved the labeling system around the sub:rock:)

BIGREG 07-10-10 02:29 PM

:salute:

Do not worry I'm working on, but I also work in real life and rest from time to time, too, a little ... otherwise my wife will yell ! :D

SteelViking 07-10-10 05:49 PM

Quote:

Originally Posted by BIGREG (Post 1440868)
:salute:

Do not worry I'm working on, but I also work in real life and rest from time to time, too, a little ... otherwise my wife will yell ! :D

I don't have a wife to yell at me, but beleive it or not, I do have a job. I don't actually know how any of us find the time to get as much modding done as we do:doh:

SteelViking 07-12-10 11:42 PM

AHA! I have been able to fix some more things that were bugging the heck out of me. Sober, I hope you read this, because I think you will be glad to hear about this first one.

If you look at the locking mechanisms on the tall doors in v1.0 of this mod, you will realize that parts of the mechanism are not colored red as they should be. Well, I was finally able to hunt down where the problem was in the texture file, and tada, problem solved.

For my second bug fix for the night(this was a stock problem). If anyone looks at some of the posters around the sub, you will realize that one of them has the sides cut off. Well, I just got a hold of a scan of another similar poster(they are actually magazine covers), and bingo, no more bug.

Lastly, I have decided and gotten permission from BIGREG to go ahead and include his WoGaDi mod right into this mod upon my next release. Here are my reasons for doing so:
- There is not really a reason for anyone to not want WoGaDi

- It goes really well with this mod

- And, it would help anyone who uses this mod to thin out their mod soup a little bit more.


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