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-   -   [REL] Gato Interior overhaul and Salmon/sargo gauge fix (https://www.subsim.com/radioroom/showthread.php?t=128890)

Ducimus 01-12-08 11:59 PM

[REL] Gato Interior overhaul and Salmon/sargo gauge fix
 
Gato Interior Overhaul ver 1.0


Credits:
Anvart ( files used are anvarts post 1.4 patch fix on blacked out dials )
Ducimus ( grumpy with bloodshot eyes)
Oakgroove ( textures files )
Leovampire ( camera mod )
edit:
skwasjer ( for the awesome editor)


Permissions:
Do whatever you want with it so long as your not putting it in a commerical product for monitary gain.



What it does:
This mod retouches the Gato interior. Adjustments are many, which include
- all three gyrocompasses,
- forward battery
- after battery
- total battery
- all engine RPM gauges
- fuel gauges
- trim tanks
- retouching of various misc lights.
- etc etc

- Camera mod retouched to allow free movement in conning tower.

Known issues:
4 small dials to the left of the navagation station are stilll inoperable.
Electrical section in control room, dials lack a background texture. I really wish i could fix that, but don't know how.

Compatiblity:
-All files are derived from files found Trigger Maru ver 1.75, and will run without any problems.
- Camera mod included may produce a "camera out of sectors" error if used in any mod in a mod combination that does not have the ROW camera mod present.
- Do not remove the associated textures. Dat files have been altered so the gato uses its own specific texture files, and not shared with another submarine interior.


http://www.ducimus.net/sh4/new_gato_interior_01.jpg
Xmas tree while surfaced.
http://www.ducimus.net/sh4/new_gato_interior_02.jpg
Xmas tree submerged. Brighter lights.
http://www.ducimus.net/sh4/new_gato_interior_03.jpg
If one battery gets wasted, you should be able to see which one still holds a charge.
http://www.ducimus.net/sh4/new_gato_interior_04.jpg
Rear of the control room, the navagators table.
http://www.ducimus.net/sh4/new_gato_interior_05.jpg
Unfortunatly the torpedo status indicators, don't do anything except look pretty. They are not tied to any functionality at all that i could so. So I changed it to function like a xmas tree in the conning tower. This is while on the surface.
http://www.ducimus.net/sh4/new_gato_interior_06.jpg
And this is while submerged.
----------
http://www.ducimus.net/sh4/new_gato_interior_07.jpg
These guages work, i have them tied to the battery, but they lack a background texture



D/L link:
http://files.filefront.com/REL+Gato+.../fileinfo.html


------------------------------------------------------------------------------------------

Salmon/Sargo Interior gauge fix ver 1.0


Dial layout is same as Gato interior overhaul.

Credits:
Anvart ( files used are anvarts post 1.4 patch fix on blacked out dials )
Ducimus ( grumpy with bloodshot eyes)
Oakgroove ( textures files )
Leovampire ( camera mod )
skwasjer ( for the awesome editor)

Permissions:
Do whatever you want with it so long as your not putting it in a commerical product for monitary gain.



What it does:
This mod fixes the gauges on the interior used by salmon and sargo class submarines.

Known issues:
- Texture mapping on some dials is out of whack.
- gyrocompass in CR helmsman station inop

Compatiblity:
-All files are derived from files found Trigger Maru ver 1.75, and will run without any problems.
- should run fine on any stock game or any other mod.


D/L
http://files.filefront.com/REL+Salmo.../fileinfo.html

Mush Martin 01-13-08 04:33 AM

:oWow Nice Work team.
:up::up::up:
M

[edit] does this supplant Anvarts conning tower guages fix
or do I still need that too? this does not have the 600 ft
depth guage then?

Ducimus 01-13-08 05:50 AM

Quote:

Originally Posted by Mush Martin
:oWow Nice Work team.
:up::up::up:
M

[edit] does this supplant Anvarts conning tower guages fix
or do I still need that too? this does not have the 600 ft
depth guage then?


It has the 600 ft depth gauge, and you shouldnt need anvarts conning tower gauge fix anymore.

andycaccia 01-13-08 05:56 AM

Excellent work a usual Ducimus, looking forward to try this one!:up:

About the torpedo panel in the conning tower, I'm gonna take a closer look to it an see If I can do something to make it more useful.:hmm: ..however it is already pretty looking enough..

I'll keep ypu informed If I discover something Interesting.

AVGWarhawk 01-13-08 08:19 AM

Any work being done on the other subs? This is just great!

ReallyDedPoet 01-13-08 09:54 AM

Nice to see you branching out to other stuff, well done Duci :yep::up:


RDP

Sockeye 01-13-08 10:55 AM

:up:

Rhodes 01-13-08 11:28 AM

Exellent work!!!:up: :up: :up:

Donner 01-13-08 11:31 AM

Quote:

Originally Posted by AVGWarhawk
Any work being done on the other subs? This is just great!

I agree with AVG...If the mood hits you, I would certainly welcome any improvements you might make to the other boats.

This is truly stunning work! Thanks! :up:

DrBeast 01-13-08 11:48 AM

Glad you're still in a modding mood, skipper! Interesting mod, I'll give it a go when I'm back from the mandatory shore leave :yep:

Lagger123987 01-13-08 12:53 PM

Good work! Will there be a Salmon-Sargo reworked interior?

Alex 01-13-08 01:10 PM

Nice work, and very pretty indeed.

M. Sarsfield 01-13-08 01:13 PM

Nice work.

Just FYI, the panels in the last photo that Duci posted are the Internal Communications (I.C.) Switch Board for 1MC, 7MC, alarms, engine telegraphs, rudder indicator, blah, blah, blah... and the one on the right operates the Gyro Compasses, mainly. Think of them as huge breaker panels, like in your house. If a circuit has a fault, a light will light up beside the corresponding circuit switch.

Ducimus 01-13-08 01:40 PM

Quote:

Originally Posted by Donner
Quote:

Originally Posted by AVGWarhawk
Any work being done on the other subs? This is just great!

I agree with AVG...If the mood hits you, I would certainly welcome any improvements you might make to the other boats.

This is truly stunning work! Thanks! :up:


Ill try the sargo in another week or two. What you see here, prepresents alot of midnight oil by itself. Every gauge you see in the interior, represents at least one cycle of

1.loading the game.
2. trying to find the dial
3. exiting the game.
4. modding the file.
5 goto 1.


Once i found the dial, then i needed to calibrate it, which means more reloading. :roll:

Eventually i found the best way to find where dials were, was to switch the controller to a battery type, and then load the game, run the sub at flank speed submerged, and see which needle starts moving after a little TC. Once i got this method down, i just went down the controllers in the sim file, one at a time. Theres around 130 dial objects in the sim file.

Soooo.. im taking a break from that for a week or two. I cant say im looking forward to doing this again. :rotfl:

DrBeast 01-13-08 01:48 PM

Duci, while you're here. This has been bugging me for quite a while, but do the metric equivalents of these textures actually work? Oakgroove's textures had a metric counterpart, but in my game the imperial ones still showed up. Any clues? I'm not talking about your mod, but Oakgroove's, which you've been using as well. To Rockin Robbin's chagrin, I'm a metric thoroughbred! :rotfl:

skwasjer 01-13-08 02:37 PM

Quote:

Originally Posted by Ducimus
Eventually i found the best way to find where dials were, was to switch the controller to a battery type, and then load the game, run the sub at flank speed submerged, and see which needle starts moving after a little TC. Once i got this method down, i just went down the controllers in the sim file, one at a time. Theres around 130 dial objects in the sim file.

Soooo.. im taking a break from that for a week or two. I cant say im looking forward to doing this again. :rotfl:

Hmmm, a modelviewer would definately help out in these scenario's :smug:

Ducimus 01-13-08 02:45 PM

Quote:

Originally Posted by skwasjer
Hmmm, a modelviewer would definately help out in these scenario's :smug:

Where can i get one? :88)

I know a *little* bit about alot of things, but i don't know everything, contrary to popular beleif :roll:, and in particular 3d modeling.

But i know enough to where i think some of the texture mapping is off. That's my biggest thorn. Some of the textures are just OFF or missing, such as the one panel in the gato, and some of the dials in the other control room. I mean, its kind of obvious when all the gauges are on one graphic file, the games just mapping to an individual sector of that graphic file... errrr.. tangent.. nevermind.

Im gonna go play now. That was my biggest motivation to revamping the gato interior, im going to play a career game and im NOT using the external camera, so all my focus will be inside the boat.. and the busted gauges drove me nuts. Had to fix it.


edit:

Quote:

Originally Posted by DrBeast
Duci, while you're here. This has been bugging me for quite a while, but do the metric equivalents of these textures actually work? Oakgroove's textures had a metric counterpart, but in my game the imperial ones still showed up. Any clues? I'm not talking about your mod, but Oakgroove's, which you've been using as well. To Rockin Robbin's chagrin, I'm a metric thoroughbred! :rotfl:

Truthuflly ive no idea. There is a controller ID that specifies "international depth gauge", that might be the one that converts measurements. im not sure. I just kind of dove into the file and went with what works. Some controllers dont do anything . Compressed Air being one of them, you can blow ballast all you want, it wont budge. Not that compressed air is ever really used by the game anyway. THAT STILL ticks me off, even in SH3 it ticked me off.. Compressed air is a really big deal for a submerged submarine, and is involved in everything from blowing tanks, to firing torpedos, and the game doesnt use it except to blow ballast, and even then, the amount of air used is miniscule. I so wish i could fix taht, im 100% positive taht is a code issue.

baxter 01-13-08 02:59 PM

Very nice! Thanks, Ducimus.:up:

skwasjer 01-13-08 03:06 PM

Quote:

Originally Posted by Ducimus
Where can i get one? :88)

I have one, it's just awefully unstable atm :oops:
Probably in a month or two it will be in... if you can wait that long :smug:

Btw, did you use the new functionality (S3D: light nodes) to adjust lights or did you adjust other parameters for the lights? Could use some feedback on that part (there's also an unknown value there for omni lights that someone needs to tamper with a bit to figure out what it does).

Nice work on the overhaul :up:

Ducimus 01-13-08 03:40 PM

Quote:

Originally Posted by skwasjer
Btw, did you use the new functionality (S3D: light nodes) to adjust lights or did you adjust other parameters for the lights?:

Oh yeah, i experimented with it, but couldn't see any discernable effect, at least none that i could see. I was fixated on the light bulbs really. I dont know if anyone noticed, but i changed which bulbs are on, and which are off. Since they alernate at nighttime. The ones off during the day, are on at night.

What i was trying to do, was lower the overall brightness of the interior, but maintain a bright light bulb. (I think the interior is a bit too bright, and the bulbs too dull) I coudlnt figure out how to sperate the light bulb from the interior lighting color. If i lowered the color for the day lights, the bulbs would lower to similar color, and it blew the overall effect.


Maybe if i lowered the interior lights, and then experimented with the light nodes again id notice a difference?


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