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-   -   [REL] Replacement TDC Graphics (https://www.subsim.com/radioroom/showthread.php?t=165377)

reaper7 03-18-10 02:00 PM

[REL] Replacement TDC Graphics
 
Hi I've created a replacement set of TDC graphics to replace the hidden one's in SH5.

These are free to use for anyone's use. They will even work with TheDarkWraiths excellent UI Replacement Mods.

Can be installed with JDSME or just extract the files into the relevant folder.

Graphic's Comparison:
http://i236.photobucket.com/albums/f...Graphics-2.jpg

In Game shot: Using TheDarkWraith UI Interface Old V1.3.1
http://i236.photobucket.com/albums/f...phics-Game.jpg

Download: http://www.subsim.com/radioroom/down...o=file&id=1622


Edit: Just notice that one of the dials is not showing up correct in the image above. Don't worry its correct in the download file.
Must of had that layer hidden in Photoshop when doing the screenshot.
Edit 2: Corrected dial in screenshot and added ingame screenshot.

robbo180265 03-18-10 02:10 PM

Blimey ! they're nice - thanks matey:yeah:

sergei 03-18-10 02:19 PM

Looking good Reaper7, I'll give 'em, a go. :up:

Hartmann 03-18-10 03:50 PM

very nice, i like it

Devs trying to convert SHV in a arcade game and modders returning the game to his natural state, a simulator.:up:

reaper7 03-18-10 04:46 PM

Quote:

Originally Posted by Hartmann (Post 1322691)
Devs trying to convert SHV in a arcade game and modders returning the game to his natural state, a simulator.:up:

Yes, we'll have the best of both worlds some day. :salute:

EDIT: Some Photshop work to show:

I have been messing about in Photoshop doing to concept work and I came up with the following.
This is mainly a background to TheDarkWraith UI stuff, which in my standard interface now.
But also include my dials from above.
I haven't got into the scripting side of things and don't know if I'll get to learn (But who knows, getting into this modding stuff),
so this may not go much further . Maybe even DarkWraight might be interested in bringing this into his own UI.
He has all the work done anyway so there wouldn't be any point in me redoing the same.

(I have a feeling his mod is becoming the First SuperMod)

Anyways what do you think. Also what type schemes would ye like ie what instruments.
Maybe if this does go forward, it could have a few variants.
I have shown 2 types : One for the old style Torp depth and one for the new.

First one shown The old type Torpedo Depth Dial:
http://i236.photobucket.com/albums/f...oncept-Old.jpg

Second one shown The new type Torpedo Depth Dial:
http://i236.photobucket.com/albums/f...oncept-New.jpg

Feedback Please.

U-Bones 03-18-10 06:46 PM

Quote:

Originally Posted by reaper7 (Post 1322775)
Feedback Please.

Freaking brilliant. :yeah:

reaper7 03-18-10 07:09 PM

Panel backgound graphic is from Karamazovnew KiUB frontend for SH4
http://www.subsim.com/radioroom/showthread.php?t=152590
My aim would be to recreate a similar look to that. ;)
The Dials Are just reworked from the stock ones. But I will prob redo theme from scratch (Poss at a higher resolution as the Editor can scale the dials).

Stormfly 03-18-10 08:46 PM

looks good, maybe a bit dirt here and there, and the whole interface also as a much darker version for night times ? ...the current tdc dials are much to bright in dark conditions.

TheDarkWraith 03-18-10 08:54 PM

in the next release of the UI mods I have the correct AOB and heading dials. The heading dial loses it's vernier and it's dial picture has changed to reflect this. The AOB gains a vernier and it's dial picture has changed to reflect this. Once I have some time I'm going to script a working Track angle dial into the UI mods so that the torpedo impact angle can be shown relative to the vessel.
I welcome all UI additions to my UI mods. I can add your new TDC interface as an option. I love options :D

java`s revenge 03-18-10 11:25 PM

Thanks Reaper :yeah:

I have one remarc on your package. When you unpack it there isn`t
a subfolder. The "head map" is data.

Stormfly 03-19-10 03:12 AM

ohh, i would also love some scratches, also the "Fire button" should be relabeled to "Los" or something :DL

...would it also be possible to integrate at least the left gauge of the gyroangel gauges, that would enable to see the path the torp would go ?

regarding dark conditions, maybe some overlay filter could do that (if the game engine switches to redlight, the filter would activate, of course using a button or switch for that would be perfect).

reaper7 03-19-10 06:04 AM

Quote:

Originally Posted by TheDarkWraith (Post 1323052)
in the next release of the UI mods I have the correct AOB and heading dials. The heading dial loses it's vernier and it's dial picture has changed to reflect this. The AOB gains a vernier and it's dial picture has changed to reflect this. Once I have some time I'm going to script a working Track angle dial into the UI mods so that the torpedo impact angle can be shown relative to the vessel.
I welcome all UI additions to my UI mods. I can add your new TDC interface as an option. I love options :D

Thanks The Dark Wraith any chance you could forward me on a screen shot of the dials, going two rework the above and would love to implement them into. (Just images required not the actual dials :03:)

Quote:

Originally Posted by java`s revenge (Post 1323132)
Thanks Reaper :yeah:

I have one remark on your package. When you unpack it there isn`t
a subfolder. The "head map" is data.

Ah.. missed that one. Thanks will fix. :up:

Quote:

Originally Posted by Stormfly (Post 1323238)
ohh, i would also love some scratches, also the "Fire button" should be relabeled to "Los" or something :DL

...would it also be possible to integrate at least the left gauge of the gyroangel gauges, that would enable to see the path the torp would go ?

regarding dark conditions, maybe some overlay filter could do that (if the game engine switches to redlight, the filter would activate, of course using a button or switch for that would be perfect).

Again these are just mockups so alot of changes are gonna occur before the are built for release.
At this stage I think I'm gonna go two route with this.

1. The authentic route, similar two above with all the working dials possible, A restructure will be needed so as not to be obtrusive to the current TAI map and the XO dialog box and Recognition Manual.
That is unless somebody manages to get pop out panels working.
Then We could do the above without it being in the way.

2. A more minimalistic version in the same style as the stock UI.
Will look at remaking the dials so suit the style of that.

Any ideas or feedback welcome. :up:

Church SUBSIM 03-19-10 07:17 AM

I really like these latest ones a great deal. The only thing I would say is that if you could tone down the brightness of the metal. Perhaps a dark grey or something. Makes it a lot easier on the eyes at night!

Great work! Look forward to using these when released!

java`s revenge 03-19-10 07:40 AM

Reaper,

I have one question to you when i look to your screens.

Here is my screen,



http://img.photobucket.com/albums/v4...-19_070233.jpg

When i look at your screens the old sh5 gui is gone. What did i do
wrong?

Firstly installed tdc dials by thedarkwraith and thereafter yours.

urfisch 03-19-10 07:47 AM

looks good so far...i would change the depth indicator to an analog one, the original one from the real tdc and the "papenberg" for the periscope. it is already in the menu files integrated, just needs to be activitated, afaik.

additionally some fine tuning on the graphics/textures and its done!!!

:salute:


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