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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Samurai Navy
![]() Join Date: Aug 2008
Location: U-30
Posts: 597
Downloads: 910
Uploads: 12
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The Very Best!
![]() Thanks a lot! ![]() KUrtz ![]()
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Schleichfahrt Rudder: GWX KC.vQ https://www.mediafire.com/file/taz1r...XKC.vQ.7z/file ![]() |
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#17 |
Watch
![]() Join Date: Sep 2009
Posts: 30
Downloads: 49
Uploads: 0
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Salve!
Thanks a lot Sir! ![]() |
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#18 |
Ensign
![]() Join Date: Jul 2007
Location: Otopeni, Romania
Posts: 233
Downloads: 942
Uploads: 0
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Hello Makman.
Let me tell you that this is a awesome mod. One question I have, an that is: Is it possible to make a stand alone mod with that big chrono that can be used with other gui. I have 2 installs of SH3. One with your mod and another with Karamazovnew. I would like to use that big chrono with Kara's gui. Thanks! |
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#19 |
Sparky
![]() Join Date: Sep 2006
Posts: 155
Downloads: 61
Uploads: 0
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Thanks makman94. The link of Luca's mod is http://www.subsim.com/radioroom/showthread.php?t=159772
I was starting to adapt it, but as I am pretty new to modding I am really slow and not very reliable ![]() |
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#20 |
Silent Hunter
![]() Join Date: Dec 2004
Location: AN9771
Posts: 4,904
Downloads: 304
Uploads: 0
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Please do. PM on the way.
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My site downloads: https://ricojansen.nl/downloads |
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#21 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#22 | |
Helmsman
![]() Join Date: Apr 2005
Location: California
Posts: 110
Downloads: 46
Uploads: 0
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Makman94, it works flawlessly now ![]() |
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#23 | |||
Hellas
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in the meantime send over a pm to Kara,as being the author of the gui you are using it will be much faster for him to import it Quote:
in the meantime try it yourself .here is a thread that will help you: how to make your gui compatible with Flakmonkey & DD's mod ![]() Quote:
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Knowledge is the only thing that nobody can ever take from you... ![]() Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods |
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#24 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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#25 |
Loader
![]() Join Date: Jul 2007
Location: Central FL
Posts: 88
Downloads: 337
Uploads: 0
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Hey, Markmann:
I must say thanks, VERY,VERY MUCH, your MaGUI mods. I'm relatively new to SH3 -only 6 Mo-but have tried all the supermods and many other smaller mods. How could I missed yours for months? I've been testing your mods-from the original to the latest-including the optionals, reading txt/pdf docs and subsim's fora posts, watching tutorials, actually studying to learn all the marvelous tools included in your mods. I think they are a MUST for a serious, hardcore player-I'm still not in that category-for the historical accuracy and the inmersion level they provide to the player. I'm still learning, a bit confused with so many variants, but above all, ENJOYING IT A LOT! I've searched but found no answer to this Q: are your mods compatible with DD's conning tower open hatch mod? Regards, rea00cy
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ATROPOS-the deadly nightshade |
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#26 | |
Weps
![]() Join Date: Jan 2010
Location: Asheville, NC, USA
Posts: 356
Downloads: 107
Uploads: 0
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Re: Widescreen version of Magui...
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The uzo and obs accepted a straight formula (for instance new value for right viewport is (lVal * 1024/1365) + (rVal - lVal)) , but for some reason it didn't work with the attack scope. I've gotten that one close enough to be a single fat line. The formula did also not work for the deck gun zoom, but I have not even started to look at that. This may take a while, but look at all that room... (nearly) corrected attack scope ![]() with the conning tower open hatch mod: ![]() It's basically an introduction to modding for me... and still almost everything yet to learn! It probably took me 8 hours to get the red tdc button to go off the screen in the periscope view, lol. So Makman, if you get the chance, I'll be happy to help, whenever you decide... I'm sure I'll still be working on it when you do. ![]()
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#27 | |||
Hellas
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yes...these are the images but not that the TDC.tga (the one that is in data\Menu\Gui\TDC ) can't be replaced by the previous one (you will 'miss' the correct -according to the real one tdc- dials for bearing and aob) Quote:
and i must say thank you too ,sir ![]() Quote:
for the attack peri : your fault is that you didn't notice that the left value is not 0 so you must edit this value also . the number '1365' that you mentioned is not correct . you must use the 1360 ( this is the number that it is in the dll right ? ) also at uzo...if you edited only the right value this is wrong too (notice that once you enter for first time the uzo is not pointing at zero now...right? ) here is how to adjust the viewport values : example: at attack peri : left=0,1230469 that give us 0,1230469x1024=126 pixels. now, to find the new value you have to divide the pixels by 1360 , 126/1360=0,092647 <-----this is the new value that you must set at left right=0,6992188.......0,6992188x1024=716 pixels .....716/1360=0,5264705 so the values for the attack are : left=0,092647 right=0,5264705 you must do this to all viewports that you are looking through an 1024x768 image ( uzo ,obs ,bino ,attack ) .wherever you see the ''1'' at right value you must edit that too replacing it with 0,7529411 (1024/1360=0,7529411) but only at the screen which uses 1024x768 images. you didn't have to spent your time(although this is good for you to learning moding) trying to 'dissapear' the red button as all these panels will be removed at the new edge of the screen so you have only to edit the menu_ini and just replace the corresponding items . Flopper,this mod opens new ways in gui designs and if and when there is a MaGui 4 for widescreen will not be the same as MaGui 3. @ Rubini : i have two problems with the widescreen mod. 1. it doesn't 'full' the monitor ...leaving a pretty big black frame around the game's screen. 2. i have the feeling that in the game's screen [which is 'small' ] the images are a little bit stretched.i can't take a pic to show you what i mean becuase when i look at the pic everything looks normal (no black frame around the game's screen and no stretched images) but it is not so in-game. is there anything i can do for that ?
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#28 |
Silent Hunter
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Hi makman !
Sorry for my question ![]() ![]() ![]() Best regards, Magic ![]() |
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#29 | ||||||
Weps
![]() Join Date: Jan 2010
Location: Asheville, NC, USA
Posts: 356
Downloads: 107
Uploads: 0
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#30 | |
Commodore
![]() Join Date: Jul 2002
Posts: 608
Downloads: 25
Uploads: 1
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