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#1 | ||
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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![]() Quote:
![]() However, the inner ring is a bit small and, perhaps because it's so small, there are only 7 ticks in each 90 degree quadrant, so each tick isn't actually 10 degrees like you would think/expect when just looking at it - if it could be bigger, there could be 8 ticks per quadrant which would mean each divider would be equal to 10 degrees and it would be a lot easier to choose your desired course change. Does the inner ring stay fixed while the outer ring rotates? Can the inner ring be re-sized? Is there any reason we couldn't just make this compass interface look exactly like the one in SH3 in terms of size, numbering etc?
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#2 | |
Sonar Guy
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![]() http://www.subsim.com/radioroom/show...=108965&page=4 |
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#3 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
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i'm wondering if there's one seperate from the main controls, like maybe added to the tools to the side
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#4 | ||
The Old Man
![]() Join Date: Apr 2005
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![]() Quote:
![]() Great work - modding to order - I love it ![]()
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#5 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
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Oops - must have done something wrong - I D/L'd the whole mod of yours from the thread you mentioned, and installed it via JSGME (even though it said several of the files had already been changed by RFB). when I went to the .ini file that my game was already using to make the change you mentioned to get the compass rose, the highlighted line was already there, so I couldn't see anything to change.
When I went into the game, the engine dial didn't have the telegraph-like indicator (just had the arrow), and the compass didn't have the middle dial in it ![]() I hate to ask you to do even more work than you've already done here, but is there any chance you could create something just for the compass fix (or post instructions as to exactly which files from your combined mod are needed for the compass so I can pare that down myself to get just the compass fix)? I'm gonna have to read some more about the way SH4 handles these graphics - I could deal with the .tga files in SH3 but I don't really get the whole .dds thing and I don't have any clue how many of the .dds files in your mod might contain parts needed for this compass fix - I really don't get why the .ini file references point to .tga files that don't seem to exist - I'm guessing that they must be embedded inside the .dds files or something, but I don't seem to have any program that will open those .dds files yet so I'm not sure what's going on here. Thanks for all the great work ![]() [edit] well, I re-read your posts in the other thread, and I see where there might have been a different, earlier change I also need to make to the .ini file to get the inner ring to show up - I think the "(1)" change in your latest post only deals with the outer ring. Also, I see where there is a "(2)" change to the .ini file that I have to make to get the telegraph indicator - I thought those later changes were just for the red borders (which I didn't want), so I skipped over them too fast. I'll give that a try and see if that fixes things.
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#6 |
Sonar Guy
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Oh my failure. this is the correct code for the ini.
(1 - Kompass Rose) (Now corrected) [G3F I36] <------- Name=Border Type=1030;Static bmp ItemID=0x3F1D0006 ParentID=0x3F1D0000 Pos=-9,8,108,108 Zone= 750 128 108 108 0 1 0x3F1D0002 0.5 -0.5 0x3F1D0006 -0.5 0.5 0 -1 Materials=1 Display=2;Linear Mat 0=data/menu/gui/layout/dials_us_compass.tga <-------- Crop 0=0.00585938,0.552734,0.292969,0.292969 MatFlags=0x9 TexFmt=0x0 you will need the Dials_us_Compass.dds and <---- the inner ring graphic Dials_us_imperial.dds or <---- the new outer ring graphic for imperial Dials_us_metric.dds <---- the new outer ring graphic for metric |
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#7 |
The Old Man
![]() Join Date: Apr 2005
Posts: 1,336
Downloads: 6
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Excellent - When I went back and tried it again based on my edited post above it worked just fine. Thanks for describing how to pare it down, in case I need to try that, but for right now I'm still running with your whole mod installed. Do you know if there's any file or thread that describes what's different about RFB that your files might be over-writing when I use your whole mod? I was especially intrigued by the presence of the crew management file in your mod - are all these changes in your mod purely graphical, so the only thing I might be losing in RFB would be some of the way things look?
The new dials look great, BTW - thanks for the great work ![]()
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#8 | |
Sonar Guy
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Delete also the HUD.dds and ReplayElements.dds in my mod. Beery included both in his mod. Doing this you can install both mods with JSGME. |
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