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Old 01-13-08, 02:37 PM   #16
skwasjer
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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
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Old 01-13-08, 02:45 PM   #17
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Quote:
Originally Posted by skwasjer
Hmmm, a modelviewer would definately help out in these scenario's
Where can i get one?

I know a *little* bit about alot of things, but i don't know everything, contrary to popular beleif , 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.
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Old 01-13-08, 02:59 PM   #18
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Very nice! Thanks, Ducimus.
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Old 01-13-08, 03:06 PM   #19
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Quote:
Originally Posted by Ducimus
Where can i get one?
I have one, it's just awefully unstable atm
Probably in a month or two it will be in... if you can wait that long

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
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Old 01-13-08, 03:40 PM   #20
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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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Old 01-13-08, 04:01 PM   #21
skwasjer
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See what happens if you bump the intensity... I can't say out of experience how to use the values. I just made assumptions on what the data in those nodes could be. The type is pretty explanatory, as is the color. The other two values, you'll just have to play with. I have no idea if these omni lights are just there at centered positions in the interior globally illuminating it, or if they are placed near/over bulbs to similate a real light source. In any case, this could be tried as well (clone an omni light, move it to a bulb and play with the values)... The problem then again is, at what coordinates (modelviewer?)

Maybe I'll have to ask DivingDuck. He has changed light intensity and colors for alot of bulbs in his interior mod. He knows how to do it for sure...
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Old 01-13-08, 09:20 PM   #22
Rip
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Quote:
Originally Posted by Ducimus
Quote:
Originally Posted by skwasjer
Hmmm, a modelviewer would definately help out in these scenario's
Where can i get one?

I know a *little* bit about alot of things, but i don't know everything, contrary to popular beleif , 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.
+1 one on the compressed air tirade. No good reason something so important and easy to model wasn't. A big noise factor as well.
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Old 01-14-08, 12:47 AM   #23
Travis Reed
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I, for one would like to have the RPM gauges for all sub models fixed, I'm tired of all stop reading as some large negative number...but, when you have the time/patience/mood, Duci...
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Old 01-14-08, 10:34 AM   #24
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Ducimus,

I thougt you were on patrol....I sent you a radio message of convoy exiting Bungo Suido.....no reply....now I know why!

I will have to go it alone instead of some wolf packing!

Sweet mod by the way!
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Old 01-14-08, 01:00 PM   #25
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It really is a great improvement. I spend most of my time either on the bridge, at the map, or in the conning tower, so it's great to be able to move around in the tower. I know the 600' gauge is supposed to be for aethestic purposes only, but I was happily surprised to see that the gauge actually tells the correct depth--I had assumed that the gauge would read 600, but really mean 450, for example. In other words, I'm another satisfied customter.

I especially like looking over the shoulder of my diligent radar operator now
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Old 01-14-08, 02:07 PM   #26
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600 ft depth gauge in the gato interior works correctly.

Before the graphic was being unintentinally used in other boats. This i not the case now, you should only see the 600 ft depth gauge in the boats that use the gato interior.
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Old 01-14-08, 06:15 PM   #27
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Quote:
Originally Posted by Ducimus
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?
The Earth is round and all moves on a circle (already many times) ... :hmm:
Recollect SH3.
...
For interior:
Global Light source - AmbientLight** (type 0 light source) with InteriorLight controller.
In Type 4 of this object are 2 param's Color and Intensity, but you can adjust color for
day and night in InteriorLight controller.
Local Light source - Omni** (type 2 light source). In Type 4 of this object are 3 param's: Color (day),
Intensity and Color (night).
In game (for exterior) we have directional light source also (type 1 light source).
You cannot see these light sources in game (it's not a lamp and it's not halo), you can see only objects
shined by these sources.
...
It's only my opinion ... :rotfl:
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Last edited by Anvart; 01-14-08 at 07:13 PM.
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Old 01-14-08, 07:18 PM   #28
skwasjer
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Thanks Anvart, just what I needed.

Now I can finish the S3D light node support I had one 'Unknown' 4-byte value, and your tip of night-color is great. The rest I already figured out myself...
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Old 01-15-08, 06:43 AM   #29
John W. Hamm
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Default Conning tower movement

I appreciate this mod for a number of reasons, most of all because it allow free movement in the conning tower, but now it takes away the realism of the binoculars while on deck, I was using the Cameras.Dat file from
01-RFB_1.4_for_stock_RC1 and in this one if ther was a tower or a wire in the wayyou could not see around it, I liked this it was realistic. If push comes to shove I would rather have the free movement in the tower rather than the realistic bino view, but its clear that it is possible to have both, so my quetsion is how do I edit the dat file to allow it?
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Old 01-15-08, 06:54 AM   #30
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Quote:
Originally Posted by John W. Hamm
I appreciate this mod for a number of reasons, most of all because it allow free movement in the conning tower, but now it takes away the realism of the binoculars while on deck, I was using the Cameras.Dat file from
01-RFB_1.4_for_stock_RC1 and in this one if ther was a tower or a wire in the wayyou could not see around it, I liked this it was realistic. If push comes to shove I would rather have the free movement in the tower rather than the realistic bino view, but its clear that it is possible to have both, so my quetsion is how do I edit the dat file to allow it?
Open up the cameras.dat file with S3d and look for
Code:
Node- _Dummy_Cam_Binocular
Select CameraParams, and then Properties. Now, on the right side window, select
ClipDistance. Setting in between 0.1 and 0.5 (don't remember the value exactly) will give you a realistic binoculars view, where the obstacles on your boat obscure your vision.

ETA: Just to clarify, it's the cameras.dat file of this mod that you'll need to modify, to keep the free movement option still available.
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