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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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If you don't mind I would like to do the integration myself. Currently in the process of doing a number of changes to OM and OMEGU that would require you to do it all over again after release.
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#17 |
Hellas
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@Karamazovnew : for sure,this will be the best mod ever made for sh4 !
give us some pics when you are ready ! ![]()
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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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#18 |
The Old Man
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@Lurker... for sure mate
![]() @Makman: Pics at the end of this week when I get back home. They'll be 3d-program pics, not game pics. |
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#19 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#20 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#21 |
The Old Man
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Was that made with my menu file info? coool
![]() ![]() One thing we'll really need is having the ship lengths in the manual for the fixed wire method. I've already made a mod for TMO that changed the max speed String into a length value. It's here and also has tables for the ships in TMO as an excel chart. I could play without any issues so the technique is safe http://www.subsim.com/radioroom/showthread.php?t=153143. Actually a better string would be for example "MaxSpeed= 155 Max 35kts". Should fit inside the manual. The AOBF is useless without ship lengths so, until I finish my bloody interface (which will have a very different AOBF) maybe you can merge this idea to into OM. Would save me a whole bunch of time ![]() |
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#22 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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![]() Quote:
Was just looking at this http://www.subsim.com/radioroom/showthread.php?t=153143 It's a good idea and will work it into OM |
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#23 |
The Old Man
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I also added lengths in the Names.cfg file, before making that mod, but it messed up the Captain's log. I advice against it. Changing the individual ship cfg files seems safer.
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#24 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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Will use this http://www.subsim.com/radioroom/showthread.php?t=153143 FYI "I can still see the Angle on Bow text" Using your .ini from post# 10 on top of the original AOBF, see the same result. |
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#25 | |
The Old Man
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I might've forgotten to do this part... I was working blind from this very laptop which can't play sh4...
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#26 |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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#27 |
The Old Man
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Right now I bet you wish you had my menu.ini file. It has huge comments separating each notepad page
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#28 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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[G26 I89] Name=Angle on bow Type=1026;Menu group ItemID=0x260C0000 ParentID=0x26000000 Pos=0,0,1024,768 Zone= 0 768 1024 768 2 1 0x26000000 0.5 -0.5 0x260C0000 -0.5 0.5 0 0 Color=0xFFFFFFFF |
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#29 |
The Old Man
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hmm, no, that's the big invisible group that holds all the items. If you change that, the wheel will change too. As I said I don't have SH4 here so I can't be much help. But... here's an idea...
Some items have a Text=xxx line. If it's Text=0, then that item is hardcoded (for example, the AOB value). But one of them (or more) should have something like Text=2235. Go to the menu.txt file and search for that number. One of them should show xxx=ANGLE ON BOW. That's the item you're looking for. |
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#30 | |
Admiral
![]() Join Date: Apr 2005
Location: San Diego Calif
Posts: 2,290
Downloads: 187
Uploads: 12
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![]() Quote:
[G26 I114] Name=Angle on bow Type=1032;Button ItemID=0x26040043 ParentID=0x26040000 Pos=33,-153,130,16 Zone= 772 586 130 16 0 1 0x26040000 0.113793 -0.554348 0x26040043 0 0 0 0 Color=0xFFFFFF00 Materials=4 Display=0;No stretch Mat 0=data/menu/gui/layout/bkgr.tga Mat 1=data/menu/gui/layout/bkgr.tga Mat 2=data/menu/gui/layout/bkgr.tga Mat 3=data/menu/gui/layout/bkgr.tga MatFlags=0x1 TexFmt=0x0 Font=5 Text=2003 TextFlags=0x4 StatesColors=0x111111FF, 0x111111FF, 0x774411FF, 0x774411FF |
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