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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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You can edit the scripts via the Script editor. Run the game in a window, then right click on the title bar to start the editor (one of the menu items). Each time you save the script it is reloaded so it's easy to test...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#2 |
Samurai Navy
![]() Join Date: May 2006
Posts: 594
Downloads: 1367
Uploads: 0
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Sywasjer,
I was trying do do this "Open up Silent Hunter 5\data\scripts\menu\Page Default Hud.py Search for: def SetMiniMap( boolvalue ): Look down a few lines and change these values to True: Code: PageDefaultHud_MapGroup_ParallelCourseButton.Visib le = False PageDefaultHud_MapGroup_InterceptCourseButton.Visi ble = FalseThat's it." I can't find it/or the method to do it. Thanks for the info.
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#3 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I'm sorta lost.
I was looking to add a thing or two into the UI. As a alittle "test" for myself i was just gonna do something simple like put an image onto the TDC page, and i was gonna have it rotate with the scope. Well I THOUGHT it would be pretty easy, as i have the mod that enables the TDC dials (by DarkWraith).. and i could just look at how the bearing dial works by peeking in the files that came with the mod. No Joy. I've got the graphic showing in-game no problem using the menu editor. But looking through the files that came with the TDC mod.. i just dont see where the bearing dial's hand is tied to the scope anywhere. I've looked through the .ini files, i've looked at the relevant scripts.. and i just dont see it. If i could figure this one example out, it would go a long way to understanding how the UI modding works. |
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#4 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Hi Gutted are you trying to port the AoB calculator into SH5. Nice good luck with it.
![]() Being going over this thread trying to figure out how to mod stuff into the UI, but its all gone over my head. Maybe someone like a Dev or TheDarkWraith (No1 in UI mods to date) could do up a bacic tutorial on say getting in a custom dial and tying it into the interface. Hint hint... Please ![]() Last edited by reaper7; 03-15-10 at 10:44 AM. |
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#5 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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I eventually intend to do that if i haven't given up on UI modding by then LOL.
Right now im just trying to figure it out, and see if i can get something spinning on the screen. |
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#6 |
Sailor man
![]() Join Date: Mar 2007
Posts: 46
Downloads: 6
Uploads: 0
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These have obviously been left in by the devs - i personally dont think its a mistake by them - perhaps they where pissed with UBI soft aswell lol.
SH5 may have lots of bugs and many have moaned about its problems but to have access like this to a game is worth every penny i paid for it. It has huge possiblities to the point where previous versions of Silent Hunter could be added to the game, i wonder how long it will be before some of the excellent modders here port over SH4 uboat missions lol Perhaps SH5 will be the last in the series - but look what they have given us, all we need now is to get rid of the DRM! |
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#7 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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How do you import a 'stat bmp array'. Do not see anywhere to import bmp files only .dds files.
But when I try to import my own .dds files the editor crashes (windows 7). |
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#8 |
The Old Man
![]() Join Date: Apr 2005
Location: New Orleans, LA.
Posts: 1,379
Downloads: 487
Uploads: 11
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what settings are you using to save the .dds?
I used DXT3 with no mipmaps and it loaded just fine. not really sure what the game expects though. |
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