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#16 |
Stowaway
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Part of the old SH3 code was left in SH4.
Most of that was removed in SH5, but there's still a small bit. I doubt we could use any of what is left in any way. However! It may be possible to do several things. Just as skwasjer did a dll trick for the Voice Command stuff? We may be able to do K-Grids that way. Then there is the scripting options. TDW has the handle on that area and he may have an insight. And we may need to use both combined! One thing I learned long ago? Never say never! ![]() |
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#17 | |
sim2reality
![]() Join Date: Jun 2007
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#18 |
Ace of the Deep
![]() Join Date: Nov 2009
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I have the SH3 Grid map. I dont know if its anyuse but here it is :-
This image is the scaled down version, theres a link at bottom of post to the full size image. ![]() Link to the full size map :- http://i876.photobucket.com/albums/a...g?t=1275094999
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#19 | |
sim2reality
![]() Join Date: Jun 2007
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Thanks, have already though. Is this close to the Original Grid I wonder ![]() Still its given me an Idea how to do my Atlas type Grid Map ![]() |
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#20 |
The Old Man
![]() Join Date: Mar 2010
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Expect it in your email in about 20 mins ok. Just doing some finishing touches, I am really liking how it is turning out actually.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#21 | |
Grey Wolf
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actually, there is one INSIDE the sub, where the XO usually dwells. It's by the helm desk under the Atlas Echolot.. see it for yourself.. it only needs someone to work on the textures and tune it up to be seen...
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#22 |
Ace of the Deep
![]() Join Date: Nov 2009
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Infact there are 2 Kriegsmarine grid maps inside the sub. one uder the echolot and the other is the navigation map, but when you click the navigation map it turns into the long & lat map.
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#23 |
The Old Man
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I have looked at the files for those maps guys, and they are in pretty bad shape. The image I sent reaper7 was better quality, other than the green lines.......that is just really bugging me for some reason.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#24 |
Black Magic
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#25 | |
sim2reality
![]() Join Date: Jun 2007
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If you look at the cfg files I posted earlier there appearance in game is goverened by the zoom factor, 4000 and over I think going by memory. This is not happening the same way the single entity can not be changed, anything you change regarding the zoom factors is ignored (hardcoding) while you can chage the zomm factors themselves in that file. ![]() Also there is the KM folder that contains the dds file for the grid square (Single square). And then a cfg file for the cordinates for each square to be displayed. |
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#26 |
The Old Man
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I would love to see this happen as well. I had already started a thread "[REQ] Navigation Map Make-Over" asking for more detailed Nav Charts (I said "charts" Kylania
![]() Changing the Navigational Charts to Kriegsmarine Grid style is only half of what would need to be done. You may also need to edit the Radio Messages to replect the grid changes as well. Any MOD that works with Radio Contact Messages may also need to be changed. |
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#27 |
Stowaway
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The Grid in SH3 was hard coded only.
SH4 dumped most of the working code and did the stupid addition. SH5 dumped even more code! Talk about working backwards! ![]() The mere fact that all that code is still laying around somewhere but not used? Come on Guys! You want to do a patch that actually kicks sales? You have the code!! Use it! |
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#28 |
CINC Pacific Fleet
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Don't know if this is any help but Ducimus has done a mod (Nine Delta Two), for SH4, this includes the Kriegsmarine Grid map, might also be in OM, I think it was done by karamazovnew, can this be adapted?
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#29 |
The Old Man
![]() Join Date: Apr 2007
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If you overlay the grid in the map, the lines/text will be huge when zoomed in... Additionally, you will also see it in the TAI map (I guess anywya), so I don't think that's a good solution. There two things I can think of:
a) make another menu layer of the map, drop a massive texture on it with the grid, and slide it according to sub/map position (UnitContactWrapper), optionally scripting in different textures with different zoom levels. b) better is to hook the render pipeline (very much possible, without need for injectors). Yet still this is more difficult because there are other objects displayed over the map, so besides hooking D3D you will also have to hook the function that renders the map. But performance wise (no need for a huge texture, and lines/text can be scaled with zoom, by using native D3D calls) it is a much better option. So, who gives it a shot ![]()
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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 Last edited by skwasjer; 09-02-10 at 06:36 PM. |
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#30 | |
Rear Admiral
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It can only be adapated if the data/menu/kgrid functionality from SH4 still works. Which, from the sounds of things in this thread, no longer works. If it had, people would have been posting screenshots already. (edit: and yeah, pretty sure it's in OM, cause I got the file from Lurker) |
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