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Old 08-26-10, 01:33 AM   #346
Wolfling04
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sry for the double post but I noticed this after I installed Steel
also sry for such a large pic

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Old 08-26-10, 12:16 PM   #347
reaper7
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Looks like you installed to the wrong directory. Are you using JGSME if so make sure its
SH5/Mods/Steel Vikings Interior1.1/Data...... etc
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Old 08-26-10, 12:23 PM   #348
Wolfling04
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its installed right. 1.1 was fine this is the new additions that steel was having me take a look at
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Old 08-26-10, 02:37 PM   #349
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Quote:
Originally Posted by Wolfling04 View Post
its installed right. 1.1 was fine this is the new additions that steel was having me take a look at
You need to install the new additions in JSGME over top of V1.1. That looks as though you have just installed the new additions by itself. The New additions include a hexed .GR2 which points to different textures than stock so I would expect things like that to happen. Sorry for not specifying that ahead of time, my bad.
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Old 08-26-10, 02:42 PM   #350
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Hi steelviking how do you hex the gr2 file to point to different textures.
I'm trying to point the ship lod.gr2 files to point to different textures. Having no luck with Hex though.
You'd think I'd remember hex from my college days.
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Old 08-26-10, 03:21 PM   #351
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Originally Posted by reaper7 View Post
Hi steelviking how do you hex the gr2 file to point to different textures.
I'm trying to point the ship lod.gr2 files to point to different textures. Having no luck with Hex though.
You'd think I'd remember hex from my college days.
It is pretty easy. All you have to do is open the file with the hex editor, do a "find string" search, run a search for the current texture it is using, and change it to what ever file name you want. The limitation here, is that you cannot add or subtract any characters. In other words, you cannot add any file names that were not already there, and you have to make sure that when you change the existing file name to the one you want, that you do not change how long that file name is in the .GR2.

What exactly are you trying to do? Do you have multiple .GR2 files that are pointing to the same texture file? In that case, you could make different .dds files and change them however you wanted, giving them different names obviously, and then pointing each ships .GR2 to the .dds file you wanted.

I will take a look at an LOD file in hex right now just to get a better idea of what is going on.
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Old 08-26-10, 03:27 PM   #352
reaper7
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Originally Posted by SteelViking View Post
What exactly are you trying to do? Do you have multiple .GR2 files that are pointing to the same texture file? In that case, you could make different .dds files and change them however you wanted, giving them different names obviously, and then pointing each ships .GR2 to the .dds file you wanted.

I will take a look at an LOD file in hex right now just to get a better idea of what is going on.
I'm copying the Lod.gr2 from a Master ship into a clone ships folder and its modelname.gr2 file as well - this allows proper ship recognition images.
but the proble is it still uses the texture from the master ship in the master folder .

I need to change the location in the lod.grs to the new folder of the clone. That way I can have new skins for the clone so there different from the master ingame as well.

This will allow proper ship information for the clones in the rec man to be displayed.
That way we clones can travell at 13KM and not show up as 10KM in the rec man.


EDIT: it just occured to me now, a way around this
I can place all the textures in the master folder and rename them is sequence from the original ones.
Ie Master skins = Ao01.dds, Ao02.dds, Ao03.dds

Then make new clone skins from Ao04.dds,Ao05.dds,Ao06.dds etc
Then hex the lod.gr2 file to that name.
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Old 08-26-10, 04:01 PM   #353
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Quote:
Originally Posted by reaper7 View Post
I'm copying the Lod.gr2 from a Master ship into a clone ships folder and its modelname.gr2 file as well - this allows proper ship recognition images.
but the proble is it still uses the texture from the master ship in the master folder .

I need to change the location in the lod.grs to the new folder of the clone. That way I can have new skins for the clone so there different from the master ingame as well.

This will allow proper ship information for the clones in the rec man to be displayed.
That way we clones can travell at 13KM and not show up as 10KM in the rec man.


EDIT: it just occured to me now, a way around this
I can place all the textures in the master folder and rename them is sequence from the original ones.
Ie Master skins = Ao01.dds, Ao02.dds, Ao03.dds

Then make new clone skins from Ao04.dds,Ao05.dds,Ao06.dds etc
Then hex the lod.gr2 file to that name.
As long as you can get the game to read and use the new .GR2 for the clone ships, that strategy should work just fine.

If you don't use a new .GR2 however, the master and the clones will all still use the same textures, they will have just changed to the newly made textures instead. You will have essentially just pointed them all away from the Ao01.dds and pointed them to the Ao04.dds.
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Old 08-26-10, 04:43 PM   #354
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Hey folks, I could use some public input to help me make a decision. In the DER, as you can see in stock, or in v1.1.1 of my interior mod if you look at the engineer's panel, the dials are all wrong. They are all either CO2 gauges or compressed air gauges. Well, as I have mentioned before, thanks to .GR2 manipulation, I am now able to change those dials to measure whatever we want/need. So, I have changed them to measure speed, and fuel(that's right, we will now have a proper gauge for fuel). And, I can make one more type of dial, but I cannot really decide what to use it for. I can make this 3rd dial type measure anything. So, what does everyone think would be the most useful piece of info to get there. There is not really a right or wrong here, I just want people's opinions so as to help me decide.
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Old 08-26-10, 04:47 PM   #355
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Originally Posted by SteelViking View Post
Hey folks, I could use some public input to help me make a decision. In the DER, as you can see in stock, or in v1.1.1 of my interior mod if you look at the engineer's panel, the dials are all wrong. They are all either CO2 gauges or compressed air gauges. Well, as I have mentioned before, thanks to .GR2 manipulation, I am now able to change those dials to measure whatever we want/need. So, I have changed them to measure speed, and fuel(that's right, we will now have a proper gauge for fuel). And, I can make one more type of dial, but I cannot really decide what to use it for. I can make this 3rd dial type measure anything. So, what does everyone think would be the most useful piece of info to get there. There is not really a right or wrong here, I just want people's opinions so as to help me decide.
I'd nearly leave one of them as Co2.
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Old 08-26-10, 04:51 PM   #356
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Originally Posted by reaper7 View Post
I'd nearly leave one of them as Co2.
I could for sure. In fact, there is only one CO2 meter currently working elsewhere, so it would be nice to be able to get the CO2 on that end of the boat.
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Old 08-26-10, 05:26 PM   #357
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Does anyone know what the cutoff is for CO2 level? I mean, at what level do you just die? Because, the stock gauges only go to 8%, and me and bigreg made a new CO2 dial that goes to 10%. But, I have been playing and went past 10% before. I can remake the dial textures and controllers to go as high as we need.

@ Reaper7, please make sure to keep me in the loop about how your .GR2 file editing goes. As you know, Privateer and I are both very interested in getting any information on them that we can. Oh, and what hex editor are you using? XVI3 is what I use.
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Old 08-26-10, 06:32 PM   #358
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I seem to remember SH4 letting you get to 100% before you die, even though it gives you the warning like SH5 at around 8%.

Realistically, "Concentrations of 7% to 10% cause dizziness, headache, visual and hearing dysfunction, and unconsciousness within a few minutes to an hour." -From Wikipedia.

Will do some testing to find the limit in game.

EDIT: The game will let you go all the way to 100% before you die. And of course, the crew warnings refer to oxygen, not CO2, i.e at 75% CO2 the crew report, "Oxygen down to 25%."

Perhaps the gauge could be set either to oxygen concentration with a scale starting at maybe 25% (atmospheric is about 21%) with a yellow zone between 20% and 15% (minimum O2 concentration for respiration at sea level is about 18%) and red below that.

Or you could leave the dial as is but change the scale so that 8% on the dial shows up at 100% in game...

Last edited by Capt Jack Harkness; 08-26-10 at 08:06 PM.
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Old 08-27-10, 12:06 AM   #359
Wolfling04
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My sincere apologies to you reaper and steel.
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Old 08-27-10, 08:45 AM   #360
SteelViking
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Quote:
Originally Posted by Capt Jack Harkness View Post
I seem to remember SH4 letting you get to 100% before you die, even though it gives you the warning like SH5 at around 8%.

Realistically, "Concentrations of 7% to 10% cause dizziness, headache, visual and hearing dysfunction, and unconsciousness within a few minutes to an hour." -From Wikipedia.

Will do some testing to find the limit in game.

EDIT: The game will let you go all the way to 100% before you die. And of course, the crew warnings refer to oxygen, not CO2, i.e at 75% CO2 the crew report, "Oxygen down to 25%."

Perhaps the gauge could be set either to oxygen concentration with a scale starting at maybe 25% (atmospheric is about 21%) with a yellow zone between 20% and 15% (minimum O2 concentration for respiration at sea level is about 18%) and red below that.

Or you could leave the dial as is but change the scale so that 8% on the dial shows up at 100% in game...
Thank you for testing that, saved me a lot of time. I would much rather leave the dial as is, since historically, I know that they measured concentration of CO2 and not oxygen. I could set the dial so that each percent on the dial would correspond to 10% in game.

Quote:
Originally Posted by Wolfling04 View Post
My sincere apologies to you reaper and steel.
No worries mate, it is my fault really, I should have informed you that the test package needed installed over the top of V1.1.
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