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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,763
Downloads: 171
Uploads: 0
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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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Sub captains go down with their ship! |
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#2 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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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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#3 | |
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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#4 |
Eternal Patrol
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The map in SH4 UBM is the best I've seen, rescaling itself as you zoom in, and increasing the detail until it gives you the full 4-digit grid (i.e. BE 2177).
I'm amazed to read that they dumped that from SH5. It was just about perfect.
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#5 |
Ace of the deep .
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I remember the devs having a poll on subsim about how much computer memory people had , maybe this is why lots of stuff is dumped from the game .
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#6 |
Pacific Aces Dev Team
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The gridsystem would have been too confusing for the gamer audience, Ubisoft had in mind with this game
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-- Vapor-ware is always easier to sell because there's no limit what it can do! |
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#7 |
Samurai Navy
![]() Join Date: Nov 2007
Posts: 567
Downloads: 210
Uploads: 1
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