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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Rear Admiral
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I'd like to have all the stuff that gets added back into the game with GWX Contact Color, except for the colors that ID units as friendly/enemy/neutral.
Can I achieve this by only using the mod's data\Menu\Gui folder and its contents, and not using the the data\Air and data\Sea folders with all the unit-specific .tga files? I'm not sure if there are files in data\Menu\Gui that also have to do with the icon colors. I'm pretty sure I could get just the tails back with just the ContLine.tga file, but I don't want to lose anything except the color-coding and I'm not sure what everything else in that folder does. Thanks for any help/answers! |
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#2 |
Chief of the Boat
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You know something....it is that long since I even looked at the mod I am deeply embarrassed to say "I don't recall now".
Try what you initially propose, using only the Menu\Gui and let me know ![]() |
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#3 |
Rear Admiral
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Hee.
Well, I found a mod for GWX2 that said it only returned the tails to map contacts, and the only thing it added back into the game was the old ContLine.tga file. But I wasn't sure if there were other things that Contact Color returned besides the color, and I didn't play stock long enough to remember what things looked like before GWX. So I guess I gots some experimentin' to do, lol. |
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#4 | |
Chief of the Boat
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#5 |
Watch
![]() Join Date: Mar 2011
Location: Magyarország - Hungary
Posts: 17
Downloads: 55
Uploads: 0
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any expirience too share?
i've looked into it, sadly i could view only alpha chanels from the tga files. contline.tga is definetly a countinous in this mod while gwx uses that leaky one. \data\Menu\Gui\Units\ folder has far contact signs \data\Air\ and \data\Sea\ folders have visuals' icons on high zoom bearing.tga is the scale on uzo and periscope. dashline.tga is the beaming line when a close target is selected on the map. i haven't left port since i replaced gwx's contline.tga, neithe do i want to use contact colors. i'll be in contact. sink 'em all. Last edited by axx01; 08-17-11 at 03:44 PM. |
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#6 |
Rear Admiral
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I think the only thing you need to do to get the tails back on your contacts without adding the different colors as well, is to replace the GWX ContLine.tga file with the one from the stock game (or from the Contact Color mod, if you don't have a stock installation to copy files from).
Based on the mod mentioned above for GWX2, I removed everything from GWX3 Contact Color except the ContLine.tga file, and went into the game to see - I had the tails back on the map but all contacts were grey. Granted I think I only went into one of the academy tutorials, but I'm sure I tried that before with different permutations of Contact Color and still had colored contacts (even if they were all neutral green). Replacing ContLine.tga and nothing else put back the tails but not the color so I'm pretty sure that does the trick. If it turns out it doesn't work as planned once I'm out on patrol, I'm sure I'll be back asking about it again. ![]() |
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#7 |
Watch
![]() Join Date: Mar 2011
Location: Magyarország - Hungary
Posts: 17
Downloads: 55
Uploads: 0
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now i'm going out from kiel (7th/13th flotilla) and i have several fiendly or netural contacts, they have colored tail (blue & green) showing their course...
its a bit more than i was expecting ![]() i'm trying to get back only continous red warship sound contact lines. if i get u rigth u'd rather looking for grey couse tails. i'll need a decent tga editor or some thing... dl-ing gimp right now, or i'll use brute force & edit it with notpad ![]() |
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#8 |
Watch
![]() Join Date: Mar 2011
Location: Magyarország - Hungary
Posts: 17
Downloads: 55
Uploads: 0
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i think i got it, thx to gimp.
contline.tga in stock is a full whietish line. gwx contline.tga is a partial blackish (left part missing) so i've already created a new one by having stock's colors tured black, i think that'd be an all grey in game. i am still working meanwhile i'm bkping sh3+gwx to be able to uninstall it inorder to install a stock version for testing, too much loading time in gwx to wait. tricky thing'll be to get colored sound contact lines with grey coursetails ![]() Last edited by axx01; 03-14-11 at 01:48 PM. |
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#9 |
Watch
![]() Join Date: Mar 2011
Location: Magyarország - Hungary
Posts: 17
Downloads: 55
Uploads: 0
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done
![]() this is one of the combo version, installed into stock game, hence green visual contacts these files should work with any mod two combo versions (grey course tail, colored sound contacts) with different doted line style two colored sound contact lines versions (no course tails) with different starting distace of contact lines from u-boat and an all grey version just for the record: i did try to make a colorblind-firendy version showing warship sound contacts with different dot style, can't do, ![]() ![]() ![]() i'll make illustrations sometime with gwx too ... i've no idea how to share it. till i got one, i've uploaded here. i'd really appreciate some help with screenshoots. feedback's ![]() ![]() some documentation like this post should go with the files, but i'm way too off right now. cheers. Last edited by axx01; 03-14-11 at 07:15 PM. |
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#10 |
Watch
![]() Join Date: Mar 2011
Location: Magyarország - Hungary
Posts: 17
Downloads: 55
Uploads: 0
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now this is ok, though it's like i reinvented the wheel.
this has been done several times before i did it. anyway i've just strated to play with manual targeting, thx for makman94's magui f. but i had some problems, beside i get zero reality reward. it's kinda hard to track sound contact with out they show up on the map. so if this is the situation, i thought why not just get rid of the ships from the map insted of get rid almost everything. to do so i made a one zero alpha pixel tga file. overwrote the \data\Sea\XXXX\XXXX_shp.tga files with it. that did the trick, but still there was some problems. so i edited the maps.cfg at \data\menu\cfg like this: green i'm pretty sure about this one, it's the beaming line, i do not want this yellow this may be better, if changed to a higher level Code:
Mat1=0x09,0x0B,data/menu/gui/ContLine.tga Mat2=0x09,0x0B,data/menu/gui/Units/shp.tga Mat3=0x09,0x0B,data/menu/gui/Degrees.tga Code:
[Map0] MapID=Navigation_map Position=0,0 Code:
InitialZoom=500 SymbolZoom=20;units are drawn as symbols from this zoom up GroupsZoom=100;units are drawn in groups from this zoom up CityZoom=10000;city names are displayed from this zoom down i'm still working on a mod creator batch file. that collects data from current sh3 and creates a jsgme ready mod by actually modifying them. that should make compatibility issues easier both moders and users. here's a link too, there's a readme, a .bat and the shp.tga. modification on maps.cfg not ready that's what comes next, till then feel free use it. Last edited by axx01; 08-23-11 at 09:40 PM. |
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#11 |
Watch
![]() Join Date: Mar 2011
Location: Magyarország - Hungary
Posts: 17
Downloads: 55
Uploads: 0
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i'm thinking about some thing like this:
take contacts.cfg then make Code:
Single Contact Min Size=1 Small Contact Min Size=1 Medium Contact Min Size=5 ;<----i'm not sure what should be this one, yet but i'll defenetly keep the time of contact. and that's it. hopefully i'll have colour contact lines, no near contacts, not even ghosts of ships, but still have radio contacts, but only over map zoom 100. ok there may be some kind of ghosts on the map, like, if i chose to keep beaming signs those may still remain on the map when a contact is selected. i wonder where is contacts.cfg gone in gwx or it's just me who deleted it. i have reinstall it anyway, i've made a repair install unfortunatly while trying to make a multi-install of the game for testing with nygm too. bytheway, i'll make another post or just edit this on, whether i managed to make this square. Last edited by axx01; 08-25-11 at 08:30 AM. |
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#12 |
Bilge Rat
![]() Join Date: Mar 2008
Location: Kent UK
Posts: 1
Downloads: 2
Uploads: 0
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#13 | |
Watch
![]() Join Date: Mar 2012
Posts: 26
Downloads: 43
Uploads: 0
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this? Thanks. |
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#14 | |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
Posts: 1,992
Downloads: 300
Uploads: 0
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Install it with JSGME. Good luck. |
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#15 |
Chief of the Boat
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Anything newer (model wise) that has been added since GWX was released is not included with this mod.
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