SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-03-19, 07:06 PM   #1
Olamagato
Torpedoman
 
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
Default

Yes. This is it (or almost)
Many thanks.
Olamagato is offline   Reply With Quote
Old 04-04-19, 08:43 AM   #2
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by Olamagato View Post
Yes, but I just forgot that these values simply correspond to the Targa formats you have found.
Sorry , i don't understand you here, you think that my thought is correct or not ?

Quote:
Originally Posted by Olamagato View Post
....
I once remembered them all doing the old widescreen gui for GWX, but now I would have to trace and recreate everything again.
the "old widescreen gui for GWX" (made by Rubini if i am not mistaken) doesn't contain any breaking editing in its lines. It was a simple readjustment of items on screen just for serving the 1360x768 needs so i don't believe that there is anything usefull for matflags and texfmt lines in there.

Quote:
Originally Posted by Olamagato View Post
It seems that a lot of useful knowledge that was extremely useful for editing the GUI at the moment has been lost. I was sure that all modders use and develop this knowledge, but apparently I was wrong.
it is not that bad as you see it. You have your edited menu.ini which contain the knowledge of this missing tutorial.
Have a look in there and tell me the whole entry for the navigation.tga and the whole entry for the mask512.tga.
I will test your values at Display , MatFlags and TexFmt lines of these two entries and see if we have any good gain at ingame ram usage.



Quote:
Originally Posted by propbeanie View Post
Are you looking for the latemail tutorial? I have that somewhere on my computers, but have not found it yet. In the meantime, I did find these:

/zAmboni: Tutorial: Deconstructing the menu_1024_768.ini file items

scudder: The Big Unofficial Guide to menu_1024_768.ini v1.1 download

olc post in: menu_1024_768.ini guide? latemail post at the bottom of the page.

thank you for the inputs Propbeanie.
i am aware of all these and none containes any usefull info about the matflags and texfmt lines.OLC's infos are the most usefull info (which are the same transfered in Latemail's tutorial) but even these infos were suspicions of OLC,most of them never cleared and he ended up to use matflags=0x29 and texfmt=0x9 to all.

Quote:
Originally Posted by Olamagato View Post
Yes. This is it (or almost)
Many thanks.
if this missing tutorial you are talking about is the Latemail's tutorial , i have it but as i said above the only info that containes about matflags and texfmt lines are the thoughts of OLC and there is no matching to any binaries. So, propably you are talking for some other tutorial. If this tutorial you are talking about were ever posted here in subsim i would had have it.Do you remember if it had ever posted here ?



*From some more tests i made , i have the sense that for having worthy ingame ram saving ,the quality of menu images must heavily reduced. Lets see
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 04-04-19, 10:11 AM   #3
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,103
Downloads: 451
Uploads: 2


Default

Sorry those were not of use. I have found a "Latemail.pdf" on my computer, and he talks about taking the SH4 NavMap tools over into SH3, and how he edited the menu_1024_768.ini, but I do not see reference to matflags or texfmt line definitions. As for texfmt, skwasjer had a tutorial on creating a text font, but again, probably not much use here...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Old 04-05-19, 03:47 AM   #4
makman94
Hellas
 
Join Date: Jul 2008
Posts: 2,325
Downloads: 182
Uploads: 7


Default

Quote:
Originally Posted by propbeanie View Post
Sorry those were not of use. I have found a "Latemail.pdf" on my computer, and he talks about taking the SH4 NavMap tools over into SH3, and how he edited the menu_1024_768.ini, but I do not see reference to matflags or texfmt line definitions. As for texfmt, skwasjer had a tutorial on creating a text font, but again, probably not much use here...
No problem Propbeanie , it is always nice posting links familiar to topic (i have found many links at past in threads that were not exactly for that reason).
As for the Texfmt , this has nothing to do with texts or fonts (texfmt = texture format). For texts are the lines "Text","TextFlags" ,"TextPosFlags" and "TextOffsetY"
__________________
Knowledge is the only thing that nobody can ever take from you...



Mediafire page:http://www.mediafire.com/folder/da50.../Makman94_Mods
makman94 is offline   Reply With Quote
Old 04-05-19, 04:47 AM   #5
hauangua
Grey Wolf
 
hauangua's Avatar
 
Join Date: Jul 2011
Location: Verona, Italy
Posts: 927
Downloads: 1435
Uploads: 0
Default

I found this:
Hi hope can there be something useful for you

Latemail (Lauf Zum Ziel ) tutorial :
menu1024.ini_bearbeitung.pdf but not in English
1-in German language :
http://www.mediafire.com/file/w1wjtd...itung.pdf/file

2-In Russian language:
https://docviewer.yandex.ru/view/0/?...4NH0%3D&page=1
__________________
Parked under the balcony with my U-27 waiting Juliet finish makeup

Last edited by hauangua; 04-06-19 at 04:44 AM.
hauangua is offline   Reply With Quote
Old 04-06-19, 02:50 PM   #6
Olamagato
Torpedoman
 
Join Date: Nov 2010
Location: Zielona Góra, Poland
Posts: 116
Downloads: 72
Uploads: 0
Default

Quote:
Originally Posted by makman94 View Post
this is just a thought by looking at this document (as it was so close to the values used by sh3) and ,of course, the binaries to be the way.Are you sure that you saw ,at this tutorial you mentioned, a matching to binaries?
[...]
Sorry , i don't understand you here, you think that my thought is correct or not ?
Yes and no. The tutorial showed that the format described in menu1024x768.ini is compatible with the TGA (Targa files) format. That's why you do not need any additional information. All you need to do is to use the appropriate TGA file (24-bit / 32-bit, some resolution, compression or not, etc.).

Quote:
Originally Posted by makman94 View Post
the "old widescreen gui for GWX" (made by Rubini if i am not mistaken) doesn't contain any breaking editing in its lines
http://www.subsim.com/radioroom/showthread.php?t=195402

Quote:
Originally Posted by makman94 View Post
it is not that bad as you see it. You have your edited menu.ini which contain the knowledge of this missing tutorial.
Have a look in there and tell me the whole entry for the navigation.tga and the whole entry for the mask512.tga.
I will test your values at Display , MatFlags and TexFmt lines of these two entries and see if we have any good gain at ingame ram usage.
I have more time now, so I can now return to SH3, so I will examine it myself. You do not have to use 1:1 pixel textures or alpha channel if unnecessary. Especially for background textures. You can easily use a resolution of twice smaller if the combination of settings will make a good-looking upscaling.

Quote:
Originally Posted by makman94 View Post
even these infos were suspicions of OLC,most of them never cleared and he ended up to use matflags=0x29 and texfmt=0x9 to all.
I believe that there is not the only best setting for all cases. Adjust the settings to your needs.
With today's knowledge, I could do very little memory-consuming GUI for 4K resolution if it was needed. I think you too.
However, it would be more interesting to create a GUI that fits well with every resolution or what I'm still working on, i.e. an editor (maybe WYSIWYG) menu1024x768.ini

Quote:
Originally Posted by makman94 View Post
info that containes about matflags and texfmt lines are the thoughts of OLC and there is no matching to any binaries. So, propably you are talking for some other tutorial.
I remember that the MatFlags bits were described in more detail.
But what I see now will allow you to properly save TGA files as textures and use the appropriate entries in menu1024x768.ini for the least amount of memory.

Quote:
Originally Posted by makman94 View Post
From some more tests i made , i have the sense that for having worthy ingame ram saving ,the quality of menu images must heavily reduced. Lets see
Yes, you are right imo.
Olamagato is offline   Reply With Quote
Old 04-06-19, 08:33 PM   #7
propbeanie
CTD - it's not just a job
 
propbeanie's Avatar
 
Join Date: May 2016
Location: One hour from Music City USA!
Posts: 10,103
Downloads: 451
Uploads: 2


Default

Quote:
Originally Posted by Olamagato View Post
... With today's knowledge, I could do very little memory-consuming GUI for 4K resolution if it was needed. I think you too.
However, it would be more interesting to create a GUI that fits well with every resolution or what I'm still working on, i.e. an editor (maybe WYSIWYG) menu1024x768.ini
...
Of course, I am going to ask you: "Will you try to make an SH4 compatible version also?"... - sorry - just ignore me...
__________________

"...and bollocks to the naysayers" - Jimbuna
propbeanie is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 05:44 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.