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Old 12-28-05, 01:16 PM   #181
Flybywire
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Yes the upgrade version...I followed your instructions and used the tool you provided, everything seems to work...but the slide out gauges are messed up from the upgrade of the slide out in this thread.
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Old 12-28-05, 02:13 PM   #182
OakGroove
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I havn't had the time to test Vierkant_II's slideout update yet, but i think i know where the problem is. There is some manual editing involved to get it working correctly, unfortunately Vierkant_II only provided a readme in german language.


Quick translation of the readme.


requirements: FABC slideout mod already installed


I. make a backup copy of menu_1024_768.ini (just incase).

II. open menu_1024_768.ini, i.e. w/ notepad.
>>> from the menu select "edit" -> "search".
>>> type "FBAC levels slideout" (w/o quotation marks) into the search field and press "OK".
>>> search feature will hop to the relevant sections [??? stands for a successive 3-digit number].

III. the required edits (;change to -->) are:


[G3F I???]
Name=FBAC levels slideout
Type=1026;Menu group
ItemID=0x3F420000
ParentID=0x3F000000
Pos=1,280,512,140 ;change to --> Pos=1,280,512,180
Color=0xFFFFFFFF
HorizSlide=-513

[G3F I???]
Name=CO2 Level
Type=1031;Stat bmp array
ItemID=0x3F420001
ParentID=0x3F420000
Pos=330,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Compr.air level
Type=1031;Stat bmp array
ItemID=0x3F420002
ParentID=0x3F420000
Pos=194,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Battery level
Type=1031;Stat bmp array
ItemID=0x3F420003
ParentID=0x3F420000
Pos=59,-18,16,105
Color=0xFE
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0,0,0.5,0.472656
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Fuel level
Type=1031;Stat bmp array
ItemID=0x3F420004
ParentID=0x3F420000
Pos=439,-5,9,11 ;change to --> Pos=439,-5,9,20
Color=0x643200C8
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/indicators.tga
Crop 0=0.09375,0.269531,0.8125,-0.34375
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF

[G3F I???]
Name=Bkgr
Type=1031;Stat bmp array
ItemID=0x3F420005
ParentID=0x3F420000
Pos=0,0,512,140 ;change to --> Pos=0,30,512,180
Materials=1
Display=0;No stretch
Mat 0=data/menu/gui/layout/dials1b.tga
MatFlags=0x1
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=true
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


3. save &exit. done.

Incase the problem persists, please let me know, so i can inform Vierkant on the issue.
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Old 12-28-05, 02:48 PM   #183
ReaperJester
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Quote:
Originally Posted by Kpt. Lehmann
Quote:
Originally Posted by ReaperJester
is this safe to install while having a boat on patrol? I'm out on a long one and I just can't wait anymore. This mod is looking fantastic.

Wonderful work.
I know you're going to hate me but....

Never modify your files while on patrol.
Thx Lehmann...I'll just have to grit it out and keep looking at those wonderful screenies
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Old 12-29-05, 03:56 AM   #184
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No problema ReaperJester.
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Old 12-29-05, 05:59 AM   #185
JScones
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Is this eerie or what – just d/l the dials and my password was…MY U-BOAT NUMBER!!! U52!!!
Just thought I'd share that...
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Old 12-29-05, 09:43 AM   #186
Flybywire
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Oakgroove,

Thanks for all of your help. I followed your instructions and got your upgrade installed and also the slide out...it all works. Thanks again!
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Old 12-29-05, 02:09 PM   #187
rulle34
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Quote:
Originally Posted by OakGroove
Funkraum upgrade up:
http://rapidshare.de/files/9928494/B...pgrade.7z.html


Readme:

Funkraum Upgrade for Bordinstrumente 1.0

=============================
Contents
=============================
- Textures with added detail for radio- and sonar rooms.

=============================
Installation
=============================

I. Extract the content of Bordinstrumente 1.0 Funkraum Upgrade.7z into the MODS folder created by JSGME in your SHIII directory.

II. Start the included DatTexExtract.exe texture exporting/importing tool.

III. Press the "Load Chess Set" button and open NSS_Uboat7_RR.dat located in your Data/Interior/NSS_Uboat7 folder. The result of this operation is displayed in the text area; you can see there all the textures included in the selected .DAT file, in the [texture name] [size] [color depth] format.

IV.After loading a .dat file, two buttons become available: "Extract all textures" and "Replace textures". Press the "Replace textures" button, and point to the MODS/Bordinstrumente 1.0 Funkraum Upgrade/data/Textures/TNormal/tex/ folder.

V. Files will be imported into the .dat file. The result of this operation is displayed in the text area.

VI. Repeat Steps III and IV for the Type IX and XXI respectively.

Note:
When you replace the textures in the .DAT file, the program saves the old instance of the .DAT file as .xxx, where xxx is a number
between 000 and 999. This way, if you ever make a mistake and want to revert to a previous version, you can do it.

P.S. it's not possible at this time to add some detail to the Type II radio and sonar equipment.
Hmm..What I can understand you replace some .tga's in the .DAT file so the new .tga's will be the one shown. There is also another file in that upgrade: data\Misc\Radar.TGA. Shall I enable this mod in JSGME after all the files in data\Textures\TNormal\tex are packed in the NSS_Uboat7_RR.dat??
If I enable, what was the purpouse of replace the files in to the NSS_Uboat7_RR.dat file?

As I did now was to replace the files like you said in the read me. Then I manually replaced the Radar.TGA. I guess this will do it? I shouldn't have to enable the upgrade mod after this replacing? A'm I right?
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Old 12-29-05, 05:32 PM   #188
OakGroove
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Rulle 34,

the latest download also contains updated int_radio_x.tga's (Radione) and placute.tga - old versions of these were also content of the original release.

Even if you imported the above mentioned files into the respective .dat files as the readme states - if you you already use jgsme with Bordinstrumente 1.0 activated and Funkraum Upgrade not, the new int_radio_x.tga's and placute.tga will be overridden by the content of data/textures/tnormal/tex, in other words by the old 1.0 textures already placed there either by hand or jgsme.

The only exception to this are the uzat_xradio.tga files, as SH3 doesn't appear to look for it anywhere else than in NSS_Uboatxx_RR.dat containers. This is why the import is necessary.

Concerning the radar.tga file, as you already stated; if you didn't activate Funkraum Upgrade in jsgme, the only way to make it show up is by manually placing it into the sh3/data/misc folder.

Quote:
If I enable, what was the purpouse of replace the files in to the NSS_Uboat7_RR.dat file?
See above. The files of concern are the uzat_xradio.tga's only.
There are few options; all include importing the uzat textures into the NSS_Uboatxx_RR.dat files and using either jsgme or manual file operation to install the rest of the package.
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Old 12-30-05, 07:15 AM   #189
rulle34
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Ok OakGroove. Now I understand better
Thank's for a good explanation
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Old 12-30-05, 08:25 AM   #190
OakGroove
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Sorry if i wasn't clearer before, i edited the text several times, because frankly it didn't made sense to myself after reading it again. Currently im kind of stressed and overworked, as i have to complete the year book for the club i'm doing complimentary work for, among the regular working schedule. Wednesday through thursday i was working 34 hours straight to keep the time frame
Did i mention i need some sleep and relaxation
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Old 12-31-05, 07:18 AM   #191
CptGrayWolf
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OakGroove take a break, relax! Here, have a beer on me.
We don't want you to burnout that big mod brain of yours!
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Old 12-31-05, 02:09 PM   #192
Sailor Steve
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Just came back to say I'm using the Pinup Girl of my choice for the Druck_radio_7 file, and it works perfectly.

I love this mod; the dials all seem so 'period' now.
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Old 12-31-05, 03:07 PM   #193
martes86
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A great modifying effort. Amazingly outstanding.
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Old 01-04-06, 01:45 PM   #194
basilio
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some time ago I noticed that one small swastika icon is missing from the periscope interface.
The subject was discussed in this topic http://www.subsim.com/phpBB/viewtopi...hlight=#398907.
here is a picture were the missing "icon" is marked in red


Now, thanks to Marhkimov we know that the image file were the swastika should be is the "7cIc_tif", on the top left corner.

I know it is a VERY little detail, but why not adding it to the next Bordinstrumente version?
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Old 01-05-06, 09:08 AM   #195
Redwine
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Good Job !! OakGroove.....
Many Thanks for your effort.....!

I am user of your textures from your first release, but i made my own merge with another textures.
I merged them with oxid textures from Kapitan Zur See, Wazoo Radar Fix, and capt. America 400m Depth gauges.
Plus i add some changes as the inner dial in navigation compass, graduated in 360 degrees instead 100, may be not real, but useful.



This new release includes a lot of new wonderful textures i am adapting to my 400m depth gauge installation !!

I noted some thing, i have problems with dive plane instruments.


1]

If you look at you screen shot number 8, you will see the dive plane angle instruments.

The forward dive plane has the scale inverted, the red scale is limite to 20 degrees because it is for negative angles, the red scale is up, and works for positive angles.

I need to be inverted.
Plus i note the needles has a wide side, and a narrow side.
The wide side seems to represent the dive plane, and the narrow side seems to be the needle to point over the scale.

The problem is each sub model works diferent, there is no a one rule for all, in each sub these needles works diferent.

All dive plane angle instruments, needs to be reworked from they are from the box.

I had done that but not with your textures, i used an old fashion one for all subs.


2]

I am having problems from early days, with battery and CO2 instrument.

I dont know if it due to a mod i have installed wich had changed my sub files but .....

I am having the same instrument background for battery and CO2 instruments.

It happens in Type II and Type XXI only........

Take a look here :



Do you or anybody has the same problem ?


3]

Plus in some places the navigation compass center is Off-Set, in example into radio room of Type II, look 180 is pointing UP.





4]

Plus in the Type II the amperimeters into radio room are inverted.



Do you or anybody has the same problem ?

Is a bug in the game or is due to a one of the trillion mods i have installed ?

Any way i solved the problem erasing the numbers into the instrument dial scale, then no mention to ampers or % or gr. in the instrument, and then it looks fine for CO2 or battery or amperimeters in the radio room.


Good to know if another person have the same problem, i cant discover if one of my mods do it...... :hmm: or if these bugs are from the box....... :hmm:


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