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Old 03-01-06, 10:06 PM   #31
JonZ
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Quote:
Originally Posted by vodkaphile
I still think there has to be some command to make it bindable to a key, i.e. ctrl C or something.
I wish, I wish...


Alright, the idea still get me enthousiastic. It inspired me enough to make a Chronometer in a case. Here's my work in progress:

With Photoshop, I imported the skins and took the Chrono skin from the 7cIC_tif.tga texture and the wood texture from uzat_9 radio.tga and mix them togheter.



I gave the chrono a glass, light+shades and reflexions effects.


I toned up the wood texture, to give it more round effects and increase the wood texture shadings.


I made some little details to make the casing older and used. I did not find any ref materials, so I sticked to the base...
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Old 03-01-06, 10:31 PM   #32
vodkaphile
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looks good
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Missing targets since 1990.
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Old 03-01-06, 11:09 PM   #33
panthercules
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Bummer - I tried making the changes to the dials.cfg and menu_1024x768.ini files like it says in the first post now, but in game I get only what looks like it's probably the very bottom part of the stop watch up near the top left edge of each screen, but it doesn't seem to be drag-able on any of the screens.

I have the "navimap" mod installed and this seems to be overlaying one of the new drag-able pages from that mod (I think the map with the friendly minefields/nets), so I suppose that might be the problem here. Any suggestions foir how to make this work with the navimap mod (maybe by moving this a bit further right toward the center top of the screen)?

I also noticed some odd behavior where it looked like the needle (alone) was floating straight downward into the screen area - any idea what that was?
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Old 03-01-06, 11:13 PM   #34
JonZ
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Quote:
Originally Posted by panthercules
Bummer - I tried making the changes to the dials.cfg and menu_1024x768.ini files like it says in the first post now, but in game I get only what looks like it's probably the very bottom part of the stop watch up near the top left edge of each screen, but it doesn't seem to be drag-able on any of the screens.

I have the "navimap" mod installed and this seems to be overlaying one of the new drag-able pages from that mod (I think the map with the friendly minefields/nets), so I suppose that might be the problem here. Any suggestions foir how to make this work with the navimap mod (maybe by moving this a bit further right toward the center top of the screen)?

I also noticed some odd behavior where it looked like the needle (alone) was floating straight downward into the screen area - any idea what that was?
That's strange, I have the Navimap mod installed by default

If the chrono appears up right, it normal. It that way it suppose to show.

Let me check if something was overlooked.
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Old 03-01-06, 11:16 PM   #35
panthercules
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I unloaded the navimap mod via JSGME, and tried again, but I still get the same thing, so maybe that wasn't it - I'm gonna go redo the file changes and see if I missed anything the first time around.
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Old 03-01-06, 11:17 PM   #36
Demonspawn
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I copied and pasted from your post on how to make it viewable on all screens, and the error I get is missing 0x3ff00003

However.....

From menu_1024:
[G3F I340]
Name=Min
Type=1031;Stat bmp array
ItemID=0x3FF00003
ParentID=0x3FF00001
Pos=82,-83,8,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


And from Dials.cfg:
[Dial49]
Name=Add_ChronoMin
Type=14; DIAL_CHRONO_MIN
Dial=0x0
CrtVal=0x3FF00003
NewVal=0x0
DialVal=0,360
RealVal=0,60; minutes
Circular=Yes

Any ideas on where I can look to find out what is really causing the problem?
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Old 03-01-06, 11:21 PM   #37
JonZ
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Quote:
Originally Posted by Demonspawn
I copied and pasted from your post on how to make it viewable on all screens, and the error I get is missing 0x3ff00003

However.....

From menu_1024:
[G3F I340]
Name=Min
Type=1031;Stat bmp array
ItemID=0x3FF00003
ParentID=0x3FF00001
Pos=82,-83,8,40
Materials=1
Display=5;Linear&rotation
Mat 0=data/menu/gui/Chrono.tga
Crop 0=0,0,0.25,0.3125
MatFlags=0x29
TexFmt=0x9
Drag=false
BmpState=1
NeedFocus=false
SelOne=false
IdGroup=0
StatesColors=0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF


And from Dials.cfg:
[Dial49]
Name=Add_ChronoMin
Type=14; DIAL_CHRONO_MIN
Dial=0x0
CrtVal=0x3FF00003
NewVal=0x0
DialVal=0,360
RealVal=0,60; minutes
Circular=Yes

Any ideas on where I can look to find out what is really causing the problem?
That can be for 2 reasons

- You did not increment the first line, the [Dials] number at line 1 (not your code you just pasted, the line in your Dial.cfg)

- check if I340 wasn't skipped or used by something else (use search)

- check if 0x3FF00003 or 0x3FF00001 was not used by something else

- check if there's a ItemID=0x3FF00001 definition
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Old 03-01-06, 11:28 PM   #38
JonZ
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Make sure everythings are sequential.

What do I mean is this

[G3F I330]
...

[G3F I331]
...

[G3F I332]
...


If there's a skip, it will create errors. If you think a sequence number end at, let says, is G3F I334, Use the Search function (Ctrl+F) to verify that the G3F i335 doesn't exist elsewhere.
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Old 03-01-06, 11:29 PM   #39
Demonspawn
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ARGH... I got it.

For some reason, I skipped from G3F I329 to G3F I340.

Thanks for the help tho.

Strangely enough.. I did that skip twice....

I was working on just making your stopwatch work when I couldn't make FLB U-999's simfeeling mod + your mod work at the same time. I made the same mistake in both. Go me!
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Old 03-01-06, 11:50 PM   #40
Dimitrius07
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JonZ
looks fantastic
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Old 03-01-06, 11:56 PM   #41
panthercules
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Quote:
Originally Posted by panthercules
I unloaded the navimap mod via JSGME, and tried again, but I still get the same thing, so maybe that wasn't it - I'm gonna go redo the file changes and see if I missed anything the first time around.
well, I reloaded the navimap mod, and rechecked all the pasted entries into those two files (including checking for the incrementing and sequence thing and the entries mentioned in the previous few posts above), but it still doesn't work

I did find that all the pages from the navimap mod were still there after all (just moved around a little) and still worked, but the stop watch still isn't working and the needle still drifts downward onto the screen for some weird reason.

Dang it - I was really looking forward to this but I must be doing something wrong here
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Old 03-02-06, 12:01 AM   #42
JonZ
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Quote:
Originally Posted by panthercules

I did find that all the pages from the navimap mod were still there after all (just moved around a little) and still worked, but the stop watch still isn't working and the needle still drifts downward onto the screen for some weird reason.

Dang it - I was really looking forward to this but I must be doing something wrong here

It sounds obvious to me that the IDs are misplaced. If the needles are disconnected to the stopwatch it because they aren't related in ItemID and Parent.

Make sure that the 'Dial' have an unique ID number (I choosed 0x3FF00001), and it parent link to 0x3F000000 (Page Layout) .

Make also sure that the needles ('sec' and 'min' and the two Estims) are all related to 0x3F00001as Parent.
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Old 03-02-06, 12:35 AM   #43
Samwolf
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What portion of the code would only put the new chronometer on the binocular screen?

I usually switch to binocular view after launching a surface attack because I get a wider view but I have to switch back to the UZO to see the chronometer.

TIA.
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Old 03-02-06, 12:45 AM   #44
JonZ
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Quote:
Originally Posted by Samwolf
What portion of the code would only put the new chronometer on the binocular screen?

I usually switch to binocular view after launching a surface attack because I get a wider view but I have to switch back to the UZO to see the chronometer.

TIA.
That would be to replace all the 0x3Fxxxxxx of all codes to 0x27xxxxxx AND replace the sections param [G3F ixxx] to [G27 ixxx]. Don't forget to make the changes on Dials.cfg.

Again, make sure everything is sequential and placed at the end of sequence.

Here's is a good list of the rooms that you might want to place the code (took from the ini file).
3F;Page layout
24;Page gui event camera
25;Page recognition manual
28;Page UZO
2B;Page obs periscope
26;Page attack periscope
27;Page binocular
3B;Page TDC
31;Page navigation map
32;Page attack map
33;Page interior
34;Page exterior
35;Page captain log
36;Page mission order
37;Page radio messages



Holy Crikey, what an ugly avatar
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Old 03-02-06, 01:05 AM   #45
Demonspawn
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I appear to be having the same problem as panthercules.

The bottom of the chronometer appears at the top of the screen near the left edge. It is not dragable. The seconds hand falls downward to count seconds, and is visible after 40 seconds or so. If I stop the chronometer the seconds hand stays put, ad once I reset it, it is invisible (off the top edge of the screen) again.

I have checked, and 0x3FF00001 is not used elsewhere in dials.cfg or menu_1024_768.ini. "Dial" is set drag=true. All seconds, minutes, est seconds, est minutes are related to 0x3FF00001.

I'm not sure what is causing this behavior, so mabye it's a mod that panthercules and I use that you don't. I have:
IUB 1.02
Heavy Radio Messages
NYGM Crew Management
TransparenteKonsole
SlideoutAnzeign (this and the previous for FLB U-999's simfeeling mod)
my custom mod to change the sub appearance on map when zoomed in

That's it. Anything you an think of? (other than that I do play in 1024x748)
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