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03-11-10, 05:50 PM | #61 |
Sea Lord
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Yep, I got that problem too. Pointed it at my SH5 folder, can open the GR2 file ok, but when I try and merge the sim, zon etc. files I still get the missing actors dialog.
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03-11-10, 06:02 PM | #62 | |
Seasoned Skipper
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Quote:
NSS_Uboat7a.GR2 and NSS_Uboat7a.sim also merging works alright on my side
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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03-11-10, 06:19 PM | #63 |
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03-11-10, 07:11 PM | #64 |
Seasoned Skipper
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and you got actors_directory and root_folder set properly..
In that case it's weird
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
03-11-10, 07:54 PM | #65 | |
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now maybe i can figure out how to edit the stats heheh thanks for putting up with my chaos. edit: ..ahh..much easier than hex editing. Now ive got to figure out how to add about 100 more torpedo reserves *evil grin* Last edited by voidster; 03-11-10 at 08:32 PM. |
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03-11-10, 09:26 PM | #66 |
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How do you set the two files?
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03-11-10, 11:15 PM | #67 |
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its listed in the tutorial, but its kind of buried..at least thats my pov.
you launch the editor, then click tools then options. From there you need to type in the location where your SH5.exe is located for the "Actors Directory" (should be the first blank area) then down at the bottom of the first menu you type in the same location info for the "root directory" (in my case it was D:\sh5 but i always install to diff directorys.) it has a lot of potential but the learning curve is going to rank up there with Lightwave. Hmm i may have to tinker around and see if i can import stuff from LW, might be cool to put some of my modeling skills to use. ..er anyhow. hope that helps. |
03-12-10, 12:38 AM | #68 | |
Captain
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Quote:
Copying python scripts from the forum is one cause for all the very bad spaces. Now back to your mod: The TDC page is still in the game (100% intact), you can see it the Menu Editor too. Just create an "empty" script (like the one in "Page obs periscope.py") with the same name of the ini file (Page TDC.py for Page TDC.ini) and you'll the have full access to all the menu items in the TDC page. And from the Menu.PageActivated you hook on (+=) in every periscope's script you can bring that page on screen for the player. Code:
#Page obs periscope.py from menu import * def InitializeScript(): Menu.PageActivated += Menu_PageActivated Menu.PageDeactivated += Menu_PageDeactivated def UnloadScript(): Menu.PageActivated -= Menu_PageActivated Menu.PageDeactivated -= Menu_PageDeactivated def Menu_PageActivated( page ): if page == Pageobsperiscope: from PageTDC import PageTDC PageTDC.Visible = True def Menu_PageDeactivated( page ): if page == Pageobsperiscope: from PageTDC import PageTDC PageTDC.Visible = False Remember, copying python scripts from the forum is one cause for all the very bad spaces. Make sure you replace the spaces with tabs. Also, you can also bring back the notebook:
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03-12-10, 12:50 AM | #69 |
Black Magic
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Is there a way to get the goblin editor to give you the x,y,z coodinates of a position on a loaded 3D model? Like below, I loaded up the VIIa sub and I'm trying to get the coordinates of the center of the exhaust port. I move my mouse over the exhaust port but don't see any coordinates showing anywhere.
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03-12-10, 12:50 AM | #70 |
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Also, copying the menu items what comprise a dial in the Menu Editor is not enough (those are just bitmaps). You have to create a new dial entry for it (in data\Menu\cfg\Dials.cfg).
And there's a restriction, you can't add dials to a menu page that didn't have any dials in the stock version of the game (because there has to be a specific line of C++ code for that menu page).
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03-12-10, 01:11 AM | #71 | |
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My message is that the correct way to add the TDC dials in the periscope pages is to actually just show the TDC page to the player (with the script I gave you just a few minutes ago). So if you add a dial by hand to one of the periscope page, you'll have to do it all over again in the other 2 (attack, observation, UZO). And since the layout I saw in the screenshot is different from the one currently in the game, all you have to do is to move the dials around in the Menu Editor. That's all and is that easy. Mihai
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03-12-10, 01:15 AM | #72 | |
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03-12-10, 01:16 AM | #73 | |||
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Quote:
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03-12-10, 01:27 AM | #74 | |
Black Magic
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explain what you mean by a dummy 3D object. I've seen these before in SH3/4 but never really understood what they were for. |
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03-12-10, 01:54 AM | #75 | ||
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The Z order is the one from the tree you see in the menu editor. If you want to bring a page closer to the player, drag it down in that tree. The Z order is saved in data\Menu\Pages\menu_1024_768.ini (so you include that file too in your mod). The menu items also have methods for the z-order: MakeSureIsBehindOfZOrder, MakeSureInFrontOfZOrder, SendToBackZOrder and BringToFrontZOrder. BringToFrontZOrder must NOT be used on menu pages (will cause BIG bugs). Mihai
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