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Old 01-18-13, 03:59 AM   #9631
Scupper
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Default Problem solved

Quote:
On other hand, why your game is installed in programfileX86?
Fifi, - you're a genius! Turns out I had two installations on my computer, - one from ages ago when I first bought the game (in program filex86), and the more recent one in its own folder on the E drive.

I installed JGME and the mod in the old X86 installation but I was playing the newer one, so naturally the mod didn't work. I've deleted the X86 one so this won't happen again.

Many thanks to you and Sober for trying to help me and sorry for being such an idiot...

I'm so happy that now I can actually get into this game, - thanks to TheDarkWraith too of course!
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Old 01-18-13, 06:00 AM   #9632
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Cool, glad you solved it, and happy hunting!
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Old 01-18-13, 07:33 AM   #9633
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Quote:
Originally Posted by TheDarkWraith View Post
I'll start playing with this generic map idea this weekend. First have to finish coding the ability to move individual subsets of a mesh for the GR2 Editor/Viewer
Okay, I agree that the subset thing is by far more important

Quote:
Originally Posted by TheDarkWraith View Post
Can you send me an icon to use for these generic maps in game? This will be the icon the user will click to get to all the maps found in the Maps folder.
I think we can group the charts and maps already featured in New UI's with the new ones, and use for all of them the icon already in use for toggling charts visibility on/off (the clipboard). But I would assign the SOAN its own separated button/icon. If you this proposal I will draw an ad hoc icon just for it.

Quote:
Originally Posted by TheDarkWraith View Post
Where should this icon reside in game? If you have some icons and maps for the Maps folder send them my way
What about the top right menu bar?
Once we decide how to implement the new feature, I will send you any chart and icon we might need
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Old 01-19-13, 07:07 PM   #9634
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I started merging naight's alternative speed graphics with my reworked depth gauges, and I ended by totally reskinning your UI. I will send you my alternative textures once I will get them ready, for you to include them as optional mod with New UI's, provided that you like them.

I have two questions atm:

what texture is used for the grey panels? I can't locate then in Hud3.dds?

Is it possible to change font/color of the numbers and letters in the headings bar?
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Old 01-19-13, 07:08 PM   #9635
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Quote:
Originally Posted by gap View Post
I started merging naight's alternative speed graphics with my reworked depth gauges, and I ended by totally reskinning your UI. I will send you my alternative textures once I will get them ready, for you to include them as optional mod with New UI's, provided that you like them.

I have two questions atm:

what texture is used for the grey panels? I can't locate then in Hud3.dds?

Is it possible to change font/color of the numbers and letters in the headings bar?
You'll have to show me screenshots of both so I can look them up
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Old 01-19-13, 07:26 PM   #9636
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Originally Posted by TheDarkWraith View Post
You'll have to show me screenshots of both so I can look them up
Here it is:

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Old 01-19-13, 07:28 PM   #9637
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Main UI and background color is set via the RGB values for each item in the menu editor app. It's actually a black texture used but when you change the RGB values you change it's color

Should be able to do the same with the heading indicator numbers...give me a sec to play with it...

EDIT: yep, just change the RGB values for the heading indicator to change it's color
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Old 01-19-13, 07:43 PM   #9638
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Quote:
Originally Posted by TheDarkWraith View Post
Main UI and background color is set via the RGB values for each item in the menu editor app. It's actually a black texture used but when you change the RGB values you change it's color

Should be able to do the same with the heading indicator numbers...give me a sec to play with it...

EDIT: yep, just change the RGB values for the heading indicator to change it's color
Okay, nevermind: I wanted to use a scratched anti-rust texture for them, but since their color is set via code I won't ask you to assign a texture instead. Our low-end computers wouldn't appreciate this decision

What about numbers, cardinal points and hashmarks inside the heading bar?
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Old 01-19-13, 07:47 PM   #9639
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Quote:
Originally Posted by gap View Post
Okay, nevermind: I wanted to use a scratched anti-rust texture for them, but since their color is set via code I won't ask you to assign a texture instead. Our low-end computers wouldn't appreciate this decision

What about numbers, cardinal points and hashmarks inside the heading bar?
You can use a scratched anti-rust texture. Just change the texture used for the menu items from the black.dds to yours.

The heading bar just change the RGB values to change it's color.
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Old 01-19-13, 07:57 PM   #9640
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Quote:
Originally Posted by TheDarkWraith View Post
You can use a scratched anti-rust texture. Just change the texture used for the menu items from the black.dds to yours.
Do you mean blank.dds? Is this texture tiled? Won't the color you have set as RGB value interfere with the texture itself?

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Originally Posted by TheDarkWraith View Post
The heading bar just change the RGB values to change it's color.
Where can I change these values?
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Old 01-19-13, 08:09 PM   #9641
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Quote:
Originally Posted by gap View Post
Do you mean blank.dds? Is this texture tiled? Won't the color you have set as RGB value interfere with the texture itself?

Should be fine.

Where can I change these values?
Using the menu-editor of the game. Say yes when you first start the game and it asks you if you want to use the menu-editor.
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Old 01-20-13, 09:38 AM   #9642
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Quote:
Originally Posted by TheDarkWraith View Post
Using the menu-editor of the game. Say yes when you first start the game and it asks you if you want to use the menu-editor.
Have I to run the menu editor before running the game?

My question is probably stupid, but I have never used this tool...
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Old 01-20-13, 10:08 AM   #9643
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Quote:
Originally Posted by gap View Post
Have I to run the menu editor before running the game?

My question is probably stupid, but I have never used this tool...
You'll have to edit the main.cfg file found in \documents\SH5\data\cfg. Open it up and make the following look exactly like the below:

[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes <--- you can set this one to No
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Old 01-20-13, 10:22 AM   #9644
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Quote:
Originally Posted by TheDarkWraith View Post
You'll have to edit the main.cfg file found in \documents\SH5\data\cfg. Open it up and make the following look exactly like the below:

[DEVELOPING]
Modding=Yes
MenuEditor=Yes
DebugScripts=Yes <--- you can set this one to No
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Old 01-23-13, 12:48 AM   #9645
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I'm sorry, but a stupid question:

I've changed for dials SH3 styles, and the message box is now on my top left screen...it's kind of annoying for me, so i've mapped a new key for it to toggle on/off. Perfect so far.

I saw in the TDW file viewer this box can be draggable, so i checked to enable this feature...but no joy. Impossible to drag it where i want

Any idea why it's not draggable?
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