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German Cockpit Clock Mod V.1 released


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#1 B24_LIBERATOR

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Posted 14 November 2015 - 05:31

Watches and clocks have always fascinated me, and being a railroad man, I own a small collection of pocket (and some wrist) watches.

 

Anyhow, I was flying a German aircraft with the field mods the other day and noticed the clock had Roman Numerals... this may seem insignificant at first glance but in the railroad industry at the time (at least here in the US not sure about Europe) all railroad watches were required to have large bold numbers that were easy to read not Roman Numerals. This peaked my interest and I started browsing the cockpits of other aircraft to find that most of them had a watch or clock that matched or closely replicated it's historical counterpart, all except for the field mod watch for German aircraft.

 

Here is what seems to be the most common/popular model of "watch" in German aircraft.

 

Attached File  instp%20wwi.jpg   63.82KB   16 downloads

 

As I suspected, very similar to a railroad style watch (and no silly graphics).

 

 

 

Here is what we currently have in the field mods pack.

 

Attached File  1003.png   38.59KB   11 downloads

 

So does anyone know where to find the texture files for the German clock? I'd like to make a quick project of it for grins and giggles.

 

:icon_e_salute:

 

DOWNLOAD V.1 MOD

 

Here is V.1 of the clock mod, only works in mods on mode

 

Attached File  2015_11_15__6_37_37 copy.jpg   151.47KB   8 downloads

 

Place file in data/graphics/textures/common folder

https://www.mediafir...icfneo7464h7enc


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#2 unreasonable

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Posted 14 November 2015 - 05:44

Nice touch on the fob watch - ring for chain attached so that when you pull it out of your waistcoat pocket the chain falls naturally down rather than awkwardly over the top of your hand. Or you could wear it on a ribbon round your neck and lift it up easily to read.

 

PS sorry I know nothing about texture files....


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#3 Panthercules

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Posted 14 November 2015 - 06:44

Intriguing idea - the German clock files are here:  http://www.mediafire...Clock_files.zip

 

 

 

When you get them tweaked, you should put them in the following folder and see if they show up in game (with mods on of course):

 

\data\swf\gauges


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#4 B24_LIBERATOR

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Posted 14 November 2015 - 16:25

The hands are over the face, how does that work?


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#5 Panthercules

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Posted 14 November 2015 - 16:36

Don't know - didn't have time to play with the files after I found them last night, but may be able to experiment a little bit later today.


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#6 Panthercules

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Posted 14 November 2015 - 17:04

OK - turns out those are the files for the preview pictures in the hangar screen for when you are selecting the clock field mod, and not for the clocks in the cockpits.

 

Will have to keep looking.


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#7 B24_LIBERATOR

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Posted 14 November 2015 - 17:07

Shoot and I already started working on it...

 

Here's what the prototype looks like...

 

Attached File  gerclock_2 copy.jpg   57.45KB   5 downloads

 

I added a 24 hour dial to it as well. The second hand/face will be next (I have to swap the second hand to the bottom due to the model of the clock being incorrect).


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#8 Panthercules

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Posted 14 November 2015 - 18:22

Well, I haven't found the clock files yet, but while I was looking I ran across the files for the simple compass, and I remembered all those complaining threads back when the devs made some GUI changes a patch or two ago (complaining about how the simple gauge compass looked wrong because the needle on a compass should always point north), so I decided to see if I could fix it.

 

I like this a bit better:

 

RoF%20-%20new%20simple%20compass%20point

 

I can't remember whether somebody already fixed this, but I didn't see a mod for this on my list so I'll post the link to the mod package in a new thread, in case people are interested.


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#9 J2_Trupobaw

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Posted 14 November 2015 - 18:39

I've always thought the "field mod" clock is privately owned nightstand clock, bolted to the cockpit in lieu of duct tape and not designed for aviation. Clocks weren't cheap enough to be picky?


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#10 thenorm

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Posted 14 November 2015 - 18:46

Mmm, I always had much the same assumption, that the pilot handed his watch to his mechanic, and said "can you see about mounting this to the instrument panel?" I do something rather similar with my wrist watch, a paper clip, and the instrument panel of the 1-26 I fly most regularly in my club. 


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#11 J2_Adam

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Posted 14 November 2015 - 22:29

Cool Liberator, it's looking great! Good luck!


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#12 Panthercules

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Posted 15 November 2015 - 00:12

Well, the search for the clock files continues - in the meantime, I stumbled on some other files I've been wanting to mod for a while, so I've posted a new thread for some new mission loading screen images (see here if you're interested:   http://riseofflight....s-bw-and-color/).

 

Of the 3 German clock files I've found so far, the two smaller ones are clearly for the hangar screen field mod selection windows (tiny one for the menu line, and a medium size one that pops up when you mouse over the tiny one).  I have not found any use for the largest of the 3 clock files (or place where it is being used), but changing it has no effect on the clock in the cockpit in the game, so I'm still digging around.


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#13 B24_LIBERATOR

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Posted 15 November 2015 - 03:38

I've always thought the "field mod" clock is privately owned nightstand clock, bolted to the cockpit in lieu of duct tape and not designed for aviation. Clocks weren't cheap enough to be picky?

 

Pilots were usually wearing some sort of wristwatch. But in RoF we lack arms.

 

Also, thanks Panther, you are much better at traversing the vast labyrinth of files than I am.


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#14 Panthercules

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Posted 15 November 2015 - 05:37

Ok - I finally found the file for the German clock in the cockpit - the full set of files (including the menu pictures for the field mod selection screen and the in-cockpit file) are in this package, placed in the correct sub-folders where the modded files need to reside:

 

http://www.mediafire...les_for_RoF.zip

 

Changing the file in the ...\textures\common folder will show up in game (it's in the bottom right corner of that file):

RoF%20-%20German%20clock%20file%20test.j

 

 

If you want to be thorough, you should also change the 3 small clock files in the ...\swf\gauges folder as well, so the hangar screen preview pictures will show the modded clock face.

 

I'm not sure if you'll be able to change where the second hand appears, since it has to work, but you might be able to - I took a look at some of J.j.'s great gauge fix mods and it looked like he also did something with with some text files that seemed to contain some location-related information, but I'm not really sure what all he did with those mods.  If you have trouble or just are curious, the links to those J.J. gauge mods are on my favorite mods page, here:  http://riseofflight....-favorite-mods/

 

Looking forward to seeing the results of your efforts.


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#15 B24_LIBERATOR

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Posted 15 November 2015 - 06:51

Version No.1 of new German watch is available, for mods on only unfortunately...

 

Attached File  2015_11_15__6_37_37 copy.jpg   151.47KB   2 downloads

 

Place file in the data/graphics/textures/common folder

https://www.mediafir...icfneo7464h7enc

 

Watch face has been completely retextured, hands have been blued (replaced the flat black texture) was well as a bit of shine added to the watch hands.

 

 

 

 


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#16 Panthercules

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Posted 15 November 2015 - 07:25

LOL - that was quick :)

 

Too late to mess with this tonight, but looking forward to giving it a try tomorrow.


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#17 B24_LIBERATOR

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Posted 15 November 2015 - 13:57

LOL - that was quick :)
 
Too late to mess with this tonight, but looking forward to giving it a try tomorrow.

 
All I had to do was resize what I had already made, and paint the hands.
 
I might tinker with the gauges too, I always thought some of them looked way too dirty.
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#18 Pioniere719

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Posted 22 February 2016 - 16:58

Just stumbled on this yesterday. Perfect improvement! You can actually read the dial now. Thanks Liberator and Panthercules!!

 

What I did notice though is that this doesn't affect the clocks in the H.DII and the Pfalz D.IIIa for some reason. Maybe they use a different dds file?

 

@Panthercules: how are you viewing texture files for files that aren't visible in our folders, or when those folders aren't there, such as the common folder, etc.? Are you using an extractor on the large gtp files, and if so, which one? I've been struggling with the rotating hangar screen and wondering if I can mod it, so maybe by extracting those gtp files, I may find a solution.


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#19 Panthercules

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Posted 22 February 2016 - 17:39

Just stumbled on this yesterday. Perfect improvement! You can actually read the dial now. Thanks Liberator and Panthercules!!

 

What I did notice though is that this doesn't affect the clocks in the H.DII and the Pfalz D.IIIa for some reason. Maybe they use a different dds file?

 

@Panthercules: how are you viewing texture files for files that aren't visible in our folders, or when those folders aren't there, such as the common folder, etc.? Are you using an extractor on the large gtp files, and if so, which one? I've been struggling with the rotating hangar screen and wondering if I can mod it, so maybe by extracting those gtp files, I may find a solution.

 

 

 I'm just using the .gtp extractor utility to unpack the various .gtp files in RoF and then poking around in the unpacked files to see what's there.  Pretty much manual, trial and error.  Basically I just unpacked them all, then looked around in there till I found something that looked interesting/appropriate.  

 

Interesting comment about this not working with the HD2 and PD3a - if I get a chance (and remember) I'll have to check and see if I can figure out why those two in particular might not be affected by this mod.


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#20 Pioniere719

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Posted 22 February 2016 - 17:53

Thanks Panthercules!!!

 

I did a search and found Kegetys's GTP extractor for Rise of Flight. I take it that's the one. Let the exploration begin! ;)

 

It is strange that the clock isn't affected for those two planes. If I find something, I'll post back here!

 

:icon_e_salute:


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#21 unreasonable

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Posted 22 February 2016 - 17:53

 

 

@Panthercules: how are you viewing texture files for files that aren't visible in our folders, or when those folders aren't there, such as the common folder, etc.? Are you using an extractor on the large gtp files, and if so, which one? I've been struggling with the rotating hangar screen and wondering if I can mod it, so maybe by extracting those gtp files, I may find a solution.

 

Attached File  unGTP10.zip   16.82KB   3 downloads

 

 

Unfortunately I cannot get it to extract everything, so I am probably not the best person to ask for detailed instructions.


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#22 B24_LIBERATOR

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Posted 22 February 2016 - 18:40

The texture only affects the German field mod clock, no others.

 

 


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#23 Panthercules

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Posted 22 February 2016 - 18:48

Turns out that the HD2 does use a separate file for this (and the Pfalz probably does too, though I haven't looked for it yet).  I have found and modified the HD2 file, and it does show up in game, so it should be possible to add this to Lib's original mod to include the HD2 (and probably the same thing will work for the PD3a, once I find that file):

RoF%20-%20HD2%20clock%20dial%20modded.jp


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#24 Panthercules

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Posted 22 February 2016 - 18:58

 

The texture only affects the German field mod clock, no others.

 

 

 

 

Lib - I just did a crude copy/paste of your modded clock face to test my theory above - you should probably take the actual unmodded file and work your magic to add it to your actual mod.

 

The unmodded file for the HD2 can be D/L'ed here (it's in a JSGME-ready structure in the folders it needs to be in for your mod, to make it easier for you to add it to your mod package):

 

https://www.mediafir...exroq2yrmulswlp

 

 

Also, your mod file seems to affect the German planes where the clock is standard, not just the field mod ones (at least on the ones I've checked so far, e.g., FD7F)


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#25 B24_LIBERATOR

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Posted 22 February 2016 - 19:46

Lib - I just did a crude copy/paste of your modded clock face to test my theory above - you should probably take the actual unmodded file and work your magic to add it to your actual mod.

 
Look like you already did it for me :icon_e_smile:
 
The texture should work for any clock using it, if the D7 has the same clock model in the cockpit chances are it's going to use it. I don't fly German planes enough to really notice which ones share what parts.
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#26 Panthercules

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Posted 22 February 2016 - 20:11

Hey Lib - I found the Pfalz D.IIIa clock file so you can work your magic and add it to your mod - the unmodded file for the PD3a can be D/L'ed here (it's in a JSGME-ready structure in the folders it needs to be in for your mod, to make it easier for you to add it to your mod package):

 

 

https://www.mediafir...mwv2n7yzl42aial


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#27 Pioniere719

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Posted 23 February 2016 - 00:11

@unreasonable: That's the one! The instructions aren't right (at least not for me). You have to drag and drop the file onto the extractor.

 

@Panthercules: Nicely done! I've been searching around for some time and couldn't find anything. Glad you did!! (thumbs up!)

 

Now if I can only find out where the main screen spinning hangar files are, so I can maybe turn the animation off, that would be great! The hangar files that I've found seem to point to objects in game or at least that's what I'm thinking.

 

p.s. How are you viewing dds files? It appears that PS CS6 took the ability to view thumbnails out of bridge. CS5 used to have it and it was very convenient. I had to download gimp to view files in thumbnail mode.


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#28 Panthercules

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Posted 23 February 2016 - 04:43

 

p.s. How are you viewing dds files? It appears that PS CS6 took the ability to view thumbnails out of bridge. CS5 used to have it and it was very convenient. I had to download gimp to view files in thumbnail mode.

 

I'm still using an old PhotoShop CS4 version with the nVidia .dds plug-in for all my skinning work, and that's what I use to view .dds files in general.  But my Windows 8.1 will show me thumbnails of most .dds files in my Windows Explorer screens when I set the view to any of the "icons" settings, though I'm not really sure why that works.


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#29 unreasonable

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Posted 23 February 2016 - 04:44

@unreasonable: That's the one! The instructions aren't right (at least not for me). You have to drag and drop the file onto the extractor.

 

 

 

I found that out as well - but there are still some files I was unable to find such as the skins for the drivers of vehicles which I wanted to modify. 

 

DXTBmp seems to be the go to program for viewing - and editing dds files.  Even I managed to do this eventually using GIMP. Viewing directly in GIMP makes it impossible to detach the alpha channel - you open with DXTBmp first , then export to GIMP which creates a temp file for you to play with , edit, flatten , and import from GIMP back into DXTBmp.


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#30 Pioniere719

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Posted 23 February 2016 - 16:47

I had to install Gimp as well just so I can view those dds files, then if I need to do any edits, I'll do it in PS.

 

In regards to your drivers skins, what if they use the infantry textures located in \graphics\textures\common for that? There are two files: infantry.dds and infantryde.dds. Elephant seems to have used the pilot files as a base from this folder, but installed them in the characters folder, which somehow works as well, so try it in either folder when you test it out. 


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#31 unreasonable

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Posted 23 February 2016 - 17:55

I had to install Gimp as well just so I can view those dds files, then if I need to do any edits, I'll do it in PS.

 

In regards to your drivers skins, what if they use the infantry textures located in \graphics\textures\common for that? There are two files: infantry.dds and infantryde.dds. Elephant seems to have used the pilot files as a base from this folder, but installed them in the characters folder, which somehow works as well, so try it in either folder when you test it out. 

 

I think you are right, that face looks familiar. Assuming that same texture is applied to several different models, it could be the one.

 

Actually I came to the conclusion that my modding skills were nowhere good enough to make changes that would look good. I had a go at modding the pilot's face and the results were.... well if I make a Hammer Horror RoF movie perhaps I will be able to use them. ;)


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#32 Pioniere719

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Posted 23 February 2016 - 18:38

:P

 

How are you going about it, and what is going wrong exactly?


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#33 unreasonable

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Posted 23 February 2016 - 19:54

:P

 

How are you going about it, and what is going wrong exactly?

 

Extract from dds using DXTBmp, edit in GIMP. The problem is that while I can cut and paste in layers, I cannot draw effectively in GIMP - which is annoying because drawing is something I am actually quite good at in RL. So resultant skins look horrible when reimported.

 

TBH it is not a priority - actually having the pilots all look the same is one of the things about RoF that I eventually found amusing. Too late anyway for my current project - all the studio work is finished, just location stuff now. ;)


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#34 B24_LIBERATOR

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Posted 28 November 2017 - 22:41

Yesterday I picked up this "clock", which I thought was pertinent to this old thread. It's actually out of an automobile, but I imagine it has many similarities to one you might find in an aircraft. Time period is around WW1 as well.

 

The watch is a 16s 7j Waltham movement in a case that's roughly the size of an 18s case (just a tad bigger). There's a ring and some sort of locking pin behind the bezel, which I assume is to lock it into whatever housing it goes into. The face closely  resembles the one from my mod (minus the sub-second dial).

 

I might end up mounting it to my monitor for aesthetics, as the 7j movement (while currently keeping time) isn't very reliable for everyday use. 

 

Attached File  20171128_142213.jpg   182.51KB   1 downloads

 

Attached File  20171128_142234.jpg   124.4KB   1 downloads

 

Attached File  20171128_142314.jpg   163.02KB   1 downloads

 

 


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