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-   -   The winter mods thread ! (https://www.subsim.com/radioroom/showthread.php?t=231390)

the_frog 06-09-17 02:54 PM

Probably, working with separate library files is more complicated than just having copies of models within one *.dat file. Examples you can find in the seaforts by privateer (see GWX; I think these were the first items using that technique) or the directors, boats, bridge equipment in the *.dat files of Southhampton and Fiji I did recently.

gap 06-09-17 03:12 PM

Quote:

Originally Posted by the_frog (Post 2489901)
Probably, working with separate library files is more complicated than just having copies of models within one *.dat file. Examples you can find in the seaforts by privateer (see GWX; I think these were the first items using that technique) or the directors, boats, bridge equipment in the *.dat files of Southhampton and Fiji I did recently.

A bit more complicated, yes, but there is an advantage in having single ice floes in a library file: if need be, you can link them to more than one ice patch "unit" without need of reimporting them in multiple dat files. I.e. even lesser burden for our systems :yep:

the_frog 06-09-17 03:15 PM

Right, and it offers the opportunity of having different types of ice floes by simply re-combining them.

mikey117us 06-09-17 03:20 PM

Another Item yet to address. When Drift Ice collides with any part of another iceberg model and nodes. Damage is spawning numerous Lifeboats and Debris. I need to set up something in the Zone file to give the Iceberg damage its own unique ice looking debris separate and non-interfering with other Ships Damage. Possible? Not worried quite yet building a new Beta version but in the future.

gap 06-09-17 03:42 PM

Quote:

Originally Posted by the_frog (Post 2489907)
Right, and it offers the opportunity of having different types of ice floes by simply re-combining them.

Exactly :up:

Quote:

Originally Posted by mikey117us (Post 2489909)
Another Item yet to address. When Drift Ice collides with any part of another iceberg model and nodes. Damage is spawning numerous Lifeboats and Debris. I need to set up something in the Zone file to give the Iceberg damage its own unique ice looking debris separate and non-interfering with other Ships Damage. Possible? Not worried quite yet building a new Beta version but in the future.

Lifeboats only spawn when an unit is destroyed. For drift ice not to spawn them, you should make them undestroyable. Either remove damage boxes from their collisionable object controller (but not collision spheres, otherwise the will become uncollisionable!), or give them an extremely high number of hit points. There might be other methods to solve the issue, but those are the first ones coming to my mind.

Anvar1061 06-10-17 07:29 AM

@mikey117us

After some tests with icebergs, I get CTD.
Win7x64 8 Gb RAM
http://www.subsim.com/radioroom/imag...n_Confused.gif
I have too many icebergs. I'll wait for the final version.

mikey117us 06-10-17 01:45 PM

I am testing a new library.dat file and surrounding the icebergs with different models using Placement. Also simplified drift ice models will be made. I tried.eqp as well. The placement approach and .eqp approach work the same. Placement is the easiest to manage. Until I lighten the drift ice load the CTDs will occur.

mikey117us 06-25-17 12:44 AM

Stand by for update! Minor Tweaks to the Beta Mod only left to do.Stable Version Up and Running! NO CTDs Encountered Thus Far! And, in several Environments, and MOD Soup, GWZ 16km. MEP V5 with Green Water. MEP v6. Here is my MOD LIST for the Stable Version Beta Test:
Elite U-Boat Binoculars with Missing Binocular Fix
Hollywood_part_2
Rubini´s Underwater dust&plancton v1_no blur
Sh3_volumetric_clouds&fog_V2.2
Torpedo damage Final ver2.0
1 Torpedo 1 ship
Aces' Modified Headphones
Compulsory U-boat Headdress - GWX Expansion
Bearded faces
Merchant_fleet_Mod_3.3-Improved
LifeBoats&Debris_v4
Wooden_Lifeboats_Mod_1.1
Rowers_for_LifeBoats&Debris_v3B
Rbs1_SH4_Effects_GWX_30_71
Rbs10-enhancedoilexplosion
Rbs2-Forsoundsandstarshells
Rbs3withlifeboat
Materials_Test
Materials_Test_II
Frog_all-in-one_ships
Z_Southampton_Fiji_mod
EnvSimAct_10
DD_OH_V3.09_20091209162038
Depthcharge Shake v2.01
DD_OH_V3.09_ConningDeckCam_Fix_20091210230737
DD_OH_V3.09_Fix_for_NVD_DC_Shake_001
TKSS18_Turms-Fixed U-Boats Compilation
German U-Boats Compilation 2 (only VIIB & VIIC models by WISE)
FixAllSubGWX
KM_Trop_Winter
M.E.P v6
Optional - FSF for MEP v6
Optional - ShipVanishingHull for MEP v6
sobers 3d waves
M.E.P v6 - VisualSensors for GWX3 TKSS18
U-255_artic_early
Z_NCO_Flower_The Cruel Sea Mod
Z_Ice_Beta_v.9b
Z_Ahnenerbe WideGui 1920 x 1080 Final
Beta Release in the Next 24-48 hrs. Thanks:Kaleun_Salute:
http://i.imgur.com/E4PRkoV.jpg

Kendras 06-25-17 03:16 AM

Looks good. ! :up: I can create the sound to attach to the ice pack unit if you want.

HanSolo78 06-25-17 06:59 AM

Looks good! :Kaleun_Applaud:

What about an improved texture?


If you need animals... I have some penguins ;)

Kendras 06-25-17 08:48 AM

Quote:

Originally Posted by HanSolo78 (Post 2494763)
If you need animals... I have some penguins ;)

Do you have a pic of them ? :)

mikey117us 06-25-17 10:11 AM

Penguins are in Antarctica, not Arctic. I Have a Polar Bear model in .obj ,model is from the internet but no textures. I have fully intended to include it ( after texturing ) in a final release.

mikey117us 06-28-17 08:31 PM

Stable Beta Wip for testing.
A little late but I have had a very stable running Beta mod for at least 72 hours.
Your testing again needed.
http://www.mediafire.com/file/cf227u..._Beta_v.9b.zip
http://i.imgur.com/sWOtB5l.jpg

Kendras 06-29-17 02:40 AM

The mission loads, I'm in my submarine, and the game crashes immediatly ...

mikey117us 06-29-17 08:52 AM

If you have the single missions Ice ice baby, in your game disable the mod, open data, remove SingleMission folder. Try again.


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