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-   -   [WIP] Wolves of the Kaiser:1914-1918 Mod (https://www.subsim.com/radioroom/showthread.php?t=156161)

iambecomelife 09-26-09 09:47 PM

Some uniforms put together using photoshop and the few references I can find. One officer & one crewman. Eventually I may create an actual 3d cap bage model with improved resolution. I have added shoulderboards and a necktie to the officer figure. The color of the crewman's jacket is basically a guess, so if you can correct it please let me know.

http://i33.photobucket.com/albums/d5...life/Unis1.jpg

http://i33.photobucket.com/albums/d5...life/unis2.jpg

http://i33.photobucket.com/albums/d5...life/unis3.jpg

iambecomelife 09-26-09 09:52 PM

Armed merchant ship in dazzle camoflage.

http://i33.photobucket.com/albums/d5...life/Dazz1.jpg

Hitman 09-27-09 03:26 AM

Nice uniforms, but if you read real life accounts of commanders (F.e. Max Valentiner) you'll see how they were actually in even worser condition than their WW2 counterparts LOL. Valentiner describes themselves upon boarding an enemy merchat as looking like a horde of indians, with faces painted orangeish by the oil and grease, half nude because the clothes did not withstand well so much humidity, and red eyes popping out.:haha:

iambecomelife 09-27-09 07:04 AM

Quote:

Originally Posted by Hitman (Post 1179374)
Nice uniforms, but if you read real life accounts of commanders (F.e. Max Valentiner) you'll see how they were actually in even worser condition than their WW2 counterparts LOL. Valentiner describes themselves upon boarding an enemy merchat as looking like a horde of indians, with faces painted orangeish by the oil and grease, half nude because the clothes did not withstand well so much humidity, and red eyes popping out.:haha:

Yikes. My thinking was that their uni's would have been a bit cleaner than in WWII because many patrols had a shorter duration. It's a shame b/c I love the more formal look that some of the Kaiserliche Marine uniforms had, as opposed to the more functional Kriegsmarine clothing.

I suppose I can add some dirt/grease textures to overlay onto the uniforms & bodies.

BTW, good news - last night I managed to get ships to launch boats with the torpedo launcher. Now it's just a matter of cloning the launcher, adding different boat types, texturing, and so on.

keltos01 09-27-09 07:10 AM

Quote:

Originally Posted by iambecomelife (Post 1179416)
Yikes. My thinking was that their uni's would have been a bit cleaner than in WWII because many patrols had a shorter duration. It's a shame b/c I love the more formal look that some of the Kaiserliche Marine uniforms had, as opposed to the more functional Kriegsmarine clothing.

I suppose I can add some dirt/grease textures to overlay onto the uniforms & bodies.

BTW, good news - last night I managed to get ships to launch boats with the torpedo launcher. Now it's just a matter of cloning the launcher, adding different boat types, texturing, and so on.

nice uniforms !

could you pm me the hows to do that for our Japanese Campaign : we need IJN uniforms not german there !


Great work, I am still looking at what WWI sub to model, RL is busy and I work on the IJN campaign first.

I might go to the army museum in Brussels soon (this week ?) , tell me if I can photo / copy anything you can't get your hands on ok ?



Keltos

Turbografx 09-27-09 10:37 AM

IAMBL,

You might want to consider contacting Deamon/Heinrich. He was/is working on an WWI indie subsim and had produced some good Uboat models. He might also be able to help with other information from his research.

iambecomelife 09-27-09 11:54 AM

Quote:

Originally Posted by keltos01 (Post 1179421)
nice uniforms !

could you pm me the hows to do that for our Japanese Campaign : we need IJN uniforms not german there !


Great work, I am still looking at what WWI sub to model, RL is busy and I work on the IJN campaign first.

I might go to the army museum in Brussels soon (this week ?) , tell me if I can photo / copy anything you can't get your hands on ok ?



Keltos

Most of the data you need is under Data\Library\Characters\MARINE.dat.

Open the file with S3ditor and expand node #3 - it expands into a huge list of all of the heads, bodies, and legs that the game uses.

The models can be exported and imported using Wings3d, etc. The textures are under Data\Textures\Tnormal\Tex. I edited them using Photoshop.

Thanks for your offer. I would appreciate any information on Belgian ports during the war, as well as all kinds of pictures of clothing. Naval uniforms (especially German), dockworkers' clothes, & doctors' & nurses' uniforms, maybe.

iambecomelife 09-27-09 11:55 AM

Quote:

Originally Posted by Turbografx (Post 1179523)
IAMBL,

You might want to consider contacting Deamon/Heinrich. He was/is working on an WWI indie subsim and had produced some good Uboat models. He might also be able to help with other information from his research.

Thanks; we've been in contact via PM, and I will talk to him again in the next few days.

Hitman 09-27-09 12:59 PM

Quote:

Yikes. My thinking was that their uni's would have been a bit cleaner than in WWII because many patrols had a shorter duration. It's a shame b/c I love the more formal look that some of the Kaiserliche Marine uniforms had, as opposed to the more functional Kriegsmarine clothing.
Not necessarily shorter, there were some very long patrols in the Mediterranean, and anyway the main difference is that submarine technology was starting and also general motors/mechanics were not as developed ( Specially the diesel engines). They discovered the hard way that humidity condensation was a huge problem, that it would shortcut electric wires, and used grease all around as insulator, as plastic was not yet discovered or well used. Add to that the fact that some diesels were 2 stroke and reversible, and that 4 stroke ones were over-oiled and lost and burnt a good deal of the lubricant oil, and you get a good picture of how dirty and unhealthy those boats were. Look at the fac of the guy behind, he looks really dirty: http://img1.photographersdirect.com/...m/pd576393.jpg

The two others might have cleaned up a bit for the picture or be officers, but undoubtedly there is lots of dirt and grease in that engine room.

keltos01 09-27-09 02:37 PM

Quote:

Originally Posted by iambecomelife (Post 1179551)
Most of the data you need is under Data\Library\Characters\MARINE.dat.

Open the file with S3ditor and expand node #3 - it expands into a huge list of all of the heads, bodies, and legs that the game uses.

The models can be exported and imported using Wings3d, etc. The textures are under Data\Textures\Tnormal\Tex. I edited them using Photoshop.

Thanks for your offer. I would appreciate any information on Belgian ports during the war, as well as all kinds of pictures of clothing. Naval uniforms (especially German), dockworkers' clothes, & doctors' & nurses' uniforms, maybe.

thanks

keltos

DarkFish 09-27-09 02:59 PM

your ships look absolutely stunning, but I'm missing AO maps (the shipname_O01 textures). You might want to consider adding them as it makes them much better looking.
A good tutorial for automatically creating them using the free 3d editing program Blender: http://www.katsbits.com/htm/tutorial...ng_terrain.htm

Looking forward to this mod:up:

iambecomelife 09-27-09 09:58 PM

Quote:

Originally Posted by DarkFish (Post 1179647)
your ships look absolutely stunning, but I'm missing AO maps (the shipname_O01 textures). You might want to consider adding them as it makes them much better looking.
A good tutorial for automatically creating them using the free 3d editing program Blender: http://www.katsbits.com/htm/tutorial...ng_terrain.htm

Looking forward to this mod:up:

I'm not much good with this sort of thing, but this might be a great time to learn.

As I mentioned, the merchant ships' boats are appearing successfully when I designate them as torpedoes. The problem is that I have to overwrite one of the torpedoes with the boat model.

What I need is a weapons node exclusively designed to launch/fire boats, so that the torpedoes and the boats etc. can coexist. Preferably several different nodes, so that I can spawn different types of boats & passengers. I have been trying for hours to clone the torpedo launcher or create a gun with a boat model as its "shell" - so far, no luck.

Admiral Von Gerlach 09-28-09 12:44 AM

wonderful work..that dazzle paint job is spot on. Uniforms are great as well. They started out clean at start of cruise :) surface ships were hard too, as they were coal fired many of them.... coaling ship was a dirty dirty dirty job, my grandfather used to describe it saying for 3 days everything would be black on board and on all hands. :)

great great work going on here. that idea of the torps triggers is just wizard!.

msalama 09-28-09 12:46 PM

And yet another great mod in the making, and from the looks of it a keeper too! Brilliant work guys :rock:

Hitman 09-28-09 01:40 PM

I understand how you will make the merchant spawn a boat that brings papers to the U-Boat, what I don't get is how you will make then a trigger for the merchant to stop and send the boat, and most important, for us to check wether it has contraband or not and decide if sink it :hmmm:

iambecomelife 09-28-09 05:17 PM

Quote:

Originally Posted by Hitman (Post 1180237)
I understand how you will make the merchant spawn a boat that brings papers to the U-Boat, what I don't get is how you will make then a trigger for the merchant to stop and send the boat, and most important, for us to check wether it has contraband or not and decide if sink it :hmmm:

Trust me - this has been thought of and if my ideas work (and depending on my real life workload) I will have a working demonstration within several weeks at most.

The one thing I might not be able to get around is the merchant stopping; however, the player should be able to position his sub in front of most merchants to trigger the collision avoidance "stop/reverse" routine. I will also tweak vessel acceleration values so that a merchant can't flee like a sports car once it has stopped its engines - hence there should be plenty of time to take care of business.

Some ships will have their behavior modified so that they slow & spawn boats; others will maintain stock enemy merchant behavior and try to escape from you - the latter will mostly be fair game.

I am thinking about using particles.dat and a water interaction controller instead of a torpedo clone to spawn the boats - more news later.

iambecomelife 09-28-09 08:25 PM

Just managed to make the 4.7" gun "fire" a boat. :DL


This means that there is no need to use the torpedoes as boats, which had been very problematic.
If someone could tell me how to copy entire nodes & subsections using S3ditor, I'd be grateful - this will speed up the process immensely.

Sledgehammer427 09-28-09 08:30 PM

Quote:

Just managed to make the 4.7" gun "fire" a boat.
awesome, that means you can knock the range down to like 250 meters and it won't "fire" a boat until you are within that range

Hitman 09-29-09 02:15 AM

Quote:

he player should be able to position his sub in front of most merchants to trigger the collision avoidance "stop/reverse" routine.
LOL just the opposite of the real life praxis ... else the Kaleun wanted to give the merchant fellow a good ramming chance :haha: but anyway better than anything :up: I just hope the merchant AI is not also programmed to ram submarines :D

Quote:

I will also tweak vessel acceleration values so that a merchant can't flee like a sports car once it has stopped its engines - hence there should be plenty of time to take care of business.
That's a much needed tweak in any case. I have heard reports of this causing problems with convoys -when they need to turn, but hopefully with the much smaller WW1 ones it shouldn't be that bad.

The main problem is that so far all SH series (SH1 I'm not sure however) have insisted in making the convoys turn in a completely unnatural way. They pretend the ships to the sides to suddenly speed up hugely and make the long way around a semi-circle to keep their position any time. However, the logical way to do a turn with a formation of miscellaneous merchant ships IMHO is in to turn unsimultaneously X degrees (Not much more than 45) and then the sides slowly speed up to regain the original position and spacing. In real life convoys, the outmost columns were not occupied by the fastest ships, but simply by the less valuable ones, which normally weren't also the fastest.

Stary Wuj 09-30-09 04:53 AM

Great idea!

Very impressing :rock:

With Best Regards

Stary Wuj


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