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Old 04-15-11, 09:29 PM   #16
Hans Witteman
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Quote:
Originally Posted by Rubini View Post
Try to just delete all the spheres an box of the .zon (using s3d) and raise the armour, HP and crashdeep of the uboat.

But with this you will disable all the damage of the uboat I think. So, perhaps just raising the HP and crashdeep could be the trick? Also in zones.cfg you can raise the floodingtime, hp for compartments and making flotability=1 for all compartments.
Hi Rubini,

Thank mate will see if those work but so far i have try many and it seem that something ignore everything and randomly throw me the death screen.

Could be a hard coded events like Anvart mention.

Best regards Hans
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Old 04-15-11, 09:49 PM   #17
Rubini
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Originally Posted by Hans Witteman View Post
Hi Rubini,

Thank mate will see if those work but so far i have try many and it seem that something ignore everything and randomly throw me the death screen.

Could be a hard coded events like Anvart mention.

Best regards Hans
Do you know the LRT mod? It (or even with self modifications over it) makes you have very long flooding times and slow death. So perhaps for your test you could have some changes on basic.cfg to make the crew repair work very slow; on zones.cfg: long flooding times (with easy flooding with very few damage), very slow sink with flotability=1 and good uboat overall HP on uboat .zon. With all these you will have very long time in flooding action almost without that death screen.
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Old 04-15-11, 09:58 PM   #18
Madox58
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As much as a PITA as it may be?
Useing other Mods could screw the results.
Figure out the basics (Of which there are many) first.
Always work with stock files then adjust to mods for things like this.
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Old 04-15-11, 10:11 PM   #19
Hans Witteman
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Hi shipmates,

After all change made i am finally able to enjoy a slow death how ironic

It also give me some good ideas to implemented in mod behavior because the darn death screen is not a full gaming experience!

Now i am doing a lot of test to see how the TextureAnimationData controller work normally it should be apply to material node but i wonder how to export it from 3d application?

No one seem to have play with this one so far since no answer in thread related.

Also to Rubini take note mate that we have a chat room on our website to discuss modding and stuff live.

Here the link : http://www.u-boot-hahd.com/ubootwebsite/chat

Best regards Hans
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Old 04-15-11, 10:22 PM   #20
Madox58
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Look at the particals.dat or materials.dat
Some people have played with that controller.
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Old 04-15-11, 10:23 PM   #21
Rubini
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Originally Posted by privateer View Post
As much as a PITA as it may be?
Useing other Mods could screw the results.
Figure out the basics (Of which there are many) first.
Always work with stock files then adjust to mods for things like this.
Yes I know that. I was suggesting the "idea" behind the LRT mod, because perhaps Hans also need a long time in flooding action, not only a long time before that death screen.

But seems that he already have found a way.
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Old 04-15-11, 10:31 PM   #22
Hans Witteman
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Quote:
Originally Posted by privateer View Post
Look at the particals.dat or materials.dat
Some people have played with that controller.
Hi mate,

Is there any mods around you could suggest that used that feature?

The way i see it if i am putting myself in the 3d artist perspective it would be applied to material node and in 3d application i render each texture keyframe and it should work on texture in game, if so imagine the possibility in conjunction with statemachine we could have a boat having a clean fresh skin at the beginning of patrol and the skin would get weathered as the patrol go on.

And others applications i don't see at the moment.

Since we are all going to get poorer in the future i think SH3 modding will have a very bright future ahead

Best regards Hans
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Old 04-15-11, 10:34 PM   #23
Madox58
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I understand that line of thought.
But even the LRT screws the results for this purpose.
It's not a problem of to little repair time or a death screen coming on.
Those are only good if you want to watch the scene for awhile.

To get the effect done properly?
Those are worthless at best.
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Old 04-15-11, 10:42 PM   #24
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I know of no mods that use it off hand.
I looked at it for some private messing about.
(Can you say UFO?)

But I never did much with it.
It was just a thing with a Secret base down South that they would attack you from.

But they were bad arsed and the visuals were pretty Cool!
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Old 04-15-11, 10:42 PM   #25
Hans Witteman
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Hi mate,

I just explored the particle.dat and material,dat and no textureAnimationData controller found.

I will do as usual trial and error sometime it work and i did a lot of stuff like that so far.

But when i will be done with mod i will make good documentation on what work and what doesn't work in game.

So many hours spent testing stuff that simply not working in game.

Best regards Hans
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Old 04-16-11, 05:42 AM   #26
Anvart
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Quote:
Originally Posted by Hans Witteman View Post
...
I just explored the particle.dat and material,dat and no textureAnimationData controller found.
...
IIRC, textureAnimationData controller is in SH4...
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Old 04-16-11, 01:32 PM   #27
Hans Witteman
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Originally Posted by Anvart View Post
IIRC, textureAnimationData controller is in SH4...
Hi Anvart,

Ok i see now but does it work in SH3 since it in the sh3 controller rollout?

Can someone send me an SH4 file with this controller so i can have a look at the file structure?

Best regards Hans
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Old 04-16-11, 02:22 PM   #28
TheDarkWraith
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Quote:
Originally Posted by Hans Witteman View Post
Hi Anvart,

Ok i see now but does it work in SH3 since it in the sh3 controller rollout?

Can someone send me an SH4 file with this controller so i can have a look at the file structure?

Best regards Hans
Check the .act files to see if that controller even exists. If you can find it in an .act file then 1) it exists and 2) you can 'see' how to use it somewhat
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Old 04-16-11, 04:44 PM   #29
Hans Witteman
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Originally Posted by TheDarkWraith View Post
Check the .act files to see if that controller even exists. If you can find it in an .act file then 1) it exists and 2) you can 'see' how to use it somewhat
Hi mate,

After testing it in many different ways i can say that it was never really implemented in S3D so i wont wasted more time on it.

Best regards Hans
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Old 04-16-11, 05:36 PM   #30
Anvart
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Quote:
Originally Posted by Hans Witteman View Post
Hi mate,

After testing it in many different ways i can say that it was never really implemented in S3D so i wont wasted more time on it.

Best regards Hans
IIRC, this controller was not in the SH3...
I have looked ASCII/Unicode strings in sh3.exe and in act/dll-files when i started SH3 modding... at the end of 2005... and i do not remember such controller...
but S3D was created for SH4... in the first place.
... and this controller (Type 10/6) has no strings in data files... as and Type 10/5...
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Last edited by Anvart; 04-18-11 at 06:41 AM.
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