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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
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Actually, we can do that right now using Goblin. Privateer told me how to do it a few days ago.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#32 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
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Without looking at your templates just yet, this is what I made sofar for S3D for SH5. Take note, you CANNOT use ALL of them as is with the current S3D, since some of the templates depend on some core changes in S3D. However, you can use them as a guide and perhaps make temporary changes to your current S3D templates.
http://s3d.skwas.com/download.aspx?i...f-c275c1a4abf6 So be cautious! PS: I have about 10-15 controllers left to check/implement. The problem right now, is not having SH3/SH4 installed to run a series of compatibility tests... ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#33 |
Officer
![]() Join Date: Jul 2009
Posts: 238
Downloads: 119
Uploads: 5
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Is it possible to move object on the Z,X and Y axes in Goblin like in S3D?
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#34 |
Stowaway
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An updated version of urfisch's particles release.
http://www.mediafire.com/?dubuoa7blbnbk9c This update allows opening and working with the PG's in the Subs files and the Baza_FX.dat The particles.dat PG's are not yet implemented. wpn_Cannon http://www.mediafire.com/?0gls1558w8q5uv8 Files for working the camera.cam file. http://www.mediafire.com/?arlxc1c2wttp6wf Last edited by Madox58; 07-27-10 at 02:25 PM. |
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#35 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
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@ privateer,
I just used the particle generator files that you provided a link to, and they worked like a charm(I only tested them one time so I would not put total faith in them just yet, but they seem to work perfectly). I was able to use S3D to make the changes I wanted to the PG's, and it did not affect TDW's added nodes or PGs at all. Everything worked correctly in game. Edit: Did the same thing again, but this time I altered six PGs, and everything worked just fine once again.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! Last edited by SteelViking; 07-27-10 at 08:43 PM. |
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#36 |
Stowaway
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obj_Sensors.
http://www.mediafire.com/?s2gha18f566euwb Adjust the AI_Sensors.sim with this controller. |
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#37 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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All controllers are implemented. Now I will spend some time fixing other issues reported in the past, and check other compatibility issues. Then check with SH3/SH4, will take another week or so before release though.
Download the complete set of templates: http://s3d.skwas.com/download.aspx?i...f-c275c1a4abf6 CAUTION: These templates will NOT work out-of-the-box with 0.9.9, however, they 'can' be adjusted. This is an exercise you will have to do yourself. However, your S3D will then no longer be compatible with SH3/4. The new S3D has a new load-model for controllers, allowing these new controllers to live side-by-side. If you can't wait, use this download (and modify them), otherwise wait for the next S3D release. In total, there are 45 changed or new controllers. Thanks to privateer and urfisch for doing some legwork on some controllers, although I did have to make corrections, still thanks for the work. If privateer wants to release these templates (modified) for 0.9.9, be my guest. ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 07-28-10 at 10:35 PM. |
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#38 |
Stowaway
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Very good news indeed.
![]() I'll adjust a few of the files to work with the current version as a hold over till your release. I knew you'd have to adjust some things I did. ![]() I am learning though. ![]() |
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#39 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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Thanks a lot! Nice addition...will try that...
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#40 |
Stowaway
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Bumping to keep it alive!
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#41 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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So much work, so little time...
![]() I need to finish other work (speech mod) first or I will lose track completely... ![]()
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#42 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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#43 |
Watch Officer
![]() Join Date: Jun 2006
Posts: 332
Downloads: 30
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*Bump*
Hows this all going ? You guys think theres a good chance you can snappy this SH5 title into a more realistic playable sim ? physics etc... It reads pretty promising I must say... ![]()
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http://www.gamefront.com/files/user/BadgerFinn |
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#44 | |
Ocean Warrior
![]() Join Date: May 2005
Location: São Paulo Brazil
Posts: 2,728
Downloads: 132
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Hi skwasjer, Any news on this? Do you have these modified templates to download? Or perhaps privateer have them? I know that you have no intentions to go ahead with S3D but perhaps at least we could have these modified and working templates? You know that Goblin is too limited and TDW works is more at the 3d object edition side. A S3D working version - even that partially - is very necessary and will be a very good addition to the SH5 community! ![]() And thanks again by your great contribution for SH community, it was an awesome work! I need to thank you in any opportunity because i use S3D for almost everything on my mod work!
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#45 | |
Seasoned Skipper
![]() Join Date: Apr 2007
Location: Huelva, Spain
Posts: 664
Downloads: 301
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Download: MMM v0.5 (in parts) Download: MMM v0.5 AIO Download: MMM patch for OHII v1.8 & MMM VIIC41 for OHII v1.8 v0.5 |
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