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08-03-10, 12:26 PM | #16 | |
Beach Leaf
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
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Not at the moment. I still have lots of work to do on weapons positioning for the camera. Haven't had chance yet this summer to get back to it. Hopefully, I can at some time soon. timetraveller |
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08-03-10, 12:45 PM | #17 |
Swabbie
Join Date: Mar 2010
Posts: 6
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Thanks for reply timetraveller. I'm looking forward to see those changes in action. Too bad there are only small shpis. It would be great to play as battleships, carriers or subs in that game...
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08-03-10, 12:53 PM | #18 | |
Beach Leaf
Join Date: Dec 2004
Location: Atlantic Shipping Lanes
Posts: 287
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The only place I've ever seen it for sale here in North America is on www.battlefront.com timetraveller |
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11-12-10, 05:52 PM | #19 | |
Seasoned Skipper
Join Date: Jul 2008
Location: Stockholm
Posts: 676
Downloads: 17
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Fantastic description of the game's possibilities. I am really looking forward to the mission editor which is now out. This game has what I miss in the SHIII editor, torpedo-launching MTB's and aircrafts. Too bad the He115 isn't in there. In the PT game I miss the possibility of the camera hovering above the action independant of an specific units. |
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03-30-11, 05:23 PM | #20 | |
Stowaway
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After searching the 'Net, this appears to be the best thread I've found concerning Modding the Game. So, here's what I'm looking at now. I've figured out some of the 3D stuff last nite by looking at a .cw file in a Hex Editor. It should be fairly easy to extract the 3D models if everything turns out as to what I'm seeing so far. I'm looking at box.cw as the study file because it's square. (I hope! I've never seen it in Game yet.) That makes the number of sides a known factor. So I have a good idea how many verts there should be. I'll write an .obj file based on what I see in Hex, then open it with a 3D program. If the box is indeed a box? If not, I should have a good idea what to think about to fix it. |
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04-01-11, 07:20 AM | #21 |
Pacific Aces Dev Team
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Yes, box.cw indeed contains a 3D-box
http://www.subsim.com/radioroom/show...=157404&page=2 Edited: I decoded/extracted it some time ago and plotted in Deep Exploration but the screenshot is gone by now. I found similarities with .X format so I figured the original 3D models for this game were likely in this format before encoding. Last edited by sergbuto; 04-01-11 at 09:02 AM. |
04-01-11, 05:30 PM | #22 |
Stowaway
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Hi sergbuto,
I did read through your thread awhile back. I'd forgotten about it until after I posted in this thread. And then I went back and read it again last nite. Very good stuff. I just got 'PT Boats - South Gambit' so was looking for mods and such. Between you and timetraveller, (The only real knowledge I've seen about Modding it!) I'm surprised there's not already a killer mod out there right now! Regards! |
04-03-11, 03:48 PM | #23 |
Stowaway
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Haveing looked at the box.cw and looked at the .x format as sergbuto
stated in his thread, I've started to write a script and a template in 010 Editor V3.1.3 to play with the files. The template will breakdown the sections or chunks to make it easier to see the different sections/chunks for future de-codeing of unknowns. The script will allow quick extractions of the 3D models (Hopefully leading to a stand alone export Tool first) Then I'll try a simple import script. I'm doing this mostly for the fun involved in the project. And to give 010 a good test drive as I just bought it. Granted there may not be much interest in Modding PT Boats. But it's a new one for me so I'd like to mess about abit. |
06-25-11, 02:43 AM | #24 |
Nub
Join Date: May 2010
Posts: 3
Downloads: 143
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sweet
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07-09-11, 07:27 AM | #25 |
Swabbie
Join Date: Jul 2011
Posts: 10
Downloads: 3
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this sim needs a "below decks mod" to make it "hard core"
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04-18-12, 03:38 PM | #26 |
Stowaway
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Ran across my old notes on the structure of the .cw files and looked at a few files again.
Added more notes as I was going through the format and cleared up a bunch of unknowns. When I get time, I'll do a plug-in for Noesis that will view and export the 3D objects. It's a pretty straight forward format. |
04-21-12, 03:13 PM | #27 |
Stowaway
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Got the first test file extracted with an Alpha plug-in for Noesis today.
It's the airpiece from the particles\res folder. Not much to look at but it works to prove that the structures as I decoded them work. I hard coded the Alpha plug-in to look at absolute addresses for this test but I now know how to 'read' the files so it can find any info needed. As I don't like to step on toes and such? I posted at BattleFronts site about a new Tool to mod this Game. Last edited by Madox58; 04-21-12 at 05:18 PM. |
04-25-12, 04:27 PM | #28 |
Officer
Join Date: Jan 2007
Location: england
Posts: 241
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hi all this is great news i hope there is a way of getting the cameras to go inside the cabins in the sim?
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04-27-12, 04:03 PM | #29 |
Stowaway
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I was told it's OK to create such Tools.
As I work on the Higgins for SH4, I'll work on the Tools for this. |
09-18-12, 12:45 PM | #30 |
Swabbie
Join Date: Sep 2012
Posts: 5
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Hi, I've tried and failed miserably to create some simple, functional missions with the mission editor (see http://www.subsim.com/radioroom/showthread.php?t=197571).
Before completely giving up, I thought I would take a look at these "plain text files" that might allow me to create missions. Unfortunately, as far as I can tell the files I would need to mod are the .msd files in the Missions folder, and they don't look to be plain text to me. While there is certainly some plain text in these files, I don't see how to set values, etc. If I am missing something, please enlighten me. |
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