SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-19-06, 09:42 AM   #166
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

It comes with Living Silent Hunter III Mod, but to be honest I don't know yet who invent this.


hope LSH3 will be avaible soon for the english spoken community as well. doing translation of ~ 5k radio transmissions currently which are based on orignial radio messages during the war.


Greetz TKT
TigerKatziTatzi is offline   Reply With Quote
Old 03-20-06, 04:05 AM   #167
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

After releasing the reworked Nord-Ostsee Canal in our new Mod release v.2.2 of Living Silent Hunter III, I like to give this mod as single mod to the rest of community as well.






Nord-Ostsee Canal reworked


changelog:

- remodelling harbour areas for Brunsbuettel, Rendsburg and Holtenau
- rework of sea units
- adding of original villages and towns



Greetz TKT
TigerKatziTatzi is offline   Reply With Quote
Old 03-20-06, 04:16 AM   #168
Gammel
Commodore
 
Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
Default

Thanks for sharing your work.

Downloading now.
Gammel is offline   Reply With Quote
Old 03-20-06, 06:14 AM   #169
Cheapskate
XO
 
Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
Default

Thanks TKT - great job

What next ????
Cheapskate is offline   Reply With Quote
Old 03-20-06, 06:38 AM   #170
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Cheapskate

What next ????

may be starting with harbour layout modding...............
TigerKatziTatzi is offline   Reply With Quote
Old 03-20-06, 09:58 AM   #171
perdu
A-ganger
 
Join Date: May 2004
Posts: 79
Downloads: 5
Uploads: 0
Default

habor layout, yeaaaaaaaaaaa..
i think a little modification of the clonig tool will allow to edit the layouts as some items doesn't not seems to be named.
but a graphical tool will be much easier.


here is my lastest version of the brest relief ( and i'm waiting for a naval map of the rade of brest )

http://perdu.ma.cx/sh3/brestv2.rar
perdu is offline   Reply With Quote
Old 03-20-06, 10:22 AM   #172
Gammel
Commodore
 
Join Date: Apr 2005
Posts: 641
Downloads: 276
Uploads: 0
Default

Quote:
Originally Posted by TigerKatziTatzi
Quote:
Originally Posted by Cheapskate

What next ????

may be starting with harbour layout modding...............
How about some White Cliffs of Dover? :P
Gammel is offline   Reply With Quote
Old 03-20-06, 10:51 AM   #173
perdu
A-ganger
 
Join Date: May 2004
Posts: 79
Downloads: 5
Uploads: 0
Default

white i don't know but cliffs: it's easy :p
i found with brest that a lot of relief seams to existe but to low above the sea.
perdu is offline   Reply With Quote
Old 03-20-06, 11:34 AM   #174
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by Gammel
Quote:
Originally Posted by TigerKatziTatzi
Quote:
Originally Posted by Cheapskate

What next ????

may be starting with harbour layout modding...............
How about some White Cliffs of Dover? :P
yeah why not, would be a challenge. especially for the texture. helgoland'S texture is one single pixel changed in TerrainTypes.raw which is 2160x1080 pixels and it covers prolly an area of 12x12 km or more. haven't checked the real dimensions yet.

will try to find some pic of the area............ lets see



Greetz TKT
TigerKatziTatzi is offline   Reply With Quote
Old 03-20-06, 02:21 PM   #175
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by perdu
here is my lastest version of the brest relief ( and i'm waiting for a naval map of the rade of brest )
just had a look to it................ Good Job


Quote:
think a little modification of the clonig tool will allow to edit the layouts as some items doesn't not seems to be named.
but a graphical tool will be much easier.
I had a small look to the code of the Pack3D tool, unfortunaly all remarks in spanish or portoguese ( don't know ). but it will be prolly a good base for a new tool on this. dunno yet, have to hex first some tryouts, based on sergbuto lighthouse.dat to get something out about this system. ref gave me a good hint as well.
TigerKatziTatzi is offline   Reply With Quote
Old 03-20-06, 03:53 PM   #176
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by TigerKatziTatzi
I had a small look to the code of the Pack3D tool, unfortunaly all remarks in spanish or portoguese ( don't know ). but it will be prolly a good base for a new tool on this. dunno yet, have to hex first some tryouts, based on sergbuto lighthouse.dat to get something out about this system. ref gave me a good hint as well.
Hi TKT, I'm currently trying to break up the dat file myself (half way through it), based on sansal work, which is based on lurbz findings, I've just got this from jasonb885, It might help you.


Quote:
Originally Posted by Lurbz

SH III DAT FILE FORMAT

Skip the first 20 bytes they seem to be always the same.
Next 4 bytes are a long with the header string lenght.
Next is the author name and the "using Kashmir" stuff, total lenght as read above.

Next, file is made of "chunks". All chunks are like this:
ChunkType 4 bytes
Chunk Subtype/Version 4 bytes
chunk_size long (4 bytes)
Data (chunk_size bytes)


Chunk types and internal structure of each one:

type 0: EMPTY chunk
it's just 12 "00" bytes, so type, subtype and size are 0

type 1: 3D chunk
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
???????: 1 byte //don't know about this one
nverts: 4 byte long //number of vertices
vertex data: nverts * 3 floats// these are vertices, 3 floats per vertex
ntri: 4 byte long //number of triangles;
triangle data: there are ntri triangles and their texture mapping, each one is as follows
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
????????????: one byte
ntxcoords: 4 byte long //number of texture coordinates
texture coords data: ntxcoords * 2 floats // texture coordinates are 2D

some objects end here, but some have "TMAP" and a bunch of floats after this, dunno what is that yet so I skip it

type 2: TEXTURE REFERENCE?
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
then a bunch of bytes that I haven't figured yet, usually ending with a texture filename.

type 3: TGA FILE
these are the TGA files, just packed after the type, subtype and chunk size.

type 4: NODE (these tell us how parts are related to each other, in a tree-like hierarchy)
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this node inside the file. References usually found inside NODE (type 4) chunks
parent_id: 8 bytes //reference to the "parent" node. root nodes have 00 00 00 00 00 00 00 00 as parent
3dpart_id: 8 bytes //reference to the 3d part managed by this node, 00 00 00 00 00 00 00 00 if this is a "dummy" node with no visible 3d part
????????: 1 byte, seems to be always 00.
????????: 1 byte, seems to be related to the number of different type 2 nodes referenced from this one.
x offset: 4 bytes float //x offset from parent node
y offset: 4 bytes float //y offset from parent node
z offset: 4 bytes float //z offset from parent node

then comes the type 2 chunk references and some stuff I don't yet understand

type 6: DATA?
these are children of type 10 chunks, they seem to hold effects, commands, interactions, etc...
first 8 bytes are the reference to the type 10 parent. rest is strings and numerical values.

type 8: LABEL
these are used to label other nodes
format is:
8 byte parent chunk reference
string with label

type 10: DATA?
these seem to group type 6 chunks and attach them to type 4 nodes
first 8 bytes: id of this chunk
second 8 bytes: id of parent node
then comes some data, usually strings and numbers.

type 102: SCALE?
these come usually near the end of the files, they are a bunch of floats, probably some global scaling, have to test it

type 1001: INDEX
this one seems to be an index, there are chunk ID's and the corresponding file postition, might have to update this if some chunk has its size altered, but some tries suggest this doesnñr affect loading.



There are more chunk types, haven't had time to check them
If you find something interesting, or any doubts , please pm me.

Ref
__________________
ref is offline   Reply With Quote
Old 03-21-06, 01:21 AM   #177
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

Thx for info ref

Sure I will inform you bout things i'll find out. But I'm starting with it so guess u'll prolly finished ur work before me
TigerKatziTatzi is offline   Reply With Quote
Old 03-21-06, 05:35 PM   #178
donut
The Old Man
 
Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
Downloads: 10
Uploads: 0
Default

TigerKatziTatzi Sir, Are your efforts with Kiel Kanal,a Mod.yet? If so I missed a link to your fine ideas. Should you be aware of my rants about the kanal,please consider them,pervious post,& treads,all over the forums.I'm just a squeeky wheel,wanting grease,you know!

PS. Oh yes,I wanted to thank ref ,for his previous advise in past treads.
donut is offline   Reply With Quote
Old 03-21-06, 06:06 PM   #179
Cheapskate
XO
 
Join Date: Apr 2005
Location: Darkest Essex
Posts: 403
Downloads: 47
Uploads: 0
Default

Quote:
Originally Posted by donut
TigerKatziTatzi Sir, Are your efforts with Kiel Kanal,a Mod.yet? If so I missed a link to your fine ideas.
Yes they are.....and it's very good too

The link is the light grey sentence....Nord-Ostsee Kanal reworked... immediately underneath the pictures of the new harbours further up this page.
Cheapskate is offline   Reply With Quote
Old 03-22-06, 04:45 AM   #180
TigerKatziTatzi
Mate
 
Join Date: Feb 2006
Posts: 57
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by donut
TigerKatziTatzi Sir, Are your efforts with Kiel Kanal,a Mod.yet? If so I missed a link to your fine ideas. Should you be aware of my rants about the kanal,please consider them,pervious post,& treads,all over the forums.I'm just a squeeky wheel,wanting grease,you know!

PS. Oh yes,I wanted to thank ref ,for his previous advise in past treads.

Cheapskate said it allready, but to make sure .........

ClickMe
TigerKatziTatzi is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:37 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.