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Old 12-10-17, 06:09 AM   #151
mkiii
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putting a new sub into sh4 was the same as i am doing here.
but 1 step was giving the dat a random id then tying the sim zon dsd etc to the dat.

because of gr2 the only way I can see of changing the id is by changing the name of the skeletons model bone, when you do this the sim no longer works you have to make a new one tied to the new model.

that`s how I got the conning tower to work on the hull.
but if I rename the model bone for the hull and make a new sim its all ok in goblin. it loads up to the main menu in game, you can start a new career and during the load from there you get ctd.

so as it stands the IX HULL IS STILL VIIC41 as far as the game is concerned that is why it does not work as it should. its loading IXB conning tower VIIC41 hull and trying to make sense of wtf is going on.
I am amazed it actually loads at all.
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Old 12-11-17, 09:28 PM   #152
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I'll need to see your files just as you load them with JSGME.
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Old 12-12-17, 02:35 PM   #153
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Quote:
Originally Posted by Jeff-Groves View Post
I'll need to see your files just as you load them with JSGME.
pm`d a link Jeff
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Old 12-13-17, 07:08 PM   #154
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You've got me confused.
In post #121 you state
"renamed all the bones in the stock 7c41 sub"

The files I have show no renaming of bones.
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Old 12-14-17, 11:06 AM   #155
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Quote:
Originally Posted by Jeff-Groves View Post
You've got me confused.
In post #121 you state
"renamed all the bones in the stock 7c41 sub"

The files I have show no renaming of bones.
it ctd`s as soon as you change the sub bones Jeff, the only way I could get it to load was leaving the hull bones alone, and just renaming the main bone in the conning tower. I did mention it further along. I should have put a txt in saying what I had tried, but I forgot, sorry.
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Old 12-15-17, 04:41 PM   #156
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I caught the post where you did say that. My bad for missing it.


Gonna try a few things and see if anything stands out to me.

Now we are working with the stock Game right?
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Old 12-15-17, 06:08 PM   #157
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Originally Posted by Jeff-Groves View Post
I caught the post where you did say that. My bad for missing it.


Gonna try a few things and see if anything stands out to me.

Now we are working with the stock Game right?

no I am using the wolves of steel latest version Jeff,

but I think it probably won`t make much difference really, the playable subs are the same apart from the uflak which vecko and gap did (still a type 7)

and the way the sim determines what to load still has to be the same,
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Old 12-20-17, 04:55 PM   #158
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Had one of those good days today, working on a backup for the IX, done a conning tower, added all new materials, deleted old materials, renamed bones, did a mousemask (don`t know if it works yet), what made it a good day was did it all with no errors, no corrupted files, and they open in gr2 editor, granny viewer, and goblin editor. need to make new sim files and then its game test time. the hull works, already tried that.

@ Gap, how do I get a specular map in game, when I can only add Diffuse, AO, and Bump in GR2 editor,

sorted now Gap, learned about alpha channels today.

Last edited by mkiii; 12-21-17 at 07:21 PM.
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Old 12-20-17, 09:32 PM   #159
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Result of todays efforts

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Old 12-21-17, 01:24 PM   #160
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Quote:
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Result of todays efforts

Looking wonderful mkii!
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Old 12-21-17, 03:15 PM   #161
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this is absolutely amazing just seeing the screenshots get me excited keep up the fantastic work
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Old 12-24-17, 12:00 PM   #162
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Very very nice mkiii
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Old 12-26-17, 05:09 PM   #163
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Mkii, can you please upload latest compilation of your files together with the list of remaining problems? I could try to fix some of them if possible...

Didn't have much time to dive deep into your files since last time but hopefully I'll be able to do so during the holidays.
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Old 12-26-17, 06:38 PM   #164
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Mkii, can you please upload latest compilation of your files together with the list of remaining problems? I could try to fix some of them if possible...

Didn't have much time to dive deep into your files since last time but hopefully I'll be able to do so during the holidays.
Been working on a backup plan while jeff has been looking at the files, just in case the issues with the torps and crew cannot be sorted.

basically I am using the 7a, the first version broke the torpedo page again, but the crew was ok. so today I had an experiment day, change 1 file, load into mission, check the torps and crew, if they were ok, move onto the next file, etc etc

1... change sim for extra rear tube, reserves, and external reserves,
alter speeds and ranges, and displacement values. Result....all ok.

2 change cfg file, extra salvo position 5+6, change sub dimensions
Result......All ok

3 altered roster german sub VIIA date to cover whole of war. Result all ok

4 Altered upcge file in sub folder to reflect date covering whole of war
Result all ok

that is as far as I have got with the testing.

the new uzo station works, the mousemask is fine and when you click on it
it takes you to the uzo page.....quite pleased with that

the compass dial and telegraph needle are causing problems, in gr2 editor they are fine, in game they are behind the conning tower floating in thin air......I think this is the original mesh extended data, I did not alter it, I think I should have zeroed out the x,y,z before importing the new meshes and then reposiioned them, got to try this yet.

the final 3d problem is crap, the external tower hatch, when repositioned and rotated, is good until you close it, it then appears upside down in front of the tower. because gr2 editor cannot touch animation,
I seem to have 2 choices

1....Move all the rooms, this could be really easy, or really really a lot of work.
2 import the hull foreward, and lower than its current world position, and hopefully compensate the positional change wth the draft and f+r ratio in the sim......A LOT LESS WORK, but I have no idea if it will work or not.

So for now I`m afraid there is nothing for you to do.

the 7A has only 1 deck flak gun, and 1 conning tower, this works.
adding another tower option with flak guns may not work without breaking something,
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Old 12-27-17, 07:30 AM   #165
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OK, no problems mkiii...

Regarding problematic dials...In SH5 deck compass, dials, uzo and other stuff are taken from "data\Objects\Sensors\UBoot_Sensors.gr2" and placed on assigned bones trough the appropriate eqp file entries.

Code:
[Equipment 4]
NodeName=I01
LinkName=Compass_Type1,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

[Equipment 5]
NodeName=I02
LinkName=Telegraf_Type1,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

[Equipment 6]
NodeName=I04
LinkName=Helm_Post,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

[Equipment 7]
NodeName=I03
LinkName=UZO_Type1_Soclu,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631
You are aware of this I guess?

One more thing...You have probably noticed that in SH5 player has to go bellow the deck (manually) at least once in order to "wake up" teleport function, otherwise game may CTD. That's why it is quite important to allow more or less normal manual passage from the deck to CT interior. After that teleport can be used safely. Is this feasible?

Last edited by vdr1981; 12-27-17 at 07:40 AM.
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