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 > SH4 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 06-01-10, 07:16 AM   #1
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default (REQ) Creating playable ships (Basic) Tutorial

I have been browsing the net for 3 days without finding it. There is a link to the post made here, but its deletet in the main OP

Anyone have it or have another one??

Hope someone can help

L.T
L.T is offline   Reply With Quote
Old 06-01-10, 11:59 PM   #2
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by L.T View Post
I have been browsing the net for 3 days without finding it. There is a link to the post made here, but its deletet in the main OP

Anyone have it or have another one??

Hope someone can help

L.T
Hi LT, just didn't want this to sit here unanswered. There is nothing "Basic" about a tutorial to make a playable ship. It takes a while to explain it. The tutorial I think you are referring to was to 'clone' a sub to make a new one that would not conflict with the original. That is the first step to learning what to do. Then you can clone a ship and add necessary files to make the ship a submarine.

If I get some time, I will try to put together a tutorial, but I am busy with Real Life at the moment. I will at least try to get you a tutorial to clone a sub when I can. That will get you used to what you will need to do. Are you familiar with any Modding at all ?

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 06-02-10, 01:17 AM   #3
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default

yes abit though rusty...lol..made a few surface ships way back in early SH III days, but cant remember one bit......

**
I am working on the Akizuki, its werry werry slow since i have to take the Asashoi "apart" and look at files since i cant use the toturial lol..

What i do remember is that the ship it self is kinda a shell over the sub.

You move the damedge zones so they fit on the shell instead over the sub inside

What im not sure of is that if i have the asashio, can i put over the shell Akuziku and use that as the clone

If i use the asashio, and then change the outershell with the Akuziku and then change the asashio files to fit the Akuziku..

I have found the asashio being the better one of the two playable japaneseDD`s simply because its more stabil than the Fubuki (no purple and weird stuf when damedge..

Im pretty sure when model basic is done i can get help with damedge zones and career playability (dropping agënt and boxes)

Im not going to correct things on the ingame model, but i want to make ingame model playable. The 3d stuf i realy dont want to get into, but creating basic ships others can then "upgrade" i have no problem with..


**

Im just tired to be one of those asking, instead i want to become one of the "i do it my self" guys. There is some awsome allied ships around to sail, but that dont help if your a Japanese wannabe.

I love to sail the Fubuki (but have problems when 20% damedged turns purple)
I like the asashio (awsome ship)
I want the Akizuki (my favorite ww2 DD) <-- perfect raider (and just awsome looking)


AKIZUKI Class Notes
by Allyn Nevitt


Displacement: 2,700 tons Dimensions: 440 (length) by 38 (beam) by 13.5 (draught) feet Machinery: 2-shaft geared turbines: 52,000 SHP; 33 knots Radius: 8,300 miles at 18 knots Armament: 8 x 3.9"/65 cal. DP guns (4 x 2); 4 x 25 mm. AA guns (2 x 2); 4 x 24" torpedo tubes (1 x 4); 6 depth charge throwers; 72 depth charges Complement: 263
The largest, most handsome, and, in the Japanese estimation, most successful destroyers in the Imperial fleet were those of the AKIZUKI class. Known as the "Type B," these ships were designed primarily as antiaircraft escorts for the carrier force. As originally conceived, they would not even have carried torpedoes, but a later desire to add an offensive capability saw the inclusion in the design of a quadruple 24" torpedo mount amidships.
The main features distinguishing this class from other Japanese destroyers were their size and innovative armament. Some 50 feet longer and 700 tons heavier than the preceding KAGEROs and YUGUMOs, the AKIZUKIs were able to carry a fourth main-battery turret without suffering any topweight problems as a result. These turrets were large, fully-enclosed and power-operated, and each mounted twin 3.9" high-velocity guns. Though designed as AA weapons, their high rate of fire and range of 20,000 yards made them at least the equal of their American 5" counterparts. From 1943 on each destroyer was also equipped with fifteen to fifty-one 25 mm. machine guns, the number increasing as the war progressed, and a full array of Types 21 and 22 radars.
The ships of the AKIZUKI class were built concurrently with those of the YUGUMO class, with the first six ordered under the 1939 Program and another ten, known as the SHIMOTSUKI group, under the 1941 Program. Of the latter, four were never built, MICHIZUKI being broken up on the stocks in March 1945 to make way for suicide craft, while HAZUKI, KIYOTSUKI and OZUKI were all cancelled. A large number of succeeding vessels, hull numbers 777-785 of the 1942 Program and 5061-5083 of the Modified 1942 Program, proved nothing more than expressions of wishful thinking.
Twelve AKIZUKIs were actually built, most of them serving in the 41st and 61st Destroyer Divisions. Six survived the war, but four of those, YOIZUKI, HARUZUKI, HANAZUKI and NATSUZUKI, were completed too late to see action outside of Japanese home waters. Though favorite targets of U.S. submarines, only one ship of the class was actually sunk by one. Two were lost to air attack and three in surface actions -- an interesting breakdown considering their original design as antiaircraft escorts.
Their swept-back lines and large single funnel made the AKIZUKIs very similar in appearance to light cruiser YUBARI, and in fact U.S. forces would consistently misidentify these ships as cruisers. And that appreciation was not so wide of the mark, considering their frequent employment in place of cruisers as squadron flagships. Their bridges were actually a bit too cramped for the addition of an admiral and his staff, and their turn of speed inferior to that of most of their contemporaries. But the AKIZUKIs continued as favorites in the role of destroyer-leader, and three were lost while so employed. All in all, the AKIZUKI class represented an excellent, versatile design, and the vessels turned in solid performances. Lead-ship AKIZUKI herself compiled the most impressive record, fighting from Guadalcanal to Leyte Gulf with but one significant break in service due to damage. And TERUZUKI surely dealt her enemies some terrible blows one bloody night in Ironbottom Sound. But the most notable action of any of the class was HATSUZUKI's last fight off Cape Engano, an exhibition of such tenacity and selflessness as to rank with that of the American destroyers off Samar.



So i will try to upgrade the old brain again to do be able to work on this. I have been looking at SH5 to...But i know when Japanese campaign will come around i wount have time for modding (he he he he)

So doing my 2 weeks of, i have to re learn this and that shouldnt be imposible....i hope lmao






L.T

Last edited by L.T; 06-02-10 at 02:46 AM.
L.T is offline   Reply With Quote
Old 06-02-10, 01:43 AM   #4
haozhibof1
Seaman
 
Join Date: May 2009
Location: Hong Kong SAR
Posts: 36
Downloads: 11
Uploads: 0
Default

There used to be one, but the author deleted it a few months ago.
haozhibof1 is offline   Reply With Quote
Old 06-02-10, 03:51 AM   #5
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by L.T View Post
yes abit though rusty...lol..made a few surface ships way back in early SH III days, but cant remember one bit......

**
I am working on the Akizuki, its werry werry slow since i have to take the Asashoi "apart" and look at files since i cant use the toturial lol..

What i do remember is that the ship it self is kinda a shell over the sub.

You move the damedge zones so they fit on the shell instead over the sub inside

What im not sure of is that if i have the asashio, can i put over the shell Akuziku and use that as the clone

If i use the asashio, and then change the outershell with the Akuziku and then change the asashio files to fit the Akuziku..

I have found the asashio being the better one of the two playable japaneseDD`s simply because its more stabil than the Fubuki (no purple and weird stuf when damedge..

Im pretty sure when model basic is done i can get help with damedge zones and career playability (dropping agënt and boxes)

Im not going to correct things on the ingame model, but i want to make ingame model playable. The 3d stuf i realy dont want to get into, but creating basic ships others can then "upgrade" i have no problem with..


**

Im just tired to be one of those asking, instead i want to become one of the "i do it my self" guys. There is some awsome allied ships around to sail, but that dont help if your a Japanese wannabe.

I love to sail the Fubuki (but have problems when 20% damedged turns purple)
I like the asashio (awsome ship)
I want the Akizuki (my favorite ww2 DD) <-- perfect raider (and just awsome looking)

L.T
Are you 'taking apart' the Asashio I made or another? If it is mine (it will have a "readme" with it with Peabody in it), I have the files here and I can tell you exactly what you need to do. The damage model on it is just the subs damage model, I just threw it in there so you could 'fix' some damage. I didn't get time to learn it and do a complete rewrite of the damage stuff.

But except for that you just need to copy a few files from your DD and possibly change the 'deckgun' entry. You do not need to make the Akizuki "fit" the Asashio, you will use the actual Akizuki files.
I am headed for bed now but when I up I can type up some info for you. It will be quite simple to make it playable, then you can spend some time tweaking it.
Let me know if it is the one I made, so I make sure to give you correct info.

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 06-02-10, 04:15 AM   #6
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by peabody View Post
Are you 'taking apart' the Asashio I made or another? If it is mine (it will have a "readme" with it with Peabody in it), I have the files here and I can tell you exactly what you need to do. The damage model on it is just the subs damage model, I just threw it in there so you could 'fix' some damage. I didn't get time to learn it and do a complete rewrite of the damage stuff.

But except for that you just need to copy a few files from your DD and possibly change the 'deckgun' entry. You do not need to make the Akizuki "fit" the Asashio, you will use the actual Akizuki files.
I am headed for bed now but when I up I can type up some info for you. It will be quite simple to make it playable, then you can spend some time tweaking it.
Let me know if it is the one I made, so I make sure to give you correct info.

Peabody
It is yours

And i hope that i can make it good enough to be worthy to be used in your Japanese campaign

you have no idea how happy i am that someone wants to help me Sleep tight

Lars'
Denmark

Last edited by L.T; 06-02-10 at 09:06 AM.
L.T is offline   Reply With Quote
Old 06-02-10, 02:31 PM   #7
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by L.T View Post
It is yours

And i hope that i can make it good enough to be worthy to be used in your Japanese campaign

you have no idea how happy i am that someone wants to help me Sleep tight

Lars'
Denmark
Well, if you are lucky enough to have two monitors this will be a lot easier, but it can be done without it.
Since you say you have done this before but have CRS...(Can't Remember SH**, I have it too....really bad.) it should be quite easy for you to do. And it will show you what has to be set up to 'clone' a ship and make it a sub. These are the same files you would need to clone a sub, except the Sub will already have several of the files that we need to add.

Thanks to Skwasjer a lot of this is simple using S3D. (I hope I spelled his name right) Make sure you get the new S3D, I don't remember which version added it, but you can now copy entire nodes, you don't need to export "chunks" and import them.

Make a copy of the Asashio MOD in a working location and we will start.

1. Change the Folder name to what you want to call your MOD. AkisukiDDPlayable for example.
2. Open that folder, there is a Data folder. If you start a ship/sub from scratch (or any MOD, the Data must be the first folder inside the MOD) You can change the Readme file or leave it for later.
3. Open the Data Folder.
4. First folder is "Cfg", these are files that improve on the range and sensor detection for the ship. These were made by W4lt3r for me. The folder is not needed for the ship to work. You can delete or keep it. I recommend you leave it is.
3. Skip the Library for now, it has the playable guns. Akisuki may need different guns, we will get to that.
4. Open the Menu Folder. The "Skins" folder has the backgrounds for the management screens. Again not needed to make the ship work, but they contain Japanese faces and medals for the Crewmanagement screen. Keep, delet or change to something you prefer. If you do your own, note the folder structure matches the game.
5. Same Menu folder, second folder Data/SubmarineClasses. View of the ship used in the mangement screens. "NSS_Asashio.dds". To create your own, I use Photoshop Elements with Nvidia .dds plugin, you need a progam to save alpha channel. Go to the Sea folder in the game files and copy the "NDD_Akizuki_sil.dds" to this folder, rename to NSS_Akizuki.dds, open with PS and crop the top ship silhouette. Resize the canvas size, NOT the image size to 1012X253 (Why? That is what the one that I saw work right was set, I would think it should be 1024 X 256, so try either way) Now make a selection of the white background, hold shift and select the white between the wires and the ship and anywhere that is enclosed. Menu/Select/Inverse. Menu/Select/Save Selection. Pulldown list select Alpha. Menu/File/Save as... Save as a .dds, "DXT3 ARGB 8 bpp | explicit alpha". That works for me. Delete the Asashio file. Go back to Data folder.
6. Open Roster/Japan/Submarine.
From the SH4 files open the data/Roster/Japan/Sea folder. Copy "DDAkisuki.cfg" to the Mod folder you just opened (Roster/Japan/Submarine). Change name to SSAkisuki.cfg. (these are names I used to define the "Classname" Just to avoid confusion, I will use the same ones. When you do your own, they just have to be different than the stock ones so there are no conflicts and MATCH each place they are used, as you will see later.)

Using the Asashio.cfg as a guide change the lines in the file:
ClassName=DDAkizuki........SSAkizuki
UnitType=4..................200
DisplayName=JP DD Akizuki ............Akisuki DD

Below, change Sea to Submarine, change NDD to NSS
TextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_T01.tga
LightmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_O02.tga
NormalmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_N01.tga
TextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_T01.tga
LightmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_O01.tga
NormalmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_N01.tga

Change the Unit names so they will not conflict.

Recheck the file and save. Make sure you save to the Mod folder and not to the game folder. Delete the SSAsashio.cfg.

7. Single mission folder, leave or delete, up to you. There is only one in there. Not a necessary folder for the ship to work, but it will give you a place to test it.

8. Now it gets a bit more complicated to explain. Easy to do, harder to explain.

I am going to post this now while I do a few things I need to do, and will finish it up in a bit. I also need to check a few things on the Akisuki, guns for example. And you can check this and see if you have any questions so far.

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 06-03-10, 01:53 AM   #8
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by peabody View Post
Well, if you are lucky enough to have two monitors this will be a lot easier, but it can be done without it.
Since you say you have done this before but have CRS...(Can't Remember SH**, I have it too....really bad.) it should be quite easy for you to do. And it will show you what has to be set up to 'clone' a ship and make it a sub. These are the same files you would need to clone a sub, except the Sub will already have several of the files that we need to add.

Thanks to Skwasjer a lot of this is simple using S3D. (I hope I spelled his name right) Make sure you get the new S3D, I don't remember which version added it, but you can now copy entire nodes, you don't need to export "chunks" and import them.

Make a copy of the Asashio MOD in a working location and we will start.

1. Change the Folder name to what you want to call your MOD. AkisukiDDPlayable for example.
2. Open that folder, there is a Data folder. If you start a ship/sub from scratch (or any MOD, the Data must be the first folder inside the MOD) You can change the Readme file or leave it for later.
3. Open the Data Folder.
4. First folder is "Cfg", these are files that improve on the range and sensor detection for the ship. These were made by W4lt3r for me. The folder is not needed for the ship to work. You can delete or keep it. I recommend you leave it is.
3. Skip the Library for now, it has the playable guns. Akisuki may need different guns, we will get to that.
4. Open the Menu Folder. The "Skins" folder has the backgrounds for the management screens. Again not needed to make the ship work, but they contain Japanese faces and medals for the Crewmanagement screen. Keep, delet or change to something you prefer. If you do your own, note the folder structure matches the game.
5. Same Menu folder, second folder Data/SubmarineClasses. View of the ship used in the mangement screens. "NSS_Asashio.dds". To create your own, I use Photoshop Elements with Nvidia .dds plugin, you need a progam to save alpha channel. Go to the Sea folder in the game files and copy the "NDD_Akizuki_sil.dds" to this folder, rename to NSS_Akizuki.dds, open with PS and crop the top ship silhouette. Resize the canvas size, NOT the image size to 1012X253 (Why? That is what the one that I saw work right was set, I would think it should be 1024 X 256, so try either way) Now make a selection of the white background, hold shift and select the white between the wires and the ship and anywhere that is enclosed. Menu/Select/Inverse. Menu/Select/Save Selection. Pulldown list select Alpha. Menu/File/Save as... Save as a .dds, "DXT3 ARGB 8 bpp | explicit alpha". That works for me. Delete the Asashio file. Go back to Data folder.
6. Open Roster/Japan/Submarine.
From the SH4 files open the data/Roster/Japan/Sea folder. Copy "DDAkisuki.cfg" to the Mod folder you just opened (Roster/Japan/Submarine). Change name to SSAkisuki.cfg. (these are names I used to define the "Classname" Just to avoid confusion, I will use the same ones. When you do your own, they just have to be different than the stock ones so there are no conflicts and MATCH each place they are used, as you will see later.)

Using the Asashio.cfg as a guide change the lines in the file:
ClassName=DDAkizuki........SSAkizuki
UnitType=4..................200
DisplayName=JP DD Akizuki ............Akisuki DD

Below, change Sea to Submarine, change NDD to NSS
TextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_T01.tga
LightmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_O02.tga
NormalmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_N01.tga
TextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_T01.tga
LightmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_O01.tga
NormalmapTextureName=data/Sea/NDD_Akizuki/NDD_Akizuki_N01.tga

Change the Unit names so they will not conflict.

Recheck the file and save. Make sure you save to the Mod folder and not to the game folder. Delete the SSAsashio.cfg.

7. Single mission folder, leave or delete, up to you. There is only one in there. Not a necessary folder for the ship to work, but it will give you a place to test it.

8. Now it gets a bit more complicated to explain. Easy to do, harder to explain.

I am going to post this now while I do a few things I need to do, and will finish it up in a bit. I also need to check a few things on the Akisuki, guns for example. And you can check this and see if you have any questions so far.

Peabody
sir. You are an example of awsomeness...Ill ad a second monitor for the craptop. Make a gallon of coffe, get some fruit and chips and sit on the tarress and work on this....

This will have an impact on my RC model, but its a wierd world..

Doing summer working on mods for winter...Doing winter work on RC for summer......

Throw in Kids and dog + a pregnant girlfriend and you have my life

Ill let ya now the second the above or ready.....

There might need abit in the ammount of AA guns, looks like the asashio have more AA guns that the dedicatet AA destroyer ingame....

But i have made the readme like a checklist...

L.T
Denmark
L.T is offline   Reply With Quote
Old 06-03-10, 02:21 AM   #9
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by L.T View Post
sir. You are an example of awsomeness...Ill ad a second monitor for the craptop. Make a gallon of coffe, get some fruit and chips and sit on the tarress and work on this....

This will have an impact on my RC model, but its a wierd world..

Doing summer working on mods for winter...Doing winter work on RC for summer......

Throw in Kids and dog + a pregnant girlfriend and you have my life

Ill let ya now the second the above or ready.....

There might need abit in the ammount of AA guns, looks like the asashio have more AA guns that the dedicatet AA destroyer ingame....

But i have made the readme like a checklist...

L.T
Denmark
I meant to get back to this tonight but didn't get time. Don't worry about the AA guns, that will all be taken care of. Next step we start using the Akizuki files. And once it is playable then you can add or delete stuff as needed.
I did find there will be one extra step. The Akizuki uses a smaller Main gun. So we can't reuse the one on the Asashio, so we will need to make some extra entries.
If you do get the above stuff done. The next step will be to copy the Akisuki folder to the Asashio MOD. It will make it easier to work one step at a time with the extra folder.
1. In SH4 go to Data/Sea/ and copy the entire NDD_Akisuki folder to the Asashio MOD/ Data/Submarine folder. So the Data/Submarine folder will have two folders in it: the NDD_Akisuki and NSS_Asashio. Do NOT put the folder inside the NSS_Asashio folder only inside the Submarine folder.
2. Now rename the Folder to NSS_Akizuki, open it and rename all the file to replace NDD with NSS, leave the rest of the name exactly as it is, ONLY change the NDD to NSS.

I will try to do the rest of this tomorrow.


Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 06-03-10, 02:51 AM   #10
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default

Quote:
Originally Posted by peabody View Post
I meant to get back to this tonight but didn't get time. Don't worry about the AA guns, that will all be taken care of. Next step we start using the Akizuki files. And once it is playable then you can add or delete stuff as needed.
I did find there will be one extra step. The Akizuki uses a smaller Main gun. So we can't reuse the one on the Asashio, so we will need to make some extra entries.
If you do get the above stuff done. The next step will be to copy the Akisuki folder to the Asashio MOD. It will make it easier to work one step at a time with the extra folder.
1. In SH4 go to Data/Sea/ and copy the entire NDD_Akisuki folder to the Asashio MOD/ Data/Submarine folder. So the Data/Submarine folder will have two folders in it: the NDD_Akisuki and NSS_Asashio. Do NOT put the folder inside the NSS_Asashio folder only inside the Submarine folder.
2. Now rename the Folder to NSS_Akizuki, open it and rename all the file to replace NDD with NSS, leave the rest of the name exactly as it is, ONLY change the NDD to NSS.

I will try to do the rest of this tomorrow.


Peabody
Dont rush i can wait, getting help is not something you can demand, its soemthing that is grantet. And im werry happy that you have grantet me some of your help

Yup, its a smaller maingun. (but seems more effective overall)

Asashio (single purpose)

Bore5.0 inchesWeight4.2 tonsLength OA255.2 inchesWeight Projectile50.7 lbs.Muzzle Velocity3002 ft/sMax. Elevation+55/-7 degrees (+75/-7 in Type D mount aboard Yugumo class and Shimakaze)Max. Range20,100 yardsRate of Fire5-10/min

Akizuki (dual purpose)

Bore3.9 inchesWeight3.0 tonsLength OA264.9 inchesWeight Projectile28.7 lbs.Muzzle Velocity3314 ft/sMax. Elevation+90/-10 degreesMax. Range21,300 yards
42,650 ft. max. ceiling.Rate of Fire20-22/min

***
The more i read about Akizuki class the more impressed and confused i get.
Didnt know there original purpose was as AA cruisers.

**I know one thing first etc ** but
One thing im confused about is how you work with early war / late war armement. Doing the war ships got upgraded with especialy more AA guns is it posible to either make ships availiable by year (change ship in campaign) or to make upgrade packs with more AA guns doing the war. Or do you have to kinda find a balance between early / late war??

The initial work is going ok, on a coffe break right now and will put Tora Tora in the DVD player as background noise while my nose is wiping the craptop screen lol

Im so fortunate that i own a domain name and have acces to a company server. To avoid filefront and the normal "free" download sites i will make a "shipyard" where all interestet can upload there surface ships. Its sad to se the ships disapear because of "timeouts"

It would also be alot easyer to keep track on what have been done and who are doing what. Surface ships is abit minority and they tend to "sink" here at subsim. My site wount be a competitor to Neal or this community, more a work place for me to host my own stuf to avoid the publick files sharing sites, but alow acces to others to upload there files where they dont get deletet after X ammount of time.

I will anounce here when site is up

*****
Done with the initial part slowly steaming ahead. Next step is PS, but only have that program on the stationary and dont want to sit in the "dark" now that the sun finaly got here

Now i will close the shipyard for this afternoon and pick up work again tomorow





L.T
Denmark

Last edited by L.T; 06-03-10 at 07:02 AM.
L.T is offline   Reply With Quote
Old 06-03-10, 03:47 PM   #11
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default

Got your PM`s Peabody

Closing in on bedtime here. Done with part one...

Installed SH III to get a better overlook on "leftovers"

Tomorow i will use my time to collect all the pices i have and re arange my work order

But you just make the next step when your ready. I can wait

L.T
L.T is offline   Reply With Quote
Old 06-05-10, 02:15 AM   #12
L.T
Torpedoman
 
Join Date: May 2010
Location: Denmark
Posts: 112
Downloads: 25
Uploads: 0
Default

Monday i will start up again got loads of stuf to do with the kids this weekend...and im needed in eve online....

Looked through SH III to ´SH 5 and the game seems like a junk yard of left over files...wonder how much of the leftovers still is lying in the SH 5 Code...

Looks like they keep building on the "house" without removing the house that was there from the beginning...

L.T
L.T is offline   Reply With Quote
Old 06-05-10, 05:05 AM   #13
Admiral8Q
Ace of the Deep
 
Join Date: Jul 2002
Location: Prince Edward Island, Canada
Posts: 1,080
Downloads: 24
Uploads: 0


Default

Pardon to interrupt, but someone should make "Theodore".
__________________


Admiral8Q is offline   Reply With Quote
Old 06-05-10, 02:02 PM   #14
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

Quote:
Originally Posted by Admiral8Q View Post
Pardon to interrupt, but someone should make "Theodore".
So, when do you think you will have it done?

Peabody
__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Old 06-05-10, 04:34 PM   #15
peabody
Admiral
 
Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
Default

See if we can get some more done and get your Akizuki in the water.

Now you should have the Asashio MOD with all the changes you made so far, and the Akizuki folder should be in the Submarine folder with the filenames changed to NSS.......

1. Open the NSS_Akizuki folder and delete the NSS_Akizuki.cfg
2. Open the NSS_Asashio folder and copy the NSS_Asashio.cfg folder to the AKizuki folder. Change Asashio to Akizuki. Open the file with notepad and change Asashio to Akizuki (Leave the filename the same just change the work Asashio) Change MaxSpeed to 33, Length to 135, Width to 11.6, Surface Depth to 3.8 Save.
3. Copy the NSS_Asashio.upcge to the Akizuki Folder. Rename. Open and rename Asashio to Akizuki in several places. Find/Replace works good here.
Save.
4. Now you need S3D.
5. Open the NSS_Asashio.dat file. We are going to pull out the nodes you need to make it playable. Actually what you are going to do is delete the stuff you don't need, so when you are done you will actually have a set of files you can save to reuse on building other ships.
6. NSS_Asashio.dat is open is S3D. Now we are going to delete all the nodes except the ones that were added to make it a playable ship/sub.
One thing that I did was combine the conning tower and the ship, since you don't need a separate conning tower and it avoids conflict with the numbering of conning towers as "UnitParts5Gato.upc" The numbering can cause problems.
One thing we are going to do so I can use node numbers to tell you what to delete is start from the bottom. If I start from the top, the nodes renumber as I delete nodes. So I will start at the bottom. I hope you have the same version I do, if not, go by the node names.
7. The <empty> nodes are materials and the Akizuki has it's own so we don't need them.
8. Delete 192: <empty> It will ask to delete child nodes, select yes.
9. Open node 10 so you can see the nodes. Node 10 is the main ship node that most of the stuff links to.
10. Delete Node 195:NDD_Asashio_B, delete child nodes =Yes
11. Delete Node 15: NDD_Asashio_F, delete child nodes=Yes
12. Delete Node 12: UnifiedRenderController, delete child=Yes.
13. Now we can't delete the main node and child nodes since it will delete everything. So we do one at a time.
14. Delete A 11:NDD_Asashio
15 Delete 2: 3D Model
16 Delete 10: Node Delete Child Nodes=NO When I did the delete on the 3d model, this actually changed to 9. The "name" disappeared since in step 14 you deleted the label.
17. There are two more Node: <empty>...Delete both, deleted child node=Yes.
18. Delete the EOF, Index, Unknow chunk, End.
19. I leave in the Authorinfo and Start as an easy way to find the beginning when importing.
20. Now, save the file as ShipParts.dat.
Now you have the parts you need in the .dat file to use in the Akizuki.dat file to start making it playable. And you can reuse this file for other ships. To be playable a ship must be converted to a sub and you must put in dive planes and at least one torpedo tube. (I don't remember if you "NEED" the periscopes or not, but I put them in) then you convert the ship to a sub in the sim file....but let's not jump ahead.
************************************************** *****
Now, let's finish the Akizuki.dat file.

1. From the "copy" you made in the Asashio MOD/submarine folder, Open the NSS_Akizuki.dat file with S3D.
2. Select 177: EOF (you select this so the stuff you are importing will go after this location.)
3. Go to Menu/File/Import/DAT file.
4. Find ShipParts.dat and Import.
5 When it imports the "tree" is all open. So go to the leftmost minus signs and close each one. Doing that makes it less likely to select the wrong node.
5. Now everything below the Akizuki EOF (end of file) is the new stuff that needs to be added.
6. Select the 180: Japan_m.tga and using the green arrow keys on the toolbar, move it up the top just below the 5:<empty> OR you can hold down Shift+Ctrl and press 'X' to cut (copy) the node and child nodes, then select the 5<empty> and paste. Either way will put the flag in.
7. Now the rest are simple. First thing to do is 'Select' the main Akizuki node. 10:NDD_Akizuki. On the right side is the ID box, copy the ID.
8. Go to 183:Node-cfg#O02_NSS_Turm9D2 and PASTE the ID into the "PARENT ID" box on the right. The file should jump up into the Akizuki list, below the Akizuki_F and above the <empty>.
9 Continue with each node Pasting the ID into the "Parent ID" box of the other items. (Do not do the Aurhor info or the Start. They are only there as a help in knowing where the Akizuki ends and the "ShipParts.dat" begins.
10. When you get all the items moved, then you can delete the "AuthorInfo" and 'Start" that are left at the bottom of the file.
11. You can rename the main node NDD_Akizuki to NSS_Akizuki to keep it the same as what you are using in the rest of the files.
12. Save this file to the Asashio MOD folder, you will be overwriting the .dat file, so make sure you are not saving it into the game files, only into your 'working' folder.

Most of the stuff you just imported will need to be moved, since it is a different ship, they won't be in the correct location, but we don't need to do that now. You can do it after we make sure the ship works.
************************************************** *******
Sim file:

1. Open the NSS_Asashio.sim file.
2. Delete all Obj_Funnel
3. Delete all Obj_Turrets (I haven't checked all the links yet, we will probably be adding more AA like you wanted and make sure one gets linked to the Playable Main gun, but again that can be done later.)
4. Save the file as ShipParts.sim in the same location you saved the ShipParts.dat.
5 Open the NSS_Akizuki.sim file.
6. Select the 28:End
7. File/Import/DAT file, find the ShipParts.sim and Import.
8. These files can NOT be moved using an ID since the 'Parent ID" is in the .dat file.
9. Again close the 'tree' by clicking the - signs.
10. Delete 2:AIShip
11. Select 31: cmdr_AIHumanSub. Shift+Ctrl-'X' to cut/copy.
12. Select the 1.Start and paste.
13. Same procedure for all..Copy SpecialabilitiesController, selet AI_HumanSub and paste.
14. The other can be copying and pasted below the Turrets. The only reason I do it this way is to keep it organized.
14. When you get to Unit_Submarine, you can transfer information from the Unit_ship into the Unit_Submarine. You will also need to open the NSS_Akizuki.dat file to get the names for the Propellers and Rudders. The other stuff like dive planes is already correct since it was added in the dat file, it was not part of the Akizuki like the propellers and rudder. When you get that done, delete the Unit_Ship.
15. Copy the ID of the NSS_AKizuki from the .dat file and paste into the "Parent ID" of the
cmdr_AIHumanSub
SpecialAbilitiesCtrl
Wpn_SubTorpedoSys
Unit_Submarine

16 The Parent IDs for the Watchmen would be the WCS dummys in the .dat file, so they should already be correct since we copied them directly from the Asashio.
17. Now at the bottom of the file, delete the stuff after the Akizuki end that were part of the ShipParts.sim. Authorinfo, Start, End. (The ones at the bottom, not the top).
18. Save the NSS_Akizuki.sim.

************************************************** ***
No changes were made to the .val file.

************************************************** *****
No changes were made to the .dsd file

************************************************** ****
Cam file;

1. Delete the NSS_Akizuki.cam file
2. Copy the NSS_Asashio.cam file into the NSS_Akizuki folder and change Asashio to Akizuki.
3. The first three are linked correctly to the Conning Deck, Binoculars, and the UZO.
4. The other two need to be linked but first we have to set up the "Slot" for the gun.
5 You can save the .cam file also as ShipParts.cam the third file you can reuse....the gun slots will have to be fixed each time since the guns are already on the ship.
Right now I have to leave.....I will try to finish this up when I get back. Then since it is bit and pieces I need to review and check what else needs to be done. (.zon file for one)

Peabody


************************************************** *

__________________

System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2.

peabody is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 09:18 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.