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 01-16-07, 07:59 AM   #1
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default Update: 16-may-2007

Moin,

for all the mission designers amongst us Iīve uploaded part 1 of my flotsam package. This barrel is the first unit and Iīd like to know whether itīs worth to continue creating other pieces of debris/flotsam. So, feel free to comment!





The barrel comes with multiple skins and works fine with NYGM and GWX. It may be installed easily using JSGME. Since it is defined as environmental unit you canīt eye it up in the museum. Thatīs why the download contains a tiny mission just for testing, without any objectives.

--------------------------------------------------------------------------------

UPDATE: 15-Feb-2007

The package (DD_Debris_V1_1.rar) is ready for download. (ca 13.8MB)

it contains:
+wooden barrel (reworked version)
+oildrum
+3 crates (same model, different rotating angles)
+lifebelt
+destroyed rowboat

+test mission

The mod was tested with GWX and NYGM2.2, worked fine with both.









--------------------------------------------------------------------------------

UPDATE: 16-May-2007

Moin,

V1.2 is ready for d/l.
Iīve added a floating mine. Unfortunately I didnīt manage to make it explode when hit, until now. Thatīs why it is dud. But who wants to risk live just to test?



The test mission has been updated too.

Full version: DD_Debris_V1.2.rar (ca 13.83MB)
Update version : DD_Debris_V1.2_Update.rar (ca 450KB)

Activate via JSGME.

Regards,
DD

Last edited by DivingDuck; 05-17-07 at 02:30 AM. Reason: V1.2 for d/l
DivingDuck is offline   Reply With Quote
Old 01-16-07, 08:07 AM   #2
HEMISENT
Ace of the Deep
 
Join Date: Feb 2003
Location: Northern Illinois
Posts: 1,052
Downloads: 135
Uploads: 0
Default

I for one think this is cool. It's the small details such as this that adds so much to the game.
__________________
Nuke 'em till they glow!
HEMISENT is offline   Reply With Quote
Old 01-16-07, 08:16 AM   #3
Venatore
Admiral
 
Join Date: Apr 2005
Location: Australia:- Sydney
Posts: 2,049
Downloads: 68
Uploads: 0
Default

You have got to be joking , this is totally awsome ! how far can this game go ? I order you not to stop, the list could be endless !

Floating birds,
Floating navigation bouy's,
Floating survivor,
Floating dead body,

Venatore is offline   Reply With Quote
Old 01-16-07, 08:26 AM   #4
longdog499
Torpedoman
 
Join Date: Apr 2005
Location: Wales U.K.
Posts: 119
Downloads: 304
Uploads: 0
Default

Great idea Diving Duck.Please continue with it.
longdog499 is offline   Reply With Quote
Old 01-16-07, 08:35 AM   #5
odinfish
Bosun
 
Join Date: Jan 2006
Location: Minnesota
Posts: 68
Downloads: 2
Uploads: 0
Default

Great idea! I love all of the details as well. But what kind of a toll will this be graphically? Will this mod slow things things down at all?
__________________

odinfish is offline   Reply With Quote
Old 01-16-07, 08:48 AM   #6
DivingDuck
Grey Wolf
 
Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
Default

Moin,
Quote:
Originally Posted by odinfish
Great idea! I love all of the details as well. But what kind of a toll will this be graphically? Will this mod slow things things down at all?
since the poly count for the model is pretty low (360 faces) and the skin is as small as 384KB the cpu/gpu workload will not increase perceptibly, if you donīt place dozens of barrels in the harbour basin. But if the community calls for it, I will create low(er) poly versions.

Regards,
DD
DivingDuck is offline   Reply With Quote
Old 01-16-07, 09:00 AM   #7
irish1958
Ocean Warrior
 
Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
Default Flotsam

Diving Duck: Great addition. Please Keep going.
__________________
Irish1958
irish1958 is offline   Reply With Quote
Old 01-16-07, 09:05 AM   #8
HanSolo78
Sea Lord
 
Join Date: Apr 2005
Location: Austria
Posts: 1,842
Downloads: 100
Uploads: 3


Default

Since ther german Ubi forum has problems.. Iīll answer here...
I just had the idea of debris in my mind the last days and that it would be a very nice detailed addition. And now you make my thoughts come true
If you could make more of them we should have the best atmosphere possible for months.
__________________
HanSolo78 is offline   Reply With Quote
Old 01-16-07, 09:17 AM   #9
Woof1701
Commodore
 
Join Date: Jan 2002
Location: Munich, Germany, Home of U-96
Posts: 633
Downloads: 9
Uploads: 0
Default

That's terrific addition. What will it do if I just install it? Nothing I guess. Has to be scripted manually into the campaign, hasn't it?

If there were more of these floatsome objects, could someone start scripting random environmental obejcts into the water in order not to have the same stuff floating around each time I leave port?

Another thing that came to mind and was discussed several times, was the floating debris that's popping up when a ship sinks, but almost immediately vanishes again. Could it be also modelled that there's more debris floating around after a ship sinks?
Woof1701 is offline   Reply With Quote
Old 01-16-07, 09:32 AM   #10
_Seth_
Ocean Warrior
 
Join Date: Dec 2005
Location: In Tromsoe, @Tirpitz' final resting place..
Posts: 3,277
Downloads: 94
Uploads: 0


Default

The Duck strikes again!!! Excellent, mate!!
__________________


_Seth_ is offline   Reply With Quote
Old 01-16-07, 09:36 AM   #11
ReallyDedPoet
Canadian Wolf
 
ReallyDedPoet's Avatar
 
Join Date: Jul 2006
Location: Canada. The one and only, East Coast
Posts: 10,884
Downloads: 946
Uploads: 5


Default

Great job, just go it.
__________________

Back in the Day



ReallyDedPoet is offline   Reply With Quote
Old 01-16-07, 09:42 AM   #12
melnibonian
Ocean Warrior
 
Join Date: Jul 2006
Location: Reading UK
Posts: 3,473
Downloads: 90
Uploads: 0
Default

That's a very good idea Sir
melnibonian is offline   Reply With Quote
Old 01-16-07, 09:47 AM   #13
Vikinger
Captain
 
Join Date: Sep 2004
Location: Sweden
Posts: 514
Downloads: 44
Uploads: 6
Default

This is a damn nice mod And yes please continue to do more of it.
Vikinger is offline   Reply With Quote
Old 01-16-07, 10:11 AM   #14
GT182
Ocean Warrior
 
GT182's Avatar
 
Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
Uploads: 0
Default

Sweet mod DD.

Navigation bouys, and swimming seagulls sound great. As for bodies and survivors..... :hmm: That might fill that part of the sea after a bit, where all those ships were sunk, so it's hard to navigate. LOL Just kidding.

Bring it on. It all sounds great.

Also sounds like a great way to add floating mines to SHIII.

EDIT:
If you make each of them separate it would be easier for those that don't want certain parts easier not to use them. But I don't see why they'd do that. It's just a thought.
__________________
Gary

No Borders, No Language, No Culture =s No Country

I'm a Deplorable, and proud of it.
GT182 is offline   Reply With Quote
Old 01-16-07, 10:23 AM   #15
pontius
Gunner
 
Join Date: Jul 2005
Location: Flensburg - Germany
Posts: 99
Downloads: 26
Uploads: 0
Default

Very nice, gute Arbeit Diving_Duck!!
pontius 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 10:52 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.