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 04-17-07, 08:55 AM   #1
RavagerOne
Swabbie
 
Join Date: Apr 2007
Posts: 7
Downloads: 5
Uploads: 0
Default [TEC] Converting SH3 Subs into SH4 the story so far......

Done a little digging in how to get a Uboat across its basic so far but working on it more as time allows ..

BTW For each sub change as needed...

A> Copy required Directory of sub from SH3\data\Submarine to SH4\data\Submarine
i.e. SH3\data\Submarine\NSS_Uboat2A (For the Type IIA)
B> Copy required Directory of sub interior from SH3\data\Interior to SH4\data\Interior
i.e. SH3\data\Interior\NSS_Uboat2 (For the Type IIA)
C> Copy required objects for sub SH3\data\Objects to SH4\data\Objects
i.e. SH3\data\Objects\Turm2A_1_hd.dat (For the Type IIA)
SH3\data\Objects\Turm2A_1_hd.cam (For the Type IIA)
SH3\data\Objects\Turm2A_1_hd.sim (For the Type IIA)
SH3\data\Objects\Turm2A_1_hd.val (For the Type IIA)
SH3\data\Objects\Turm2A_1_hd.zon (For the Type IIA)
D> copy required roster files from SH3\data\Roster\German\Submarine to SH3\data\Roster\German\Submarine
i.e. SH3\data\Roster\German\Submarine\SSTypeIIA.cfg (For the Type IIA)
E> make a copy of the file in SH4\Data\UPCData\UPCUnitsData\unitparts1gato.upc SH4\Data\UPCData\UPCUnitsData\unitparts8Uclass.upc
Then edit the lines for

[UnitPart 1]
ID= UClassConning1
Type= UConningTower

NameDisplayable= U Class Conning Tower
ExternalLinkName3D= data/objects/Turm2A_1_hd and others
Also ; comma out the both Periscope equipments (Seems to cause the mast to appear high out of water - need to look into)
F> Edit SH4\Data\Roster\Names.cfg with find the heading [Submarine] then add the sub
i.e. SSTypeIIA=Type IIA Submarine

G> Make a Copy of say the SH4\Data\Submarine\NSS_s18\NSS_S18.UPC and to the SH4\\Data\Submarine\NSS_Uboat2A\NSS_UBoat2A.upc and edit the lines.
[UserPlayerUnit 1]
ID=U2A
NameDisplayable=Type IIA
UnitName= Type IIA
Type=UClass

ExternalClassName=SSTypeIIA
Nationality=German

;TextureName=data/Submarine/NSS_s18/NSS_S18_Body_T01.tga
;LightmapTextureName=data/Submarine/NSS_s18/NSS_S18_Body_O01.tga


[UserPlayerUnit 1.UnitPartSlot 1]
ID=U2AConningSlot
NameDisplayable=Conning Tower
Mount
Type=NULL
AcceptedTypes=UConningTower
IDLinkUnitPartIntervalDefault1= NULL, NULL, UClassConning1


Under Each Compartment 4.WeaponSlot ............ you also need to change the anim.
ExternalObjectName3D= NSS_Uboat2A_EDoor_anim0X where X is 1 for torpedo 1 etc.


Remove unneeded Torp tubes and Aft Torp Room etc and change the capacity to 3.


Problems are the same as others appear to have , 3D Crew missing, See through Conntower when viewing above water, mad wakes etc..

*You can also edit Crew layout and such but that can be done later (Seems to be controlled via a few files)
*Also for the Torps you will need to adjust per sub still too work where restrictions come from?.
*3D crew appear to be in the DAT file in the Interior directory hmmmm..

Anybody have any other bit of info please post...








To test use the Borneo Convoy Quick Mission or museum
RavagerOne is offline   Reply With Quote
Old 04-17-07, 09:07 AM   #2
GuillermoZS
Gunner
 
Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
Default

WOW WOW WOW I have to try this right now

Thanks man!
GuillermoZS is offline   Reply With Quote
Old 04-17-07, 05:58 PM   #3
Hartmann
Sea Lord
 
Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
Uploads: 0
Default

Great !!!
__________________
But this ship can't sink!...

She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty.

Strength and honor
Hartmann is offline   Reply With Quote
Old 04-17-07, 07:50 PM   #4
SaltyMcSushi
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Are you moving to create a U-Boat mod for SH4?
  Reply With Quote
Old 04-18-07, 03:21 AM   #5
RavagerOne
Swabbie
 
Join Date: Apr 2007
Posts: 7
Downloads: 5
Uploads: 0
Default

Nah just wanted to see how it was done so played around a little, still needs alot fixed, but it may give others some clues I'm also no good with 3D Models and only ok at Textures..
RavagerOne is offline   Reply With Quote
Old 04-19-07, 09:03 AM   #6
matzeesn
Seaman
 
Join Date: Jun 2006
Posts: 33
Downloads: 18
Uploads: 0
For the working crewmanagement and guns/flaks:

Merge the unitparts[sub].upc with [sub].upc:

- You need the compartments [UnitPart 1.Compartment X], the crew [UnitPart 1.Compartment X.CrewMemberSlot X], and the systems [UnitPart 1.Compartment X.EquipmentSlot X] / [UnitPart 1.Compartment X.WeaponSlot X]
You need all systems/weapons etc., but only of one conning, no duble-entrys.
Don't copy the conning-entrys!


Edit the new entrys:

- disable the [UserPlayerUnit 1.UnitPartSlot 1]
- change [unitpart 1.compartment X] to [userplayerunit 1.compartment X] and so on, same with the other entrys
- disable all the "ExternalNodeName3D" of the new entrys and of the deck guns

Kick the unitparts[sub].upc


For the working guns/flaks:

- edit the entrys in [sub].upc like this:


[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID= CTBackAA
NameDisplayable= Flak Mount 1
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= 1938-01-01, 1942-12-31, 20mmSingle_UFlak_High, NULL
IDLinkWeaponIntervalDefault2= 1943-01-01, 1945-12-31, 20mmTwin_UFlak_High, NULL
;ExternalNodeName3D= A01
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= -1

Edit the weapons.upc:

- copy a us aagun to the end of the file
- edit the new entry like this:

[Weapon 15]
ID= 20mmShield_Single_UFlak_High
NameDisplayable= 20mm Shield Single Flak
FunctionalType= WpFlak
WeaponInterval= 1941-01-01, 1942-12-31
WeaponSlotType= NULL
AmmoTypesAccepted= 20mmAPUS
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0
AmmoMagazineSize= 40
LeadersSlots=0
WeaponCrewMembersSlots= 1
;ExternalLinkName3D= 20mmShield_Single_UFlak_High
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun

Use the guns from [sub].eqp and use their dates.



Now, the sub will use the connings/guns/flaks defined in the [sub].eqp with their dates. They will work, but show no crew. The crewmanagement will work correct with deckwatch, aa-crew and gun-crew.

I got the upgrades implemented, but the guns on the sub are still the same...
Search for my Typ 7C...

Is the rr working in your sub?

Matze

Last edited by matzeesn; 04-19-07 at 09:41 AM.
matzeesn is offline   Reply With Quote
Old 04-19-07, 12:23 PM   #7
Stuart Galbraith
Watch
 
Join Date: Apr 2007
Posts: 17
Downloads: 14
Uploads: 0
Default

Does it have a working clickable interior? If so, then that must mean it would be possible to get all the interior of the other subs working as well.
Stuart Galbraith is offline   Reply With Quote
Old 04-19-07, 01:27 PM   #8
Onkel Neal
Born to Run Silent
 
Onkel Neal's Avatar
 
Join Date: Jan 1997
Location: Cougar Trap, Texas
Posts: 21,289
Downloads: 534
Uploads: 224


Default

Impressive! Keep it up

Neal
__________________
SUBSIM - 26 Years on the Web
Onkel Neal is offline   Reply With Quote
Old 04-19-07, 02:42 PM   #9
matzeesn
Seaman
 
Join Date: Jun 2006
Posts: 33
Downloads: 18
Uploads: 0
Default

The interrior works, but the rr is left. Even with the open hatch mod.
You can reach the tower via mouse, manipulate the torp-settings in the tower...
Clicking on the maps works fine, too. Here the link to my first post of the Typ 7C. If you follow Urfischs link to the atlanic sharks page (page 4/5), you will see the state of progress.

Matze
matzeesn is offline   Reply With Quote
Old 04-19-07, 03:51 PM   #10
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,875
Downloads: 115
Uploads: 0


Default

Very cool. This is representative of the natural evolution of WWII submarine simulation to come.
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann is offline   Reply With Quote
Old 04-19-07, 05:01 PM   #11
GuillermoZS
Gunner
 
Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
Default

Hi, I did the Type IIA conversion in SH4 v1.2:

1. Well, the whole bridge is missing... I mean, in external view I can see the hull with no bridge...

2. My flak gun works perfectly, even with no crew attached to it (like in SH4)

3. No periscope

4. Interiors: Commanding room is OK, but the camera pov must be changed. No Radio Room. No bridge view.

5. Torpedo Load pannel is OK, you have mk10 by default and can be loaded and fired (only in a straight line since there is no periscope)

6. Navigation map and Attack map are OK (you can fire form the attack map)

I think I´m not missing something...

Does anyone know why my bridge is completelly missed??

Thanks!
GuillermoZS is offline   Reply With Quote
Old 04-19-07, 05:04 PM   #12
GuillermoZS
Gunner
 
Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
Default

Oh! The cool thing is that setting the sub as German, the game automatically recgnice Japans as friendly and Americans/British as enemies... GREAT!
GuillermoZS is offline   Reply With Quote
Old 04-19-07, 06:44 PM   #13
matzeesn
Seaman
 
Join Date: Jun 2006
Posts: 33
Downloads: 18
Uploads: 0
Default

The flak of the IIa with the first conning is placed on the hull, like the deck gun? and you got no conning?

Disable the externelnodename3d=z01 ([userplayerunit 1.unitpart 1]). SH4 can't handle links like this, so you got no conning (and all of its subsystems like periskope). And don't use the unitparts[sub].upc. I'm trying the last to week to get it work with this .upc, but no success. If I use the node I got no conning, and if I use the unitparts[sub] I got no crewmemberslots for the compartments.

The only way I found (so far) is to merge the [sub].upc and the unitparts[sub].upc.

But i keep working...



Edit: A screenshot of the problem or a link to the edited configs would be great...


Edit²: Does it looks like this?

matzeesn is offline   Reply With Quote
Old 04-19-07, 07:06 PM   #14
GuillermoZS
Gunner
 
Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
Default

Yeah that´s exactly the problem:



As you can see, flak gun is attached to the hull, that may be the reason why it works.

I´ll try taht and tell how it works. Thanks
GuillermoZS is offline   Reply With Quote
Old 01-10-08, 12:42 PM   #15
Xantrokoles
Seasoned Skipper
 
Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
Default

@ guillermoSZ

you have to check that u got all 5 conning tower files... because at my first try i only copy 4 of the conning files
__________________
Xantrokoles 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 04:25 PM.


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.