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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
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![]() ![]() Since the stock game SH5 comes with much better harbours than SH3/4, I was really happy to see the german harbours much more recognizable. Also the other big harbours which were used for u-boat warfare are much better implemented... but this does not mean that they are perfect. Now the harbours are lifeless, without any moving and activ environment. This thread should be used to announce and release harbour additions which contain new 3d models, terrain changes to harbours, animated people, animated cranes, living environment, etc. Everything that has to do with enhancing the harbour atmosphere. Download: Harbour_Addition_Environment_Enhancement Mod v0.5 for Lite Campaign 1.2 german: Download Harbour_Addition_Environment_Enhancement Mod v0.5 for Open Horizons: Download Video of version 0.5: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() SKIPPED AT THE MOMENT: Since my first time of SH5 it annoyed me a bit that the piers of harbours are way too high and look somehow ugly. "I figured out how to change these heigh harbour piers.. already done that with Kiel BUT - the problem is that all the terrain around the harbour has to be reworked too because some buildings will sink into the ground otherwise. And this takes time... already used to take me about 3-4 hours." Last edited by HanSolo78; 12-31-13 at 05:49 AM. |
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#2 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Nice one Hans
How did you get on with the Terrain Editor ? I didnt find it that good - camera lock didnt work for a start making changes real difficult |
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#3 |
Officer
![]() Join Date: Apr 2005
Location: patrolling CN-69
Posts: 244
Downloads: 181
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Amazing work
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#4 |
Mr. Bad Wolf
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I see the Laboe and Moltenort have been converted nicely into SH5. I recall someone asked for it...
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![]() ![]() Download my mods from SHMF Follow my photography here taler dansk, speak English, spreche Deutsch, parle français, forstår svenska/norsk, comprendo castellano |
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#5 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
Posts: 272
Downloads: 159
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![]() Hi Han, I see you out again plunges fully into the work. Toll what you have begun,but as Bigboywooly writes difficult to see on the screens. How do I know you, you have already tried some and is accord on the screens (both monuments from SHIII), can the port workers, security guards, cranes, vehicles, port rail and sluices imported from SHIII? Greeting thfeu58 |
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#6 |
Sea Lord
![]() Join Date: May 2008
Location: London UK
Posts: 1,788
Downloads: 405
Uploads: 29
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Nice work
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#7 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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the piers where far to high! right...nice work so far!
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#8 |
Canadian Wolf
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Very nice Han
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#9 |
Sea Lord
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Hi!
@bbw Actually after some learning how to do with the terrain editor I cam along really good... only what used to be a bit difficult was to create straight beaches. @Thfeu58 About the other stuff to import we have to try... I realized that Sh5 has some problems importing .dat files... at least I experienced this until now. Everytime I wanted to import a .dat file which has more than one level.. more than 1 3D object only display the first 3dobject. So.. as many other files do build on this system.. it may be difficult. But maybe we´ll find a workaround. The bad thing.. if it does not work... we´ll get problems with animations, etc. With Granny also animations are possible.. but we would need a appopriate Tool to edit these files! |
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#10 |
中国水兵
![]() ![]() Join Date: Mar 2006
Location: Berlin
Posts: 272
Downloads: 159
Uploads: 0
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@Thfeu58
About the other stuff to import we have to try... I realized that Sh5 has some problems importing .dat files... at least I experienced this until now. Everytime I wanted to import a .dat file which has more than one level.. more than 1 3D object only display the first 3dobject. So.. as many other files do build on this system.. it may be difficult. But maybe we´ll find a workaround. The bad thing.. if it does not work... we´ll get problems with animations, etc. With Granny also animations are possible.. but we would need a appopriate Tool to edit these files![/QUOTE] Ah, understands. Nowadays I spend my spare time still to play through sometimes a career, also to get to know the play and his programming better. I have briefly had a look at the terrain editor sometimes, but have with ited not yet. *.dat ` see from SHIII/IV we will not presumably be able to copy so simply, we will have to circumscribe many with the help of the Gobelins, unless ..., skwasjer a compassion has with us and creates a new brilliant tool for SH5. A big help would already be if we can import the models and their textures with the Gobelin. Then the other one still is a lot, much time consuming work. |
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#11 |
Eternal Patrol
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Great start, Hans! It's looking good!
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“Never do anything you can't take back.” —Rocky Russo |
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#12 |
Seaman
![]() Join Date: Mar 2010
Posts: 35
Downloads: 18
Uploads: 0
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Do you intend to add some of the shipyards, drydocks and floating docks as well?
I just discovered some small but sufficent detailed layout drawings (Bremen Vulkan, Germaniawerft Kiel, Deutsche Werft Kiel, Howaldtswerke Kiel, Deschimag Bremen, Howaldtswerke Hamburg, Deutsche Werft Hamburg) in the book 'Geschichte des deutschen U-Bootbaus'. I think it should be enough to cough up some basic scenery (placement of docks, halls etc) in the crucial harbours. BTW: The book is really great as it has several huge fold out plans of WWII subs (VIIB/C, IX D2, XVII G, XXIII, XXI and XXVI). Cheers! |
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#13 | |
Stowaway
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I'm doing some screenshots of how to fix this issue. ![]() Plus some other information that you might find helpful. |
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#14 |
Stowaway
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How to fix missing messes.
Open the dat file in S3D and select a 3D object. Refer to the image below and note the green boxes. ![]() The green box after Texture sets/channels: MUST be higher then 3. I suggest 6 after talking to swasjer about this setting. A higher setting may give weird effects. But you may want to try that. Check ALL 3D objects for this setting. We don't need embedded textures! Some of your dats may use the exact same textures as other dats. Why embedded the same texture over and over? Place the texture in the tex folder and call it from your dats! One texture, multipule dats! ![]() Note the nameing in green. I want this dat to use the NPT_Boats_A.dds texture which is in the tex folder. It is NOT in the dat file! The cfg#TXRStructuri nameing comes from the GR2 files but can be most anything you like. I'll use this just to keep constant with SH5 nameing convention. This should fix most issues with placeing SH3/4 dats into SH5 Hope it helps. ![]() |
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#15 |
Sea Lord
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