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#1 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
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I've tried downloading some free cam mods, not really what I'm looking for and a bit buggy, out of sectors and occasional crashes when changing to external cam view.
What I really want is to move some of the default views, for example change the control room view to starboard, facing port, instead of looking at the idiot at the chart table who looks like he's studying for a geography test. If possible remove him from the table so he's not blocking the view when I look around. Also, if possible, add a second camera to the bridge in the starboard aft corner or on the cigarette deck. That would involve adding another hotkey someplace to switch between the standard location and the second one. I noticed the cameras.dat file has "interiorFore" and "interiorAft" but also stuff like UZO and captains bed along with assorted watch station views. I assume those are unused leftovers from SH3, any way to activate those? Main thing is under the heading "Camera Positioner" the description says "CameraPositioner allows one to specify the positition of a virtual camera when activated". Izzatso? How? I got an object ID number along with translation and rotation, but X Y and Z = true, true or false is not coordinate numbers, where are those? |
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#2 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Nobody knows nuthin about nuthin, hey?
![]() Okay, trial and error stuff, it IS the \Library\cameras.dat file. Main trouble is there are 8 total possible stations (bridge, con interior, control interior, radar, sonar, deck gun, fore and aft AA guns) but 37 in the file, most of which are probably left over from SH3. There's a "Dummy cam interior fore" and a "Dummy cam interior aft", but the fore is the default control room interior, far as I can tell there is no alternate view. Worst trouble I had with this was the language problem - I'm looking at "CARMA" and thinking that's either a weird abbreviation or misspelling of "CAMERA", but then I ran the word CARMA through google translate and it turns out that's Romanian for "HELM". Which of course is salty sailor talk for the steering wheel. ![]() What I got so far; 24:Node - Dummy_Cam_InteriorFore - control room. 62:Node - Dummy_Cam_ConningDeck - bridge OOD station. 338:Node - Dummy_Cam_ConningTower 24 and 338 have sub nodes (if that's the right term); 34:Node - Dummy_Cam_InteriorFore1 and 346:Node - Dummy_Cam_ConningTower11. Like the main node for each the sub nodes have "translation" XY and Z, for some reason the conning tower has Y= -0.05 and the subnode has Y= 0.05, near as I can tell they cancel each other out. Okay, so once you find the one you want to change, translation and rotation have XY and Z datablocks; translation (movement from actual position) X= right/left (+right) Y= height (+up) Z= fore/aft (+forward) So positive numbers move up, right, and forward, but in relation to the virtual camera itself - for the bridge it's normal, but the interiors are facing aft, so positive numbers would move the viewpoint port, up, and aft. Rotation; X= vertical Y= horizontal Z= nothing I would have expected the Z to be head tilt side to side, but it doesn't do anything that I can see. Unfortunately the values for rotation are in them evil heathen blasphemous radians instead of honest Christian compass degrees, so; Degrees to radians 90=1.30796325 180=3.14159265 270=4.70688975 To rotate the camera 180 degrees and make him look up in the sky at 45 degrees, you would set X to 0.653981625 and Y to 3.14159265 and leave Z alone. For the most part the only one you would really need to mess with would be the X axis to set the default view direction. Some of them have RestrictedRotation datablocks, so if it won't let you look down at your invisible feet you'll have to change those numbers. Assuming you have an urge to look up or down more than allowed, of course. For whatever reason if you don't want your changes to be ignored, THAT is where the camera positioner comes in - you have to open the virtual cameras, open the translation and rotation, check if XY and Z are toggled true or false, and toggle them to TRUE if you want the program to use your numbers. "CameraPositioner allows one to specify the positition of a virtual camera when activated". Keyword is "SPECIFY", it allows you to specify position (or denies you that privilege) but to actually DO the specifying you need to go to the main node where the translation and rotation numbers are. In other words it's just a weird way to lock or unlock changes, probably so they could laugh at amateur hackers like me trying to figure out why changes aren't taking effect. That's all I got so far, why interior fore has two virtual cameras listed and which is the one actually used or what happens to the second one if both read the only translation numbers at the top, I dunno. How you activate other cameras or make new cameras and assign hotkeys to them is still a mystery. |
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#3 |
Ocean Warrior
![]() Join Date: Jan 2008
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As far as I remember, you can't make new cameras, you have to adjust existing ones. The locations the camera attach to are not in cameras.dat, they are in the respective files for the interiors/exterior.
For example, as I mentioned in the thread you posted about the hertz labels, you can change cameras by moving the nodes about. For the 'A' Scope and 'PPI' Scope, you find the nodes they attach to in NSS_GATA_CT.dat. The nodes are called RAD_Dummy_AScope and RAD_Dummy_PPI. Naturally, in unmodified files, the PPI node is over the 'A' Scope, so to move this camera node, just swap the co-ordinates with the AScope dummy node. I believe Dummy_Sonar is the position the camera is in when you are at the sonar station and Dummy_CT is the Conning Tower camera. Adjust these poistions to taste. As far as I know cameras.dat adjusts the offset from the node, so if you adjust positions on that positioner, then the camera still rotates about the dummy node. The external nodes are similar and are on the external models.
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#4 |
Ocean Warrior
![]() Join Date: Jan 2008
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On a similar note, the nodes that control where the crew stand are similar, in that they all attach to nodes. They are usually just three letters long and are all on the floor. For example:
SON - Sonarman's position, RAD - Radarman's position, TDC - TDC Operator (He's super good, so they don't need a TDC assistant) So you can move the geography student round the side if you want. Hope that helps.
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#5 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Or make all them grass combing farmers walk the plank.
![]() If I'm understanding you correctly, I should be tinkering with \Data\Interior\NSS_Salmon\ (for example) DAT files rather than the master camers.dat? "respective files for the interiors/exterior" where's the exterior for (example) Sargo class? If you can't add new cameras, what about activating some of the unused ones and attaching them elsewhere? Seems kinda screwy to have 37 main nodes with a maximum of 8 actually in use. |
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#6 |
Ocean Warrior
![]() Join Date: Jan 2008
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The exterior would be the one with the model for the conning tower. I can't remember what it's called, but if you've been changing the textures you should have an idea which .dat file it is. I'm sorry, but I don't have SH4 installed anymore, so I can't tell you any more at the moment. If you can find a mod which has moved the exterior views, you can download that and see which files they have changed. Perhaps someone else can help out here?
Yes, screwy, that's a word to describe the files. There are a lot of things that are red herrings and dead ends. In many ways modding SH4 is like trying to disarm a movie bomb, you spend ages and ages on one part only to discover that it's a dummy and isn't connected to anything else. There are quite a few things in SH4 that were put in the as a 'nice to have' feature, where there is an entry for it and it has a value, but it's not actually connected to anything in the game. Other parts cause instant explosions.
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#7 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Actually it looks to me as if they took SH3, added the Pacific ocean and a handful of Japanese and American ships, then sold the result as SH4 without bothering to remove zillions of unused files from SH3. I unistalled SH3 several years ago so I can't confirm that.
Conning towers are in \Data\Objects\ so I'll take a squint. One thing I would really like to do is find the texture for the 40mm BOFORS gunsight so I could eliminate that big honking rod at the bottom, when trying to shoot ships with it the rod makes it impossible to see if I'm getting hits with the barrel elevated for more range. |
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#8 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Okay, I'm looking at \Data\Interiors\NSS_Salmon_CR.dat, trying to move (or eliminate) that bozo at the chart table. Closest I can find is 1012 node - NA or 1014 node - NA_dummy. Other nodes with character instantiation are HF, PL, PM, RT, SA and SO. I can't even start to guess what those might be other than trial and error. There are a total of 10, same-same figures when GQ is set. So far NA is navigator, but that's the guy at the back table behind the after planesman. HF turns out to be the after planesman, maybe HF is German for HassenFeffer, which don't translate to anything but possibly they're using a different dictionary.
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#9 |
Ocean Warrior
![]() Join Date: Jan 2008
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Just look at where the nodes are (they show up as red when selected in the preview window) and look at which crewman stands there.
HF - Fore Planesman HA - Aft Planesman SO - Diving Officer SA1 - Crewman at power board SA2 - Crewman at Christmas Tree PM - Crewman at Pressure Manifold NA - Navigator RT(1/3/6) - Repair Team Member (1/3/6) I couldn't see a PL in the file that I was able to download (non stock), so I'd assume that PL was the Guy near the map. Check in S3D and if that node is the one near the Compass, then that's the one. It seem's Vickers had already taken him out in his interior mod.
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#10 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
Posts: 1,386
Downloads: 160
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Forgot to mention, gotta go to Node 20, Interior_Root_Druck_LM1 to get to all these. (Ran "druck" through google translate, Romanian for "pressure" which doesn't make any sense either.)
1004-1006 HF = after planesman 1012-1014 NA = navigator far aft (GQ) 1053-1055 PL = helmsman 1061-1063 PM = guy between navigator and after planesman (GQ) RT1,RT2 - nobody I can find. 1087-1089 RT3 - forward planesman (GQ) 1095-1097 SA1 - starboard side electrical panel (GQ) 1103-1105 SA2 - port side christmas tree 1114-1116 SO - That's the beggar at the chart table blocking the view, -1 to the Y value moves this putz down into the pump room where he can study geography without any distractions. ![]() |
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#11 |
DILLIGAF
Join Date: Feb 2007
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I usually just walk to where ever I want to look. Everything else is just bad math.
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#12 |
The Old Man
![]() Join Date: Dec 2005
Location: Philadelphia Shipyard Brig
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Somebody didn't read the first sentence in the first post.
![]() Playing with this further I started tinkering with the deck watch, changing the first 0 to 1 to move him up so I could see which guy it was. ![]() I'm used to modding cab cameras for train simulators and cockpit cameras for flight simulators, but being an old geezer who started school in 1958, somebody says "17.3 centimeters" I have to convert to real money before I can visualize how big that is. So my rough thumb rule is 1.0 meters is about 40 inches, 0.1 meters is about 4 inches, an inch is 0.025. Roughly. Whatever this is it ain't meters, that guy is moved up 1.0 from his original position. I measured it by drawing a line from head to foot, called that six feet, and he's a bit over 84 feet higher. That comes out to about 26 meters with a few Francs left over to pay the metric conversion tax. When I first heard of metric my understanding was the whole point is easy multiplication and division, 1 kilometer = 1000 meters, 1 meter = 100 centimeters = 1000 millimeters. So 7 millimeters = 0.7 centimeters = 0.007 meters = 0.0000007 kilometers, all you have to do is move the decimal point and there's no change left in the coin return slot. Whatever they're using here ain't meters or kilometers, Oriental Octaroons or something. |
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