View Full Version : Additional Merchants mod, part 2
sergbuto
11-26-06, 07:34 AM
This part of the Additional Merchants mod includes cargo and transport steamers. The cargo steamer comes in three versions: early-war painting scheme, late-war camo and the version with nav. lights on for neutrals. All of them have proper damage models adjusted to their 3d profiles.
Cargo steamer 3d model is made by Jonatan Grönoset.
Late-war camo pattern by TLAM Strike.
Transport steamer 3d model made by Charlotte K. Hagen.
Lines to be pasted in your EnglishNames.cfg in the data\Sea directory:
NACG=Cargo Steamer
NACG_early=Cargo Steamer (early war)
NACG_late=Cargo Steamer (late war)
NTSteamer=Transport Steamer
Download is available on my site.
Cargo steamer
http://usx218.fysik.uu.se/users/Sergei/files/Cargosteamer01.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Cargosteamer02.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Cargosteamer03.jpg
Cargo steamer with nav. lights on
http://usx218.fysik.uu.se/users/Sergei/files/Cargosteamer05.jpg
Cargo steamer in camo (late war)
http://usx218.fysik.uu.se/users/Sergei/files/Cargosteamer04.jpg
Transport steamer
http://usx218.fysik.uu.se/users/Sergei/files/TransportSteamer.jpg
http://usx218.fysik.uu.se/users/Sergei/files/NACG_sil.jpg
http://usx218.fysik.uu.se/users/Sergei/files/NT_steamer_sil.jpg
bigboywooly
11-26-06, 08:09 AM
Nice one Serg
GlobalExplorer
11-26-06, 08:10 AM
Beautiful! I like the Transport steamer most ..
What damage model comes with these ships?
sergbuto
11-26-06, 08:20 AM
Forgotten to add images for rec. manual. Now they have been added to my first post above.
geosub1978
11-26-06, 08:20 AM
I just downloaded them! Thanks!:up:
sergbuto
11-26-06, 08:21 AM
What damage model comes with these ships?
What do you mean?
Kpt. Lehmann
11-26-06, 08:21 AM
Crewmen inside the bridge... nice touch! :up: :up: :up:
denis_469
11-26-06, 09:57 AM
Thanks. Very good ships.
Safe-Keeper
11-26-06, 10:02 AM
Crewmen inside the bridge... nice touch! :up: :up: :up::o:huh:
Wow. Just wow.
And to think I didn't notice them until Kpt. Lehmann pointed it out:oops:.
Tachyon
11-26-06, 10:10 AM
Beautiful...especially those nav lights.
Safe-Keeper
11-26-06, 10:14 AM
That little Transport Steamer is just a beauty.
How long do you think it'll take the GWX team to pick up these ships;)?
As a side note, there's a typo on your web site. It says "exta ships" instead of "extra ships". Just so you know.
PS: Anyone else reminded by X-Com: Terror From the Deep when they look at ships like that?
Magnifique work, of course.
But i was trying to change some of your tga files (to obtain colors older and dirty) and i cant modified your tga files with photoshop. So, is there a special way to do it ?
Thank you
mr chris
11-26-06, 10:46 AM
Fantasic work Serg take a bow:up: :rock:
mkubani
11-26-06, 10:52 AM
Serg, is it me, or do I see some smoothing group problem by the captain cabin door on the transport steamer? Nevertheless great job!
Subwolf
11-26-06, 11:33 AM
Very nice.
Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:
bigboywooly
11-26-06, 11:33 AM
[quote=Safe-Keeper]That little Transport Steamer is just a beauty.
How long do you think it'll take the GWX team to pick up these ships;)?
[quote]
Already spotted lol
Bit too late to try and add now though
Have to stop somewhere or will never be released
Added to future works list :up:
sergbuto
11-26-06, 11:40 AM
As a side note, there's a typo on your web site. It says "exta ships" instead of "extra ships". Just so you know.
Thanks. There are actually more typos. I'll correct them next time I'll do changed to the site.
Corsair
11-26-06, 11:41 AM
Very nice.
Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:
The neutrals do, that's how you know they are neutrals... at least in my version.
Thanks Sergbuto.:up: It's not often we get brand new merchants for SHIII like this (they are built from scratch by those two modelers you mentioned, right?), and the freighter will help to scale down the tonnage (there aren't many merchants in the 4-5000 GRT range:yep:).
sergbuto
11-26-06, 11:55 AM
Magnifique work, of course.
But i was trying to change some of your tga files (to obtain colors older and dirty) and i cant modified your tga files with photoshop. So, is there a special way to do it ?
Thank you
I use photoshop myself and did not have any problem. Many tgas were compressed by Deep Exploration before importing (because OBJ files were saved by this program) but I doubt this should be a problem.
Subwolf
11-26-06, 11:58 AM
Very nice.
Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:
The neutrals do, that's how you know they are neutrals... at least in my version.
Yes, but after 1941 only foolish captains left the nav lights on. Neutral or not, no ship was safe. And neutrals in convoys = nav lights off.
sergbuto
11-26-06, 11:58 AM
Serg, is it me, or do I see some smoothing group problem by the captain cabin door on the transport steamer? Nevertheless great job!
It is a small problem with normals due to conversion from X format and scaling the model down for the SH3 world, but it does not look bad in the game.
Corsair
11-26-06, 12:04 PM
Very nice.
Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:
The neutrals do, that's how you know they are neutrals... at least in my version.
Yes, but after 1941 only foolish captains left the nav lights on. Neutral or not, no ship was safe. And neutrals in convoys = nav lights off.
Can't answer on how the mod handles it as I have not gone past 41 with this version yet. Agreed for neutral in convoys, guess they are just at the wrong place at the wrong time...;)
sergbuto
11-26-06, 12:10 PM
Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:
On the contrary, they use all the lights possible to emphasize their neutrality except when they were a part of the allied convoy. Ships without lights would be attacked by U-boats by default.
sergbuto
11-26-06, 12:19 PM
[quote=Subwolf]Can't answer on how the mod handles it as I have not gone past 41 with this version yet.
The ships will only appear in random traffic of single ships. One needs to script these ships in the campaign to have them appear in convoys. The dates of ship appearance in the game can be easily adjusted in the corresponding CFG files in the Roster folder.
sergbuto
11-26-06, 12:26 PM
they are built from scratch by those two modelers you mentioned, right?
yes, that's right.
Wulfmann
11-26-06, 02:21 PM
Very nice ships, Serg
Another way to add all ships including future cargo add ons would be to make some generic in convoys (in the campaign folder RND.mis file) so they vary every time you run into that same convoy. Even the novice can easily accomplish this by removing the class line.
Below the first has the class and below that the same ship will now generate a variety of type 102 (cargo ships) because the class 102 has been deleted out
Of course the negative side to this might be ships you do not want to appear in specific later war fast convoys and so one might not include these variable no class in those convoys.
For me, adding these new ships means they will instantly be available to see without any editing at all as many convoys have a number of the class lines removed.
It is my preference to have variety and the right way is the way you prefer.
Wulfmann
Original classed ship
[RndGroup 76.RndUnit 5]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390201
No=1
Escort=false
SpawnProbability=100
CrewRating=2
Edited no class ship which will spawn from all available type 102 cargo ships
[RndGroup 76.RndUnit 5]
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390201
No=1
Escort=false
SpawnProbability=100
CrewRating=2
melnibonian
11-26-06, 02:25 PM
They are fantastic. Great work.:up: :up: :up:
Thanks
@ Wufmann - It does indeed work; I have made almost every single entry in my own campaign generic.:yep: The last time I saw a convoy after that, there was hardly a stock ship in it.:huh:
The only problem was that I left some of my incomplete WIP ships in the British roster (I usually keep them under a 'nation' called AA Test Ships so they don't spawn) and they showed up with parts out of place and other problems.:p Kind of funny really. Wouldn't be a problem for most players though.:cool:
Sergbuto, sometimes when I access your page, the newest download links (such as these two merchants and the Air Attacks Mod) disappear.:o I have to reload the page a few times before they reappear. Do you have any idea how or why this would be happening?
Wulfmann
11-26-06, 03:54 PM
I also made many of my convoy escorts generic and swithed them to type 3 from type 4 to prevent fleet DD's from escorting convoys. I do still place Hunt class in but with many type 3 (DE) these get lost. (I am speaking of 43 on)I am sure GWX will add many type 3 with all the detailed research on convoys as well and I will simply up the number in mine.
Your going all generic in type 102?
Does that mean you edit the years (enter/exit) of various merchants to prevent slower ships in later 14 knot convoys? If not what is happening is some of your ships (small merchants) will fall behind and therefore you won't see them.
I wish there was a way we could have stragglers but I wouldn't be surprised if GWX has also thought of that and added a few singles following the convoys.
What is for sure is having generic type in 102 means fine new ships like Serg has generously offered can be placed in the game and start to show as if they were always there.
Wulfmann
Lately, I have only played early war campaigns so I haven't had that problem. I'll just restore the original file when I see that begin to happen. I haven't played in the last few months anyway.
bigboywooly
11-26-06, 04:42 PM
I also made many of my convoy escorts generic and swithed them to type 3 from type 4 to prevent fleet DD's from escorting convoys. I do still place Hunt class in but with many type 3 (DE) these get lost. (I am speaking of 43 on)I am sure GWX will add many type 3 with all the detailed research on convoys as well and I will simply up the number in mine.
Wulfmann
There were no British DE so you wont be seeing any of them - as the RN called theirs Frigates - yes the US used DE so you will see them in convoys
And yes the vast majority of convoy entries are generic
Where fast convoys are called for they retain named units as the bulk of new shipping have all been slow to med speeds anyway
Historically scripted convoys previously added in GW1.1 have been left untouched as have other convoys provided by outside contributers
Escort numbers do increase over the years but to be honest you will wish there was only 2 row boats escorting
There are also random hunter killer groups sailing the convoy routes some hours between convoys
sergbuto
11-26-06, 04:52 PM
Sergbuto, sometimes when I access your page, the newest download links (such as these two merchants and the Air Attacks Mod) disappear.:o I have to reload the page a few times before they reappear. Do you have any idea how or why this would be happening?
I am aware of the problem but do not know the reason. I am sick and tired of such Telia's crap. I am changing my internet provider in a month or so.
OK, I understand that. It doesn't seem to be a terribly huge problem anyway; one can simply load up the page a few times to get the links. You may want to keep that in mind as a solution for someone who says they are having problems.:yep:
bookworm_020
11-26-06, 07:18 PM
Thanks sergbuto,
Looking forward to sinking them in game.:up: Your work is appreciatred by all.
Sergbuto, this is art at its best! Excellent work, mate! Im impressed!! :up::up::yep:
Excellent work sergbuto! Downloading now. :up:
Mast
Wulfmann
11-27-06, 01:05 PM
There were no British DE so you wont be seeing any of them - as the RN called theirs Frigates - yes the US used DE so you will see them in convoys
SH3 type 3 are DEs and that was what I referred to.. Fact is what SH3 calls frigates were sloops and what is called a DE was a Frigate and what was called a DD (Hunt types) were called escort destroers by the Brits.
Tomato Tomato
TGW added a US DE into the type 3 for the River to the RN (that model is actually the A-G type DDs converted to convoy escorts) and the Hunt DE I got from the dark side means my generic DE type 3 convoy escorts can be 3 varied types.
I also have my type 2 (Sloops called frigates) generic as I have 4 total nice ones from the evil empire.
Sorry to be OT about Serg's nice models. I sank one last night in a 1940 first patrol and my first in a year in a type VII earlier than 1943. man is it easy. No wonder they called it the Happy times.
The captain did go down with his ship:rotfl:
So nice to see a new model, thanks agin, S
Wulfmann
http://i5.photobucket.com/albums/y152/Wulfmann/Steamer1.jpg
http://i5.photobucket.com/albums/y152/Wulfmann/Steamer4.jpg
http://i5.photobucket.com/albums/y152/Wulfmann/Steamer5.jpg
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