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View Full Version : New "Unit": Debris / Flotsam for download


DivingDuck
01-16-07, 07:59 AM
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!

http://img151.imageshack.us/img151/1594/scrbarrel002zs8.png

http://img227.imageshack.us/img227/7172/scrbarrel001vm1.png

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.

http://img223.imageshack.us/img223/4501/oildrum001tr0.png

http://img411.imageshack.us/img411/8098/c0010120034da.png

http://img157.imageshack.us/img157/3743/lifebelt002te2.png



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

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?

http://img508.imageshack.us/img508/4162/mine002ob6.jpg http://img508.imageshack.us/img508/8352/mine003sa9.jpg

The test mission has been updated too.

Full version: DD_Debris_V1.2.rar (http://files.filefront.com/DD_Debris_V12rar/;7523953;/fileinfo.html) (ca 13.83MB)
Update version : DD_Debris_V1.2_Update.rar (http://files.filefront.com/DD_Debris_V12_Updaterar/;7524066;/fileinfo.html) (ca 450KB)

Activate via JSGME.

Regards,
DD

HEMISENT
01-16-07, 08:07 AM
I for one think this is cool. It's the small details such as this that adds so much to the game.

Venatore
01-16-07, 08:16 AM
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,

:up:

longdog499
01-16-07, 08:26 AM
Great idea Diving Duck.Please continue with it.:up:

odinfish
01-16-07, 08:35 AM
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?

DivingDuck
01-16-07, 08:48 AM
Moin,
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

irish1958
01-16-07, 09:00 AM
Diving Duck: Great addition. Please Keep going.

HanSolo78
01-16-07, 09:05 AM
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.

Woof1701
01-16-07, 09:17 AM
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?

_Seth_
01-16-07, 09:32 AM
The Duck strikes again!!! Excellent, mate!! :up::up::up:

ReallyDedPoet
01-16-07, 09:36 AM
Great job, just go it.

melnibonian
01-16-07, 09:42 AM
That's a very good idea Sir:up:

Vikinger
01-16-07, 09:47 AM
This is a damn nice mod :) And yes please continue to do more of it.

GT182
01-16-07, 10:11 AM
Sweet mod DD. :up:

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. :yep:

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. ;)

pontius
01-16-07, 10:23 AM
Very nice, gute Arbeit Diving_Duck!!:up:

bigboywooly
01-16-07, 10:40 AM
Interesting idea DD
Yes please keep going mate

Very cool

DivingDuck
01-16-07, 11:04 AM
Thanks for all the pleasant replies and encouragement. Other items are in progress.

navigation bouyīs...
...will be covered by pontius, a new modder from the German UBI forum. See a screen here (http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/1631025594?r=4731001325#4731001325). (Try again if you get an error message. We have some trouble with the forum actually)

Regards,
DD

AG124
01-16-07, 11:07 AM
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?
If there were generic environmental entries (type 105) in the campaign, then you may get icebergs instead of debris. That might look odd in some areas of the Atlantic, or in the Mediterranean.:o However, if one could create a second 'merchant' entry for environmental objects other than icebergs, this could possibly work.:hmm:

Also, DivingDuck, are you planning to create other type of debris such as crates or planks?

Myxale
01-16-07, 11:12 AM
I for one think this is cool. It's the small details such as this that adds so much to the game.

Bloody Right! Amen to that Bro!:rock:

"It's the small things that make a world look big!":know:

bigboywooly
01-16-07, 11:13 AM
Icebergs are covered differently in GWX AG
So they are now spottable

AFAIK there are currently no type105 entries in the GWX files so it wont be a problem to add generically

Just one q DD
Do they drift ? or do they need to be scripted as to show a drift

DivingDuck
01-16-07, 11:13 AM
Moin,
Also, DivingDuck, are you planning to create other type of debris such as crates or planks? yes I do. These are the next items to be released.

Do they drift ? or do they need to be scripted as to show a drift they drift, hopefully. Not tested so far. Presently theyīre given a max speed of 1kt.

Regards,
DD

The Munster
01-16-07, 12:17 PM
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,

:up:

Amen to that brother :up:

Floating birds = Ducks [pun ?] and Swans [usually get 2 of them, Male and Female] around Harbour area's.

PS Is requesting the Loch Ness Monster too extreme ? :rotfl:

Samwolf
01-16-07, 01:07 PM
How about Bernard in a life raft? :88)

Safe-Keeper
01-16-07, 01:18 PM
Keep it up, DivingDuck.

bookworm_020
01-16-07, 06:12 PM
A Pelican would be a good bird, may an albertross??:hmm:

A floating mine would be fun:huh: Just as long as I can use my AA guns on it!:p

Vikinger
01-16-07, 06:39 PM
logs and planks are common item that floats around in a harbour. Packs of seaweed as well.

Would be cool to have 2 flags whit a fishnet between them in shore areas.

darn you have much work to do if you gona try and implant all the request :D

dertien
01-16-07, 08:01 PM
If you can spawn these when ships sink you could make some nice lifeboats :D

Nice work !

Tikigod
01-16-07, 09:52 PM
What happens when you run into it? Does it reduce hull integrity? Would be cool to make some floating mines.

iambecomelife
01-17-07, 01:34 AM
What happens when you run into it? Does it reduce hull integrity? Would be cool to make some floating mines.

That's a good question - IMO this debris should be a danger to small craft, maybe, but not a U-Boat or a ship.

Great job as usual, Duck, and I hope to see more. Someone mentioned bodies and survivors - this is a good idea. IIRC IL2/Pacific Fighters has downed pilots as units, complete with life rafts - why not in SH3? :hmm: For the life of me I can't figure out why the game's makers thought we needed to be protected from this aspect of war.:roll: The fact is that between 1939 and 1945 the typical seafarer would have a good chance of encountering them at one point or another.

edjcox
01-17-07, 02:09 AM
You could create flotsam of bodies and then use code similar to the ship holes to darken them, especially in proximity to tankers...

Try a few Mae wests, inflatables, perhaps a pallet or two, single oil barrels, a mine, , single boards, how about damaged lifeboats with holes...


There's a whole series of macbre things to be done... Change the blue oil slick code to pink or reddish waters.... Parts of crews..... Feeding sharks..... Seagulls having a chum festival...

See if you can switch those dolphins into more toothful predators of the sea....

:hmm:

Woof1701
01-17-07, 03:18 AM
I'm in for life rafts! BUT if we have life rafts I opt that they're indistructable.

Myxale
01-17-07, 03:47 AM
You could create flotsam of bodies and then use code similar to the ship holes to darken them, especially in proximity to tankers...

Try a few Mae wests, inflatables, perhaps a pallet or two, single oil barrels, a mine, , single boards, how about damaged lifeboats with holes...


There's a whole series of macbre things to be done... Change the blue oil slick code to pink or reddish waters.... Parts of crews...

:hmm:

I thinks this is one of the most needed part of the game. The traces of war!

LGN1
01-17-07, 05:04 AM
Wow.

It would be really great to get a call from the watch crew that they have spotted some objects and you climb up and find an empty raft or empty lifeboat with your binoculars. Also some other stuff would be great.

Cheers, LGN1

3Jane
01-17-07, 05:09 AM
Oh definitely more yes, well done. Live floating birds would be nice. Bits of wood etc, all the junk sometimes seen in ports. I have always thought the ports were a little too clean :p This is of course before the E.U environmental regs. By the way, what is the emissions spectrum from an average U-Boat.

3Jane
01-17-07, 05:11 AM
Wow.

It would be really great to get a call from the watch crew that they have spotted some objects and you climb up and find an empty raft or empty lifeboat with your binoculars. Also some other stuff would be great.

Cheers, LGN1
Any way to make sinking ships generate these bits of debris and empty lifeboats etc. Full ones, non-animated survivors :hmm:. I mean in addition to the temporary bits of flotsam when one goes down. Accounts from air-crews in the war, say they could often see a debris trail from convoys. I think we can do without the bodies though, a little too much?

Safe-Keeper
01-17-07, 05:52 AM
I was always a fan of putting several ships together into one vessel and make a sort of eye-candy scene out of it.

Like a Red Cross Hospital Ship with life-boats and survivors, tugs towing a battleship, etc. Coming across something like that would be great.

Phoenix3000
01-17-07, 10:09 AM
Hi, good work with the mod!

I'm all for lifeboats in SH3 - recently there was another thread on this subject:

http://www.subsim.com/radioroom/showthread.php?t=101521

As you probably know SH3's developers originally left out lifeboats and survivors on morality grounds. They didn't want you shooting them in the water etc.

As before I suggest making the lifeboats invincible - no matter how many shells, bullets or rammings you use, they will not sink. This should please everyone.

I've often found that is something missing in SH3. It seems reasonable to assume that shortly after torpedoing a large merchant there would be a bunch of lifeboats bobbing around as the crew scramble for safety - this is definitely something I would like to see.

In this link you can see a lifeboat mod that was made, but was never made available - again it would have been nice:

http://web.telia.com/~u18230645/ (http://web.telia.com/%7Eu18230645/)

Anyway, great work!

Certainly look forward to downloading this!

Px3000

dertien
01-17-07, 11:16 AM
Hi, good work with the mod!

I'm all for lifeboats in SH3 - recently there was another thread on this subject:

http://www.subsim.com/radioroom/showthread.php?t=101521

As you probably know SH3's developers originally left out lifeboats and survivors on morality grounds. They didn't want you shooting them in the water etc.

As before I suggest making the lifeboats invincible - no matter how many shells, bullets or rammings you use, they will not sink. This should please everyone.

I've often found that is something missing in SH3. It seems reasonable to assume that shortly after torpedoing a large merchant there would be a bunch of lifeboats bobbing around as the crew scramble for safety - this is definitely something I would like to see.

In this link you can see a lifeboat mod that was made, but was never made available - again it would have been nice:

http://web.telia.com/~u18230645/ (http://web.telia.com/%7Eu18230645/)

Anyway, great work!

Certainly look forward to downloading this!

Px3000
I am for destructible liferafts, but with a negative renown kick equal to sinking a hospital ship, Or face court martial and end the campaign with the according message an lose onkel Karl's goodwill forever?

Safe-Keeper
01-17-07, 12:43 PM
Downloaded and installed.

Only question is if you could make it a Submarine instead of a Ship, so that we can put it below the water-line.

Oh, and please let's not turn this into yet another lifeboat thread.

aloe1
01-17-07, 01:35 PM
fantastic love it :rock:

Safe-Keeper
01-17-07, 01:42 PM
A floating piece of wood with random letters on it would be swell. Imagine cruising along and seeing floating barrels, crates and some junk reading something partial. You could even have the officer spot it and have it display with the name "Floatsam" on the map, and have the TGA shape be the sunken ship icon.

Oh, and while I remember it, I'd like you to know that there are now three barrels floating about in Bergen harbour;). Whether or not I decide to include them in NorOps* is a different question.

*only with your go-ahead, 'course.

edjcox
01-17-07, 11:04 PM
How about a Coconut with PT-109 msg scrawled on it.. We could say it drifted to the Atlantc side and forget about the timeline issue....

I love the pretense where in a game you are playing you sink and destroy ships carrying hundred or even thousands of souls some cannot bear the thought that they might see a body or two on the waves or even a limb or two....

The sooner the ostrich head is back in the sand hole the sooner the train barrelling towards you goes away???????


For me the more realistic the game is the better it plays.....

Take that Pirates barrell and render it as an oil drum. Change it to a sphere and stick some percussion spikes on it for a mine, keep the mods a coming...

:rotfl:

rascal101
01-21-07, 08:12 PM
YEAH What he said!!! and then some.

I doubt if any one put to sea in the 1940s with wooden barrels, can youy do an oil drum as well.

No critisism intended just thougth an oil drum would be nice perhaps a few wooden boxes etc

How about a Coconut with PT-109 msg scrawled on it.. We could say it drifted to the Atlantc side and forget about the timeline issue....

I love the pretense where in a game you are playing you sink and destroy ships carrying hundred or even thousands of souls some cannot bear the thought that they might see a body or two on the waves or even a limb or two....

The sooner the ostrich head is back in the sand hole the sooner the train barrelling towards you goes away???????


For me the more realistic the game is the better it plays.....

Take that Pirates barrell and render it as an oil drum. Change it to a sphere and stick some percussion spikes on it for a mine, keep the mods a coming...

:rotfl:

DivingDuck
01-21-07, 09:54 PM
Moin,
YEAH What he said!!! and then some.

I doubt if any one put to sea in the 1940s with wooden barrels, can youy do an oil drum as well.

No critisism intended just thougth an oil drum would be nice perhaps a few wooden boxes etc

No problem. More units are under construction:

http://img255.imageshack.us/img255/7463/scrcrate001ht6.jpg

A set of crates will be released soon. The *.zon files drive me crazy actually. Hope Iīll get the point sooner than later. The barrelīs *.zon is in revision too.

Regards,
DD

Pants
01-21-07, 09:55 PM
Outstanding DD :up: This brings "more life" to the game

rascal101
01-22-07, 12:57 AM
All Hail the Diving Duck

Moin,
YEAH What he said!!! and then some.

I doubt if any one put to sea in the 1940s with wooden barrels, can youy do an oil drum as well.

No critisism intended just thougth an oil drum would be nice perhaps a few wooden boxes etc

No problem. More units are under construction:

http://img255.imageshack.us/img255/7463/scrcrate001ht6.jpg

A set of crates will be released soon. The *.zon files drive me crazy actually. Hope Iīll get the point sooner than later. The barrelīs *.zon is in revision too.

Regards,
DD

Myxale
01-22-07, 06:36 AM
:rock:
Über
:yep:

Mr.Fleck
01-22-07, 08:12 AM
Very nice work DivingDuck! :up:

Although I agree that we should not start another "Life boat" thread, I think they would be a nice addition to scripted missions or movies. So if you have enough time, I think some of us would like to see life boats ;).

Cheers!
Mr. Fleck

Venatore
01-28-07, 05:04 AM
I noticed that some cargo ships carry trucks, could these be put on the docks ?

Safe-Keeper
01-28-07, 06:33 AM
I asked for tanks and trucks and the like as Land units a long time ago, but nothing ever came of it. Would be nice, though.

Payoff
01-28-07, 07:35 AM
You could go in a different direction also, and have some U-boat specific items floating such as a logbook, charts, captains hat, wooden framed chalkboard with depth charge count (dont know if a wood frame would float slate) and misc food items.


:help:

DivingDuck
01-29-07, 02:32 AM
Moin,

@SK + Venatore:
should be no problem to place a truck on the pier.


@Payoff:
the problem with very small items is, that the objectīs pivot center is pretty close to the water line. Thatīs why they tend to float above the water in the troughs of the sea.


And this is the actual status:

barrel_01 is finished, *.zon and *.sim reworked
lifebelt finished
models of crate_01 thru 03 ready, adjusting *.zon and *.sim
planksīmodels under construction
oildrum model is ready, adjusting *.zon and *.sim
destroyed rowboat under construction


http://img411.imageshack.us/img411/8098/c0010120034da.png

http://img220.imageshack.us/img220/1203/lifebelt001qx7.png http://img220.imageshack.us/img220/8727/lifebelt002np8.png

Regards,
DD

Myxale
01-29-07, 06:12 AM
:rock:

This is so mind bending! Amazing work there mate!

Safe-Keeper
01-29-07, 07:06 AM
Now we only need some circling sharks and disembodied body parts... or mayhaps not:p.

_Seth_
01-29-07, 07:29 AM
@DivingDuck: Im really impressed of your work, mate! You really know your way around the 3D stuff! Thank you for the contributions you have given/are giving to the sub-simming community! I believe i have everyone behind me on that!:up::up::up:
Now: Get back to work! ;)

Safe-Keeper
01-29-07, 08:21 AM
Related question (a more serious one): Is it possible to make the various types of smoke, fire, and oil slicks into land/air objects for scenery purposes (by making invisible sea/air/land objects and attaching the effects to them?

I'd love to leave harbour late-war seeing smoke plumes and fires rise from some of the buildings following bombing raids.

DivingDuck
01-29-07, 08:32 AM
Moin,

@SK:
itīs a pretty good idea to place a dummy funnel object in a building. The major part would be the adjustment of the smoke column, I think.
Donīt know if one can bring fire to the buildings/installations too. To start the fire you would have to tell the SHIII engine that your "vessel" (building) has been destroyed.

Regards,
DD

Safe-Keeper
01-29-07, 09:13 AM
Well, my idea was to place his "smoke/fire" object inside or on top of the building, to make it look like it was the building that burned.

Payoff
01-29-07, 10:35 AM
Wow, looks good so far DD. Nice work. :up:

Filax
01-29-07, 11:19 AM
Moin,

@SK + Venatore:
should be no problem to place a truck on the pier.


@Payoff:
the problem with very small items is, that the objectīs pivot center is pretty close to the water line. Thatīs why they tend to float above the water in the troughs of the sea.


And this is the actual status:
barrel_01 is finished, *.zon and *.sim reworked
lifebelt finished
models of crate_01 thru 03 ready, adjusting *.zon and *.sim
planksīmodels under construction
oildrum model is ready, adjusting *.zon and *.sim
destroyed rowboat under constructionhttp://img411.imageshack.us/img411/8098/c0010120034da.png

http://img220.imageshack.us/img220/1203/lifebelt001qx7.png http://img220.imageshack.us/img220/8727/lifebelt002np8.png

Regards,
DD
Hi

are the reworked barrel and lifebelt available for download already? And I see a crate in the water on the last screenie. Ready to release also?
Keep up posting screenshots showing the progress of your work. I love it. I especially like crate 1 /row 2, crate 3 / row 2 and crate 2 / row 3.

Filax

Tikigod
01-29-07, 03:00 PM
More ring designs if you want some variety....most of these come from ships of 1900's era couldn't find any 1940's...I've seen some in black in white photos but, they don't really help for color/texture patterns.

http://i4.photobucket.com/albums/y147/Tikigod78/liferings.jpg

Also, here is luftwaffe survival gear:

http://i4.photobucket.com/albums/y147/Tikigod78/Luftwaffeonemanliferaft.jpg

Close up of jacket:

http://i4.photobucket.com/albums/y147/Tikigod78/luftwafflifejacket.jpg

Uboat crew at sea:

http://i4.photobucket.com/albums/y147/Tikigod78/U-crew-1.jpg

DivingDuck
01-29-07, 05:09 PM
Hi Tikigod,

thanks for the input. Since my lifebelt uses external textures some of these will be incorporated to increase variety.

Regards,
DD

thefretmaster
01-31-07, 08:50 AM
hi i saw this thred ad it just inspired me to have a go at 3ds max moddeling. i saw the lifeboat and had a go, (sorry diving duck if this is invading your project, but i just wanted a go at a model) no idea how to impliment it into the game but tell me what you think. oh the texturing needs an overhaul.
http://i68.photobucket.com/albums/i37/thefretmaster/backside.jpg

http://i68.photobucket.com/albums/i37/thefretmaster/front.jpg
http://i68.photobucket.com/albums/i37/thefretmaster/top.jpghttp://i68.photobucket.com/albums/i37/thefretmaster/back.jpg

Letum
01-31-07, 08:58 AM
how many pollys?

thefretmaster
01-31-07, 09:16 AM
yeh thats what i was thinking i dont know how to find out :oops:

aah 2440 too many i think?

DivingDuck
01-31-07, 09:37 AM
Moin,

...(sorry diving duck if this is invading your project, but i just wanted a go at a model) no idea how to impliment it into the game but tell me what you think. oh the texturing needs an overhaul. donīt worry. The model looks fine. If you like, I could guide you to implement.

aah 2440 too many i think? Thatīs way too much. 500 polys would be ok, I think.


Actual progress:

http://img223.imageshack.us/img223/4501/oildrum001tr0.png

@Letum:
520 poly for the oildrum, and thereīs still potential to optimize. ;)

Regards,
DD

Safe-Keeper
01-31-07, 09:39 AM
http://i68.photobucket.com/albums/i37/thefretmaster/back.jpg Most life-boats can't fly. You might want to correct that:p.

Looking good, though.

thefretmaster
01-31-07, 09:51 AM
nono this one can its one of hitlers new inventions like the backwards plane!

anyway any ideas on how to reduce the poly count?

DivingDuck
01-31-07, 09:58 AM
Hi,
...anyway any ideas on how to reduce the poly count?
go to polygon level and select all polys. Then look for a modifier named OPTIMIZE. You may have to adjust the thresholds.
Or you start over again and create the whole dinghy from one box/cylinder by extruding the faces. SHIII smoothes all objects, so there is no need to chamfer any edge to the maximum. Itīs sufficient if a cylinder has 12 sides!

Regards,
DD

thefretmaster
01-31-07, 10:05 AM
ah ok im a bit of a modeling retard/begginner :D oh btw i just tried your barrels for the first time, exelent work mate i am concerned about the amount of noize it makes when you hit them! its like you're hitting a barrel made of tonnes of steel, apart from that, exelent project

Stev1
01-31-07, 10:29 AM
How about Floating Dead Fish floating in the Harbour area.:up:

DivingDuck
01-31-07, 11:42 AM
ah ok im a bit of a modeling retard/begginner :D oh btw i just tried your barrels for the first time, exelent work mate i am concerned about the amount of noize it makes when you hit them! its like you're hitting a barrel made of tonnes of steel, apart from that, exelent project
The sound is a problem. The barrel itself doesnīt contain a *.dsd. So the noise is "produced" by your u-boat hitting the barrel. And I donīt know how to fix that. :damn:

As for the modelling, create a box/cylinder (not more than 12 sides) and convert it to editable mesh. Then, presuming youīve selected the object, go to polygon level. You may now extrude, resize, rotate the face. This way you may build objects a simple way and the polycount remains low. For your dinghy you could even use loft extrusion technique, but thatīs a little more challenging as the profile changes in size.

Regards,
DD

Safe-Keeper
01-31-07, 11:44 AM
Couldn't the barrel just be made "ethereal" so that you went right through it?

thefretmaster
01-31-07, 12:07 PM
ok i recreated the dinghy. i havnt got on to texturing yet but it took like 5 mins. i just created a cylendar with i think 10 length segs and 11 sides. shaped it
also i created a fish lol :p

so far the dinghy is 249 polys.
http://i68.photobucket.com/albums/i37/thefretmaster/fishfinal.jpg

http://i68.photobucket.com/albums/i37/thefretmaster/dinghy2.jpg

bigboywooly
01-31-07, 12:18 PM
Looks just as good with a fraction of the polys

Tikigod
01-31-07, 02:37 PM
Debris field after a U.S. Submarine attack on Japanese Merchant (wooden)
screens taken from "Submarine Warfare" European and Pacific Theatre documentary.

http://i4.photobucket.com/albums/y147/Tikigod78/debris1.jpg

http://i4.photobucket.com/albums/y147/Tikigod78/debris2.jpg

http://i4.photobucket.com/albums/y147/Tikigod78/debris3.jpg

http://i4.photobucket.com/albums/y147/Tikigod78/debris4.jpg

Madox58
01-31-07, 02:41 PM
The sound is a problem. The barrel itself doesnīt contain a *.dsd. So the noise is "produced" by your u-boat hitting the barrel. And I donīt know how to fix that. :damn:


Try this little Rule for TT's file analyzer.
I created it just for you so let me know if it works. :yep:
http://files.filefront.com/DD_Rule7z/;6655171;;/fileinfo.html

STEED
01-31-07, 03:44 PM
Heck at this rate my U-Boat will have lots of dents in it. :lol:

Great work guys. :up:

DivingDuck
01-31-07, 05:57 PM
Moin,


The sound is a problem. The barrel itself doesnīt contain a *.dsd. So the noise is "produced" by your u-boat hitting the barrel. And I donīt know how to fix that. :damn:

Try this little Rule for TT's file analyzer.
I created it just for you so let me know if it works. :yep:
http://files.filefront.com/DD_Rule7z/;6655171;;/fileinfo.html thanks, thatīs awesome. Seems that I have to re-insert the *.dsd file. Never used TTīs file analyzer so far. But Iīll give it a try. If that works youīre my next "Skipper of the month nominee".

@thefretmaster:
249 polys is great. Letīs see how it looks like when textured. The dead fish looks fine too. But Iīm afraid to tell you that it wonīt be possible to incorporate as "flotsam" item because of its small size. First of all you would hardly recognize it, second it would float above the water as it is more inert than the water and the SHIII physics engine isnīt that accurate.

@Tikigod:
You seem to live in an photo archive, donīt you? Do you have any photographs of burned timber that may be used for texturing. Iīve found nothing.

Regards,
DD

Madox58
01-31-07, 06:24 PM
TT"s tools are handy indeed. I hope he decides to finish version 2 of
the File Analyzer. It's suppose to write rules for the mini tweaker.
Mini tweaker needs a text option also.


I'm wondering, if you fire a magnetic past the oil drum, would it go off?

DivingDuck
01-31-07, 07:22 PM
Hi privateer,

Iīve investigated the *.dsd using TTīs file analyzer and my beloved hex editor. Seems that thereīs indeed a way to attach the correct sound to my debris items. But unfortunately Iīve thrown away the *.dsd file already. So Iīll have to write one from scratch myself or edit the existing "motherīs" *.dsd to match my unit. Oh, I wish I wouldnīt keep my trashbin that clean all the time.

http://img223.imageshack.us/img223/4501/oildrum001tr0.png

Regards,
DD

Madox58
01-31-07, 07:36 PM
I can Upload the AntiSubNet.dsd if you want.
I figured it was the smallest and easiest to use.

http://files.filefront.com/AntiSubNetdsd/;6655898;;/fileinfo.html

Here you go. 1 value was changed in testing.
You'll see it I'm sure.

Madox58
01-31-07, 08:11 PM
Is there a Node for attaching the .dsd file or just nameing it to match
the main files? :hmm:

I set the ID areas changeable to save doing a clone with Pack3d.
Is this correct?:hmm:

Madox58
01-31-07, 09:02 PM
http://i68.photobucket.com/albums/i37/thefretmaster/fishfinal.jpg
Hmmm, How about this then.

http://i108.photobucket.com/albums/n12/privateer_2006/Sub/Dead_Whale.jpg

Jmack
01-31-07, 09:06 PM
will there be a mod pack of this floating stuff ? i mean ... all together in a single mod ?

Madox58
01-31-07, 09:37 PM
I would bet that it will be a rolling type deal.
Get the latest release and as new units are added
it would include all the early units.
Later installs would also include updates to older units.

That is my guess.

Kick me if I'm wrong! :o

DivingDuck
02-01-07, 04:04 AM
Moin,

@Jmack:
Yes, it will be released as one mod. And reading privateerīs post makes me think of accepting his application for press spokesman and product managing director. ;)


Regards,
DD

DivingDuck
02-01-07, 09:31 AM
@privateer:


going nuts about this damn sound problem. Iīve created a new *.dsd file from the AntiSubmarineNet.dsd. It contains all I need, an external / internal sound. But no matter what I do, the barrel "screams" as if it was made from iron when hit. :damn:

Regards,
DD

bigboywooly
02-01-07, 11:12 AM
Are you sure that sound is from the barrel ?
Could it be the sub making the "scream"
IIRC everything I have hit sounds the same - and I have hit a few things
:rotfl:

ref
02-01-07, 12:51 PM
But no matter what I do, the barrel "screams" as if it was made from iron when hit. :damn:

Regards,
DD

The problem is that your sub knows what you did last summer...

Ref

thefretmaster
02-01-07, 01:18 PM
lol that whale rules!!, i want it just for laughs :rock:

ref
02-01-07, 01:33 PM
Is there a Node for attaching the .dsd file or just nameing it to match
the main files? :hmm:

I set the ID areas changeable to save doing a clone with Pack3d.
Is this correct?:hmm:

It's referenced by id/parent, the sounds must be linked by it's parent to an existing id in the dat file.

Ref

ref
02-01-07, 01:36 PM
@privateer:


going nuts about this damn sound problem. Iīve created a new *.dsd file from the AntiSubmarineNet.dsd. It contains all I need, an external / internal sound. But no matter what I do, the barrel "screams" as if it was made from iron when hit. :damn:

Regards,
DD

I can check the files if you want, I've done some work with dsd files for the dolphin.
Also the dsd sounds must point to an entry in the sdl file, they are not linked directly to a wav file

Ref

Madox58
02-01-07, 02:39 PM
@DD, I found that there is a master command in the Sh3.sdl that sets the collision sound. :nope:
I'm attempting to find a work around now. :yep:

thefretmaster
02-01-07, 03:39 PM
good luck on the sound issues guys, i have finished my life raft, now to put it in the game, is there any tutorials anywhere you could point me to?

353 polys

http://i68.photobucket.com/albums/i37/thefretmaster/dinghyfin.jpg
http://i68.photobucket.com/albums/i37/thefretmaster/dinghyfin2.jpg

bigboywooly
02-01-07, 03:42 PM
WOW :o
Very cool looking
Nice one

Never seen a tutorial around

thefretmaster
02-01-07, 04:05 PM
i havnt smoothed the model, it might just be the light or somthing. its 3ds max, what the game was made on so im told i guess ill have to try it before anything can be said

bigboywooly
02-01-07, 04:13 PM
Try using the dat of DDs barrel as a start point
Make a copy and rename it to what you want - try to keep the amount of letters the same unless you can hex change the dat
Rename all files the same in the folder
Clone using pack3d - version 2 or 3
Then import you new object in - to replace the barrel.obj

You should be able to use and see ingame then

If you have the barrel download you will see the make up of the files and where they need to go ingame

thefretmaster
02-01-07, 04:15 PM
what about textures how do i go about setting them up? i have all the files, just where to put them and that?

edit: i should probably make this clearer, the baot uses i think 3 different outside texture files, how do i set it to find them? ill have to move them to somewhere in the sh3 files, either roster or sea, so should i create folders now (inside sh3 folder) and set up 3ds to know where they are so it will work on other pc's?

bigboywooly
02-01-07, 04:17 PM
You can import the texture into the dat as well - to replace the one in there
Again rename it to suit

UBOAT234
02-01-07, 04:24 PM
Someone has tried to add an object with Smooth? Perhaps adding an other equal object only with the channel smooth?

BEST REGARDS
UBOAT234

thefretmaster
02-01-07, 04:41 PM
ok so... i export as .obj,
do all the pack 3d stuff, with the textures
and the model will know where the textures now are?
sorry im a bit of a noob, and sorry if i keep asking.
i did have a thaught, scale. would it be best to import the say submarine model next to the life boat and then scale the life boat down roughly to the right size? or is there a better way?
thanks again for your help

bigboywooly
02-01-07, 04:56 PM
ok so... i export as .obj,
do all the pack 3d stuff, with the textures
and the model will know where the textures now are?
sorry im a bit of a noob, and sorry if i keep asking.
i did have a thaught, scale. would it be best to import the say submarine model next to the life boat and then scale the life boat down roughly to the right size? or is there a better way?
thanks again for your help

Yes the dat will know where the texture is
Hey if you dont ask you dont find out :up:

Not sure about scaling
That may be a way to do it
Where are all the 3d modellers when you need then
:rotfl:

Madox58
02-01-07, 05:22 PM
Yes, Import like one of the crew from the weapons crew dat.
That will give you a good scale to start working with.

And since SH4 is gonna have life rafts and survivors,
You might want to put him in the raft.

U-snafu
02-02-07, 01:16 AM
These knew additions are just:o :o :o :cool: :cool: . Gone for a few weeks and amazed at all of the new add ons.


DD, just curious did you ever get your marina docks worked out??

DivingDuck
02-02-07, 02:38 AM
Moin,

Iīm off for a day and this thread burst at the seams.

It's referenced by id/parent, the sounds must be linked by it's parent to an existing id in the dat file. I did so. I used my barrelīs object id as parent. But without any success. Might be I have to go to the doctor to get my ears checked.

what about textures how do i go about setting them up? i have all the files, just where to put them and that? It depends. You can use internal textures that will be imported to the *.dat or an external one.
Internal:
Youīll have to create the appropriate number of nodes in the *.dat
Import your texture files (*.tga) to *.dat using Pack3D
Make sure all polys using the same texture have the same id
Adjust or create the data block in the *.dat that controls the texture-poly correlationExternal
put all textures together in one
rework the uvw mapping to deal with one texture file
name the texture SHIPNAME_T01 / SHIPNAME_T02 / SHIPNAME_T??
place the texture in the vessels folder
be sure to have a vessel cloned that uses external skins (e.g. my barrel) or create a node that references external texturesIf you need help, just ask.


i did have a thaught, scale. would it be best to import the say submarine model next to the life boat and then scale the life boat down roughly to Check my filefront site and download Skalenwand.rar. You can use it for correct scaling.


Someone has tried to add an object with Smooth? Perhaps adding an other equal object only with the channel smooth? Not possible. The 3d programīs smoothing groups will be ignored. In case you apply smoothing to your object, SHIII skips it and even stops smoothing it by making all edges angular.

DD, just curious did you ever get your marina docks worked out?? Itīs in the pipeline. The *.zon is still waiting for adjustment.

Regards,
DD

UBOAT234
02-02-07, 04:08 AM
...
be sure to have a vessel cloned that uses external skins (e.g. my barrel) or create a node that references external textures...

Is possible, create one or more reference to external Texture? Have you try?

BEST REGARDS
UBOAT234

DivingDuck
02-02-07, 04:43 AM
Moin UBOAT234,

yes, Iīve tried hard to attach more than one external skin set to a vessel. But unfortunately without any access. It doesnīt matter what the nodeīs name is. When set to use external textures the only fact that matters is the name of the texture, SHIPNAME_T01 / ..._T02 / ..._T??.

Regards,
DD

Madox58
02-02-07, 11:54 AM
@Ref , I too set all the ID's properly, added a new sdl entry also.
I have something a little wrong in the sdl as I CTD now. :lol:
But it's something I need to learn to do correctly so no big deal
and can be fixed.

Looking at the GWX sdl now as there are quit a few new entries.
What I'm not sure about is the bytes before "SoundInfo"

Example: 26 01 22 01 00 00 SoundInfo
:hmm:

Also, anyone have a vanilla SH3.sdl handy?
Seems I deleted mine. :oops:

GlobalExplorer
02-02-07, 12:58 PM
Just one word : awesome!

Like many aothers before, I had this idea myself .. and I hoped someone would do the hard work!

thefretmaster
02-02-07, 01:11 PM
thanks guys and thanks dd for everything :up: to you all. im just having a go with pack 3d now

ref
02-02-07, 01:13 PM
@Ref , I too set all the ID's properly, added a new sdl entry also.
I have something a little wrong in the sdl as I CTD now. :lol:
But it's something I need to learn to do correctly so no big deal
and can be fixed.

Looking at the GWX sdl now as there are quit a few new entries.
What I'm not sure about is the bytes before "SoundInfo"

Example: 26 01 22 01 00 00 SoundInfo
:hmm:

Also, anyone have a vanilla SH3.sdl handy?
Seems I deleted mine. :oops:

three word values (two byte integer)
size, size1, unknown (allways 0?)
size1 = block size (including Soundinfo label)
size = size1+4


Ref

thefretmaster
02-02-07, 01:50 PM
im havning trouble exporting the .obj from max. i say to use the material library materials and to create a library, i say to save maps and the program crashes, no explanation and then asks about error reports. man this is starting to annoy me

twotone
02-02-07, 03:46 PM
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!

http://img151.imageshack.us/img151/1594/scrbarrel002zs8.png

http://img227.imageshack.us/img227/7172/scrbarrel001vm1.png

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.

It is available for d/l at my filefront page (http://hosted.filefront.com/DivingDuck).

Regards,
DD

O god yes you have to make like a floatsome of like lost at sea men in dingys and ship wreckage so you cna like pilot by them and michine gun them down... god im cruel.....

but really it woudl be cool to see men in a dingy out in the middle of nowhere...

thefretmaster
02-02-07, 05:04 PM
i have decided that for now i am going to try somthing easyer, i am going to take the inflatable lifeboat that you see on the ships, and put that into the game as a flotsam object, however after looking round for a while i have no idea where it is, is it a seperate file atall or is it part of a ship? any ideas on locations? also what is the location of the crew member file, like the ones from the deckguns and depthcharges
thanks

Madox58
02-02-07, 05:07 PM
three word values (two byte integer)
size, size1, unknown (allways 0?)
size1 = block size (including Soundinfo label)
size = size1+4

Ref

Well Crap! :o
How could I miss that? :damn:
Now that you point it out that is probably the only area
I had screwed up. :nope:

Thank You Sir!:up:

bigboywooly
02-02-07, 05:07 PM
IIRC its called BPNeum or something like that

Did you try to export your obj on its own without mtl ?
If that works ok then try with mtl but without the library

Madox58
02-02-07, 05:52 PM
Weapon_CREW.dat in the Library folder.

thefretmaster
02-02-07, 05:58 PM
ok cool
im just redoing it texture wise

iambecomelife
02-02-07, 09:09 PM
i have decided that for now i am going to try somthing easyer, i am going to take the inflatable lifeboat that you see on the ships, and put that into the game as a flotsam object, however after looking round for a while i have no idea where it is, is it a seperate file atall or is it part of a ship? any ideas on locations? also what is the location of the crew member file, like the ones from the deckguns and depthcharges
thanks

Rafts can be extracted from the DAT files of most warships & merchants. They have the prefix "boat" for their obj files - for instance, the boat01, boat02, and so on. lifeBOATS are normally designated by the prefix "barca".

On a side note, I have been interested in releasing all of the game's lifeboats, rafts, and motor launches as small craft separate from their mother ships but I don't know how to edit the ZON files. :dead:

Madox58
02-02-07, 09:36 PM
With units that small, only a single box and sphere should be needed I'm
guessing.
Perfect Job for Mini tweaker and a custom Rule.

DivingDuck
02-02-07, 11:42 PM
Good morning all,

http://img257.imageshack.us/img257/7498/barrel002qi8.jpg

Iīve used one box, not shown on this pic and 9 spheres for my barrelīs updated version.
A tool to edit these spheres would be very much appreciated since itīs quite a lot of work to enter all these data by hex editing.

Regards,
DD

thefretmaster
02-03-07, 09:53 PM
right ok, i have been trying to figure out pack 3d for hours now and i dont have a clue, :damn: i copied the barrel folder and changed all the names, tried to clone the now copied dat file, i dont know if this did anything or what it did, i tried importing my model (im using a simpler model for testing its a piece of floating box i guess) it said this object cannot be imported, and the same for the textures. i dont have a clue what im meant to be doing, if someone has a link to a good tutorial on what im meant to be doing that would be great, otherwise could someone pm me some instructions please?
thanks again you guys rule :up:

Madox58
02-03-07, 11:52 PM
What was the error message?
Do an extract all to get Pack3d mtl.
edit the mtl file to match your file names then try to import again.

Example mtl

#MTL generated by Pack3D USNKShip.dat (This is my dat file name)
newmtl Complete_render_ready (This is my obj file name)
Ka 0.0 0.0 0.0
Kd 0.3 0.3 0.3
Ks 0.1 0.1 0.1
d 1.0
illum 1
Ns 0
map_Kd K_Ship.tga (This is my TGA file name)

DivingDuck
02-04-07, 07:55 AM
Moin,
right ok, i have been trying to figure out pack 3d for hours now and i dont have a clue, :damn: i copied the barrel folder and changed all the names, tried to clone the now copied dat file, i dont know if this did anything or what it did, i tried importing my model (im using a simpler model for testing its a piece of floating box i guess) it said this object cannot be imported, and the same for the textures. i dont have a clue what im meant to be doing, if someone has a link to a good tutorial on what im meant to be doing that would be great, otherwise could someone pm me some instructions please?
thanks again you guys rule :up:
If you use the barrel as "mother" to clone from, you donīt have to import the texture. Just name your texture file UNITNAME_T01.tga. SHIII grabs the texture and attaches it to the object ingame.
As for the object make sure youīve selected the parent folder entry before hitting IMPORT. Iīm at work actually and can not post any screens, but tomorrow morning Iīll have some time (08:00-15:00Z) to do so. Might be the right time for you. Iīm sure weīll get you on your way soon. If we should not for any reason, Iīll do it for you.
In case you get error messages concerning the *.mtl file be sure not to rename the objectīs name without altering all the entries in the *.mtl, as privateer already mentioned. You better export to new *.obj/*.mtl if you wish t rename.


Regards,
DD

thefretmaster
02-04-07, 01:19 PM
thanks alot again man this is really helpfull, ill try it out in a minute:up:

DivingDuck
02-15-07, 07:33 AM
Moin,

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

http://img151.imageshack.us/img151/1594/scrbarrel002zs8.png

http://img227.imageshack.us/img227/7172/scrbarrel001vm1.png

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.

http://img223.imageshack.us/img223/4501/oildrum001tr0.png

http://img411.imageshack.us/img411/8098/c0010120034da.png

http://img157.imageshack.us/img157/3743/lifebelt002te2.png




It is available for d/l at my filefront page (http://hosted.filefront.com/DivingDuck).

Regards,
DD

Safe-Keeper
02-15-07, 07:40 AM
Good men. It's DD_Debris_v1.1.rar, right?

Could I include it in NorOps? Not exclusively, of course, I want it available for everyone else, too.

That rowboat would look so perfect on some fjord beach:sunny:.

DivingDuck
02-15-07, 07:48 AM
Hi S-K,

It's DD_Debris_v1.1.rar, right? It is. Iīll update the posts.
Feel free to use. BTW, the marina is still alive. Itīs almost ready, but I have problems to keep it in position. Although Iīve increased the values for LR / FR drag it tends to drift away.

Regards,
DD

Alex
02-15-07, 07:51 AM
That rowboat would look so perfect on some fjord beach:sunny:

:yep: :up: http://yelims1.free.fr/Banane/Banane01.gif

bigboywooly
02-15-07, 12:11 PM
Nice work as ever DD
:up:
Looking forward to playing around with this

STEED
02-15-07, 12:20 PM
Great work there DD well done. :up: :rock: :up: :rock:

Safe-Keeper
02-15-07, 12:51 PM
OK, so I added the rowboat to a bech near the village/town of Os (south of Bergen), but it appeared to not show up (I had accidentally set the test mission to start at 23:45). Hours later, come daylight, I found it drifting nearby. The waves were obviously pushing it from its start position.

_Seth_
02-15-07, 02:36 PM
:o:o:o Really , DivingDuck, you have to be from another planet, or something!!! This exceeds everything, mate!!!! Excellent work!:up::up:

Reece
02-16-07, 12:36 AM
:up:

Venatore
02-16-07, 01:31 AM
This is one totally awsome mod, thankyou so much !

SquareSteelBar
02-16-07, 03:52 PM
Hi DD,

many thanks for that nice release.:up:
Is it possible to additionally upload it elsewhere? Preferably to Terrapin's Site?
Since one week I'm not able to dl from FileFront anymore for some weird reasons.
:damn:
- Does anybody know what's goin' on there?

Greeting,
SSB

Morts
02-17-07, 04:38 AM
could anyone upload it to another site:)
filefront wont let me download:shifty:

Tikigod
02-17-07, 06:22 AM
Those lifebelts :o wow!

Those look incredibly real!

Excellent work :up:

Safe-Keeper
02-17-07, 09:06 AM
Here's hoping GWX implements all this come the next update.

Edit: If you put the rowboat on land, it rattles a little before settling down, but it lies still once it "gives up" trying to get off the ground. The barrel is far worse, it jumps around like a kangaroo and eventually leaps into the water unless it's placed far in-land.

bigboywooly
02-17-07, 10:29 AM
Not had chance to look at this yet
Can you adjust the height ?
If you can ,you can " drag " the models into land so they appear half buried

Will have to have a look once finished with the GWX update

Safe-Keeper
02-17-07, 10:38 AM
Read the "Edit" section of my last post:p.

DivingDuck, if you could create an intact rowboat as a land unit, possibly with a selection of different textures, that'd be really great:up:.

aloe1
02-17-07, 11:01 AM
Looks great but cant get it to download on filefront ????:cry: :cry: :cry:

DivingDuck
02-17-07, 03:05 PM
Moin,

@all:
thank you for your allowance. Iīm surprised how many have downloaded it already.

@SSB:
tried to upload it to URBS - no success.

@S-K:
Here's hoping GWX implements all this come the next update.

Edit: If you put the rowboat on land, it rattles a little before settling down, but it lies still once it "gives up" trying to get off the ground. The barrel is far worse, it jumps around like a kangaroo and eventually leaps into the water unless it's placed far in-land. never tried to put a barrel on shore. Iīll have to check that one out. Iīll report back when the error is found. Meanwhile you could clone a new barrel and delete the *.sim file. This way it will never ever move an inch.

DivingDuck, if you could create an intact rowboat as a land unit, possibly with a selection of different textures, that'd be really great:up:.Yes, Iīll deliver the intact rowboat in addition, different textures will need some time. But why do you want to have it as a land unit?

Those lifebelts :o wow!

Those look incredibly real! It was you who found the photographs. Thank you.

Regards,
DD

Safe-Keeper
02-17-07, 04:02 PM
Yes, Iīll deliver the intact rowboat in addition, different textures will need some time. But why do you want to have it as a land unit?I want to make some villages with rowboats pulled up on the shore, for atmosphere's sake.

Capt.Crackerjack
02-17-07, 08:11 PM
:cry: Please help! Same problem as mentioned by aloe1 and others: please give alternate d/l site because Filefront is blocking access!

bigboywooly
02-17-07, 08:53 PM
:cry: Please help! Same problem as mentioned by aloe1 and others: please give alternate d/l site because Filefront is blocking access!

Try it here also

http://www.mediafire.com/?cwtwn3fknwi

Capt.Crackerjack
02-18-07, 01:26 AM
:up: Ok, got it; thanks for the alternate d/l site help!

Myxale
02-18-07, 02:04 AM
This is a must have mod! :up:
Great work there!

DivingDuck
02-18-07, 04:58 AM
Moin,

thanks BBW for uploading it to another site. Tried several hosting services already. URBS seems to have a server problem, actually. Filefactory denied my access too, until this morning. So hereīs one more alternative d/l : DD_Debris_V1_1.rar (http://www.filefactory.com/file/d1dd2a/) (ca13.8MB)

Enjoy and report back for problems or suggestions!

Regards,
DD

Morts
02-18-07, 07:06 AM
:cry: Please help! Same problem as mentioned by aloe1 and others: please give alternate d/l site because Filefront is blocking access!
Try it here also

http://www.mediafire.com/?cwtwn3fknwi


thanks BBQ...i mean BBW:up:

:rotfl::rotfl:

bigboywooly
02-18-07, 07:48 AM
:hmm:

No worries DD
Hope you didnt mind mate

SquareSteelBar
02-18-07, 11:38 AM
THANKS http://img246.imageshack.us/img246/8399/thumbsup4kk.gif

to DD and bbw for providing additional DLs

SSB:rock:

Safe-Keeper
02-18-07, 04:35 PM
This will be so good.

NiKuTa
02-18-07, 10:49 PM
Nice work :). this look great :).
If anyone want this derbits in capaing - download this file http://files.filefront.com/Derbits_in_campaingrar/;6769818;;/fileinfo.html

Instalatnion.
-You mast have Derbits V.1.1
-you must be in port
-beckup you campaing file (now only Campaign_RND.mis)
-Open mission editor
-Open - Campaign_RND.mis end merge your Campaign_RND.mis with my mod (derbits.mis).
-save file :).
This is my beta file for testing. So if there will be some problems give me a call :)

After instalation you should spoot some derbits in almoust whole world. :D

DivingDuck
05-16-07, 11:41 AM
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?

http://img508.imageshack.us/img508/4162/mine002ob6.jpg http://img508.imageshack.us/img508/8352/mine003sa9.jpg

The test mission has been updated too.

Full version: hier (http://files.filefront.com/DD_Debris_V12rar/;7523953;/fileinfo.html) (ca 13.83MB)
Update version : hier (http://files.filefront.com/DD_Debris_V12_Updaterar/;7524066;/fileinfo.html) (ca 450KB)

Activate via JSGME.

Regards,
DD

bigboywooly
05-16-07, 12:27 PM
V nice DD
:up:

Now lets see what can be done to make it explode eh :hmm:

denis_469
05-16-07, 12:29 PM
Thanks for all you mods

ReallyDedPoet
05-16-07, 12:52 PM
Nice:up:

RDP

Alex
05-16-07, 01:22 PM
:huh:

:smug:

nikbear
05-16-07, 01:25 PM
Excellent!Great stuff DD,downloading now:up:

bruschi sauro
05-16-07, 02:31 PM
Wonderfull mod mate thks for the well done job.:rock:

kakemann
05-16-07, 02:32 PM
Wow man, this looks great! :rock:

nikbear
05-16-07, 07:42 PM
Downloaded the file and opened it up to extract it to my mods folder and noticed a neromedia file and a truevision targa image in the rar file,what are they for?

bigboywooly
05-16-07, 11:40 PM
Downloaded the file and opened it up to extract it to my mods folder and noticed a neromedia file and a truevision targa image in the rar file,what are they for?

I had an Adobe Acrobat file on how to install
Not the files you list

DivingDuck
05-17-07, 02:27 AM
Moin,Downloaded the file and opened it up to extract it to my mods folder and noticed a neromedia file and a truevision targa image in the rar file,what are they for?
The *.tga file(s) is/are used for texturing.
Donīt know neromedia file format. Which file could that be? Could you be more precise and give the names of the related files?

Regards,
DD

nikbear
05-18-07, 07:58 AM
the file reads
mine_01.dat neromediaplayer 10/04/2007 23:15 33.899 82% 6,169 dd_debris_v1.2 update\data\sea\mine_01

DivingDuck
05-18-07, 11:35 AM
Moin,
the file reads
mine_01.dat neromediaplayer 10/04/2007 23:15 33.899 82% 6,169 dd_debris_v1.2 update\data\sea\mine_01 this file holds all relevant information for the respective unit such as 3d objects, textures used, nodes for loadout, sound, smoke. All other files in a unitīs folder refer to that file.

Regards,
DD

bigboywooly
05-18-07, 11:43 AM
Looks like your nero media player is associated with dat files thats why it shows as that

nikbear
05-18-07, 02:03 PM
So it gets installed with the rest of the file,dosen't need to be excluded:hmm:

bigboywooly
05-18-07, 02:06 PM
No it needs to be installed mate

nikbear
05-18-07, 02:14 PM
Cheers,Thanks for the quick reply:up:

ReM
05-18-07, 03:06 PM
Dowloading now...

Looks great Divingduck!:up:

TheDarkWraith
10-01-07, 09:44 AM
DD,

Do these show up as debris when the ship slips under the water like the rest of the debris that currently shows? Are these coded as 'debris' or are they instantiable objects that remain until destroyed? These would be a nice addition to my SH4 effects (and more) for SH3 mod. I would like more information on these objects and this mod please..:yep:

bigboywooly
10-01-07, 10:16 AM
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship

TheDarkWraith
10-01-07, 10:25 AM
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship


Can these be spawned at random? Like when a ship sinks and the debris pops up can these be spawned the same way?

bigboywooly
10-01-07, 11:09 AM
I dont think they can in the current form
All is possible I suppose

Carotio
10-02-07, 06:44 AM
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship


Can these be spawned at random? Like when a ship sinks and the debris pops up can these be spawned the same way?

They are unittype 105=environmental.
Supposely, one could make a RND entry with 105 units spawning on the same route as a convoy, but that could mean other unwanted 105 units spawning as well.
A sinking ships should spawn a 105 unit then...
IIRC DD was trying to make such as trigger, but never discovered it...

So a couple of 105 units in SCR would make a random meeting at an ocean look like, you were too late. An imiginary experience...

TheDarkWraith
10-02-07, 07:38 AM
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship


Can these be spawned at random? Like when a ship sinks and the debris pops up can these be spawned the same way?

They are unittype 105=environmental.
Supposely, one could make a RND entry with 105 units spawning on the same route as a convoy, but that could mean other unwanted 105 units spawning as well.
A sinking ships should spawn a 105 unit then...
IIRC DD was trying to make such as trigger, but never discovered it...

So a couple of 105 units in SCR would make a random meeting at an ocean look like, you were too late. An imiginary experience...

I'm not looking to spawn them using RND or SCR, I'm looking to spawn them using the 'CreateObject' of the EffectLauncher if possible.