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View Full Version : Humble request for modding tips and scripting


petbse
05-03-07, 06:17 AM
Hello friendly Kaleuns, I started my Naval Career just in 2007 and I am really hooked up on this game and especialy ubercool GWX mod. :|\\ Thanx devs. And I just registered here. I would like to ask few things. 1) Herr kpt. Lehman where is my potato peeler??? :lol::p 2) Is there any possibility to script things in SH3? Everything in mods i have seen to date is config tweaking or hex hacking the hardcoded internals. I was searching forums (not really intensive so I probably overlooked much) but noone mentions any scripting besides rubinis campaign scripts. I would like to work on AI torpedoes, my first shot thought was to use aircraft running in negative height with practicaly infite life that would explode upon distance of other craft.(with torpedo model and torpedo explosion animation) but i fear this is not possible w/o SDK. Are there any means to insert craft to the map upon some condition (AI fire request, reaching some sector, time???):x And with my lack of skills(I teoreticaly should be a programmer as I study such Comp Science but studying and knowing are different things :know:). Soo I would like to have this thread as a first line for novice game tweakers and a recruitment ground for some Elite mod devs like GWX team(*intensive dev team worshiping included *) :D

Jimbuna
05-03-07, 06:24 AM
Welcome aboard kaleun petbase, the galley is aft :arrgh!:

Over to you Kpt. ;)

petbse
05-03-07, 06:34 AM
I thank you kind sir. Is smoking thru snorkel permited? And where is the ships fridge please? I would like some BdUs beer. :D :D

Jimbuna
05-03-07, 06:49 AM
I'm afraid we run a dry boat on GWX over at 'The Den'.....the exception being the celebrations for each new update release ;)

danlisa
05-03-07, 06:53 AM
Welcome Aboard Bilge Rat.:up:

In the Kpt's absense, I am authorised to issue you your apron and direct you to the galley. However, you shall not be issued a potato peeler until the proper risk assessment has been carried out. It's a dangerous weapon, don't you know.;)

Welcome:sunny:

I would try your hand at something a little less complicated than AI Torps first.;) If you want to look at scripting and triggers, try playing around with the campaign layers in the mission editor or word.

Good to have another potential modder.:D

Pablo
05-03-07, 06:55 AM
Hi!

2) Is there any possibility to script things in SH3? Everything in mods i have seen to date is config tweaking or hex hacking the hardcoded internals. I was searching forums (not really intensive so I probably overlooked much) but noone mentions any scripting besides rubinis campaign scripts. Almost all the hex editing is to modify binary datafiles: the hardcoded internals remain generally untouched due to Ubisoft's anti-hacking measures, absent an SDK. You can use the SH3 Mission Editor to create or modify scripted game events.

I would like to work on AI torpedoes, my first shot thought was to use aircraft running in negative height with practicaly infite life that would explode upon distance of other craft.(with torpedo model and torpedo explosion animation) but i fear this is not possible w/o SDK. Are there any means to insert craft to the map upon some condition (AI fire request, reaching some sector, time???):x My guess is "probably not" since I haven't found it in the Mission Editor, but I could have overlooked something. Good luck!

Pablo

petbse
05-03-07, 08:06 AM
I am really just a potential modder and I wanted to know what is known to be possible and what we can change in the game without problems. BTW what does CTD stand for? Corrupted data? Conflict in the dev team :D ??? As I feared runtime unit creation is not believed to be possible. I have played many moddable games before for e.g. Halflife's CS but never I have felt such urge to make something new to the game, maybe thats the spirit of defience to Ubisofts unvillingness to release SDK to help modders to mod in comfortable way. :arrgh!::arrgh!: As we know comfort is not for pioneers of see. :D

But as my lazyskill has a legendary status I fear no modding instead of forum jabbering will ever come from me but one must always try to bring one's lazy aft to move. :D

danlisa
05-03-07, 08:17 AM
CTD = Crash To Desktop

You will eventually come to hate those 3 letters.:rotfl:

bigboywooly
05-03-07, 09:07 AM
You can only use triggers in single\multi missions
The career mode doesnt support them

petbse
05-04-07, 05:45 AM
So as I see scripting is nearly imposible or not very intuitive so I will explore data files and shipmodels first. I'm curious how will it go. I will do some research about pack3d and datafiles syntax and have a look on some sergbuto's and Iamimbecile's threads to find some tips. I have some candidate ships, something special. (like some 2300tons 1910 dredger, until now I didn't even know this word :D although I have seen some smaller ones doing their thing on lakes in Slovakia :) ) I have not done anything in 3d software since my semester project Katana, that was sharp and edgy but the textures made it look more like enlarged exotic envelope knife :)

petbse
05-04-07, 02:11 PM
Hi guys, in my current obsession with modding I came to conclusion that only thing left to do for me is to make "Da Best(tm)" ship model:lol::yep: But pack3d or maybe blender (3dprogram) gives me trouble:hmm::hmm::hmm::hmm: I am able to get 3d data out of it and import it as na .obj but strangely the scale is different with every object. Tried T2 today and opened NOTM_T2.obj a have nice T2ish hull no problem here. But here it comes. I import NOTM_MainDeck.obj and that thing is maybe 2 times bigger then the whole hull. Strange enough by looking in .obj of T2 I found that vertex values are roughly 10times bigger than those in MainDeck so it should be bigger but the opposite is true. :doh: I fear that blender is doing some normalization (maybe takes bigest value in file and marks it 1unit and other scales acordingly). Have you ever encountered this behaviour in some other 3dApp (3dMAX, wings3d)? I am not sure if this is general .obj related problem or pack3d or some deviation of .obj format by Ubisoft team. Does SH3 engine do some scaling of components or is this just some missintepretation on the way from binary to vertices on Monitor? :dead:


EDIT: My bad the blender has importing option called clamp scale, you must use 0 as value this is the normalization. I used it on all other components but didnot use it on t2 :D And it's value was 10 so the vertices were not roughly ten times smaller they were 10 times smaller :D

I am thinking I will make this thread my personal modding experience journal and newbie tutorial. Comment as much as you want, the more the better. When I make some watchable working model (if ever ) I will consider making some comprehensive tutorial for Blender and SH3 modding.

Jimbuna
05-04-07, 02:56 PM
The best of luck kaleun :up: