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DivingDuck
07-10-07, 09:39 AM
EDIT: 04-SEP-2007

Buoy_Mod_V2.0 released.

!!! DISABLE OLDER VERSIONS BEFORE USE !!!


Whatīs new:
changed to external textures
removed all steady light buoys
adjusted flashing pattern - 2sec return - 1sec on / 1 sec off
light turns off between the cycles
added optional top signs for "Gary"-buoys
added DD_Numbers.dat (needed to attach numbers and/or top signs to "Gary-buoys"
Download: here (http://files.filefront.com/DD+Buoys+V20rar/;8473071;;/fileinfo.html) (ca 4.07MB)




EDIT: 25-JUL-2007

Buoy_Mod_V1.0 released.

http://img404.imageshack.us/img404/9552/allbuoy003fz5.jpg (http://imageshack.us)


I donīt call this my mod as many have worked hard to achieve this goal. Iīm just the guy who put this together. This mod contains 6 buoys with flashing/steady lights and bell ringing sound. Itīs best to use with the Campaign_SCR.mis. I hope someone more talented and familiar with mission editor takes up on this issue. Allthough Iīve created a little demo mission it is not intended to be used for single mission design only.
2 different buoy models
6 different buoys
transparent glass
flashing / steady light version
numbering plates (controllable via mission editor)
bell ringing sound
ambient soundATTENTION when installing and using this mod.

Iīve packed 3 different SH3.sdl files into the archive.
SH3.sdl_GWX103
SH3.sdl_NYGM
SH3.sdl_StockWhen installing, make sure to copy the respective SH3.sdl_??? from the Buoys_V1.0\documentation folder to ...\MODS\... .
Enable this tiny addition, before running it the first time. Otherwise you will not hear any bellringing sound.


READ THE INSTALLATION INSTRUCTIONS CAREFULLY !!!



CREDITS GO TO (IN NO PARTICULAR ORDER):
trainer1942
revitalizing the original mod made by Gary
Gary
3d model 1
1930 model update
basic skins
Pontius
3d model 2
basic skins
nautical advices
Rubini
info on how to make the buoys stationary / sample files
Ref
info on how to attach all new sound files / sample files
Alex
ambient sound
indefatigable sound mixing
KarlSteiner
info for technically correct texturing
lots of info about correct use of buoys
3d models for use with further updates
GWX/NYGM
for giving permission to use their files Download here: Buoy_Mod_V1.0 (http://files.filefront.com/Buoys+V10rar/;8141305;;/fileinfo.html) (ca 6.5MB)


Regards,
DD

Alex
07-10-07, 09:43 AM
:o :o :o :o :o :o

This mod is absolutely marvellous. DEAR DD, THANK YOU VERY MUCH FOR YOUR HARD WORK. :o :o :o :arrgh!:

The unstoppable Diving_Duck strikes again ! http://yelims.free.fr/IPB/Invision-Board-France-69.gif :rock:

bigboywooly
07-10-07, 09:53 AM
The unstoppable Duving_Duck strikes again ! http://yelims.free.fr/IPB/Invision-Board-France-69.gif :rock:


Who is DUVING DUCK ? :rotfl:

Agreed great work as ever DD

Alex
07-10-07, 09:58 AM
The unstoppable Duving_Duck strikes again ! http://yelims.free.fr/IPB/Invision-Board-France-69.gif :rock:


Who is DUVING DUCK ? :rotfl:

Agreed great work as ever DD

:88) :rotfl:

I've edited my message. :up:
:rotfl:

dmlavan
07-10-07, 10:05 AM
DD - this looks great! Appreciate all the tweaks you've made so far, too. Is there any way to add these to the campaign, or are these only usable in player-made single missions?

If only in player-made missions... is it possible to go into the campaign maps and manually add these? Sounds like a challenge, but if so I'd be willing to give it a shot.

DivingDuck
07-10-07, 10:17 AM
Moin,
...
If only in player-made missions... is it possible to go into the campaign maps and manually add these? Sounds like a challenge, but if so I'd be willing to give it a shot.
the original ReadMe says to put it into the Campain_SCR. But doing so resulted in a CTD. But as the MissionEditor isnīt my best friend, Iīve most probably made a mistake.

Regards,
DD

bigboywooly
07-10-07, 10:27 AM
If you want to fire them over DD will look at in mission ed if you like
Its not my friend either but we have come to an understanding
:rotfl:

lutzow
07-10-07, 10:35 AM
AMAZING STUFF!!!
----these BUOYs could be in entrance of each port to shine the way for shipZ----
[in SH3 patched and modded to ver. GWX 1.4]:D

Perfect work Ducky!!

DivingDuck
07-10-07, 10:46 AM
Moin,
If you want to fire them over DD will look at in mission ed if you like
Its not my friend either but we have come to an understanding
:rotfl:
thanks for the offer. But as I donīt have permission to release by the original author Iīll withhold it for the moment. Besides thereīs still a lot of garbage in the *.dat file I have to remove.
In case Gary doesnīt reply, Iīll make a new one from scratch or ask ppontius to use his model.

Regards,
DD

pontius
07-10-07, 11:26 AM
Hi Diving Duck,
nice work as usually ;)
If you get no answer from Gary (I think he is banned from subsim :hmm:)
you can always use my model. I can't finish it this year anyway. But you know it is my first 3D-model ever and lacks efficiency and the mapping is bad. So maybe a new model would be best. But if you want to I can always send you my buoys :)
greetings,
pontius

DivingDuck
07-10-07, 12:03 PM
Moin,
Hi Diving Duck,
nice work as usually ;)
If you get no answer from Gary (I think he is banned from subsim :hmm:)
you can always use my model. I can't finish it this year anyway. But you know it is my first 3D-model ever and lacks efficiency and the mapping is bad. So maybe a new model would be best. But if you want to I can always send you my buoys :)
greetings,
pontius
thatīs good news. I still have your model, as I donīt throw away good stuff. So, if thereīs nothing changed ...

Regards,
DD

AOTD_MadMax
07-10-07, 12:49 PM
Hey great Work !

I got an Idea for this buoyīs for better handling in Missioneditor !

If you take them one by one into the Map its an hard work but if you can made a String out of them yust like an Subnet it would be easy to bring them in.
The settings must be one bouy each seamile ( 1,8 Km ).
So they have to be in the Ordnance !

Is it possible to work out ?

MFG

AOTD|Madmax

pontius
07-10-07, 01:00 PM
Nothing changed, except that i tried to make it a clone of your barrels to get a better swimming-performance. Now they are still cloned-iceberg-dats -> slowly up and down movement and sub-killing :) But since then time went away, so the version you have is the furthest. :roll:

DivingDuck
07-10-07, 01:44 PM
Moin,

@pontius:
I taught your buoy manners. ;) The only thing I need is the 3D model.
But the old problem of drifting away still persists. :shifty:

@AOTD_MadMax:
Sorry, but unfortunately thatīs not possible. The link between "StaticObject" (minefield dummy and subnet dummy) and "UnderwaterFloatingObject" (mines and subnets) is hardcoded. No way to create a new set unless the SDK is released. But nobody of us will live long enough to see.



Regards,
DD

WilhelmSchulz.
07-10-07, 02:49 PM
This has to be added in GWX1.04! :rock:

bigboywooly
07-10-07, 02:51 PM
This has to be added in GWX1.04! :rock:

Well as its not finished yet I doubt it very much

Dowly
07-10-07, 03:28 PM
Ok, now all we need is a big as* White shark and the theme from Jaws. :yep:

Anvart
07-10-07, 03:31 PM
This has to be added in GWX1.04! :rock:

Well as its not finished yet I doubt it very much
It will be a good marker of pass in mine fields...:up:

bigboywooly
07-10-07, 03:54 PM
Yes it will Anvart
Time is running out though
If it was ready yesterday would be ok
lol

Alex
07-10-07, 04:15 PM
If it was ready yesterday would be ok
lol

1.04 is not so far, then... :oops:

It may appear as strange ( :88) ) but considering 1.04 will stay the last one, I really wish you guys release this "update" later than you will, in order to have this buoy into 1.04... and probably a lot of other things. :rotfl: :oops:

bigboywooly
07-10-07, 04:18 PM
If it was ready yesterday would be ok
lol

1.04 is not so far, then... :oops:

It may appear as strange ( :88) ) but considering 1.04 will stay the last one, I really wish you guys release this "update" later than you will, in order to have this buoy into 1.04... and probably a lot of other things. :rotfl: :oops:

There are reasons why the time span is as it is
Besides new stuff is released all the time
The line has to be drawn somewhere

CaptainCox
07-10-07, 04:18 PM
Brilliant DD, will get me this. Still have not reinstalled SH3 after a major overhaul of my HD's. Just waiting for GWX 1.04.

Alex
07-10-07, 04:23 PM
If it was ready yesterday would be ok
lol

1.04 is not so far, then... :oops:

It may appear as strange ( :88) ) but considering 1.04 will stay the last one, I really wish you guys release this "update" later than you will, in order to have this buoy into 1.04... and probably a lot of other things. :rotfl: :oops:

There are reasons why the time span is as it is
Besides new stuff is released all the time
The line has to be drawn somewhere

Hmm, you're right... That's true. :oops: :arrgh!:

Edit

What I mean is that it would have been good to wait for this mod (the reworked buoy) to be released, simply cause it appear as an essential one, that all of us will install on a GWX 1.04 installation... That's all. :up:

WilhelmSchulz.
07-10-07, 04:35 PM
It may appear as strange ( :88) ) but considering 1.04 will stay the last one, I really wish you guys release this "update" later than you will, in order to have this buoy into 1.04... and probably a lot of other things. :rotfl: :oops:
I agrie 210%

@ DD
I dont think you will get a response from Gary via SS, hes been banned try E-Mail.

WilhelmSchulz.
07-10-07, 05:47 PM
Here is the orignal work.

http://www.subsim.com/radioroom/showthread.php?t=99776&highlight=Bouy

Kpt. Lehmann
07-10-07, 06:23 PM
[quote=Alex]
It may appear as strange ( :88) ) but considering 1.04 will stay the last one, I really wish you guys release this "update" later than you will, in order to have this buoy into 1.04... and probably a lot of other things. :rotfl: :oops:
I agree 210%

quote]

Guys, I wish it was that simple, but it is not.

Whether it is this mod... some other mod... we often have to make decisions that feel like we are cutting off fingers to close the hatch and put things together.

It is harder now than ever before too. If we do not choose a stopping point we could go on forever... and we would never be finished.

Often, decision making is depressing and very complicated work. At times, very good ideas must be left by the roadside... for any number of equally good reasons.

We will see what happens. Diving Duck is a real wizard.

Now "Duving Duck" I don't know who that guy is, but if he is as good as Diving Duck... We are in for a real treat! :rotfl:

TheDarkWraith
07-10-07, 11:28 PM
guys there is an easy (relatively) solution to this 'problem'. We assemble a new GWX team and call ourselves GWX-x or something. I'm not here to hijack this thread but just pointing out the obvious........:yep:

Besides I LOVE a challenge.......

flakmonkey
07-11-07, 05:57 AM
DD: if your still in need of a bouy model i`d be happy to model one, should only take a couple of mins..... let me know.

Alex
07-11-07, 06:26 AM
Guys, I wish it was that simple, but it is not.

Whether it is this mod... some other mod... we often have to make decisions that feel like we are cutting off fingers to close the hatch and put things together.

It is harder now than ever before too. If we do not choose a stopping point we could go on forever... and we would never be finished.

Often, decision making is depressing and very complicated work. At times, very good ideas must be left by the roadside... for any number of equally good reasons.

@ Kpt : yes, I completely understand, and I don't discuss the decision you made... But I must say it was nice, and pleasant to know that skillful people (you GWX dev team) work on this game... Now, I think we're going to not feel so good cause we know that the GWX development adventure came to end... :(

... until the day you start the SH3 to SH4 GWX conversion. :rotfl: :p


Thanks for this awesome masterpiece, all of you dev team members.
You rule. :rock:

Alex
07-11-07, 06:28 AM
DD: if your still in need of a bouy model i`d be happy to model one, should only take a couple of mins..... let me know.

http://www.crypticmadness.com/Forum/images/Smiles/party09.gif

Hitman
07-11-07, 06:58 AM
we often have to make decisions that feel like we are cutting off fingers to close the hatch and put things together.

It is harder now than ever before too. If we do not choose a stopping point we could go on forever... and we would never be finished.

Often, decision making is depressing and very complicated work. At times, very good ideas must be left by the roadside... for any number of equally good reasons.


I can well understand that :up: it brings back old memories from the time we were developing Pacific Aces; we also had tons of stuff lying around, but since modding is an ongoing process we needed to put and end line somewhen and leave lots of good stuff out:cry: That's unfortunately what happens also to the Dev Teams in games like SH3/4. I bet if they had had some more months we would have received much better games, but on the other side we could equally be still waiting here a release with continuous improvements delying it:hmm:

DivingDuck
07-11-07, 02:09 PM
Moin,
DD: if your still in need of a bouy model i`d be happy to model one, should only take a couple of mins..... let me know. thank you for your offer. I take any model I can get. Actually I have two different 3d models, the one made by Gary and one from Pontius. I'll post a pic of the second one asap, just to prevent you from building the same. I'm just reworking his (pontius') model's uvw mapping.
The only thing I would ask you, when modelling a new buoy, is to give a separate face ID to all faces that are made of glass and are supposed to be transparent. All the other faces should be given another ID.
Looking forward to your model(s). Variety is welcome.


EDIT
Here are the 3d models I have:

http://img59.imageshack.us/img59/9606/buoys002fy2.jpg
(rendered pic)

the left one has been made by pontius, the right one by Gary.


Regards,
DD

WilhelmSchulz.
07-11-07, 03:59 PM
I like the one by Gary Better.

bigboywooly
07-11-07, 04:02 PM
Pontious's one could do with being a bit low in the water
Both cool
Crack on DD I may yet get to squeeze them in



No pressure
:rotfl:

Alex
07-11-07, 04:15 PM
Pontious's one could do with being a bit low in the water

:yep:
I like the one by Pontius better, but yes, both look really nice.



Crack on DD I may yet get to squeeze them in
No pressure
:rotfl:

:rotfl: :rock: :rock: :rock: :rock: :rock: :rock:

Kpt. Lehmann
07-11-07, 06:11 PM
One question though. (Sorry if I missed this already being covered somewhere.)

How would we keep the bouys from drifting around like docked ships in SH3.

I can just see my U-boat smacking into one now.:-?

mkubani
07-11-07, 06:24 PM
It sounds like to me that if you give Kaptain a really smart answer that would make him go "Hmmm, interesting...", then he may accept the buoy in GWX 1.04. :sunny:

WilhelmSchulz.
07-11-07, 07:16 PM
Pontious's pne could do with being a bit low in the water
Both cool
pne what dose that stand for? :rotfl:

Alex
07-12-07, 04:08 AM
How would we keep the bouys from drifting around like docked ships in SH3.

I can just see my U-boat smacking into one now.:-?

I talked to DD the day before yesterday, and you're right Kpt., that's the question. The only way to fix it would be to make them stationary, not moving up and down. :-?

Woof1701
07-12-07, 04:30 AM
How bad is the drifting issue? I never noticed, that the ships in SH3 drifted far from the docks and certainly never collided with one because of that. I only collide with them through my own stupidity ;-)

Kpt. Lehmann
07-12-07, 05:19 AM
How bad is the drifting issue? I never noticed, that the ships in SH3 drifted far from the docks and certainly never collided with one because of that. I only collide with them through my own stupidity ;-)

Well, with smaller docked ships like S-boats, the drift is immediatedly noticeable after only a few minutes. It is as if no mooring lines were tied or no anchor dropped.

The smaller the object, the worse the drift.

WilhelmSchulz.
07-12-07, 06:20 AM
This has probly allready been thought of but would it be posible to find the dat files that keep the mines in place and use thoes?

Alex
07-12-07, 06:26 AM
DD already thought of that.

I quote him : "I've asked for help already regarding my floating marina. but nobody had a solution. a way to make it real would be to create a "staticObject" and link a "UnderWaterFloatingObject". Thatīs the way Minefields and SubNets stay where they are. The only movement they do is up an down. But this link is hardcoded."

Kpt. Lehmann
07-12-07, 07:10 AM
DD already thought of that.

I quote him : "I've asked for help already regarding my floating marina. but nobody had a solution. a way to make it real would be to create a "staticObject" and link a "UnderWaterFloatingObject". Thatīs the way Minefields and SubNets stay where they are. The only movement they do is up an down. But this link is hardcoded."

Well, thanks to hard-coding... that may be our answer right there. :down:

Kudos to Diving Duck all the same.

Alex
07-12-07, 07:52 AM
Yes... But you said it, this man is a wizard. So let's keep hope alive.

http://yelims3.free.fr/Jesuis/merlin.gif ;)

:up:

Rubini
07-12-07, 10:54 AM
Hi DD,
Hi mates,

I'm very absent from SH3 forums lately (and also from mod work on GWX)...so I hope that all you guys are going well!:up:

Almost an year ago Gary give me permission to use and adjust his buoy for possible use with GWX. Then that political problem arrive and i left all the work on this matter aside.

I adjusted his buoy to really don't move from the desire position in game (to avoid the same problem that docked ships have on sh3) and also fixed all little problems to correctly put it on ME and fix all related bugs, how the crew detect it, etc...I also even have a layer to be put over GWX that already have the buoys over the minefields and nets, etc...
I can't promisse any mod work more on SH3 (I yet don't "put" yours debris on GWX as I had promissed...sorry :oops: ) but if someone needs my knowledge on how to correctly fix and use the debris and the buoy on the Campaign files I can provide with pleasure!

Cheers mates!

Rubini.

bigboywooly
07-12-07, 10:59 AM
Yes pls Rubini
Long time no see my friend
Hope all is well with you ?

I forgot you had the buoy :damn:

Rubini
07-12-07, 11:07 AM
Yes pls Rubini
Long time no see my friend
Hope all is well with you ?

I forgot you had the buoy :damn:

Hi BBW,
How are you mate?

Yes i have all that and ready. The DD idea/new 3D model is very good. Let's wait for his reply and then, if you want, I can give to you all that knowledge to you put them in game.;)

DivingDuck
07-12-07, 01:11 PM
Hey Rubini,

Iīm especially interested in how to make it stay at the desired position. I tried to add a chain intersecting the seafloor. It worked, but not very well. The only movement left was up and down, but very very slowly. Almost not recognizable. Thatīs why I dumped this approach. Would be very interested to see how you solved this problem.
And as youīve got permission by Gary to improve/release I assume everybody else has it too, right? If youīre willing to share info, Iīll send you my mail address via PM. Thatīs a bit easier.

Awaiting your reply,
DD

Alex
07-12-07, 01:16 PM
:p :D :up:


:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:

DivingDuck
07-12-07, 02:49 PM
Hi Rubini,

your PM box is overloaded.

Cheers,
DD

pontius
07-12-07, 03:35 PM
its coming along :):up:

Rubini
07-12-07, 07:19 PM
Hi Rubini,

your PM box is overloaded.

Cheers,
DD
Sorry mate!
Just deleted some old messages, so you can contact me now!;)

Edit: the trick to make a stationary floating object on SH3 (but with ondulation movement) is to hex edit its max velocity or power rpm...I donīt remember exactly what I made an year ago but will be very easy to check because I have the original and obviously the one that I modify.:up:

DivingDuck
07-13-07, 05:01 AM
Hey Rubini,

Edit: the trick to make a stationary floating object on SH3 (but with ondulation movement) is to hex edit its max velocity or power rpm...I donīt remember exactly what I made an year ago but will be very easy to check because I have the original and obviously the one that I modify.:up: thanks for the tip. Iīve tried this a year ago as well. But as Iīve got CTD after setting those values to "0" I abandoned this approach. Thanks to you Iīm trying this again in this very moment. And it seems as if the buoy stays in position. At least it did for 8 hours (under timecompression) now.

EDIT: Iīve been a little to enthusiastic. They still drift. Going to dig deep into the *.sim now.

Regards,
DD

WilhelmSchulz.
07-13-07, 06:04 AM
EDIT: Iīve been a little to enthusiastic. They still drift. Going to dig deep into the *.sim now.
Keep at it DD! :rock:

Alex
07-13-07, 06:14 AM
Good luck !
:rock:

Rubini
07-13-07, 08:43 AM
Hey Rubini,

Edit: the trick to make a stationary floating object on SH3 (but with ondulation movement) is to hex edit its max velocity or power rpm...I donīt remember exactly what I made an year ago but will be very easy to check because I have the original and obviously the one that I modify.:up: thanks for the tip. Iīve tried this a year ago as well. But as Iīve got CTD after setting those values to "0" I abandoned this approach. Thanks to you Iīm trying this again in this very moment. And it seems as if the buoy stays in position. At least it did for 8 hours (under timecompression) now.

EDIT: Iīve been a little to enthusiastic. They still drift. Going to dig deep into the *.sim now.

Regards,
DD

OK!
Check your email.

In my tests they are stationary and all works well.;)

DivingDuck
07-13-07, 09:30 AM
Moin,

@Rubini:
thanks for your mail.

@FlakMonkey:
Do you intend to build another buoy model? Iīd like to release a package then. So far Iīve got the "Gary"-buoy and the "Ponitus"-buoy, both in 3 different colors (port side/starboard/danger). The flashing/steady lights will be colored accordingly.

@all:
Feeling better now. After building an all new mission the buoys seem to stay where they are intended to.
Going to finish the other ones.



Regards,
DD

Reece
07-13-07, 09:38 AM
Excellent news DD & Thanks Rubini, long time no hear, been on holidays!!:D

Alex
07-13-07, 11:45 AM
@ DD : YOU RULE.




Just wanted to tell you this. http://www.crypticmadness.com/Forum/images/Smiles/sasmokin.gif

@ Rub' : thank you very much for your help, mate !! :up: :arrgh!:

@ all : So we're going to have this awesome thing that the floating marina is ! :huh:


That's so cool. :smug:

http://img409.imageshack.us/img409/6791/df4so2.gif

Alex
07-14-07, 05:10 PM
Any news ? http://img175.imageshack.us/img175/2444/smibx6.gif



:smug: :88) :up:

Rubini
07-15-07, 11:09 PM
Any news ? http://img175.imageshack.us/img175/2444/smibx6.gif



:smug: :88) :up:

I can asure you that DivingDuck is working on this and probably will release the mod soon!:yep:

Alex
07-16-07, 03:54 AM
:D :up: :rock:

DivingDuck
07-16-07, 09:28 PM
Moin,

need some help. How tall is a buoy?

http://img124.imageshack.us/img124/4351/buoyssize004tk4.jpg http://img101.imageshack.us/img101/3472/buoyssize002ex2.jpg

I really need this information. The buoy mod is ready to release. But I donīt know how tall they should be. Even donīt know whether the skins are correct.

This is what I have at the moment:

2 Buoy Models (see pics above)

2 green with flashing light / steady light
2 red with flashing light / steady light
1 yellow with flashing light / steady light
1 black with flashing / steady light



Waiting for reply.

Regards,
DD

dmlavan
07-16-07, 10:07 PM
DD - the simple answer is they come in many sizes. Most navigational buoys are 1-2 m high out of the water. You can also have some large ones (3m) for large navigational hazards. However, the ones I typically see in ports (US, European and South American) are 1-2m.

TarJak
07-16-07, 10:19 PM
These photos give an idea of the size of a pre WWII (1926) navigational buoy:
http://enc.slq.qld.gov.au/logicrouter/servlet/LogicRouter?PAGE=object&OUTPUTXSL=object_enc36ui.xslt&pm_RC=REPOPQDB&pm_OI=1365&api_1=GET_OBJECT_XML&num_result=0
http://enc.slq.qld.gov.au/logicrouter/servlet/LogicRouter?PAGE=object&OUTPUTXSL=object_enc36ui.xslt&pm_RC=REPOPQDB&pm_OI=1373&api_1=GET_OBJECT_XML&num_result=0

I think you have the scale about right for both types.

This also shows a buoy in comparison to a building.

http://img463.imageshack.us/img463/7835/mhvcbuoyyh8.jpg

The Milkman
07-17-07, 12:26 AM
If it was ready yesterday would be ok
lol
1.04 is not so far, then... :oops:

It may appear as strange ( :88) ) but considering 1.04 will stay the last one, I really wish you guys release this "update" later than you will, in order to have this buoy into 1.04... and probably a lot of other things. :rotfl: :oops:


YES!!! like maybe an attack persicope housing for the VII interior!!!;)

pontius
07-17-07, 01:53 AM
But I donīt know how tall they should be. Even donīt know whether the skins are correct.

Moin DivingDuck,

the skins are not really correct. I used modern bouyage with the typical red and green as colours, but to be coerrect there shouldn't be white with it. But on the other hand modern boyage wouldn't be correct for WW2 also :-?
From what I found till now, there was no universal system used and it seems it differed alot to were you were going. For the Elbe for example, read they used red/black tons. So I decided to make these skins, making use of the red/green we are used to and putting the white to it, because it looks better than just one colour :)

Btw. In modern Bouyage the red/white-one would mark the "Fahrrinne".:hmm:
http://upload.wikimedia.org/wikipedia/commons/thumb/4/4d/Fahrwasserzeichen.png/300px-Fahrwasserzeichen.pnghttp://www.ostsee.org/sbf/lehrgang/see02/lat_ueb.gif

As you can see on these pics ther are even more bouys and when you go to the danger-bouys ther will be alot more :D. But I think a simplified system reduced to the three skins I made (Starbord/Portside/Danger) is enough.

Greetings,
pontius

Alex
07-17-07, 06:36 AM
@ Pontius : Nice pictures. It will be much more realist ! From now, we'll have to watch out for buoys when entering a harbour :o GOD, THIS GAME IS THE BEST !!!!!!!!!!!!!! :rock:

Scire
07-17-07, 07:03 AM
Hi DD,

take a look here:
http://www.auxetrain.org/Buoys.html
http://www.jfcmarine.com/pdf/iala_marine_buoyage_system_information.pdf
http://www.navis.gr/marinav/buoy.htm

And remember that some buoys have a bell too..... ;-)

Alex
07-17-07, 07:11 AM
And remember that some buoys have a bell too..... ;-)

http://img59.imageshack.us/img59/9606/buoys002fy2.jpg

;)

WilhelmSchulz.
07-17-07, 07:27 AM
Moin,

need some help. How tall is a buoy?

Regards,
DD

It depends what type of bouy your talking about,
a chanel bouy(at least the ones around me) are about 5-6ft(1.5-2m) from keel to tip with out about half under water. So the small ones might have to be shrunk or al least have the daft incresed. Sea bouys on the can range from the size of houses(open ocean RDF bouys) to maby a bit smaller than a avrage (U.S) sadan. So I would say the one gary made is fine.

Channel or Sea mark buoys
http://www.boatnerd.com/news/newpictures01/buoys12-1-01jt.jpg

http://en.wikipedia.org/wiki/Sea_mark

Buoys
http://en.wikipedia.org/wiki/Buoy

WilhelmSchulz.
07-17-07, 08:10 AM
Heres a funny Bouy story...

U-124 was steaming down to its PZ and ran into a lose bouy. She sank it and sent in a report. 124 didint sink a thing thaty patrol but when Schulz got back to Lorient he was asked about the one ship he sunk. As it turns out the German U-Boat staff had been scraching there heads about the Report of "versenkt eine tonne". As it turns out the German word for Ton and bouy are the same. Now if a U-Boat tells you he sank one ton over the radio you would think a ship right? :roll:

dmlavan
07-17-07, 09:47 AM
I'd like to see the one-ton pennant they painted to fly when they pulled in!

WilhelmSchulz.
07-17-07, 10:14 AM
I'd like to see the one-ton pennant they painted to fly when they pulled in!

They didint.

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

got a lot of replies. Some say itīs okay, others say it should be this or that. Hereīs what Iīve got so far. If you have any comment on the skins used, feel free to post.

http://img230.imageshack.us/img230/7617/screens007pwq0.jpg

All of them come in two versions. (steady light / flashing light) The big one on the right still needs some *.sim file adjustments. Ponitusī buoy models (second row) are about 9m tall, from keel to tip. Thatīs pretty close to the measurements on the pic below.

http://img230.imageshack.us/img230/8391/lt81zeichnungstrich1qx7.jpg
Got this one over in the German UBI forum.

http://img230.imageshack.us/img230/8310/screens003pyk4.jpg
On the left you see the buoys alignment when returning to port after a 10 days leave. Itīs close to how I left them.

And remember that some buoys have a bell too..... ;-)
I know, I know.


Regards,
DD

bigboywooly
07-17-07, 03:08 PM
Nice work DD

pontius
07-17-07, 03:12 PM
NICE!!! :up::p

And Thanks DD!

Alex
07-17-07, 03:44 PM
Smashing job, as always, all look really pretty :D... The biggest has a poly count a bit low, maybe, but looks good all the same. ;)

mr chris
07-17-07, 04:03 PM
Fantastic Work DD:up:

dmlavan
07-17-07, 04:24 PM
DD - Not to ask you to do more work, but are the flashing buoys flashing at the same periodicity? Navigational buoys have different flashing frequencies (ex: 3sec every 10 sec), and if a) these could have different periodicities, and b) someone added specific buoys into the game at specific spots including adding them to the various Port TGA's (so they appear on the map as a buoy w/ specific characteristics), they could be used for visual navigation. Just a thought... which sounds like maybe more work than it's worth...

WilhelmSchulz.
07-17-07, 04:47 PM
Instead of the Yellow(ish) how about a color similer to that of what is USGC required for Lifejackets/belts?

Alex
07-17-07, 04:57 PM
Also, the green one by Gary is a bit too green maybe (looks too clean :hmm: ), just change it to the same green as the one by Pontius. :up:

http://img520.imageshack.us/img520/7148/buoyslw3.png

WilhelmSchulz.
07-17-07, 05:02 PM
Also, the green one by Gary is a bit too green maybe (looks too clean :hmm: ), just change it to the same green as the one by Pontius. :up:



Agreed.

Boris
07-17-07, 05:09 PM
Remeber that the green is a very bright almost flourescent green, so that it can be seen. It is a nav buoy after all.

http://www.mclb.de/bericht/himmel95/104401-gruenetonne.jpg

TarJak
07-17-07, 05:11 PM
They should all have a bit of rust and slime on them as well. I've never seen a clean buoy that had been in the water for more than a week. I don't actually mind the different green's as long as there is a bit of weathering.

Alex
07-17-07, 05:12 PM
They should all have a bit of rust and slime on them as well.

I agree. :yep:

@ Boris : this one is really clean, there's no rust. :huh:

WilhelmSchulz.
07-17-07, 05:18 PM
They should all have a bit of rust and slime on them as well. I've never seen a clean buoy that had been in the water for more than a week.

Like this?
http://www.boatnerd.com/news/newpictures01/buoys12-1-01jt.jpg

TarJak
07-17-07, 05:44 PM
that's what I'm talking about!

Boris
07-17-07, 05:46 PM
that's what I'm talking about!

sure, but they look pretty clean above the waterline

WilhelmSchulz.
07-17-07, 06:16 PM
Hey DD. Would it be possible to put a red and green tint to glass around the red and green bouy lights?

Oh and do you need somone to put them in the SCR files?

WilhelmSchulz.
07-17-07, 06:49 PM
Moin,
On the left you see the buoys alignment when returning to port after a 10 days leave. Itīs close to how I left them.

And remember that some buoys have a bell too..... ;-)
I know, I know.


Regards,
DD

I WILL NOT USE THEM IF THEY MOVE!!! :roll: Nah... but please keep working on it.

TarJak
07-17-07, 09:16 PM
Not all look that good above the water line. I don't mind them being brightly coloured just a bit weathered rather than factory fresh. Don't forget metallurgy and paint technology was not what it is today either:

http://content.answers.com/main/content/wp/en/thumb/d/d4/250px-Canbuoy11.jpg

http://www1.istockphoto.com/file_thumbview_approve/1471768/2/istockphoto_1471768_green_buoy.jpg

http://www1.istockphoto.com/file_thumbview_approve/1228728/2/istockphoto_1228728_red_buoy.jpg

http://tugster.files.wordpress.com/2007/01/28buoy.jpg

http://www.oceanscience.com/images/noaa_mount.jpg

pontius
07-18-07, 02:41 AM
Comon mates,
there are thousands of different buoys out there looking different to each other. And in WW2 they looked different also and in Germany for example had other colours.....

About the different lightning:
LINK (http://www.seasailing.de/befeuerung.html)

Even if DD would modell all this, whats the sense of it, who will make use of all these different buoy-models afterwards?
I still think as expressed before, this simplified system as it is now is really enough for our purposes of simming.

pontius

TarJak
07-18-07, 03:45 AM
I'm not after different type I'm just after some weathering of the one's he's got. Don't want them looking brand new now do we?

Alex
07-18-07, 03:55 AM
I still think as expressed before, this simplified system as it is now is really enough for our purposes of simming.

pontius

I agree, and

I WILL NOT USE THEM IF THEY MOVE!!! :roll: Nah... but please keep working on it.

Don't ask too much, mate :p... DD took already a lot of time to make them just as there are right now. Don't forget that you can already consider the appearance of static buoys in game as a miracle (thanks to Rubini :rock: and DD), so after 10 days at sea, if they don't stay perfectly in line and move just a bit (see the picture below), FOR SURE I'M GOING TO USE IT, AND IT WILL EVEN BECOME ONE OF MY FAVOURITE MODS ! :up: :arrgh!:

http://img340.imageshack.us/img340/3715/screens003pyk4np6.jpg

DivingDuck
07-18-07, 04:54 AM
Moin,
They should all have a bit of rust and slime on them as well. I've never seen a clean buoy that had been in the water for more than a week. I don't actually mind the different green's as long as there is a bit of weathering.
howīs this?

http://img182.imageshack.us/img182/3761/sreen6rxg9.jpg http://img62.imageshack.us/img62/4263/sreen9rie6.png http://img112.imageshack.us/img112/7915/sreen7rms9.jpg

The missing buoys are at the varnishing workshop ;)
If somebody has some good pics of rust and slime that may be usefull, feel free to post.


DD - Not to ask you to do more work, but are the flashing buoys flashing at the same periodicity? Navigational buoys have different flashing frequencies (ex: 3sec every 10 sec), and if a) these could have different periodicities, and b) someone added specific buoys into the game at specific spots including adding them to the various Port TGA's (so they appear on the map as a buoy w/ specific characteristics), they could be used for visual navigation. Just a thought... which sounds like maybe more work than it's worth... Iīve assigned different flashing patterns. But the patterns donīt match reality.

Hey DD. Would it be possible to put a red and green tint to glass around the red and green bouy lights? They will be tinted.

Regards,
DD

TarJak
07-18-07, 06:00 AM
DD you've got it exactly right I reckon. Not too new not too weathered and below the waterline is spot on.:up:

Alex
07-18-07, 06:33 AM
If somebody has some good pics of rust and slime that may be usefull, feel free to post.

I don't have a slime texture, but for rust :
http://free-textures.got3d.com/architectural/free-rusty-metal-textures/images/free-rusty-metal-texture-017.jpg
http://www.smugmug.com/photos/128497935-D.jpg
http://www.darknews.com/textures/rusted-metal-texture.jpg
http://www.macs.hw.ac.uk/~gabbay/photos-scotland/scotland.dir/rust.jpg
http://www.rollahttp://www.digitalretouch.org/3edition/downloads/ch_08/ch8_rust_sharpen.jpgnet.org/~conorw/cwome/lower_cord_rust2.jpg
http://www.allaroundrestos.com/rusty.jpg :rotfl:

pontius
07-18-07, 06:37 AM
Ive found an exelent resource about historic sea-/navigational-maps were you can see lightships, lighthouses and buoys!!
Not all, but most of the maps are online-visible as Jpeg's. I hope this is new to you all who are willing to put up a realistic navigational inviroment.
GO HERE! (http://geogreif.uni-greifswald.de/geogreif/?page_id=4465)

Select the Area you want maps about.
When there is the option "View map" (marked in blue) an online jpeg is available. Now have fun campaign scripters :lol:


Some examples of important approaches into german ports for us:
Kiel (http://geogreif.uni-greifswald.de/geogreif/geogreif-content/upload/H16KielerFoehrde.jpg)
Flensburg (http://geogreif.uni-greifswald.de/geogreif/geogreif-content/upload/H13AnsteuerungFlensburg.jpg)
Wilhelmshaven (http://geogreif.uni-greifswald.de/geogreif/geogreif-content/upload/H9-3AnsteuerungWilhelmshaven.jpg)

TarJak
07-18-07, 07:27 AM
If somebody has some good pics of rust and slime that may be usefull, feel free to post.
I don't have a slime texture, but for rust :
http://free-textures.got3d.com/architectural/free-rusty-metal-textures/images/free-rusty-metal-texture-017.jpg
http://www.smugmug.com/photos/128497935-D.jpg
http://www.darknews.com/textures/rusted-metal-texture.jpg
http://www.macs.hw.ac.uk/~gabbay/photos-scotland/scotland.dir/rust.jpg (http://www.macs.hw.ac.uk/%7Egabbay/photos-scotland/scotland.dir/rust.jpg)
http://www.rollahttp://www.digitalretouch.org/3edition/downloads/ch_08/ch8_rust_sharpen.jpgnet.org/~conorw/cwome/lower_cord_rust2.jpg (http://www.rollahttp://www.digitalretouch.org/3edition/downloads/ch_08/ch8_rust_sharpen.jpgnet.org/%7Econorw/cwome/lower_cord_rust2.jpg)
http://www.allaroundrestos.com/rusty.jpg :rotfl:

Try looking for Algae. This site has some shots that might work but I'm not sure exactly what will work best for what you are doing.

http://yotophoto.com/search?kw=slime
http://yotophoto.com/search?kw=algae
http://yotophoto.com/search?kw=seaweed

dmlavan
07-18-07, 10:15 AM
DD,
This is looking awesome! Thanks for taking everyone's comments and trying to work them into the mod. You're on track to bring an incredible amount of "realisim" into SH3 if you can pull it off.

DivingDuck
07-19-07, 09:42 AM
Moin,

before I leave for today. Here are the buoys that will make it to the final release.

http://img165.imageshack.us/img165/2386/allbuoysov2.jpg

Regards,
DD

CapZap1970
07-19-07, 09:44 AM
Looking very good, DD. :up: :rock:
CapZap

Kpt. Lehmann
07-19-07, 09:52 AM
Looking good DD!:up: :up: :up:

Alex
07-19-07, 09:54 AM
:o

:rock: :rock: :rock: !!!!

WilhelmSchulz.
07-19-07, 10:12 AM
Verry nice but whats with the hat looking thinkys on Garys bouys?

Jimbuna
07-19-07, 10:28 AM
Very nice :rock: :up:

AOTD_MadMax
07-19-07, 10:45 AM
Nice Job DD !

I see thats German perfection ......:rock:

Greets

AOTD|MadMax

TarJak
07-19-07, 07:39 PM
DD you've done it again. Great work.:up:

GoldenRivet
07-19-07, 08:05 PM
DD just a quick Q... may have been covered already - will the bells ring as you go by?

Kpt. Lehmann
07-19-07, 09:05 PM
DD just a quick Q... may have been covered already - will the bells ring as you go by?

LOL, if we get ahold of it... very likely yes. :arrgh!:

DivingDuck
07-19-07, 09:35 PM
Moin,
DD just a quick Q... may have been covered already - will the bells ring as you go by? Now, that the models, skins and uv mapping rework has been finished, Iīm at the bell ringing sound.


Verry nice but whats with the hat looking thinkys on Garys bouys? The new "Gary buoy" is a 1930īs model he sent me yesterday. More realistic in the historical way.

Regards,
DD

Reece
07-19-07, 11:51 PM
Very nice ... just have to weather them a bit more or make the colors paler!:up:

Kpt. Lehmann
07-20-07, 12:02 AM
I dunno. I think the weathering looks fine. It is easy to over-do such things... and you don't want them to look as if they aren't maintained at all.

Just my two cents.;)

TarJak
07-20-07, 01:04 AM
I'm happy with the weathering also. It looks like they've been in the water for a while but also that they are kept in good nick and working. And nicer some look more weathered than others which is important. Can't have them all looking exactly the same.

The one question I've got is how much movement they will undergo in extreme weather? If they all move at the same rate then it shouldn't look too bad but in extreme weather in RL buoys do break loose so one or two going astray shouldn't bee too bad.

Just a question/idea on making them immovable is it possible to use the mine anchor cables with the buoys floting at 0 depth? I know we don't want to have fields of them but is it possible to have sparse rows of mines?

Not knowing how the minefields are modelled/placed into the campaign files I can't comment on whether this will work or not. Does anyone know if using the minefield modelling would work?

TheDarkWraith
07-20-07, 01:52 AM
DD,

An idea to bounce off of you. If you set these bouys to the sea floor (or give them a parent object that's anchored on the bottom) I've found a 'FastGenHeightControl' that controls the height of items in relation to the water. Once you attach this 'FastGenHeightControl' to your object the y position doesn't matter anymore (just set it to 0) as the parameter 'FloatingHeight' takes care of this....the good (or bad) part is if there are waves it will bob up and down keeping the same 'FloatingHeight' to the water (FloatingHeight can be negative also!). Now to further this another parameter can be added that can actually make the object move (x position) in waves, what I can do is basically trick the game engine into thinking that the object is moving when it really isn't (in waves that is). I don't know what you modeled these off of (a ship, a sub, ??) but just throwing some ideas out there.

Racerboy :|\\

Alex
07-20-07, 04:14 AM
DD just a quick Q... may have been covered already - will the bells ring as you go by?

LOL, if we get ahold of it... very likely yes. :arrgh!:

Yes mate, you'll hear the bell ringing as you go by. ;)

WilhelmSchulz.
07-20-07, 05:00 AM
DD,

An idea to bounce off of you. If you set these bouys to the sea floor (or give them a parent object that's anchored on the bottom) I've found a 'FastGenHeightControl' that controls the height of items in relation to the water. Once you attach this 'FastGenHeightControl' to your object the y position doesn't matter anymore (just set it to 0) as the parameter 'FloatingHeight' takes care of this....the good (or bad) part is if there are waves it will bob up and down keeping the same 'FloatingHeight' to the water (FloatingHeight can be negative also!). Now to further this another parameter can be added that can actually make the object move (x position) in waves, what I can do is basically trick the game engine into thinking that the object is moving when it really isn't (in waves that is). I don't know what you modeled these off of (a ship, a sub, ??) but just throwing some ideas out there.

Racerboy :|\\
I belive he has tried that.

Rubini
07-20-07, 12:13 PM
Great work DD!:up:

Jimbuna
07-20-07, 02:20 PM
DD just a quick Q... may have been covered already - will the bells ring as you go by?

LOL, if we get ahold of it... very likely yes. :arrgh!:

Yes mate, you'll hear the bell ringing as you go by. ;)

Ding dong it is then :lol:

nikbear
07-20-07, 03:17 PM
I imagine you said that in a terry thomas voice:rotfl:

AOTD_MadMax
07-20-07, 03:33 PM
The weathering-design is very realistic !

You have to know that Seagulls often sit on those Buoys and they do their "Puups" over there. :rotfl:

So a Bouy only looks brand new a few days in her life ! :88)

Greets

AOTD|MadMax

Jimbuna
07-20-07, 04:27 PM
I imagine you said that in a terry thomas voice:rotfl:

:rotfl: :rotfl: :up:

Safe-Keeper
07-20-07, 08:37 PM
The fogbell thingies would make wonders for my Norwegian Lighthouses (NorOps segment) mod.

TarJak
07-22-07, 10:56 PM
I think its a matter of assigning a sound source to an object. Not sure that a bell would be the best option though. How about a fog horn?

http://www.ci.norwood.ma.us/Email/Sounds/FogHorn.wav

http://www.madnessmansion.com/sounds/foghorn.wav

Once you convert the .WAV to .OGG, you'd need to hex edit the *.dsd file to let you attach the sound to the lighthouse. Not something I can help you with as I wasn't born with the ability to learn how to edit hex code. DD or one of the other Hex editing modders may be able to assist.

Alex
07-23-07, 03:58 AM
@ Tarjak : don't worry too much, mate, there is no problem, DD edited it, and it seems to look real enough. :yep:

:up:

Not sure that a bell would be the best option though.

Unfortunately, I do not have any good fog horn sample... :-?
So yes you'll hear bells ringing when entering/leaving harbours.

DivingDuck
07-23-07, 07:51 AM
Moin,

the bell is the best option as it is real. Besides any (new) sound could be attached. At the moment you can hear the bell from a distance of 400-500m when the engines are shut down. Running at 4kts you will recognize the bell at about 100m, provided you have very good ears. Thanks Pontius and Alex (basic bell sound / mixing+additional sound).


Regards,
DD

TarJak
07-23-07, 07:57 AM
Sorry my post re the foghorn was in reference to safekeepers lighthouse post. I think the bell if fine fo rthe buoy but I think a bell on a lighthouse is a bit weak. Thats why lighthouses had foghorns. 100m is too close to be hearing a lighthouse warning.:D

Didn't mean to hijack the thread.

DivingDuck
07-23-07, 08:06 AM
Moin TarJak,
Sorry my post re the foghorn was in reference to safekeepers lighthouse post. I think the bell if fine fo rthe buoy but I think a bell on a lighthouse is a bit weak. Thats why lighthouses had foghorns. 100m is too close to be hearing a lighthouse warning.:D

Didn't mean to hijack the thread. no problem. Are the horn sounds free to use? I could attach them to SKīs ligthhouse, if he wants me to do. Besides there are still some other units I promised SK to release for use with NorOps (e.g. floating marina, beached rowboat).

Regards,
DD

Jimbuna
07-23-07, 08:25 AM
Moin,

the bell is the best option as it is real. Besides any (new) sound could be attached. At the moment you can hear the bell from a distance of 400-500m when the engines are shut down. Running at 4kts you will recognize the bell at about 100m, provided you have very good ears. Thanks Pontius and Alex (basic bell sound / mixing+additional sound).


Regards,
DD

Cool :rock: :up:

Safe-Keeper
07-23-07, 11:32 AM
No, no, I didn't mean I want my lighthouses to emit bell sounds:oops:! I meant that the Lighthouse mod (part of NorOps) aims to include as many as possible of the lighthouses in Norway, and that if DivingDuck releases a fog bell bouy, I can include those as well as the lighthouses, as I've found a list of Norwegian coast fog bells, fog horns and lighthouses.

GT182
07-23-07, 01:07 PM
Excelent bouys DD. Just getting back to SS and finding this new stuff... most impressive.

Gosh, you know what we need here at SS... a Mod Heros list for all the fantastic mods done by all these great modders. And that goes not only for individual mods but for all those involved with the expansion mods too.... all of them. :yep:

TarJak
07-23-07, 06:28 PM
Moin TarJak,
Sorry my post re the foghorn was in reference to safekeepers lighthouse post. I think the bell if fine fo rthe buoy but I think a bell on a lighthouse is a bit weak. Thats why lighthouses had foghorns. 100m is too close to be hearing a lighthouse warning.:D

Didn't mean to hijack the thread. no problem. Are the horn sounds free to use? I could attach them to SKīs ligthhouse, if he wants me to do. Besides there are still some other units I promised SK to release for use with NorOps (e.g. floating marina, beached rowboat).

Regards,
DD
@DD The site I got them from says they are free of copyright and restrictions. At least one of them has been used as the standard foghorn sound in cartoons for many many years.

@SK sorry mate misunderstood your post about the fogbell thingies. :) I reckon the fog horns would add to the immersion though. Imagine creeping past a harbour in poor visibility and hearing that coming out of the fog!

Alex
07-24-07, 06:47 AM
http://www.madnessmansion.com/sounds/foghorn.wav

After editing a bit this one, it does not look bad... :hmm:

DivingDuck
07-24-07, 10:46 AM
Moin,

nearing completion:

http://img58.imageshack.us/img58/1057/sreen009numbersyt0.jpg

Numbers shown can be controlled via *.eqp file.

Regards,
DD

CapZap1970
07-24-07, 10:48 AM
WOW DD, that looks really impressive!!! Congrats :up:
CapZap

dmlavan
07-24-07, 11:58 AM
DD - Wow - this looks awesome. Will make you feel like you're entering/exiting a real port. Now all you have to do is mod random buoy movements as ships accidentally hit them and drag their anchors (just kidding!) :lol: Yet another great contribution you've made to the community - thanks!

urfisch
07-24-07, 12:14 PM
seems as if this mod will rock us everybody again!!!

:up:

nice work. and nice addition to the atmosphere...

pontius
07-24-07, 12:55 PM
Looking great, mate! :up:

TarJak
07-25-07, 07:35 AM
Fanflobbintastic!:up:

DivingDuck
07-25-07, 08:55 AM
Moin,


Buoy_Mod_V1.0 released.

http://img404.imageshack.us/img404/9552/allbuoy003fz5.jpg (http://imageshack.us)


I donīt call this my mod as many have worked hard to achieve this goal. Iīm just the guy who put this together. This mod contains 6 buoys with flashing/steady lights and bell ringing sound. Itīs best to use with the Campaign_SCR.mis. I hope someone more talented and familiar with mission editor takes up on this issue. Allthough Iīve created a little demo mission it is not intended to be used for single mission design only.
2 different buoy models
6 different buoys
transparent glass
flashing / steady light version
numbering plates (controllable via mission editor)
bell ringing sound
ambient soundATTENTION when installing and using this mod.

Iīve packed 3 different SH3.sdl files into the archive.

SH3.sdl_GWX103
SH3.sdl_NYGM
SH3.sdl_StockWhen installing, make sure to copy the respective SH3.sdl_??? from the Buoys_V1.0\documentation folder to ...\MODS\... .
Enable this tiny addition, before running it the first time. Otherwise you will not hear any bellringing sound.


READ THE INSTALLATION INSTRUCTIONS CAREFULLY !!!



CREDITS GO TO (IN NO PARTICULAR ORDER):
trainer1942
revitalizing the original mod made by Gary
Gary
3d model 1
1930 model update
basic skins
Pontius
3d model 2
basic skins
nautical advices
Rubini
info on how to make the buoys stationary / sample files
Ref
info on how to attach all new sound files / sample files
Alex
ambient sound
indefatigable sound mixing
KarlSteiner
info for technically correct texturing
lots of info about correct use of buoys
3d models for use with further updates
GWX/NYGM
for giving permission to use their files


Forgot something: Buoy_Mod_V1.0 (http://files.filefront.com/Buoys+V10rar/;8141305;;/fileinfo.html) (ca 6.5MB)



Regards,
DD

Jimbuna
07-25-07, 09:12 AM
Very impressive :up:

Alex
07-25-07, 09:37 AM
:rock: !!
@ any moderator : Just edit the thread's title, maybe, to make it a [REL] and no more a [WIP] ! :D

bigboywooly
07-25-07, 10:08 AM
Kudos DD
Very nice work mate

Rubini
07-25-07, 10:24 AM
Great DD!:rock:

BTW, any other link to download?:hmm:
(...I'm having problems with filefront (Always "no servers available" - for any file - I guess that perhaps this could be for latim america - i really don't know). I already tried firefox , etc.)

Alex
07-25-07, 10:40 AM
I 've uploaded it just for you, Rub', here it is : http://rapidshare.com/files/44969016/Buoys_V1_1_.0.rar.html

:rock:

AOTD_MadMax
07-25-07, 10:54 AM
Wow what an great work !

They are so fantastic that i would like to integrate them into my Modpack.

So who is the one who can give me the permission for that when you callin this not your own DD ?

This is an official question about the permission for using this mod in another modpack !

Greets

AOTD|MadMax

Rubini
07-25-07, 12:18 PM
I 've uploaded it just for you, Rub', here it is : http://rapidshare.com/files/44969016/Buoys_V1_1_.0.rar.html

:rock:

Thanks Alex!
Downloaded!:up:

bigboywooly
07-25-07, 12:26 PM
Now all we need is some scripted
:rotfl:

Oh where to begin

Alex
07-25-07, 01:14 PM
@ Rubini : You're very welcome !! :up:

@ BBW : Yes... No doubt buoys have to be placed in ALL harbours, so it's going to be a lot of work... :88) :rotfl:
But in case you need anyone to check if all buoys are correctly placed after including them in the SCR file, I'm your man. :up:

Rubini
07-25-07, 01:43 PM
Now all we need is some scripted
:rotfl:

Oh where to begin

Hi matey,

Well, here I am again:D ...if the DD's debris and buoys aren't yet on GWX 1.04 then I will mess with them only after GWX 1.04 release. I'm a bit lazy now (also short in time) and my disposition is to only work on this after the (1.04) release to avoid doubled work. But perhaps someone will make this before me, that will be good too!:yep:

Regards,

Rubini.

bigboywooly
07-25-07, 02:53 PM
LOL
Nice to see you mate

Is a long process

http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_397.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_396.jpg

http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_394.jpg

Matyas
07-25-07, 03:45 PM
I'm absolutely amazed by your professionalism, DD! :up:

Thank you very much for all your hard work! :yep: Also many thanks for all the contributors of course.

I hope these buoys will make it to the campaigns and (campaign) players can also enjoy them...

TarJak
07-25-07, 04:30 PM
Great stuff DD et al! :up:

@BBW any help you need let me know.

bigboywooly
07-25-07, 04:34 PM
Tis just trying to work out the frequency really
How often to place them and how far out from port

Have done ( i hope ) Kiel\Wilhelms\Flensburg and Brest so far

May get you to have a look see what you think anyway Tarjack
Thanks mate

nikbear
07-25-07, 06:30 PM
Utterly amazing DD:yep::up:

divingbluefrog
07-25-07, 07:58 PM
Thanks a lot DD, not only for this amazing work, but for all your mods I enjoy so much.

And I have a request to anybody thinking of a release of updated harbours. I'm sure that we will find very soon some "DD_Buoy_GWX_1.0x" or "DD_Buoy_NYGM" or "DD_Buoy_Stock" or whatever you may think of....But, I'm not running any of the "Integrated Pack" and my install can't be for long be called "Stock".
So, if someone well disposed, can give a campaing_SCR.mis with just the harbours update, it will be very easy for people like me to merge it with our current campaing_SCR file, bypassing a LOT of editing. Thanks in advance.

bigboywooly
07-25-07, 11:37 PM
Thanks a lot DD, not only for this amazing work, but for all your mods I enjoy so much.

And I have a request to anybody thinking of a release of updated harbours. I'm sure that we will find very soon some "DD_Buoy_GWX_1.0x" or "DD_Buoy_NYGM" or "DD_Buoy_Stock" or whatever you may think of....But, I'm not running any of the "Integrated Pack" and my install can't be for long be called "Stock".
So, if someone well disposed, can give a campaing_SCR.mis with just the harbours update, it will be very easy for people like me to merge it with our current campaing_SCR file, bypassing a LOT of editing. Thanks in advance.

I am creating a seperate mis file for bouy location to be then merged with the GWX files
Tis possible to release seperate

But dont expect it anytime soon as have other stuff to do so doing a few ports at a time

Reece
07-26-07, 12:27 AM
Excellent job DD, many thanks!:up:

DivingDuck
07-27-07, 04:46 AM
Moin,

some told me, they would like to have the bell ringing sound volume raised a little. Hereīs a tweakfile (http://files.filefront.com/DD+Sh3+sdl+TweakFilerar/;8157828;;/fileinfo.html) to do so.


@AOTD_MadMax:
use them as you like, except for commercial purposes. To see what has been done by whom, for proper crediting, check my site : http://www.divingduck.de (use of MSIE not recommended to view this site)

Regards,
DD

Alex
07-27-07, 04:57 AM
@ DD : By the way, great site, and pretty background ! :D :arrgh!:
p.s. : maybe it would be great to have your site's URL written on your banner... It would make it look professional. :know:
Just an advice. :cool:

bigboywooly
07-27-07, 07:54 PM
http://i60.photobucket.com/albums/h22/bigboywooly/ScreenHunter_498.jpg

:hmm:

urfisch
07-28-07, 01:11 AM
:up:

TarJak
07-28-07, 01:53 AM
Nice shot BBW! Can't wait to get a look at these babies in game!:up:

Alex
07-28-07, 04:15 AM
And our friend BBW is giving life to all harbours........................... http://www.crypticmadness.com/Forum/images/Smiles/pray2.gif
Can't wait to see these buoys enlighting Scapa ! :D

:sunny:

bigboywooly
07-28-07, 06:22 AM
Unfortunately it takes so long to add the buoys I am only doing player ports
And maybe a couple of enemy ones

I have other stuff to do too ya know
lol

Jimbuna
07-28-07, 10:25 AM
Unfortunately it takes so long to add the buoys I am only doing player ports
And maybe a couple of enemy ones

I have other stuff to do too ya know
lol

So what ya doin yabberin on here then ? :x

Row faster....Caesar wants to go water skiing :lol:

Alex
07-28-07, 10:31 AM
Unfortunately it takes so long to add the buoys I am only doing player ports

@ BBW : PM.

bigboywooly
07-28-07, 11:28 AM
Thanx Alex
Have responded

Now my little Geordie moose :hmm:

Not only does it take ages to place them
but takes as long to test each port
Damn AI avoidance routine kicks in and the escorts go everywhere

So tis load
Adjust
Load again

Rinse and repeat as necessary :roll:

Alex
07-28-07, 11:46 AM
@ BBW : please could you also tell me how to start a mission in the middle of nowhere but near the american east coast, also near north & south Africa, cause in case I have to cross the atlantic ocean each time I want to test buoys in a port... It's going to take me a lot of time, indeed. :lol: :rotfl:

bigboywooly
07-28-07, 12:57 PM
@ BBW : please could you also tell me how to start a mission in the middle of nowhere but near the american east coast, also near north & south Africa, cause in case I have to cross the atlantic ocean each time I want to test buoys in a port... It's going to take me a lot of time, indeed. :lol: :rotfl:

You have PM

Alex
07-28-07, 01:35 PM
Thank you. :up: ;)



:rock:

_Seth_
08-11-07, 04:03 AM
@ DivingDuck (and those who have participated): :rock::rock::rock::rock: I bow my head in sincere respect! Absolutely EXCELLENT work!!! The community should be proud to have you as contributors!

Klaus_Doldinger
08-26-07, 03:28 PM
Will these buoys and DivingDuckīs debris be included in GWX 1.04? It would be nice!

TarJak
08-26-07, 10:08 PM
Read the threads above carefully and make your own conclusions...:hmm:

WilhelmSchulz.
08-27-07, 01:05 AM
Is it possible to port this to SHIV? :D

DivingDuck
08-28-07, 11:32 AM
Moin,

Iīm actually reworking the buoys mod. See my site (www.divingduck.de) for further info. And yes, there will be an SHIV version too, but later.

Regards,
DD

DivingDuck
09-03-07, 06:45 PM
Buoy_Mod_V2.0 released.

!!! DISABLE OLDER VERSIONS BEFORE USE !!!


Whatīs new:
changed to external textures
removed all steady light buoys
adjusted flashing pattern - 2sec return - 1sec on / 1 sec off
light turns off between the cycles
added optional top signs for "Gary"-buoys
added DD_Numbers.dat (needed to attach numbers and/or top signs to "Gary-buoys"Download: here (http://files.filefront.com/DD+Buoys+V20rar/;8473071;;/fileinfo.html) (ca 4.07MB)


Regards,
DD

Alex
09-04-07, 04:04 AM
http://img455.imageshack.us/img455/3427/headbangcy8.gif :arrgh!: http://img455.imageshack.us/img455/3427/headbangcy8.gif :sunny: http://img455.imageshack.us/img455/3427/headbangcy8.gif :up: http://img455.imageshack.us/img455/3427/headbangcy8.gif

Filax
09-07-07, 12:31 AM
Impressive. I liked your first version very much. But the second one is even better. The flashing pattern looks far more realistic. And Iīm already trying to make my own skins. :doh: Thanks for you efforts.

Filax

PS: Will there be more buoys in the future?

wildchild
09-07-07, 01:37 AM
http://content.sweetim.com/sim/cpie/emoticons/00020131.gif (http://www.sweetim.com/s.asp?im=gen&ref=10) top stuf