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Rubini
04-12-08, 10:35 PM
From the readme:




*Update V4.0 Dec 27, 2008*
LifeBoats&Debris for Sh3 V4

================================================
Compatible with GWx 2.1 and probably with GWX3.0
================================================

News on this update:

1. Less debris in general after a ship sunk
2. Privateer's crews animations and motions are now default (no need to apply his rowers mod update on top of this)
3. Lifeboats' crews and behaviours have some small differences between them: in velocity, in crew composition and in motion direction. The one with more rowers have a bit more velocity, etc.
4. Sound behaviour correction for both Lifeboats.
5. I also updated the optional features: no dead bodies in the water/no rowboat debris and an optional LB1 crew with that man stand. Neutral buoyancy and increased draught continues there too, as an optional mod.


- All others features remain the same as described below in the old V3B release!


Have fun!

Rubini.


Downloading Version 4 Mediafire (http://www.mediafire.com/file/t5h3gmjqmjm/LifeBoats&Debris_v4.7z)
Downloading Version 4 RapidShare (http://rapidshare.com/files/181110015/LifeBoats_Debris_v4.7z)



================================================
================================================
old V3B readme:

May 25, 2008
LifeBoats&Debris for Sh3 V3B
================================================
Compatible with GWx 2.1 only
================================================
Mod by Rubini with the special collaboration of Philipp Thomsen and Privateer.
================================================
Special thanks:

DivingDuck for allow me to use the files from his Debris v1.2 mod.
Skwasjer by his awesome S3D, as I already said, a better than SDK tool! Without S3D this mod never would be made, at least from me!
Thunder by his awesome work on the LB crew animations
Iambecomelife by the Lifeboat texture and others. Thanks for your help mate!
Mkubani by his special debris to LB mod which will be added on the next update.
GWX team to allow me to use their files.

=================================================

News on this version:

1. LB attached to the ships (so they will now also appears before the ship sink) (.val files, library folder files).
2. LB's crew with animation! (library folder files)
3. The wake bug fix for all ships (.val files)!!!
4. Neutral buoyancy and Increased draught for all ships (they will have a more "heavy" feeling into the water) - an optional feature (see optional folder) (.sim files)


Comments on this new version:

The very small ships and the small Destroyers won’t spawn LB before they sink. The reason is that the sinking time is too short, so it would be weird.

Eventually the number of LB can be too small or too large. Please let us know your opinion. It’s possible to do a fine tunning after we listen your feedback.

The LB's crew animation is a WIP.

Neutral buoyancy and increased draught: I made and tested the mod using these modifications. The new LB spawn's before ship sink mechanics uses the height from the sea level, so the ships draught is specially important for the mod works correctly; anyhow it will works even without this feature. Also note that THESE FEATURES CAN MODIFY GREATLY THE SHIPs SAILING BEHAVIOUR ON GWX2.1. BUT THIS IS EXACTLY THE INTENTION! (the ships will have a "more heavy" feeling now). Itīs an optional feature (see it on the optional folder) so, if donīt like it, donīt install it.

The Optional Folder have also some special version of the files that can generate more debris and LBs (in number), no dead bodies into water and also that old no animated crew. Take a look there if you want them.

=================================================

General FAQ:

How to install?
-Itīs JSGME ready. Uninstall any previous version of this mod first. Also have sure that no other mod overwrite any of the files on this mod. If you want any of the optional features of this mod ("Optional" folder) then have sure to install them correctly too.

What this mod do?
- It’s an eye candy and immersive mod that:
1.Adds permanent floating debris after a ship sink
2.Adds lifeboats before and during the sinking scene.
3.Adds the wake bug fix for all ships
4.Reintroduce the neutral buoyancy for GWX ships and a bit more "into the water feeling" for ships in general (optional feature)

Bugs or incompatibilities?
-This version have sound on the lifeboats, so it have a modified Sh3.sdl file (GWX2.1 compatible) but this could be incompatible with some sound mods. Ask the sound mod authors to make it compatible.

Thecnical problems?
-Some:
1. The floating objects do not behave perfectly when in big waves (sh3 engine limitation), nothing we can do.
2. The LBs donīt have speed (yet) and canīt be destroyed too. They will disappear only after you restart your game (save/reload)

New updates plans?
- Make the LBoats have some small velocity. A work in progress...
- More animations

Will the lifeboats appears before the ship sinks?
- From now: YES! But have in mind that they will also appears during the ship sinking (attached to the debris); the final result is a more random number and position for the LB, better than if we use only the new version attached only to the ships itself.

Last comments...
- The mod structure is very simple. It uses only some few files, made from scratch for this mod.
- We spent a lot of time to make this new version, but itīs ready and working very well. All feedback is always welcome!
================================================== ==

Version history:

V1A:
-first release with debris and lifeboats to the sinking scene.

v2A:
-added crew&scene to lifeboats.
-more water reflection
-some tweak on the float behaviour, but the problem with big waves donīt have solution, itīs hardcode.
-added sound to the lifeboats
-small tweaks to the LB&debris spawn rate
-added an option (get it on "Optional" folder) without dead bodies just because they have bad float behaviour.

V3B:
Lifeboat will also appears some time before the ship sink.
LB's crew with animations!
Few adjusts and tweaks on the spawn rate of the LB&debris
Wake bug fixed for all ships
All ships have now neutral buoyancy again and they are also a bit more deep in the water (draught adjust) - an optional feature.

Future updates (very soon):
More variated debris.
Some small velocity on LB's..
More Crew animations!

==============================================

Download Version 3 RapidShare (http://rapidshare.com/files/117175071/LifeBoats_Debris_v3B.rar.html)
Download Version 3 MediaFire (http://www.mediafire.com/?wyl0tmzmuwy)

Have fun!

All feedback is always welcome and necessary!

Rubini.

================================================== =====
YOUTUBE link of the early first lifeboats stage
http://br.youtube.com/watch?v=_YbdMQkw-ro

================================================== ======
The sinking ship site never more will be the same:

http://img210.imageshack.us/img210/1107/final1is2.jpg

http://img127.imageshack.us/img127/1010/final2zu6.jpg

GoldenEagle8
04-12-08, 10:49 PM
You are my new favorite modder!!:o
Very Cool!!:rock::rock::rock:

Will there be lifeboats too? or only rafts?

Wolfehunter
04-12-08, 11:12 PM
So once you mod some people on them we can sink them too. You know I need to target practice with my gunners.:lost: What else can we shoot at after 1943? All merchant ships have guns. ;)

Great idea Rubini:rock:

Bismarck
04-12-08, 11:13 PM
Rubini you are the god.

JScones
04-12-08, 11:29 PM
Very nice, as always. :up:

1. they donīt can be destroyed,
Not that I would condone such practice, but surely this can be solved? Would also be nice if we could extend it so that the U-boat could pick up survivors, and in doing so, the raft disappeared. :hmm:

2. they have only very, very slow speed
3. they will only disappear after save/reload a game

Not sure I see these two as negatives/limitations myself. I remember when I played my first SH4 mission (v1.0, so it's prolly been fixed since) I sunk a ship and this...thing...suddenly started whizzing about, bumping into my boat, then taking off again at a rate of knots. I thought it was some hypo, drugged kid for it was all over the place. Unlike the behaviour in your video.

Rubini
04-12-08, 11:54 PM
Very nice, as always. :up:

1. they donīt can be destroyed,
Not that I would condone such practice, but surely this can be solved? Would also be nice if we could extend it so that the U-boat could pick up survivors, and in doing so, the raft disappeared. :hmm:

2. they have only very, very slow speed
3. they will only disappear after save/reload a game

Not sure I see these two as negatives/limitations myself. I remember when I played my first SH4 mission (v1.0, so it's prolly been fixed since) I sunk a ship and this...thing...suddenly started whizzing about, bumping into my boat, then taking off again at a rate of knots. I thought it was some hypo, drugged kid for it was all over the place. Unlike the behaviour in your video.

Hi mate,

We neither even finished that work on Sh3Cmdr and I'm already with something in hand for the weekend!:D

- I guess that they never will behave as a real ship into the game. The game see them as a particle. So, probably, no zones, no real speed or movement. But they float and move very slowly as you can see on the video. The old attempts on the lifeboat matter never really becomes reality just because the guys were looking at debris&cia. These arenīt debris.

- Yes, even with these limitations the overall result/impression is very good. But will be not possible to pick up the survivors. Well, unless more brains come to the matter. The first necessary work is to put texture and sailors on them, the second (if possible) will be given to them some more controlable speed, the thrid (again if possible), is to make some annimation and put foam on the model. My knowledge of 3D models/textures/annimations is very poor. I guess that someone more skilled on these probably will make it even better! This is why i call for help on the matter as above!;) Now letīs wait that some good soul come in help!:D

Madox58
04-13-08, 12:05 AM
A quick modification to a shell splash will give you the foam around the raft.
;)

JScones
04-13-08, 12:08 AM
Hmmm, by my calculations, Rubini + privateer = essential mod. :rock:

Madox58
04-13-08, 12:14 AM
Also,
If it's a direct import from SH4?
All UV mapping is still intact.
Convert the original DDS to TGA and place in the dat with correct ID's and it's skinned.

Rubini
04-13-08, 12:20 AM
Also,
If it's a direct import from SH4?
All UV mapping is still intact.
Convert the original DDS to TGA and place in the dat with correct ID's and it's skinned.

I tried that mate but donīt worked. The interesting is that dolphins and small junk ship (my first tries) had texture . So, I'm probably making something wrong on my attempts to make the texture work on this SH4 model.:hmm: I already confered all the ids, etc. (with S3D this is so much easy):damn:

If you can help me I obviously can show/send to you the mod to you look in.;)

Madox58
04-13-08, 12:22 AM
Send a link by PM and I'll take a look see.
;)

Rubini
04-13-08, 12:24 AM
A quick modification to a shell splash will give you the foam around the raft.
;)

I donīt tied this yet, but the small junk ships (that already have foam on itīs files - .val) donīt had it when spawed as a "lifeboat". So perhaps the fact that the games see them as particle will also brings some limitations...I donīt know.

I will go to bed now, itīs to late here. Your help will be very appreciate! We can continue tomorrow.:up:

Rubini
04-13-08, 12:26 AM
Send a link by PM and I'll take a look see.
;)

Iīm sending a PM now whit a better describe on how I made the mod because I yet need to put all them together before send to you (tomorrow). Just a minute.:up:

Madox58
04-13-08, 12:27 AM
If spawning as a particle then val files won't work.
A secondary generator would need added to the first.
That's how the shell gets a splash, then a ring that slowly fades.
;)

Madox58
04-13-08, 12:27 AM
If spawning as a particle then val files won't work.
A secondary generator would need added to the first.
That's how the shell gets a splash, then a ring that slowly fades.
;)

Philipp_Thomsen
04-13-08, 12:34 AM
:rotfl:

You dog... competing with me for the busiest modder? :lol:

Great work! :rock:

My computer cant run SH4, but I bet theres a ton of good stuff that we can bring from SH4 to SH3...

dcb
04-13-08, 12:42 AM
With such modders, there's still plenty of life left in the ol' SH3.:rock:

sergbuto
04-13-08, 02:55 AM
The old attempts on the lifeboat matter never really becomes reality just because the guys were looking at debris&cia.
Not entirely true. F.e. lifeboats were never debris in my work/mod and spawned/worked fine in my install. It is just there was no interest in finishing the mod up after SH4 came out. Looks like you have it now. Good luck with completing it.

Rubini
04-13-08, 08:18 AM
The old attempts on the lifeboat matter never really becomes reality just because the guys were looking at debris&cia.
Not entirely true. F.e. lifeboats were never debris in my work/mod and spawned/worked fine in my install. It is just there was no interest in finishing the mod up after SH4 came out. Looks like you have it now. Good luck with completing it.

Thanks mate!:up:

Rubini
04-13-08, 08:20 AM
:rotfl:

You dog... competing with me for the busiest modder? :lol:

Great work! :rock:

My computer cant run SH4, but I bet theres a ton of good stuff that we can bring from SH4 to SH3...

LOL!
Hi mate. As I said on the first post this one will the last one or my family will just left me.:D

Letum
04-13-08, 09:15 AM
Most Very Imopressive!:rock:

Bubbe
04-13-08, 09:30 AM
Where i can download this mod??

Rubini
04-13-08, 09:44 AM
Send a link by PM and I'll take a look see.
;)

PM sent! Letīs finish it!:up:

I will return to my computer in 6 hours. See you then!

Rubini
04-13-08, 09:45 AM
Where i can download this mod??

The mod is a WIP now. I guess that in one week at maximum it will be ready.;)

ryoga_77
04-13-08, 10:25 AM
Those lifeboats add an extra touch of realism,however i wonder if small boats populated with sailors could be used instead.

Jimbuna
04-13-08, 10:33 AM
This looks very promising Rubini http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

mkubani
04-13-08, 10:37 AM
Great job Rubini! I was always hoping for this one.

One suggestion... since you said you could add many different variants of lifeboats and control when they are activated, wouldn't it be cool to extend this mod into a CDPWSS (a.k.a Complete Destruction Package When a Ship Sinks)...? :) So in addition to lifeboats, you could also add couple dozen floating debris parts (wooden crates, maybe some floating cargo, some wood from the deck, etc.) + some swimming sailors, and maybe 1 floating life ring per ship? I think this would be a major step in immersion for this game especially if they do not disappear after couple minutes like the default wooden crates.

Just an idea.

GoldenEagle8
04-13-08, 10:50 AM
Great job Rubini! I was always hoping for this one.

One suggestion... since you said you could add many different variants of lifeboats and control when they are activated, wouldn't it be cool to extend this mod into a CDPWSS (a.k.a Complete Destruction Package When a Ship Sinks)...? :) So in addition to lifeboats, you could also add couple dozen floating debris parts (wooden crates, maybe some floating cargo, some wood from the deck, etc.) + some swimming sailors, and maybe 1 floating life ring per ship? I think this would be a major step in immersion for this game especially if they do not disappear after couple minutes like the default wooden crates.

Just an idea.

Oh, don't forget the capsized lifeboat with sailors on top of it.:D

i_b_spectre
04-13-08, 11:22 AM
Yet another fantastic and immersive mod from the Master :rock:! I agree that just a few different models of lifeboats/rafts would suffice. I don't know how "do-able" it would be to have them scaled and matched to the ones that are shown attached to the ship that is being sunk. I like the suggestion of manned boats, including one or two capsized with men hanging on. The inability to shoot them or rescue, in my view, is not a downside. From reading Torpedo Junction it appears very few uboats gunned crews in lifeboats and, as I understand it, there were KM orders not to pickup survivors.

Madox58
04-13-08, 12:08 PM
http://i108.photobucket.com/albums/n12/privateer_2006/lb1.jpg

Alex
04-13-08, 12:32 PM
http://i108.photobucket.com/albums/n12/privateer_2006/lb1.jpg

- Sir ! :D

-Hmm, what ? :hmm:

- You rock ! :rock:

- I know... :stare:


:88)

Philipp_Thomsen
04-13-08, 12:39 PM
Rubini, those boats will be pretty boring if there's nobody inside...

can you do it? I can give you a hand if you need...

LordNeuro"Serbia"
04-13-08, 02:35 PM
I hope u will make it work with same silers in it . U just dont stope in making the great addons. Keep up the gr8 work.:up:

Madox58
04-13-08, 02:39 PM
men in the boat is already done.
;)

LordNeuro"Serbia"
04-13-08, 02:48 PM
men in the boat is already done.
;)
Thenks for the news info. U r making a fantastic job too make thise game beter. Keep up:up:

Madox58
04-13-08, 03:35 PM
http://i108.photobucket.com/albums/n12/privateer_2006/lb2.jpg

Jimbuna
04-13-08, 03:44 PM
hehe http://img221.imageshack.us/img221/4030/winkbigid2zj6.gif

Kpt, Otto
04-13-08, 03:44 PM
Oh man... this is good :rock: :rock:


Rubini, Privateer Id get you both a beer if I could pour it down the broadband line!!! :p

Brilliant mod, superb ... :up:


:()1:

mkubani
04-13-08, 03:48 PM
Add some paddles and bottle of whiskey please. ;)

Ya and debris. :)

Please make it GWX 2.1 compatible. :)

Rubini
04-13-08, 04:04 PM
Great job Rubini! I was always hoping for this one.

One suggestion... since you said you could add many different variants of lifeboats and control when they are activated, wouldn't it be cool to extend this mod into a CDPWSS (a.k.a Complete Destruction Package When a Ship Sinks)...? :) So in addition to lifeboats, you could also add couple dozen floating debris parts (wooden crates, maybe some floating cargo, some wood from the deck, etc.) + some swimming sailors, and maybe 1 floating life ring per ship? I think this would be a major step in immersion for this game especially if they do not disappear after couple minutes like the default wooden crates.

Just an idea.

Yes, all this is possible now. The unique limit is that we need to adjust/add them to each ship. Isnīt difficult just because is to simple to add. All the DivingDuck debris for example can now be added to a sinking ship. Letīs see what we will have in the end at this first step. Privateer is looking at the 3dmodels/textures and annimation. What I can say is that will very good for sure!:up:

Rubini
04-13-08, 04:06 PM
GREAT!!:up:
I just need to have the same here now! LOL
PMs on the air!

http://i108.photobucket.com/albums/n12/privateer_2006/lb1.jpg

Rubini
04-13-08, 04:07 PM
Careful Rubini, that mod might give ideas to your family. If you spend too much time modding, they will find a solution to put someone on a lifeboat in the middle of the cold atlantic :D

Exactly!:rotfl: :rotfl: :rotfl:

Rubini
04-13-08, 04:49 PM
He, he!
Thanks to Privateer!.
And this is just the beginning.:D

http://img225.imageshack.us/img225/4303/sailorgo9.jpg

Myxale
04-13-08, 04:58 PM
Wow, this game is getting amazing! :rock:

Cheers Rubini!

i_b_spectre
04-13-08, 05:12 PM
Wow, this game is getting amazing! :rock:

Cheers Rubini!
True enough, but what's even more amazing is what some very gifted, creative, and determined modders have transformed SH3 into. It's far more now than it was out of the box!

von stauber
04-13-08, 05:33 PM
we will adopt you here!!!! keep modding!!!!!!!!!!!!!!1:rock: :rock: :rock:

Madox58
04-13-08, 05:55 PM
He looked so lonely.
:nope:

http://i108.photobucket.com/albums/n12/privateer_2006/lb3.jpg

Rubini
04-13-08, 06:43 PM
Keep it coming!:arrgh!:

He looked so lonely.
:nope:

http://i108.photobucket.com/albums/n12/privateer_2006/lb3.jpg

iambecomelife
04-13-08, 06:54 PM
You said you can control the number of lifeboats/rafts. Does that mean that, for instance, we can have a freighter spawn only two rafts, while a troop transport spawns six? That would be excellent. Some swimmers/floaters, whether individually or in groups, would also be an immersion-booster.

http://i33.photobucket.com/albums/d54/iambecomelife/Raft1.jpg

I have some skins and accessories that you can use - let me know if you want them. Nice job.

Rubini
04-13-08, 07:30 PM
Yes and Yes! :up:
My intention is exactly this: verysmall: one wooden LB, small ships 2 LB or 2 wooden LB, medium ships: 3 or 4 LB, Big ships: 5 or 6 LB.
Please send me these skins! I will take a pic of then in game now if possible!:up:

About others objects is totally possible but will be need more aesthetic tests to determine the better place, the number, etc. For sure we can at least made them for the most frequent ships.:hmm: I will test DD debris for the matter soon.

You said you can control the number of lifeboats/rafts. Does that mean that, for instance, we can have a freighter spawn only two rafts, while a troop transport spawns six? That would be excellent. Some swimmers/floaters, whether individually or in groups, would also be an immersion-booster.

http://i33.photobucket.com/albums/d54/iambecomelife/Raft1.jpg

I have some skins and accessories that you can use - let me know if you want them. Nice job.

ReallyDedPoet
04-13-08, 07:36 PM
Nice work here lads :yep::up:


RDP

Rubini
04-13-08, 07:37 PM
Someone can rescue the survivors?
Well, this is just eye candy.:D
http://img72.imageshack.us/img72/2067/rescue1db4.jpg

http://img168.imageshack.us/img168/2497/rescue2kt9.jpg

http://img511.imageshack.us/img511/2774/rescue4nk8.jpg

Philipp_Thomsen
04-13-08, 07:52 PM
Don't forget that troop transporters and liners are supposed to have a lot more life boats... (10 or more).

Wolfehunter
04-13-08, 08:31 PM
Take no prisoners...;) Great work guys...:up: Hmm are these lifeboats immune from being RAMMED. :arrgh!: :rotfl: Can I use my antiaircraft guns on them?:hmm: pls.:D

sabretwo
04-13-08, 10:23 PM
This is great stuff! SH3 just keeps getting better and better!

Just one suggestion...the guy sitting in the lifeboat looks too posed, as if he is there enjoying the sunset while his ship goes down and his comrade is struggling to get aboard. Is there a way to perhaps replace him with another model crouched over the side helping the other guy or perhaps on his knees inside as if taking cover and assessing the situation.

I also agree with one of the previous posters...we need some floaters too. Not as many as the SH4 Effects mod, but just a few here and there for effect.

bookworm_020
04-13-08, 11:01 PM
Looks really good and will end the practice of the crew going down with the ship!

If the different types of lifeboat could match the existing lifeboats already in the game that would be a big plus as well.:up:

Excellent Work!:rock:

iambecomelife
04-13-08, 11:09 PM
http://i33.photobucket.com/albums/d54/iambecomelife/FF7.jpg

Another suggestion - you should ask D. Kruger for permission to use his human-figure skins in the mod. They are extremely high quality IMO - he is very talented. Here's a shot of them being used with Racerboy's mod. Will it be possible to have different types of figures on the rafts, so that there can be different skins and body models? Maybe a troopship could spawn mainly soldiers. An ordinary merchant could spawn sailors, and a hospital ship could generate nurses & patients.

Also, I will send you the raft skin tomorrow at the latest.

Rubini
04-13-08, 11:41 PM
@Thanks by the comments and suggestions guys. Privateer is in charge of the 3dmodels/texture (and animations if possible), so we can expect good solutions on the matter very soon.

But some things i already can say just because or is too easy to made or is too difficult:
1. More sailors on the boats with different skins, different positions: easy
2. More LB models: easy
3. permanent debris/corps: doable for one/few ships. But for all ships will be a pain in the ass; the LB mod isnīt debris but objects, so they need to be added to the .dat file for ALL the ships. Then will be needed some variation on the debris position/quantity, ships by ship (they arenīt random). And finally needs tests. :damn:
But if just few wooden box and some barrels are enough then is also easy to implement as a small package for all ships .dat:up: Tomorrow I will post some pics with this small debris package ready.

FYI, I just tried again to make some of the debris itself permanent objects (but using the debris.dat) without success (debris.dat works automatically for all ships - stock sh3 engine). So, until now, AFAIK, to really have permanent debris only using the LB mod solution with the good and bad things as described above.:yep:

Madox58
04-14-08, 12:08 AM
Attach the waterinteraction controller to one of the boxes that pop up
and you can cause more objects to appear.
I've already done this with the LifeBoat.
;)

Rubini
04-14-08, 12:18 AM
Attach the waterinteraction controller to one of the boxes that pop up
and you can cause more objects to appear.
I've already done this with the LifeBoat.
;)

Hummm...Then we can use the debris.dat objects, they will call others that will use LB mod implementation and in the end will be permanent, is that your idea?:hmm: If so, then we can have permanent debris for free!:up:

Madox58
04-14-08, 12:26 AM
It works.
I've sunk several ships that spawn Life rafts through the debris now.

Rubini
04-14-08, 12:57 AM
It works.
I've sunk several ships that spawn Life rafts through the debris now.

That is good! Can you send me the files to take a look?

Anyhow, I just tested a bit others debris (using DivingDuck debris models) using the same LB mod implementation. You know that it uses Floating object controller to have the buoyance behaviour. But the problem is that non flat objects seems to stay a bit "out the water" and AFAIK itīs impossible to adjust this for all situations on the controllers/objects coordenates. The unique possibility (and i donīt know if it is possible) is to make the game think that a non (or almost no) flat object start from its half, then it will float "correctly" (3d model inside coordenates perhaps?). I hopes that you understand my poor english.:D

If a solution canīt be find, we yet can always use flat (or almost flat) objects like small wood pieces, small buoys, etc to simulate the (permanent) debris.:yep:

Rubini
04-14-08, 01:04 AM
It works.
I've sunk several ships that spawn Life rafts through the debris now.

Now I understood better what you means here! Excelent!:up: If the overall effect is good this could be a more easy solution, because itīs very quick to be implemented. Anywhow that non flat objects buoyance behaviour (to we also have permanent debris) remains to be solved.:yep:

Reece
04-14-08, 01:31 AM
Don't you ever rest Rubini?:D
Personally I'm glad you don't!:up:

sergbuto
04-14-08, 02:05 AM
Connecting lifeboat spawning to debris means that lifeboats appear long after the ship has sunk. Did not look realistic to me.

Rubini,

As to WaterInteraction spawning of lifeboats from sinking ships, have you check that for different ships and weather conditions to avoid unpleasant surprises?

HundertzehnGustav
04-14-08, 06:31 AM
Not entirely true. F.e. lifeboats were never debris in my work/mod and spawned/worked fine in my install. It is just there was no interest in finishing the mod up after SH4 came out. Looks like you have it now. Good luck with completing it.
HEHHH
that be not entirely true either.
ther WAS interest...:D :ping:

:up:

...and still IS

Rubini
04-14-08, 08:15 AM
Connecting lifeboat spawning to debris means that lifeboats appear long after the ship has sunk. Did not look realistic to me.

Rubini,

As to WaterInteraction spawning of lifeboats from sinking ships, have you check that for different ships and weather conditions to avoid unpleasant surprises?

Hi Serg,

I have not yet the time to test/look at this new possibility. But "thinking with my knobs" I was imagining how it will work and this scenario (that you also described above) also at first don't please me - the fact that the LB will only appears pratically after the ship sink. But have its merits. The implementation will be much more easy and quick. The life boats, even appearing after/during the ships sinking can appears a bit away from the center of the explosions, etc.

Anyhow the devolepment of the life boat animations and also the solution for some permanent debris problems will be the same for both main solutions: my first one, a bit more elegant for LB IMO and the Privateer idea (attach them to debris).

Another fallback from attaching them to debris is that probably will be not more totally controlable the number of LB per ships and also probably only one type of LB will appears. But this needs more investigation. I don't know yet if the stock debris are different for each class of ships (i means ships size):hmm:

Graf Paper
04-14-08, 08:19 AM
I shall grace this thread with my 400th forum posting to offer an idea. :smug:

Assuming it is possible to make the lifeboats and survivors destructible, could it be implemented where a kaleun would suffer a renown penalty for gunning down survivors and, conversely, receive a renown bonus for aiding survivors?

To balance this tactically, a kaleun would be faced with maintaining stealth by remaining unseen by survivors ( or ensuring none lived to report the u-boat's disposition to Allied rescuers ) and being humane by rendering aid that would leave the u-boat vulnerable to being attacked or stalked by units that recieve radio reports of the news offered by the survivors?

Regardless, even if this mod is only eye-candy, it is yet another triumph of the masters, Rubini, privateer, and company! :rock:

I can hardly wait for this one! :D

I wonder if the shipwake could be altered to spawn occasional debris, in the form of trash tossed overboard, that would aid a u-boat watch crew in knowing if shipping traffic has been in the area recently? "Debris, spotted! Bearing 37 degrees!"

What I wouldn't give to be able to rewrite the game engine to make such features readily implemented!

Rubini
04-14-08, 08:59 AM
I shall grace this thread with my 400th forum posting to offer an idea. :smug:

Assuming it is possible to make the lifeboats and survivors destructible, could it be implemented where a kaleun would suffer a renown penalty for gunning down survivors and, conversely, receive a renown bonus for aiding survivors?

To balance this tactically, a kaleun would be faced with maintaining stealth by remaining unseen by survivors ( or ensuring none lived to report the u-boat's disposition to Allied rescuers ) and being humane by rendering aid that would leave the u-boat vulnerable to being attacked or stalked by units that recieve radio reports of the news offered by the survivors?

Regardless, even if this mod is only eye-candy, it is yet another triumph of the masters, Rubini, privateer, and company! :rock:

I can hardly wait for this one! :D

I wonder if the shipwake could be altered to spawn occasional debris, in the form of trash tossed overboard, that would aid a u-boat watch crew in knowing if shipping traffic has been in the area recently? "Debris, spotted! Bearing 37 degrees!"

What I wouldn't give to be able to rewrite the game engine to make such features readily implemented!

AFAIK, will be not possible to make the LB destructible in Sh3.

About release some trash...in theory is possible but needs test to see how they will behaviours in all situations...

Rubini
04-14-08, 09:05 AM
As to WaterInteraction spawning of lifeboats from sinking ships, have you check that for different ships and weather conditions to avoid unpleasant surprises?

For now only one ship type, but in all weather conditions. Obviously we need to check all this before release anything. The LB attached to ships can have it's height (relative to water) moment to spawn adjusted easily. Another scenario that could appears here is that with some ships, big waves, they need to be set to appears only very later...what in the end could be near that "attached to debris solution"...needs tests.:hmm: :up:

mkubani
04-14-08, 10:20 AM
Just my 2 cents. The best thing would be to have the life boats spawn when the ship receives a critical hit or reaches the flooding limit. I would love to see the boats slowly moving away from the sinking ship. Oh, expect many cool pics in the Unofficial Screenshot thread after the release of this mod!

LordNeuro"Serbia"
04-14-08, 10:45 AM
He looked so lonely.
:nope:

http://i108.photobucket.com/albums/n12/privateer_2006/lb3.jpg
No words to exprecs what i m felling now. This is fantastic work. Thx u all for making thise posobol. I hope u will make it posobol too execute a direkt order from the furer lete in the war. Just funtastic work. I think the ubi is now :ping: at looking aat u moding skils. Keep up the exelent work:up:

Philipp_Thomsen
04-14-08, 02:22 PM
Another important thing, my friend, is to make them pop-up in different times, not all at the same time. Put some delay between items (life boats) as the ship sinks (not after). If you're worried about the manual work of doing it to each ship.dat, don't worry, I can do this part of the job for you no problem. The good part is that this is definitive, and MUCH more realistic. As soon as the ship is doomed to sink, the life boats starts to pop-up, one by one, with some good 30 seconds of delay between one and another.

In my opinion it can't be better then that... :up:

Rubini
04-14-08, 04:05 PM
Another important thing, my friend, is to make them pop-up in different times, not all at the same time. Put some delay between items (life boats) as the ship sinks (not after). If you're worried about the manual work of doing it to each ship.dat, don't worry, I can do this part of the job for you no problem. The good part is that this is definitive, and MUCH more realistic. As soon as the ship is doomed to sink, the life boats starts to pop-up, one by one, with some good 30 seconds of delay between one and another.

In my opinion it can't be better then that... :up:

If we opt to use them attached to debris, them they will only spawn when the ships is sinking/after sink, all practically at same time.

If we opt to use them attached to each ship then is possible to make then appears before the ships sink and with some time between then - i already made it this way since the first test version as you can see on the video (sometimes more, sometimes less time betwwen them). If we opt for this way to have LB, what is really more elegant and realistic i will need help for sure to adjust all the ships. Do you read my PM to you?:D

Anyhow is clear for me now , unless news discoveries pop up, that the privateer idea is the best for permanent debris (and they use the same "permanent" solution that I made for LBoats), then this will be the way to go for debris. But for Lifeboats we have these two choices.:yep:

I plan to release a complete "attached to debris version" soon (including the life boats) for tests (I just need to have some conversations with privateer first). This way we can really judge before the mod reachs its final stage. This version is very easy to do and works imediatelly for any mod or even stock game! (not only GWX);)

Philipp_Thomsen
04-14-08, 04:19 PM
Another important thing, my friend, is to make them pop-up in different times, not all at the same time. Put some delay between items (life boats) as the ship sinks (not after). If you're worried about the manual work of doing it to each ship.dat, don't worry, I can do this part of the job for you no problem. The good part is that this is definitive, and MUCH more realistic. As soon as the ship is doomed to sink, the life boats starts to pop-up, one by one, with some good 30 seconds of delay between one and another.

In my opinion it can't be better then that... :up:

If we opt to use them attached to debris, them they will only spawn when the ships is sinking/after sink, all practically at same time.

If we opt to use them attached to each ship then is possible to make then appears before the ships sink and with some time between then - i already made it this way since the first test version as you can see on the video (sometimes more, sometimes less time betwwen them). If we opt for this way to have LB, what is really more elegant and realistic i will need help for sure to adjust all the ships. Do you read my PM to you?:D

Anyhow is clear for me now , unless news discoveries pop up, that the privateer idea is the best for permanent debris (and they use the same "permanent" solution that I made for LBoats), then this will be the way to go for debris. But for Lifeboats we have these two choices.:yep:

I plan to release a complete "attached to debris version" soon (including the life boats) for tests (I just need to have some conversations with privateer first). This way we can really judge before the mod reachs its final stage. This version is very easy to do and works imediatelly for any mod or even stock game! (not only GWX);)

In my opinion we should definetively go for the more elegant and realistic way. Once we release all the existing ships all we have to do is state publicly what is needed to be changed in the .dat files and the new ships will be out of the docks with the life boats already attached, by the person who did it (new ships). You have to keep in mind that sometimes a ship takes more then one hour to sink, so nobody would wait that long just to see the life boats in the debris. Makes no sense in my opinion. What we should do is to put this into the .dat files in a way that once the ship is doomed, life boats start to appear. And also another very interesting thing to do would be to increase the number of debris after the ship sinks, to be more realistic, and to put some PEOPLE in the debris, coz you know, in a sinking not everybody manages to save himself.

So after torpedoing a ship we would have life boats poping up with a random delay between them, and when the ship finally sinks, a lot of debris and some people floating in the water (with just their heads and arms out of the water, not floating like dead man, but if this is not possible, some dead man floating is good enough).

I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way (debris) I would like to know what I have to change in the .dat files so I can do this mod for myself. I have the time to spend doing all the necessary modifications on those ship.dat files and I'm willing to help. Maybe I don't know everything I need to know to help, but I learn very fast and I have a lot of creativity.

:up:

iambecomelife
04-14-08, 05:04 PM
Here are the files:

http://files.filefront.com/RAFTrar/;9268144;/fileinfo.html

Rubini
04-14-08, 05:19 PM
Another important thing, my friend, is to make them pop-up in different times, not all at the same time. Put some delay between items (life boats) as the ship sinks (not after). If you're worried about the manual work of doing it to each ship.dat, don't worry, I can do this part of the job for you no problem. The good part is that this is definitive, and MUCH more realistic. As soon as the ship is doomed to sink, the life boats starts to pop-up, one by one, with some good 30 seconds of delay between one and another.

In my opinion it can't be better then that... :up:

If we opt to use them attached to debris, them they will only spawn when the ships is sinking/after sink, all practically at same time.

If we opt to use them attached to each ship then is possible to make then appears before the ships sink and with some time between then - i already made it this way since the first test version as you can see on the video (sometimes more, sometimes less time betwwen them). If we opt for this way to have LB, what is really more elegant and realistic i will need help for sure to adjust all the ships. Do you read my PM to you?:D

Anyhow is clear for me now , unless news discoveries pop up, that the privateer idea is the best for permanent debris (and they use the same "permanent" solution that I made for LBoats), then this will be the way to go for debris. But for Lifeboats we have these two choices.:yep:

I plan to release a complete "attached to debris version" soon (including the life boats) for tests (I just need to have some conversations with privateer first). This way we can really judge before the mod reachs its final stage. This version is very easy to do and works imediatelly for any mod or even stock game! (not only GWX);)

In my opinion we should definetively go for the more elegant and realistic way. Once we release all the existing ships all we have to do is state publicly what is needed to be changed in the .dat files and the new ships will be out of the docks with the life boats already attached, by the person who did it (new ships). You have to keep in mind that sometimes a ship takes more then one hour to sink, so nobody would wait that long just to see the life boats in the debris. Makes no sense in my opinion. What we should do is to put this into the .dat files in a way that once the ship is doomed, life boats start to appear. And also another very interesting thing to do would be to increase the number of debris after the ship sinks, to be more realistic, and to put some PEOPLE in the debris, coz you know, in a sinking not everybody manages to save himself.

So after torpedoing a ship we would have life boats poping up with a random delay between them, and when the ship finally sinks, a lot of debris and some people floating in the water (with just their heads and arms out of the water, not floating like dead man, but if this is not possible, some dead man floating is good enough).

I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way (debris) I would like to know what I have to change in the .dat files so I can do this mod for myself. I have the time to spend doing all the necessary modifications on those ship.dat files and I'm willing to help. Maybe I don't know everything I need to know to help, but I learn very fast and I have a lot of creativity.

:up:

Yes,

This is the best scenario. However, AFAIK, will be need to handle with some limitation on the engine (unless someone comes with new discoveries what is always possible):

1. Isn't possible until now to link the LB spawn to the moment when the ship is doomed...but with his height over water. Good... but this need to be made carefully to the ship don't start to spawn LB in bad weather or when it's almost flooded but yet running away. Isn't easy to test all the ships, all conditions, etc. We will need a compromise here for sure. And the time between LBs is also attached to the same idea (just different heights) then you can imagine the goodies and the sours...

2. The permanent debris or dead men have until now a problem: They will float, but a bit more height than we could wish. To solve this will need to use only flat or almost flat debris. And we need a good soul, 3D expert, to give us these debris. We already have the Barrel and the flat buoy from DD's debris mod (we need to have his permisson first). Oar, wood pieces, box pieces, etc will do the job very well. I will also look for them on others files and also on Sh4 files. I don't know if working on the 3D object itself is possible to cheat the game engine on this buoyance matter. Only the 3D guys could say something about. If possible, well, then we will have infinite possibilities.

3. And yes, is easy to have now a great number of debris floating after a ship sink!

4. For sure I will you let you know how to implement it. It's easy on the file edition matter, but laborious to make for all ships and test them. Perhaps a small team?:hmm:

Rubini
04-14-08, 05:28 PM
Here are the files:

http://files.filefront.com/RAFTrar/;9268144;/fileinfo.html

Thanks mate! I will make some pics with then and will post here late!:up:

Do you have 3D skills to make some flat/almost flat new debris like oars, wood pieces, broken box, etc, etc..?:hmm:

Ivan Putski
04-14-08, 05:29 PM
Great work all, what an addition this will make for SHIII. Puts:rock:

Madox58
04-14-08, 05:31 PM
It's not necessary to make flat debris only.

Create an invisible flat object,
attach the round or odd shaped image to it in the dat?

POOF!!

you get your effect!!

:rotfl:

D.Kruger
04-14-08, 06:20 PM
Keep it coming!:arrgh!:

He looked so lonely.
:nope:

http://i108.photobucket.com/albums/n12/privateer_2006/lb3.jpg

You can take my skins ( TGA files ) :yep:

http://www.sukhoi.ru/forum/attachment.php?attachmentid=83320&d=1205742122
http://static3.filefront.com/images/personal/d/DKruger/95721/ninxifidhr.jpg
D.Kruger_AI_lifevest_for_3.rar

http://hosted.filefront.com/DKruger/

Madox58
04-14-08, 06:22 PM
I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way
:up:

:stare:
And I STRONGLY recommend you give it some time before makeing this type statement!
:nope:

You have no idea or clue what can be done yet.
You read a few quick posts and your the expert now?

Do it all yourself then.
I have tons of other things I can be doing!

If this is the "open Modding"?

I'm outta here.

TA!
:nope:

Rubini
04-14-08, 07:28 PM
It's not necessary to make flat debris only.

Create an invisible flat object,
attach the round or odd shaped image to it in the dat?

POOF!!

you get your effect!!

:rotfl:

I just sent a PM to you before read this saying exactly the same! :D
Iīm starting to work on this rght now!:yep:

Rubini
04-14-08, 07:33 PM
Thanks D.Kruger! When its the right hour we can use them!:up:

Madox58
04-14-08, 08:02 PM
@ Graf Paper

Ya,
they can be made so you can blow them away.
No,
no renown can be done one way or the other.

Rubini
04-14-08, 08:24 PM
@ Graf Paper

Ya,
they can be made so you can blow them away.
No,
no renown can be done one way or the other.

If you are saying...:cool: :hmm:

iambecomelife
04-14-08, 09:26 PM
Here are the files:

http://files.filefront.com/RAFTrar/;9268144;/fileinfo.html

Thanks mate! I will make some pics with then and will post here late!:up:

Do you have 3D skills to make some flat/almost flat new debris like oars, wood pieces, broken box, etc, etc..?:hmm:

I could give it a try. I would also like to try working on different human figures - some time ago I actually started working on soldiers from different countries.

http://i33.photobucket.com/albums/d54/iambecomelife/figgs.jpg

Philipp_Thomsen
04-14-08, 10:11 PM
I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way
:up:

:stare:
And I STRONGLY recommend you give it some time before makeing this type statement!
:nope:

You have no idea or clue what can be done yet.

Anything can be done, it only depends on how far is the modder intending to go.

You read a few quick posts and your the expert now?

I read it all and I'm backchatting with Rubini via PM and Im also looking at the files.

Do it all yourself then.

No problem! :up:

I have tons of other things I can be doing!

I bet you do.

If this is the "open Modding"?

Dont forget you're only invited here, this is not your mod. Rubini likes to do it publically, taking help from everybody he can, and I honestly aprove this kind of action. The mod is for the community, not to make Rubini's fame increase. He do it for fun, for hobbie, like me.

I'm outta here.

I seriously doubt.

TA!
:nope:

Above in yellow! :up:

Philipp_Thomsen
04-14-08, 11:04 PM
@ Iambecomelife

What 3D program you're using? I have some 3D knowledge (autocad), I used to project machinnery and parts in 3D on autocad, I just don't know how to export them to the game. But that part I can learn pretty fast.

Philipp_Thomsen
04-14-08, 11:06 PM
Rubini, did you find a way to add *RANDOM* number of ppl in the LB? If we can add random number of ppl and each with a different skin, this will be amazing! :up:

Rubini
04-14-08, 11:25 PM
Rubini, did you find a way to add *RANDOM* number of ppl in the LB? If we can add random number of ppl and each with a different skin, this will be amazing! :up:

No, not random. The same LB will have the same number of guys. Unless that we can find a way to do this when working in the mod. I never looked at this issue in truth.:hmm:

Rubini
04-14-08, 11:30 PM
Here are the files:

http://files.filefront.com/RAFTrar/;9268144;/fileinfo.html

Thanks mate! I will make some pics with then and will post here late!:up:

Do you have 3D skills to make some flat/almost flat new debris like oars, wood pieces, broken box, etc, etc..?:hmm:

I could give it a try. I would also like to try working on different human figures - some time ago I actually started working on soldiers from different countries.

http://i33.photobucket.com/albums/d54/iambecomelife/figgs.jpg

This will be great. I guess that looking at Sh4 files, perhaps we can find some too? But any help will be always good! Thanks to look at this mate!:up:

iambecomelife
04-15-08, 06:06 PM
@ Iambecomelife

What 3D program you're using? I have some 3D knowledge (autocad), I used to project machinnery and parts in 3D on autocad, I just don't know how to export them to the game. But that part I can learn pretty fast.

I use wings3d.

Madox58
04-15-08, 06:38 PM
Rubini, did you find a way to add *RANDOM* number of ppl in the LB? If we can add random number of ppl and each with a different skin, this will be amazing! :up:
It's actually pretty simple.
:nope:
But your going to handle that, right?

I thought about putting that in the box as nicely as you did.
But that is so......
Ennuyeux
Langweilig
скучно

Philipp_Thomsen
04-16-08, 12:13 AM
:yep:

Rubini
04-16-08, 12:49 AM
Here the first pics of the already done beta of that debris.dat approach. This approach, using an idea from Privateer and implemented using the "solution" for Life Boats described here on this thread have some goodies and few bads:

1. Itīs compatible with ALL mods or even stock game out of the box!

2. Works imediatly just adding one file and replacing the debris.dat that is the same for any mod (JSGME). No external textures, etc

3. It spawn a lot of "new" debris after a ship sink and also LifeBoats (futurelly with crew). The overall effect and feelling is very good even that the LB just spawn after/during ships sinking.

4. the bads are few (the main one is that the LBs spawn only after during a ships sinking as i said), but also that sometimes you can not have LB in the end, or even have a bit so much of them. But isnīt frequent and like i said the overall result is very good. You will see!

5. things that needs to be checked: airplanes crash on water...what will be spawned now?:hmm:

6. Things that will made it yet better: a good crew on Lifeboats. We are working on this.:up:

7. And to finish, after we play with this first approach a bit we can then start that more refined solution (but that also yet needs some more deep tests) where the LBs will spawn before ship sink. Anyway all the work made until now will be totally useful for this approach too.

8. Note that all the debris have reflection, refraction and ondulation under water (caustics)!

9. I will only release this beta after DivingDuck agree because I used his debris tga and 3D models from his great Debris' 1.2 mod. I hope that you like them and also the idea DD!:up:

10. if someone more have more debris to share will be good too!

================================================== =============
These pics were made after a small freight sunk:

http://img138.imageshack.us/img138/32/debris3qv7.jpg

http://img501.imageshack.us/img501/5620/debris2wv8.jpg

http://img218.imageshack.us/img218/5105/debris1pi7.jpg

http://img138.imageshack.us/img138/6465/debrisundermm4.jpg

Rubini
04-16-08, 12:57 AM
Here are the files:

http://files.filefront.com/RAFTrar/;9268144;/fileinfo.html

Hi mate,

i tested, but it donīt shows all the details that you have on that pic...excuse me by the delay or even the absence of pics...just short in time...but i will do it tomorrow!:up:

Myxale
04-16-08, 01:01 AM
Now we're talkin war here!

Finally some realism! :rock:

mkubani
04-16-08, 06:28 AM
@Rubini and privateer:1. Fantastic!2. I could create some more debris for you over this weekend. More variety is always cool, right? I got enough experience in 3D Max and texturing in order to model such simple things. I have done modelling for IL-2 flight simulator.3. Could you use 3D models from Max 5.1 with TGA textures? I don't know the scale of SH3 world, but you could resize them afterwards. 4. If you are ok with this, please send me 1-2 sample models from DD with textures, so I can try to match his style. 5. You can contact me either via PM or at mkubani(--at--)gmail(dot)com

Rubini
04-16-08, 10:24 AM
@Rubini and privateer:1. Fantastic!2. I could create some more debris for you over this weekend. More variety is always cool, right? I got enough experience in 3D Max and texturing in order to model such simple things. I have done modelling for IL-2 flight simulator.3. Could you use 3D models from Max 5.1 with TGA textures? I don't know the scale of SH3 world, but you could resize them afterwards. 4. If you are ok with this, please send me 1-2 sample models from DD with textures, so I can try to match his style. 5. You can contact me either via PM or at mkubani(--at--)gmail(dot)com

Thanks mate!

I will PM you soon with some examples and some ideas.:up:

rik007
04-16-08, 01:36 PM
What a fantastic progress there is been made again! Looking forward for this one again!

Philipp_Thomsen
04-16-08, 02:02 PM
And what happens when an airplane crash on water?

Rubini
04-16-08, 02:18 PM
And what happens when an airplane crash on water?

I yet donīt tested...but i guess that they also use the debris.dat...this is a minor problem that we can adjust later if needed. I will look at this when I have time soon.:yep:

Jimbuna
04-16-08, 03:08 PM
Hows it coming along Rubini, those merchant crews need something to hang on to, the lifeboats are shot full of holes http://img98.imageshack.us/img98/1817/thinkbigsw1yo4.gif

LordNeuro"Serbia"
04-16-08, 03:50 PM
I hope thise will be over soon. I cann hardly wayt too play with thise addon. Fantastic job peapol. U make the peapol here wery hwpy. Keep up the fantastic job.:up::rock:

Madox58
04-16-08, 05:47 PM
:yep:
:rotfl:
Only playing with you Mate.
:88)

There's a whole bunch of things being taken care of
in the background.

I'm sure you'll all get more info over the next few days.
;)

Philipp_Thomsen
04-16-08, 06:19 PM
:yep:
:rotfl:
Only playing with you Mate.
:88)

There's a whole bunch of things being taken care of
in the background.

I'm sure you'll all get more info over the next few days.
;)

No problem! :up:

Im already working with Rubini on the "elegant" version of the mod.

Jimbuna
04-16-08, 06:56 PM
:yep:
:rotfl:
Only playing with you Mate.
:88)

There's a whole bunch of things being taken care of
in the background.

I'm sure you'll all get more info over the next few days.
;)

No problem! :up:

Im already working with Rubini on the "elegant" version of the mod.

Very good then...crack on :up:

Privateer, sir...we have work to be getting on with ;)

Madox58
04-16-08, 07:10 PM
I am at Battle Stations Sir!
:up:

Rubini
04-16-08, 09:24 PM
:yep:
:rotfl:
Only playing with you Mate.
:88)

There's a whole bunch of things being taken care of
in the background.

I'm sure you'll all get more info over the next few days.
;)

No problem! :up:

Im already working with Rubini on the "elegant" version of the mod.

Very good then...crack on :up:

Privateer, sir...we have work to be getting on with ;)

Hi mates,

Well you have alot of work today, is GWX2.1 release. After that come here a bit and download the first beta version of this mod that will be here in some minutes. I guess that it is compatible with GWx2.1 and with any mod out of the box!


@Privateer and PT: happy in see you both in charge! The important is our beloved Sh3; letīs go! Thanks to try a middle ground!:yep:

ReallyDedPoet
04-16-08, 09:56 PM
Congrats on the release Rubini ( and the lads who helped you ) :yep::up:


RDP

Wolfehunter
04-16-08, 10:52 PM
Great work guys. I can't wait to see it released for GWX 2.1

Rubini
04-16-08, 11:04 PM
Great work guys. I can't wait to see it released for GWX 2.1
Itīs probably compatible out of the box.:up:

Madox58
04-16-08, 11:07 PM
Yes.
It's good to go with 2.1

Wolfehunter
04-16-08, 11:42 PM
Yes.
It's good to go with 2.1Sweet thats what I need some more mods:rock:
Thankyou guys.;)

FYI Rapid shares website engine is busted,

You need another site for the download.

bigboywooly
04-17-08, 03:19 AM
Nice work all
Downloading now

mkubani
04-17-08, 03:24 AM
Downloading now. Thanks.@Rubini: Please let me know if you still want me to do some debris modelling this weekend.

Uber Gruber
04-17-08, 07:19 AM
Great mod lads....always wanted this, the debris looks so cool:up:

Rubini
04-17-08, 09:54 AM
Downloading now. Thanks.@Rubini: Please let me know if you still want me to do some debris modelling this weekend.

Hi mate,

Yes, the more variety is always good! What i means on firts post with "too much debris" is too much on the scene, not the variety.:up:

Now that you have the files take a look on the LifeBoats&Debris.dat file. All the debris, includind the lifeboat itself is there. The structure is pretty simple, just an tga and a 3D model followed by the caustics and reflection controllers! (i can add them to you if you want to limit to the 3d/texture work):up:

By the way, i suggest that you work on some minor objects, like small retangular box, wood pieces, oar, cloths and mainly some sailors attached in debris, or others dead/alive positions. Three or four more different debris and it's enough I guess. Note that with big waves the floating objects don't behaviour very well (they seems to go out of the wave) so you have to get this in mind when thinking in the size of the object. Sink some few ships in big waves and see.:hmm:

And thanks for the help mate!

Uber Gruber
04-17-08, 01:35 PM
Hi RuBini,

Is there any other links to your mod ? I can't download it via rapid share.

Thanks....

Rubini
04-17-08, 02:08 PM
Hi RuBini,

Is there any other links to your mod ? I can't download it via rapid share.

Thanks....

Here:
http://www.mediafire.com/?54ljwd9y4ix

First post actualized with this link too.;)

skwasjer
04-17-08, 02:29 PM
Nice work Rubini & co.

Glad you are enjoying S3D too ;)

LordNeuro"Serbia"
04-17-08, 02:33 PM
U make the kaluns drema a reality. Thx u for u hard work and for thise beautifol mod. Cheers too the makers.:up::rock:

Rubini
04-17-08, 02:41 PM
Nice work Rubini & co.

Glad you are enjoying S3D too ;)

We need to thank you!
It's a honour to receive your visitation!:up:

Yorktown_Class
04-17-08, 03:52 PM
My crew and I would like to thank you guys for this mod,great job:up:

McHibbins
04-17-08, 05:42 PM
Doooowwwwnloading now ! :D:up:

iambecomelife
04-17-08, 06:57 PM
Hey, I have a lifeboat I would like to add to the debris but I do not know how to insert it into the Dat file. Does anyone know how to insert it and a new texture using Silent 3ditor?

http://i33.photobucket.com/albums/d54/iambecomelife/Angrymen.jpg

Also, I have extracted most of the small vessels that appear on the large ships in SH3, in case you ever want to have varying styles of escape craft.

http://i33.photobucket.com/albums/d54/iambecomelife/Smallcraft.jpg

http://files.filefront.com/Smallcraftrar/;10027767;/fileinfo.html

Rubini
04-17-08, 07:21 PM
Hey, I have a lifeboat I would like to add to the debris but I do not know how to insert it into the Dat file. Does anyone know how to insert it and a new texture using Silent 3ditor?

http://i33.photobucket.com/albums/d54/iambecomelife/Angrymen.jpg

Also, I have extracted most of the small vessels that appear on the large ships in SH3, in case you ever want to have varying styles of escape craft.

http://i33.photobucket.com/albums/d54/iambecomelife/Smallcraft.jpg

http://files.filefront.com/Smallcraftrar/;10027767;/fileinfo.html

Awesome mate!

Is these on the link above?

I will download and test they now and will post here in some minutes my finds. :rock:

@Iambe: do you read some post above that your texture donīt shows in game the same details that we saw on your pic? And also the floor of the LB donīt fits well on your texture because that place where the sailors sit (what is the name in english?) donīt have a good result in your texture. I'm saying this as a constructive feedback just to you adjust or made more ones, ok?:up:


Thanks again by your interest mate!

Rubini.

Rubini
04-17-08, 07:23 PM
Iīm also proud in say that a respectable group from Sh4 mod forum just ask me permission to use this mod on their Sh4 mods...just because it works also on Sh4 out of the box!!! Good!:up:

Rubini
04-17-08, 07:37 PM
@Iambe: seems that even S3D 0.8 canīt import these objects as they are on yours files. You need to read S3D help page on import/export 3D objects to get it done first.

That first Lifeboat pic with a lot of sailors inside will be very good to have in game. Please finish it!!:up:

Tomi_099
04-17-08, 07:57 PM
..... GREAT WORK !!! .....
http://www.sukhoi.ru/forum/images/smilies/thank_you2.gif......http://www.sukhoi.ru/forum/images/smilies/thank_you2.gif

RUBINI , PRIVATEER , iambecomelife....!!!!!!!

http://toniclaro.to.funpic.de/Bilder_gallery/smilis/36_2_25.gif

iambecomelife
04-17-08, 09:51 PM
Hey, I have a lifeboat I would like to add to the debris but I do not know how to insert it into the Dat file. Does anyone know how to insert it and a new texture using Silent 3ditor?



Also, I have extracted most of the small vessels that appear on the large ships in SH3, in case you ever want to have varying styles of escape craft.



http://files.filefront.com/Smallcraftrar/;10027767;/fileinfo.html

Awesome mate!

Is these on the link above?

I will download and test they now and will post here in some minutes my finds. :rock:

@Iambe: do you read some post above that your texture donīt shows in game the same details that we saw on your pic? And also the floor of the LB donīt fits well on your texture because that place where the sailors sit (what is the name in english?) donīt have a good result in your texture. I'm saying this as a constructive feedback just to you adjust or made more ones, ok?:up:


Thanks again by your interest mate!

Rubini.



I think you're talking about the raft's thwarts? I understand - my raft texture has a mesh floor, instead of a wooden one, but it can be modified easily. No problem.

Rubini
04-17-08, 10:46 PM
Hey, I have a lifeboat I would like to add to the debris but I do not know how to insert it into the Dat file. Does anyone know how to insert it and a new texture using Silent 3ditor?



Also, I have extracted most of the small vessels that appear on the large ships in SH3, in case you ever want to have varying styles of escape craft.



http://files.filefront.com/Smallcraftrar/;10027767;/fileinfo.html

Awesome mate!

Is these on the link above?

I will download and test they now and will post here in some minutes my finds. :rock:

@Iambe: do you read some post above that your texture donīt shows in game the same details that we saw on your pic? And also the floor of the LB donīt fits well on your texture because that place where the sailors sit (what is the name in english?) donīt have a good result in your texture. I'm saying this as a constructive feedback just to you adjust or made more ones, ok?:up:


Thanks again by your interest mate!

Rubini.



I think you're talking about the raft's thwarts? I understand - my raft texture has a mesh floor, instead of a wooden one, but it can be modified easily. No problem.

Exactly!:up:

Venatore
04-18-08, 03:23 AM
:o wow

SquareSteelBar
04-18-08, 10:20 AM
Hmmm.... doesn't work for me -> no debris, no life boats after sinking [using your single test mission].
Very weird... :hmm:

skwasjer
04-18-08, 11:12 AM
I just downloaded the .obj file and noticed S3D throws an error upon import. I'll have a look at it. I think there's 2 small bugs actually. I'll provide an update somewhere later tonight. :up:

LordNeuro"Serbia"
04-18-08, 11:40 AM
I dont now if is posibel or not but maybe u cann add more debrise, and white thea more bodies. Thise would bee nice if is posibel. Imho whean big ships r stroke there would be more bodies. Just a thoat if is posibol, it wold look good. Ader then thead thise is fantastic mode. It give the game scery dose of realisam. Thx the all peapol involvd in thise project. U make r game exelent.:up:
Keep up the fantastic job like r u doing now. Thx for all hard work u r investing too make as hepy.:yep::rotfl:

iambecomelife
04-18-08, 12:01 PM
I've made some progress UV mapping new objects:

This new lifeboat is a modified version of the Fletcher class destroyer's launch.

http://i33.photobucket.com/albums/d54/iambecomelife/LB1.jpg

There are also sitting and standing figures using D.Kruger's skins and a life jacket skin I made myself.

http://i33.photobucket.com/albums/d54/iambecomelife/LB2.jpg

The lifeboat with the crew. Although you can't see the boat's bottom in Wings3d it should show up fine in the game.

http://i33.photobucket.com/albums/d54/iambecomelife/LB3.jpg

Different crew skins, for variety. I am hoping it will be possible to keep the different crew skins b/c without them the crew looks too monotonous. The standing figure is "dressed" in one of D. Kruger's ship officer skins.

http://i33.photobucket.com/albums/d54/iambecomelife/LB4.jpg

In these shots the object's faces are inverted so that the skins will show correctly. If you can help by inserting them into the mod (which I still can't do) :( I will send you the link.

I will get to the liferaft a little later.

LordNeuro"Serbia"
04-18-08, 01:20 PM
Wery good iambecomelife. I hope u will manege too get it in game like u wont too. And i hope u will manege soon. ANd just 1 more qvestion, is there a posobility too shote the crew on life boat maybe , after all it is a krigsmarine oreders from i dont now what year eksektly.:hmm:

Rubini
04-18-08, 01:32 PM
Hmmm.... doesn't work for me -> no debris, no life boats after sinking [using your single test mission].
Very weird... :hmm:

Thanks for the feedback mate! I'm waiting anyone!:D

Well, you probably have not installed it correctly (probably wrong folder structure) After enable the mod with JSGME go to your library folder and look for LifeBoats&Debris.dat, if not there, wrong installation.;)

Rubini
04-18-08, 01:34 PM
I just downloaded the .obj file and noticed S3D throws an error upon import. I'll have a look at it. I think there's 2 small bugs actually. I'll provide an update somewhere later tonight. :up:

Thanks to look at this skwasjer!:up:

iambecomelife
04-18-08, 01:39 PM
Wery good iambecomelife. I hope u will manege too get it in game like u wont too. And i hope u will manege soon. ANd just 1 more qvestion, is there a posobility too shote the crew on life boat maybe , after all it is a krigsmarine oreders from i dont now what year eksektly.:hmm:

I think that it was said these will not be destructible objects. So if you shoot them nothing happens. Also, the Kriegsmarine never gave orders to shoot lifeboats. Instead, an order was given not to pick up or assist survivors (except for intelligence purposes).

Rubini
04-18-08, 01:42 PM
I've made some progress UV mapping new objects:

This new lifeboat is a modified version of the Fletcher class destroyer's launch.

http://i33.photobucket.com/albums/d54/iambecomelife/LB1.jpg

There are also sitting and standing figures using D.Kruger's skins and a life jacket skin I made myself.

http://i33.photobucket.com/albums/d54/iambecomelife/LB2.jpg

The lifeboat with the crew. Although you can't see the boat's bottom in Wings3d it should show up fine in the game.

http://i33.photobucket.com/albums/d54/iambecomelife/LB3.jpg

Different crew skins, for variety. I am hoping it will be possible to keep the different crew skins b/c without them the crew looks too monotonous. The standing figure is "dressed" in one of D. Kruger's ship officer skins.

http://i33.photobucket.com/albums/d54/iambecomelife/LB4.jpg

In these shots the object's faces are inverted so that the skins will show correctly. If you can help by inserting them into the mod (which I still can't do) :( I will send you the link.

I will get to the liferaft a little later.

Awesome again! Thanks Iambe!:up:
I guess that you have noticed that swasjer himself will look at the problem to import the models...so...very soon we will have news on the matter.

@LordSerbia: isn't until now possible to destroy any the debris, including crew and lifeboats. I also like the idea to have a bit more corps on the water...but take in mind that Sh3 don't have a good float behaviour for small objects like bodies...this is why I don't put a lot of them on the first release.:hmm:

LordNeuro"Serbia"
04-18-08, 01:55 PM
I must say i dont heve moding skills anfortunatly. I will love too have the skils like all u have dhean I will assist u in need, not like now just naging. Like i sead it was just the idea imo theat would look cool. Thx for u replay and eksplanation way thise cann not bee dann. And i must say just like it is the mod is perfect, and it gives the game theat litle thing theat make a big thean. I m soory for my bad english and what i wrote maybe dont sound and read like i meant. And about the work u r all doing too improve thise mod it cann only geat beter. 1 more time thx too all for theas fantastic mod.:up:

Abot thise: Also, the Kriegsmarine never gave orders to shoot lifeboats. Instead, an order was given not to pick up or assist survivors (except for intelligence purposes).
Sorry iambecomelife i so it in same movie, thise musst be the holywood desinformation. And i thoat theat i read it theat after the incident on see whaen the sub was picking survavils, the orders was given too not pick theam. Well thx for the info. U allways lern new things.:know:

iambecomelife
04-18-08, 03:27 PM
Here are the files for the lifeboat:

http://files.filefront.com/Lifeboat+Filesrar/;10032632;/fileinfo.html

It contains the lifeboat 3d model (along with people), crewmember figures, D. Kruger's skins, and a new skin for the liferafts.

The people are separate models from the lifeboat, so if you use wings3d you can move them around, clone them, or delete them depending on how many people you want.

bigboywooly
04-18-08, 03:45 PM
Wery good iambecomelife. I hope u will manege too get it in game like u wont too. And i hope u will manege soon. ANd just 1 more qvestion, is there a posobility too shote the crew on life boat maybe , after all it is a krigsmarine oreders from i dont now what year eksektly.:hmm:

I think that it was said these will not be destructible objects. So if you shoot them nothing happens. Also, the Kriegsmarine never gave orders to shoot lifeboats. Instead, an order was given not to pick up or assist survivors (except for intelligence purposes).

Uboats regulary picked up survivors and aided them

U 35 reported that she was starting on her return passage. The radio message also mentioned that:
1) Again there had been 2 spontaneous explosions of G7a pistols.
2) She had to land the crew of the Greek ship on the Irish coast.

http://www.uboatarchive.net/BDUKTB30249.htm

Was only after the Laconia incident that order was given

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

skwasjer
04-18-08, 04:45 PM
Just an fyi, I've looked at the obj-file posted earlier and it wasn't a real problem to fix (just an oversight really), but coincidentally I ran into another more critical bug so thanks for that :rotfl: . Secondly, one other bug was reported.

I've fixed them now (I hope, hehe) and will post a new release in a bit so best forget about v0.8. :smug:

Rubini
04-18-08, 05:02 PM
Just an fyi, I've looked at the obj-file posted earlier and it wasn't a real problem to fix (just an oversight really), but coincidentally I ran into another more critical bug so thanks for that :rotfl: . Secondly, one other bug was reported.

I've fixed them now (I hope, hehe) and will post a new release in a bit so best forget about v0.8. :smug:

Thatīs great!:up:

By the way, I put a feedback for you on the main S3D thread at Sh4 forum some minutes ago.;)

Madox58
04-18-08, 05:02 PM
One more bug.
It's Friday and S3D won't get a beer from the fridge for me?
:rotfl:

Good work Mate!
:up:

Rubini
04-18-08, 05:10 PM
Here are the files for the lifeboat:

http://files.filefront.com/Lifeboat+Filesrar/;10032632;/fileinfo.html

It contains the lifeboat 3d model (along with people), crewmember figures, D. Kruger's skins, and a new skin for the liferafts.

The people are separate models from the lifeboat, so if you use wings3d you can move them around, clone them, or delete them depending on how many people you want.

Thanks mate! I already downloaded it. Your new LB skin is now really good, testing in game now!

Just FYI, i donīt know nothing (until now) how to mess with 3D objects, i donīt have wings3d. So, can you (if not ready yet) just made a "already ready" LB with crew inside ready to we import with the upcoming new S3D and then we can test the whole thing in game? :hmm: :D

skwasjer
04-18-08, 05:14 PM
One more bug.
It's Friday and S3D won't get a beer from the fridge for me?
:rotfl:

Good work Mate!
:up:
I'm already drunk, no worries...


Whooooooops, I just deleted S3D source code...


Hick.... Ah well.... Hick....

:arrgh!:

Rubini
04-18-08, 05:40 PM
One more bug.
It's Friday and S3D won't get a beer from the fridge for me?
:rotfl:

Good work Mate!
:up:
I'm already drunk, no worries...


Whooooooops, I just deleted S3D source code...


Hick.... Ah well.... Hick....

:arrgh!:

Hell ! NOoooo!!!:D

iambecomelife
04-18-08, 06:14 PM
Here are the files for the lifeboat:

http://files.filefront.com/Lifeboat+Filesrar/;10032632;/fileinfo.html

It contains the lifeboat 3d model (along with people), crewmember figures, D. Kruger's skins, and a new skin for the liferafts.

The people are separate models from the lifeboat, so if you use wings3d you can move them around, clone them, or delete them depending on how many people you want.

Thanks mate! I already downloaded it. Your new LB skin is now really good, testing in game now!

Just FYI, i donīt know nothing (until now) how to mess with 3D objects, i donīt have wings3d. So, can you (if not ready yet) just made a "already ready" LB with crew inside ready to we import with the upcoming new S3D and then we can test the whole thing in game? :hmm: :D

The lifeboat file is ready, with all the crew in their places. However, I do not know how to insert the crew textures and the new obj files into the existing DAT file. Whenever I close the lifeboat OBJ file and reopen it in Wings3d, the crewmembers are untextured and I have to assign the textures all over again. I will try to do it myself once the updated version of S3ditor is available. However, I would prefer to have step-by-step instructions from anyone who knows how to do this.

I think you need to select "File" and then "Import" and then "3d model" or "embedded image". What else do you have to do?

Also, what controls how many pieces of debris or boats spawn?

skwasjer
04-18-08, 06:56 PM
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/showthread.php?t=119571&page=30#587

skwasjer
04-18-08, 06:56 PM
Argh, double post...

Madox58
04-18-08, 07:10 PM
Argh, double post...

Put the beer down and step SLOOOOWLY away from the keyboard
and nobody gets hurt!!

:rotfl:

:up:

iambecomelife
04-18-08, 07:17 PM
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/showthread.php?t=119571&page=30#587

I think that the files are triangulated - when I took the screenshots I was just using a mode that rendered the models smoothly to make them look better. When I switch back to Wings3d's "work" mode I can see that the models are composed of interlocking triangles.

skwasjer
04-18-08, 07:17 PM
Funny you should say that. Two weeks ago I fell from the stairs (some 8 steps) at night and scared the **** out of my gf who was asleep. I couldn't get up for at least 10 minutes. My back is still sour now... :roll:

skwasjer
04-18-08, 07:22 PM
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/showthread.php?t=119571&page=30#587

I think that the files are triangulated - when I took the screenshots I was just using a mode that rendered the models smoothly to make them look better. When I switch back to Wings3d's "work" mode I can see that the models are composed of interlocking triangles.

All I did was look at the obj-file in a text editor:

f 33//33 39//39 40//40 41//41 42//42 36//36 35//35 34//34

This face has too much vertices (it has 8) ;)

Madox58
04-18-08, 08:42 PM
I hate sour backs!!
:stare:
But ya,
I saw the 8 vertices thingy.
;)

iambecomelife
04-18-08, 08:50 PM
One thing you must at least do before you can import the OBJ-file is triangulate it. The last file you made contains polygons, and this is not supported by the game and S3D.

Unfortunately I have no Wings3D so I can't help you out on that front. I'm sure someone else can help.

And Rubini can probably work out how to do the import with S3D.

[edit] Here's the update:

http://www.subsim.com/radioroom/showthread.php?t=119571&page=30#587

I think that the files are triangulated - when I took the screenshots I was just using a mode that rendered the models smoothly to make them look better. When I switch back to Wings3d's "work" mode I can see that the models are composed of interlocking triangles.

All I did was look at the obj-file in a text editor:

f 33//33 39//39 40//40 41//41 42//42 36//36 35//35 34//34

This face has too much vertices (it has 8) ;)

Then back to work, I guess. :nope: It's strange because I didn't modify the ships or the men that much from stock SH3 objects. Oh well...

Madox58
04-18-08, 09:18 PM
One thing you may want to worry less about is the crew.
;)
Your LifeBoat men don't move about.
The New Life Boat Men will.
Along with Survivors in the water.
:o
All new animations are being created from scratch!
If all goes well?
You'll see a preview hopefully in a day or two.
:rock:
At that time I'll introduce you to a Very Talented 3D Artist.
;)

iambecomelife
04-18-08, 09:44 PM
One thing you may want to worry less about is the crew.
;)
Your LifeBoat men don't move about.
The New Life Boat Men will.
Along with Survivors in the water.
:o
All new animations are being created from scratch!
If all goes well?
You'll see a preview hopefully in a day or two.
:rock:
At that time I'll introduce you to a Very Talented 3D Artist.
;)

You know, that's what I love about this game.

I remember back in 2005, when I thought we would never be able to add new ships to the game.

I remember finally being able to add new ships, but having to clone the ID's manually, for hours or days on end.

I remember thinking we would never have the Type XXIII.

I still recall gritting my teeth and bearing the storm front/weather bug, because after all, it would never be fixed, and at least it didn't crash the game, so who were we to complain?

I can recall being used to so-so aircraft models, because this was a naval sim, and we couldn't expect the planes to have transparent canopies & other "eye candy" - could we?

Other things, such as Channel Forts, lightships, airships, V-1 bombs, and a playable S-Boot campaign seemed so far-fetched I don't think I ever imagined them.

Now it looks like we're about to see another milestone, so congratulations in advance. Just seeing all the different things people come up with is an adventure in itself - even more than going out on patrol.

Plus, not to sound too hokey, but it's especially satisfying to finally address the "sensitive issues" that we simmers were shielded from when they decided not to include survivors. Although this will always be a game to us, playing an overly sanitized version just insulates us from History even more. The fact is that during the war, real lives were lost (about 9 lives for every ship lost in the Atlantic IIRC). I can understand the dev's decision, but perhaps ignoring this reality is itself callous, in an ironic way.

OK, enough preaching. :roll: Back to Wings3d.

Wolfehunter
04-18-08, 10:22 PM
Awesome work guys Many thanks for you hard work!:rock:

Rubini
04-18-08, 10:41 PM
One thing you may want to worry less about is the crew.
;)
Your LifeBoat men don't move about.
The New Life Boat Men will.
Along with Survivors in the water.
:o
All new animations are being created from scratch!
If all goes well?
You'll see a preview hopefully in a day or two.
:rock:
At that time I'll introduce you to a Very Talented 3D Artist.
;)
Yes i know!:up:

But what Iambe are doing is good and enough for a more soft and imediately version for ppl will playing when we wait for the big news!;)

@Iambe: yes, please finish it. You will learn a lot and we can go playing just waiting for Privateer version.:up: Iīm very anxious to see your LB with crew on the debris for now.

@privateer: now this is a promisse my friend! We want that animation crew, with survivors and sharks! :D Very good mate!:up:

SquareSteelBar
04-19-08, 08:21 AM
Hmmm.... doesn't work for me -> no debris, no life boats after sinking [using your single test mission].
Very weird... :hmm:
Thanks for the feedback mate! I'm waiting anyone!:D

Well, you probably have not installed it correctly (probably wrong folder structure) After enable the mod with JSGME go to your library folder and look for LifeBoats&Debris.dat, if not there, wrong installation.;) No, mate. Both files are in 'Library' folder, but don't work... http://www.unixboard.de/vb3/images/smilies/sm-nachdenk.gif

Phoenix3000
04-19-08, 08:45 AM
One word, WOW!:up:

I've always wanted to see lifeboats in SH3, but I too can recall the discussions that took place in these forums regarding the rights and wrongs of adding them.

I'm so glad to see we now have them, and to those that don't agree - don't install them, simple as that.

Excellent work guys!!! :rock:

Px3000

iambecomelife
04-19-08, 11:29 AM
http://files.filefront.com/Lifeboat+triangulatedrar/;10037758;/fileinfo.html

Here is the triangulated version of the lifeboat. It uses the same texture that I sent you earlier.

Rubini
04-19-08, 04:32 PM
http://files.filefront.com/Lifeboat+triangulatedrar/;10037758;/fileinfo.html

Here is the triangulated version of the lifeboat. It uses the same texture that I sent you earlier.

Trying it now!:up:

Rubini
04-19-08, 04:59 PM
@iambe: now i had this error message when trying to import with S3D 0.81 (last one):
"One or more vertices is not mapped to a texture coordinate"

Perhaps you need to make a new rework on the UV/textures issue?

Seems that the model itself is now accept by S3d...just need to get rid of this texture coordinates problem and it will be imported.:hmm:

iambecomelife
04-20-08, 12:22 AM
@iambe: now i had this error message when trying to import with S3D 0.81 (last one):
"One or more vertices is not mapped to a texture coordinate"

Perhaps you need to make a new rework on the UV/textures issue?

Seems that the model itself is now accept by S3d...just need to get rid of this texture coordinates problem and it will be imported.:hmm:

I've been trying to fix this and it's still not working - I am getting that same message ... :damn: :damn:

How did you texture map the liferaft and the other objects that were in the mod? Maybe if I do it the same way you did it then it will work.

Any help/ideas are most welcome!

Thanks

Philipp_Thomsen
04-20-08, 12:50 AM
So how is this front? I've been moving from bunker to bunker give my help, there're so many bunkers! :lol:

Im working at 4 mods in the moment, and helping another two... what a lot of free time can't do for you! :lol:

So, Rubini, are we ready to start changing those ships datas?

iambecomelife
04-20-08, 01:23 AM
I still can't get this to work, but I noticed the SH4 lifeboat works fine. I will make some changes to its 3d model and use it instead (if one of you hasn't already done so).

Phoenix3000
04-20-08, 04:52 AM
Hi guys!

Just wanted to say that after using this mod last night it gives a whole new feel when attacking ships. Gone are the days of a couple of cargo boxes appearing, then vanishing in about a minute.

Now I'm seeing lifeboats, lifebelts, barrels, crew etc. and they stay for a very long time - at least until I had exited the mission.

For me, the more debris left floating on the surface the better. I was wondering though, is it possible to make the oil slicks hang around a bit longer after a ship has gone down?

Looking forward to seeing the crewed lifeboats you are working on. They will bring even further immersion to SH3! :up:

Cheers!!

Px3000

i_b_spectre
04-20-08, 08:04 AM
Hi guys!

For me, the more debris left floating on the surface the better. I was wondering though, is it possible to make the oil slicks hang around a bit longer after a ship has gone down?

Px3000
This is a question only the modders can answer for sure, but they may be having to strike a balance between objects and frame rates. I've read several posts by people with older pc's reporting frame rate hits associated with oil slicks as well as oil fires. I've got an older rig myself, but still manage playable FPS under those conditions. It would be nice to be able to select which eye candy works best for your particular machine, but if that's not possible, making it work best for a wide variety of pc's comes in handy.

Rubini
04-20-08, 08:29 AM
Hi guys!

For me, the more debris left floating on the surface the better. I was wondering though, is it possible to make the oil slicks hang around a bit longer after a ship has gone down?

Px3000
This is a question only the modders can answer for sure, but they may be having to strike a balance between objects and frame rates. I've read several posts by people with older pc's reporting frame rate hits associated with oil slicks as well as oil fires. I've got an older rig myself, but still manage playable FPS under those conditions. It would be nice to be able to select which eye candy works best for your particular machine, but if that's not possible, making it work best for a wide variety of pc's comes in handy.
Yeah, you are right. Oil slick and oil fire area huge FPS hit, so this need to be handle carefuly.

@Px300: the GWX enhanced dammage effects already have more long time oil slick and oil trail (and itīs the unique mod that do this). I did it for GWX 2.0 some time ago. The version that i run in my installation have at least the doulbed time for oil slick and oil trail. In the offcial GWX we made it a bit more short exactly by the reasons above.;)

Rubini
04-20-08, 08:35 AM
I still can't get this to work, but I noticed the SH4 lifeboat works fine. I will make some changes to its 3d model and use it instead (if one of you hasn't already done so).

@iambe: I never tried any 3d soft before. After you send me your LB I then downloaded Wings3D to try something. But I also yet donīt know exactly how to add/adjust the texture to the models. For the guys that work with 3d models this probably is the most easiesty part. I guess that your idea to see how the Sh4 LB works is a good one. Nobody needed to work on this one (Sh4 LB). I just imported the 3d model directly from the game without pass intro any 3d soft. This can also be made for your models, if they are directly from the game. If you point me where you found there I can them use them in a minute. ;)

Rubini
04-20-08, 08:45 AM
So how is this front? I've been moving from bunker to bunker give my help, there're so many bunkers! :lol:

Im working at 4 mods in the moment, and helping another two... what a lot of free time can't do for you! :lol:

So, Rubini, are we ready to start changing those ships datas?

Hi mate,

Iīm just waiting a bit more feedback form this first part of the mod. Do you tried it (sank any ship)? What you think? It is good as it is now?:hmm:

Anyhow, we alreday have permission to work with GWX2.1 files and we can start at any time. I will then contact you soon with all the necessary information and the patterns already ready to be added to each .dat (or .val, works exactly the same). Iīm thinking that will be better to add thenm to .val just because we can also adjuts that wake bug at the same time, using only one file per ships for 2 mods in truth!:up:

Madox58
04-20-08, 10:28 AM
@Rubini

Try to import this inplace of iambecomelife's object.
http://www.mediafire.com/?mfhxcfd9y9a

If this one works, I'll explain where the problem is.

Oh, and rename the mtl file as below
lifeboat-triangulated1.mtl

Rubini
04-20-08, 11:00 AM
@Rubini

Try to import this inplace of iambecomelife's object.
http://www.mediafire.com/?mfhxcfd9y9a

If this one works, I'll explain where the problem is.

Oh, and rename the mtl file as below
lifeboat-triangulated1.mtl

But where is the .mtl file?:D
(your link above only have the .obj file):hmm:

Madox58
04-20-08, 11:03 AM
@Rubini

Try to import this inplace of iambecomelife's object.
http://www.mediafire.com/?mfhxcfd9y9a

If this one works, I'll explain where the problem is.

Oh, and rename the mtl file as below
lifeboat-triangulated1.mtl

But where is the .mtl file?:D
(your link above only have the .obj file):hmm:

Just rename iambecomelife's original mtl file from his last link.

Rubini
04-20-08, 11:22 AM
@Rubini

Try to import this inplace of iambecomelife's object.
http://www.mediafire.com/?mfhxcfd9y9a

If this one works, I'll explain where the problem is.

Oh, and rename the mtl file as below
lifeboat-triangulated1.mtl

But where is the .mtl file?:D
(your link above only have the .obj file):hmm:

Just rename iambecomelife's original mtl file from his last link.

I already tried this and donīt worked again. This error now:

"Index was out of range. Must be non-negative and less than the size of the collection. Parameter name : index"

skwasjer
04-20-08, 05:09 PM
Whoops? :rotfl:

I will take a look. I'm sure I screwed up somewhere :shifty:

i_b_spectre
04-20-08, 05:21 PM
Rubini:

Love the work you IAMBL, Privateer and others are doing :rock:. I installed the Lifeboats download from the first post of this thread and am very impressed. One thing I wanted to pass along (I don't know if it's common or peculiar to my system), but the bodies floating face-down appear to hover in heavy wave states. I feel sure this will not be seen in smooth sea states, but here's what it looks like in 15m/s seas:

http://img.photobucket.com/albums/v231/I_B_Spectre/HoveringBodies.jpg

The crates, barrels and life raft seem to generally stay in contact with the water's surface whereas the bodies rise above in large swells. Please don't think this is a criticism, I could never do what you guys are doing to enhance the game. I spent considerable time admiring the water streams on the mission from which this screenshot was taken. Looking forward to more of your handy work!
http://www.subsim.com/radioroom/%5BIMG%5Dhttp://img.photobucket.com/albums/v231/I_B_Spectre/HoveringBodies.jpg%5B/IMG%5D

skwasjer
04-20-08, 05:44 PM
Privateer, yours contains an uv index '32769' which does not exist although I think I see what you are trying (0x8001?). Are unmapped vertices allowed in game as uint16 maxvalue? (0xFFFF)

I don't know what to do here, whether I am at fault here or not. Let me know so I can fix this behavior if needed.

Madox58
04-20-08, 05:57 PM
I took iambecomelife's file, imported into 3DS Max then just exported it.
Something was done wrong with his files somewhere.
I have sinse done a number of exports and imports with the 8.1 version
with no problems.

If I re-UV iambecomelife's file I can also import with no problem.

Rubini
04-20-08, 05:57 PM
Rubini:

Love the work you IAMBL, Privateer and others are doing :rock:. I installed the Lifeboats download from the first post of this thread and am very impressed. One thing I wanted to pass along (I don't know if it's common or peculiar to my system), but the bodies floating face-down appear to hover in heavy wave states. I feel sure this will not be seen in smooth sea states, but here's what it looks like in 15m/s seas:

http://img.photobucket.com/albums/v231/I_B_Spectre/HoveringBodies.jpg

The crates, barrels and life raft seem to generally stay in contact with the water's surface whereas the bodies rise above in large swells. Please don't think this is a criticism, I could never do what you guys are doing to enhance the game. I spent considerable time admiring the water streams on the mission from which this screenshot was taken. Looking forward to more of your handy work!
http://www.subsim.com/radioroom/%5BIMG%5Dhttp://img.photobucket.com/albums/v231/I_B_Spectre/HoveringBodies.jpg%5B/IMG%5D

Thanks by the feedback mate!

No, this isnīt present only in your system, this is really a bug, but a SH3 engine hardcoded one, not that we can do to fix it. Sh3 donīt have good control over floating objects, mainly in big waves. If you read carefully the first post you will see that i already made some comments about this behaviour. :up:

Any small object heavy this problem easily noticiable, the major ones also have the problem but itīs not so much noticiable. The unique thing that we can do is just only uses medium/big debris...and this is one of the feedbacks that iīm waiting...what you guys think that is better: bodies and small debris into water but living with this stock bug in big waves or just donīt use the small ones in the end??:hmm: What are your opinion?

Uber Gruber
04-20-08, 06:20 PM
My tuppence worth.....i'd rather only see objects that adhered to wave physics as seeing objects floating in the air is a bit of an immersion killer...IMHO.

skwasjer
04-20-08, 06:34 PM
I took iambecomelife's file, imported into 3DS Max then just exported it.
Something was done wrong with his files somewhere.
I have sinse done a number of exports and imports with the 8.1 version
with no problems.

If I re-UV iambecomelife's file I can also import with no problem.
Ok thanks, I'll trap the error and provide a better warning though... The code is still too fresh and error handling isn't really what it should yet.

i_b_spectre
04-20-08, 06:35 PM
If you read carefully the first post you will see that i already made some comments about this behaviour. :up:
So sorry, I missed that part in my haste to try the mod after upgrading to 2.1 :oops:

Any small object heavy this problem easily noticiable, the major ones also have the problem but itīs not so much noticiable. The unique thing that we can do is just only uses medium/big debris...and this is one of the feedbacks that iīm waiting...what you guys think that is better: bodies and small debris into water but living with this stock bug in big waves or just donīt use the small ones in the end??:hmm: What are your opinion?
I'd vote for staying with the medium/big debris. The life raft/life boat sized objects, especially if populated with survivors, would work just fine IMHO without the hard coded bug associated with the small debris.:know:

Shakatan
04-20-08, 07:33 PM
Hi!
That lifeboats with crew looks awesome! I can't wait for final version with at least simple animation (for example only moving heads)!
By the way I found alternative way to use your great boats:
http://img441.imageshack.us/img441/7746/viisp2.jpg
Is that possible to add a single pontoon boat with cargo to every milkcow?

Thats another idea, but i don't belive it one day comes true:
http://img441.imageshack.us/img441/4803/16587054sa9.jpg
http://img441.imageshack.us/img441/2743/35955568rn8.jpg

If the images are too big, tell me and i resize them.
Pictures are from: http://www.preisroboter.de/ergebnis8036851.html

Rubini
04-20-08, 08:35 PM
My tuppence worth.....i'd rather only see objects that adhered to wave physics as seeing objects floating in the air is a bit of an immersion killer...IMHO.


I agree and understand.
Just donīt forget that even the lifeboats (or even our uboats) have the same problem in big waves. I also noticed that the oilslick at surface have the same problem. Itīs a stok problem as i said.... FYI, I spent my last to days free time just looking for this issue without any solution.:down:

I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter. I think that you saw some posts ago how the guys want a dead/survivor crew into water...I will try for last the underwater floating object controller. Another idea to try to maintain the dead sailors is to put then under water, so only eventually you wil see then at water level.:hmm:

Rubini
04-20-08, 08:37 PM
Ok thanks, I'll trap the error and provide a better warning though... The code is still too fresh and error handling isn't really what it should yet.
Thanks to look at this issue skwasjer!:up:

Reece
04-20-08, 09:28 PM
I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter.
Great mod Rubini, I would prefer not to see dead bodies in the water, I can understand that it is more realistic but for some reason, even though a game, I like to think that all have survived my attacks, just the ship sunk (tonnage), but that's just me!:lol:

Shakatan
04-20-08, 11:24 PM
I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter.
Great mod Rubini, I would prefer not to see dead bodies in the water, I can understand that it is more realistic but for some reason, even though a game, I like to think that all have survived my attacks, just the ship sunk (tonnage), but that's just me!:lol:

Maybe you could model only "empty" orange life jackets floating on water?

Sorry for poor english:oops:

nautilus42
04-21-08, 10:33 AM
Hi Rubini,
great work for SH3, but it also works fine with SH4. Have a Look.

http://i198.photobucket.com/albums/aa272/trainer1942/Debris_Rubini_SH4.jpg

greetz

nautilus42

Rubini
04-21-08, 03:32 PM
I left the dead sailors there even after noticed this floting problem just to get feedbacks on the matter.
Great mod Rubini, I would prefer not to see dead bodies in the water, I can understand that it is more realistic but for some reason, even though a game, I like to think that all have survived my attacks, just the ship sunk (tonnage), but that's just me!:lol:

Maybe you could model only "empty" orange life jackets floating on water?

Sorry for poor english:oops:

I guess that will be needed to only use medium/big debris on the mod due the above discussed stock limitations.:yep:

Rubini
04-21-08, 03:35 PM
Hi Rubini,
great work for SH3, but it also works fine with SH4. Have a Look.

http://i198.photobucket.com/albums/aa272/trainer1942/Debris_Rubini_SH4.jpg

greetz

nautilus42

That is a very good news. Kriller2 already have contact me on the matter!;)

BTW, do you notice the same floating problem with small objects that we have on Sh3 (like that dead sailors on water)?:hmm:

Hellraiser
04-21-08, 04:23 PM
I guess that will be needed to only use medium/big debris on the mod due the above discussed stock limitations.:yep:

I like the small debris....I think you should leave it in. :yep:

If possible some broken wood planking/timbers in various sizes too.

:up:

iambecomelife
04-22-08, 11:34 PM
Rubini, check your PM please.

nautilus42
04-23-08, 12:48 AM
Hi Rubini,
great work for SH3, but it also works fine with SH4. Have a Look.

http://i198.photobucket.com/albums/aa272/trainer1942/Debris_Rubini_SH4.jpg

greetz

nautilus42

That is a very good news. Kriller2 already have contact me on the matter!;)

BTW, do you notice the same floating problem with small objects that we have on Sh3 (like that dead sailors on water)?:hmm:

Same floating problem in SH4.

Rubini
04-23-08, 09:35 AM
Rubini, check your PM please.
Ok!

Rubini
04-23-08, 09:36 AM
Same floating problem in SH4.

Thanks by the info!:up:

coronas
04-23-08, 11:10 AM
http://img356.imageshack.us/img356/8974/picture054wo9.jpg

It looks fine in NGYM. Great mod!:up:

Tango589
04-23-08, 11:16 AM
Hi Rubini,

I have installed the mod and so far I am getting barrels, crates and bodies floating in the water, which still wierds me out a bit, but I am not getting any lifeboats appearing. Can you help?

Phoenix3000
04-23-08, 02:46 PM
Hi guys,

Still enjoying this mod, and looking forward to the next release. However - and no doubt this has been asked (sorry if I'm duplicating), but is it possible for the lifeboats (especially crewed ones) to appear befoe the ship sinks?

So far, with the current mod, the lifeboats etc. all appear just after the ship has slipped beneath the waves. It would be more realistic (and better eye-candy) if the lifeboats would appear shortly after we're told 'she's going down' - that way it gives the impression the crew are abandoning ship followed some time later by the actual sinking.

Seeing a group of lifeboats surrounding a crippled vessel before she sinks would look superb.

Anyway, just my 2 cents...

Cheers! - Great work!

Px3000

STEED
04-23-08, 03:59 PM
O' look what came up after sinking a couple of Polish Destroyers, Great mod. :rock: :rock:

http://i66.photobucket.com/albums/h254/RS42/3-6.jpg

Rubini
04-24-08, 01:49 AM
Hi guys,

Excuse me by the absence...but here little teaser:

-They donīt have animation (we are waiting Privateer;) )
-all the skins are customizable (Iīm using D.Kruger(crew) and Iambe's (LB) ones)

I will release it tomorrow. Itīs just a complement for the mod on the first post (one file). See you!

http://img87.imageshack.us/img87/153/mlb1nn3.jpg

http://img155.imageshack.us/img155/5314/mlb2lu8.jpg

http://img155.imageshack.us/img155/3965/mlb3oz7.jpg

http://img155.imageshack.us/img155/6351/mlb4kn1.jpg

http://img155.imageshack.us/img155/6299/mlb5lk0.jpg


http://img87.imageshack.us/img87/6910/mlb6zl2.jpg


http://img175.imageshack.us/img175/4234/mlb7np5.jpg

Barbac
04-24-08, 03:40 AM
:rock: cannot believe my eyes !!!

Rubini, you are definitely a master and I really mean it
By the way, I was FINALY able to enjoy your waterstream for U-boat (it was my mistake with the main SHIII/MODS file location :damn: )
Adding such details like lifeboats and sailors inside make GWX such a wonderful experience to enjoy again and again ...
Can I already JSGME your great Lifeboat mod in GWX2.1 ?

Anyway m8, great work
:up:
Barbac

Jimbuna
04-24-08, 08:15 AM
Way to go guys :up:

You must never sleep privateer :lol:

McHibbins
04-24-08, 09:04 AM
Hurra !!!! :up::up::up::up::up::up:

Rubini
04-24-08, 09:09 AM
Way to go guys :up:

You must never sleep privateer :lol:
Well, i'm the guy that spent my last night (and others) without sleep working on the mod. :hmm:

Hellraiser
04-24-08, 09:37 AM
And what an amazing thing it is!! Sincere thanks, Rubini, for giving still more life to this great game.

Much appreciated. :up:

Ivan Putski
04-24-08, 12:52 PM
What a great immersion factor that is, thank you for this excellent mod.:up:

Sailor Steve
04-24-08, 03:47 PM
O' look what came up after sinking a couple of Polish Destroyers, Great mod. :rock: :rock:
Steed, your friendly neighorhood government representative wants to talk to you again; this time it's about excessive polution of the waterways...:dead:




Great shot, by the way.:sunny:

iambecomelife
04-24-08, 04:38 PM
Is the guy in brown dying? He doesn't look too well. :hmm:

That blond-haired fellow seems happy, though. Maybe he didn't like his ship.

bigboywooly
04-24-08, 04:40 PM
[quote=iambecomelife]Is the guy in brown dying? He doesn't look too well. :hmm:
quote]

Of course he is dying
He has a leg through his torso

:rotfl:

:up:

iambecomelife
04-24-08, 04:46 PM
Question - are the human figures all separate 3d models, or are they an integral part of the liferaft object?

LordNeuro"Serbia"
04-24-08, 04:52 PM
I hope u dont sleep Rubini. In my country tomorow is for about 5 min. I hope u will relise it on europe time:lol:. Great work I cann hardly weit too see it in game. Thx too u and all how give they trebute too these fantastic mod.:up:
Keep up the work on the fantastic dids.

Sailor Steve
04-24-08, 05:09 PM
Is the guy in brown dying? He doesn't look too well. :hmm:

Of course he is dying
He has a leg through his torso

:rotfl:

:up:
And the the blond guy is happy because the guy in brown is dying. We don't know yet whether it's because he hated him or because he's hungry...

iambecomelife
04-24-08, 05:21 PM
Is the guy in brown dying? He doesn't look too well. :hmm:

Of course he is dying
He has a leg through his torso

:rotfl:

:up:
And the the blond guy is happy because the guy in brown is dying. We don't know yet whether it's because he hated him or because he's hungry...

Because he's hungry? :o You mean so he can get a bigger share of rations - right? I hope you don't mean what I think you mean. :rotfl:

Sailor Steve
04-24-08, 05:26 PM
I hope you don't mean what I think you mean. :rotfl:
So does everybody else in the boat.

Samwolf
04-24-08, 05:58 PM
http://www.youtube.com/watch?v=rFDgSKbapzY

Dear Sir, I am glad to hear that your studio audience disapproves of the last skit as strongly as I. As a naval officer I abhor the implication that the Royal Navy is a haven for cannibalism. It is well known that we now have the problem relatively under control, and that it is the RAF who now suffer the largest casualties in this area. And what do you think the Argylls ate in Aden. Arabs? Yours etc. Captain B.J. Smethwick in a white wine sauce with shallots, mushrooms and garlic.

iambecomelife
04-24-08, 06:01 PM
Rubini, here's how to get textures to show up in Wings3d:

1) Open your Obj File and go to FILE -> IMPORT IMAGE.

http://i33.photobucket.com/albums/d54/iambecomelife/1.jpg

2) Browse for the image on your hard drive. It can be a TGA or BMP or whatever. Hit OPEN when you find it.

http://i33.photobucket.com/albums/d54/iambecomelife/2.jpg

3) Go to WINDOW -> OUTLINER. After this, the outliner window should pop up on the right side of your screen. You should see a little picture of your image file.

http://i33.photobucket.com/albums/d54/iambecomelife/3-1.jpg

4) Select the entire 3d object. Right click on one of the White "M" symbols in the Outliner window and click ASSIGN TO SELECTION.

http://i33.photobucket.com/albums/d54/iambecomelife/4.jpg

5) Drag the image and drop it on top of the "M" material symbol that you assigned to the object. A box will come up once you drop it - hit "DIFFUSE". Your image should appear.

http://i33.photobucket.com/albums/d54/iambecomelife/5.jpg

6. If you do not see the image, click VIEW and check to see that SHOW MATERIALS, SHOW TEXTURES, etc are checked off. You may need to right-click the object and INVERT the faces so that the image shows up properly.

http://i33.photobucket.com/albums/d54/iambecomelife/6.jpg

http://i33.photobucket.com/albums/d54/iambecomelife/7.jpg

Rubini
04-24-08, 06:25 PM
Thanks Iambe!:sunny:

While I was out of this thread i figured out how to make it after read a text on the net. Thanks anyway, we can share alot mate!

What i made this afternoon? Well i learned how to mess with Wings3D and then I make basic edition to that guys...so now they look at different directions and have slight different body positions!;)

iambecomelife
04-24-08, 06:45 PM
http://www.youtube.com/watch?v=rFDgSKbapzY

Dear Sir, I am glad to hear that your studio audience disapproves of the last skit as strongly as I. As a naval officer I abhor the implication that the Royal Navy is a haven for cannibalism. It is well known that we now have the problem relatively under control, and that it is the RAF who now suffer the largest casualties in this area. And what do you think the Argylls ate in Aden. Arabs? Yours etc. Captain B.J. Smethwick in a white wine sauce with shallots, mushrooms and garlic.

Once he's rescued, I bet Blondie here would love to have Capt. Smethwick for dinner...

(Apologies to Dr. Lecter.)

Madox58
04-24-08, 07:08 PM
http://www.youtube.com/watch?v=rFDgSKbapzY

Dear Sir, I am glad to hear that your studio audience disapproves of the last skit as strongly as I. As a naval officer I abhor the implication that the Royal Navy is a haven for cannibalism. It is well known that we now have the problem relatively under control, and that it is the RAF who now suffer the largest casualties in this area. And what do you think the Argylls ate in Aden. Arabs? Yours etc. Captain B.J. Smethwick in a white wine sauce with shallots, mushrooms and garlic.

Dear Samwolf,
I must object to your objection!!
However, I must deal with a Dead Bishop on my door step first!
Bleeding Rag a muffins will die anywhere now adays!!
And they ALWAYS bring the freaking Spainish Inqusition!!
Not to mention the singing LumberJacks!!
:rotfl:

Samwolf
04-24-08, 07:26 PM
http://www.youtube.com/watch?v=rFDgSKbapzY

Dear Sir, I am glad to hear that your studio audience disapproves of the last skit as strongly as I. As a naval officer I abhor the implication that the Royal Navy is a haven for cannibalism. It is well known that we now have the problem relatively under control, and that it is the RAF who now suffer the largest casualties in this area. And what do you think the Argylls ate in Aden. Arabs? Yours etc. Captain B.J. Smethwick in a white wine sauce with shallots, mushrooms and garlic.

Dear Samwolf,
I must object to your objection!!
However, I must deal with a Dead Bishop on my door step first!
Bleeding Rag a muffins will die anywhere now adays!!
And they ALWAYS bring the freaking Spainish Inqusition!!
Not to mention the singing LumberJacks!!
:rotfl:

And that damn SPAM!!

Madox58
04-24-08, 07:39 PM
As long as it's Spam, Spam, Spam, Spam and eggs?
:hmm:
I'm ok.
I just HATE
Spam, Spam, Spam, eggs and Spam!!
Not to mention the Bloody Vikings!!!
:rotfl:

Samwolf
04-24-08, 08:07 PM
As long as it's Spam, Spam, Spam, Spam and eggs?
:hmm:
I'm ok.
I just HATE
Spam, Spam, Spam, eggs and Spam!!
Not to mention the Bloody Vikings!!!
:rotfl:

You don't mind if I call you Bruce, do you? Or will you attack me with a banana?

Madox58
04-24-08, 08:16 PM
I'm quite ok with that Bruce.
:up:
Now pardon me whilst I do my Silly walk to the fridge Bruce!
:rotfl:
I must get a drink and prepare for the Village Idiot Competitions!
:yep:
I lost out last year!!
I was only 2nd place!
:nope:

Samwolf
04-24-08, 08:21 PM
No problem Bruce, as soon as I'm done confusing the cat, I'm gonna try out my new killer joke on the Dinsdale brothers while not being seen..

Madox58
04-24-08, 08:39 PM
Lucky you!!
The Counsil Ratcatcher was here,
and seems I have Sheep!!
:nope:

Samwolf
04-24-08, 09:27 PM
You're the lucky one, all I have is a deceased parrot, but then I just stopped by here to have an arguement.

Madox58
04-24-08, 09:31 PM
No you didn't.

Sailor Steve
04-24-08, 10:03 PM
Not to mention the singing LumberJacks!!
:rotfl:
And I very much resent that comment!

After all, I'm a lumberjack, and I'm okay.

Rubini
04-25-08, 01:19 AM
Ok guys, letīs stop this funny discussion. For me the blond guy is really a german spy. Look at him, that smile on his face:D ...but now (after an afternoon learning Wings3D) they really are become desesperate...they clam for help. take a look:

http://img114.imageshack.us/img114/3585/help1pq4.jpg


http://img168.imageshack.us/img168/8922/help2rp0.jpg

http://img168.imageshack.us/img168/9789/help3kj2.jpg

Letum
04-25-08, 02:08 AM
Thats great!

Barbac
04-25-08, 02:58 AM
Definitely a wonderful job Master Rubini
Thinking about your great Lifeboats mod and those poor guys left in the middle of the big blue makes me think about a way to better the look with details of the IA sailors managing guns on both enemy and alllied ships. Not considering every nation (would be a tremendous work), it would be so great to have distinct and accurate uniforms and helmets for they all have the same ones now. At least this could be done with British and German crews for the beginning. What do you think ?
anyway, I may speak here about something quite impossible as it is probably hard coded in Vanilla ...

Btw, I guess we all enjoy the fact that despite the final achievement of the mighty GWX2.1 :cry: :cry: by the GWX Team :up: :up: that did such a masterpiece :yep: :yep: , the whole modding tribe is still working on it.

Thx Rubini
:up:

Jimbuna
04-25-08, 08:00 AM
Great stuff http://img120.imageshack.us/img120/9026/wolfthumbsuprw5.gif (http://imageshack.us)

McHibbins
04-25-08, 09:33 AM
Release ??? Please donīt say : When itīs done :D

Sailor Steve
04-25-08, 10:35 AM
Release ??? Please donīt say : When itīs done :D
Okay, it will be released tomorrow. If tomorrow comes and it's not here, read the first line again. When it is finally here this message will no longer be valid.

There really is no way to tell when you'll be done doing something like this. Asking for a release date annoys the modder and doesn't make any difference to the date itself.

McHibbins
04-25-08, 10:59 AM
Copy that:oops:

Rubini
04-25-08, 11:50 AM
Iīm justing adding sound to the lifeboats, something like: "pain and help";)

Tomorrow, I promisse!:up:

Myxale
04-25-08, 12:45 PM
Wow, you really can add sound to that!:rock:

Lapazeus
04-25-08, 01:14 PM
Iīm justing adding sound to the lifeboats, something like: "pain and help";)

Tomorrow, I promisse!:up:
Hmm, they could sing:D

Row, row, row the boat
Gently down the stream
If you see a submarine
Don't forget to scream

Sailor Steve
04-25-08, 02:13 PM
Row, row, row the boat
Gently down the stream
If you see a submarine
Don't forget to scream
:rotfl:

That's as bad as the one my wife used to sing:

Row, row, row your boat
Underneath the stream
Ha! Ha! fooled you
I'm a submarine

McHibbins
04-25-08, 02:35 PM
Row, row, row the boat
Gently down the stream
If you see a submarine
Don't forget to scream :rotfl:

That's as bad as the one my wife used to sing:

Row, row, row your boat
Underneath the stream
Ha! Ha! fooled you
I'm a submarine

:rotfl::rotfl::rotfl::rotfl::rotfl::rotfl:

Jimbuna
04-25-08, 05:06 PM
Iīm justing adding sound to the lifeboats, something like: "pain and help";)

Tomorrow, I promisse!:up:
Hmm, they could sing:D

Row, row, row the boat
Gently down the stream
If you see a submarine
Don't forget to scream

LOL http://img113.imageshack.us/img113/7975/gigglebigtb9fg3.gif

Rubini
04-26-08, 01:14 AM
Never more the sinking site will be the same on Sh3. Note the crew reflexion:
http://img106.imageshack.us/img106/8499/reflex1tc8.jpg

http://img409.imageshack.us/img409/5457/reflex2im1.jpg

http://img512.imageshack.us/img512/6009/reflex3ie8.jpg