View Full Version : [Rel] Playable Maya
peabody
07-06-08, 05:25 PM
Update to version 1.1. Made the 8 inch Turret the playable 'Deck Gun' and a few other minor changes.
Update Version 1.2 Fixed some sounds and one gun had the wrong shells.
http://files.filefront.com/IJN+Maya+II+ver+1+2zip/;11177525;/fileinfo.html
This is the Heavy Cruiser Maya, sister ship to the Takao. It is built on a Gato (mostly) and made with 1.5 (I don't have a 1.4 install so I don't know if it will work) There is still some work to be done. The bridge needs to be moved (Keltos is trying to get it to work as I was unable. The 3D is two objects not one, so it's creating headaches.)
Also I don't like the location of the default A01 and 02 flak guns so they are going to be moved. And a few other small things that need to be tidied up. I want to thank all those who helped by answering some questions I had. Without your help it wouldn't be working. I'm learning as I go. Please let me know how you like or don't like it.
http://home.roadrunner.com/%7Epeabody/SH4/MayaII.jpg
Download from Filefront, extract to your MOD folder. There are two missions included in the download. I can make more if people use it. I hope I remembered to include all the files.:hmm:
Peabody
Edit: fixed the download link
Digital_Trucker
07-06-08, 07:48 PM
Thanks, Peabody. Glad you got her going:up:Will take her out for a spin (hope I don't get attacked by myself:lol:)
peabody
07-06-08, 08:30 PM
Thanks, Peabody. Glad you got her going:up:Will take her out for a spin (hope I don't get attacked by myself:lol:)
Watch out for those torpedos, I did get attacked by myself! BOOOM. Forgot the ship is going 35 knots and the torp dropped in the water halfway back. Well, it hit me in the bow.:rotfl:. So I moved the tubes up to the front and made them invisible, but if you use them, you want to be going slow and straight.:yep:
Hope you like it, I should have put Beta in the title, it really isn't done.
I guess I didn't do the link right, I thought it was kind of long. It just dls it doesn't go to the filefront site.
Peabody
Wolfling04
07-07-08, 01:17 AM
Are we able to use the Maya for Career mode?
peabody
07-07-08, 02:24 AM
Are we able to use the Maya for Career mode?
Not at the moment. I am working on a Japanese Campaign right now. I don't know if anyone else is.
The Maya is built on a Gato so you can't use it on the German side. I should have had the Campaign done but I got sidetracked making the Maya.
Testing the campaign has been the problem for me. This modding is all new and I have to keep doing missions to see if I have enough targets or too many targets, etc.
But when you load a Single mission, the game loads all the background stuff too, so you can go anywhere you want to play. You don't have to stay where the mission is. One mission included starts at Saipan, so you could head over to Midway or Pearl. You could do this one mission at a time. Problem is you can't refuel or reload without restarting. But I could put in a Jap navy base at Saipan so you could, it wouldn't be the same as a campaign, you wouldn't get those beautiful medals.:lol:
I'll put in the base and upload it, if you want to use it,ok. If not maybe someone else will. It's up at filefront "Maya Task Force and Refit" I put the refit at Wake Island. I hope the refit works the same as with a sub. I never tried it.
http://files.filefront.com/Maya+Task+Force+and+Refitzip/;10957293;/fileinfo.html
Peabody
keltos01
07-07-08, 03:26 AM
Ok I re-worked the Bridge, had to flip a few faces, and I exported it using channel 2 from 3ds.
in the .rar you have the uv file and the obj file, here's a screenshot :
http://img502.imageshack.us/img502/2451/newtoweruv3.jpg (http://imageshack.us)
http://img502.imageshack.us/img502/2451/newtoweruv3.88ff97efee.jpg (http://g.imageshack.us/g.php?h=502&i=newtoweruv3.jpg)
download link :
http://files.filefront.com/Maya+towerrar/;10957988;/fileinfo.html
Ishigami
07-07-08, 10:27 AM
Thank you so much peabody! :up:
peabody
07-07-08, 11:23 AM
Didn't work Keltos, but thanks for trying. I have to go wire a house right now but I'll PM you later.
Peabody
keltos01
07-07-08, 11:46 AM
:damn::damn::damn::damn::damn::damn:
Ishigami
07-07-08, 12:23 PM
I’m a bit confused.
If I want to create a single player mission for your Maya I need to make an American mission and place the Maya from the Japanese submarine roster as player unit am I right?
Okay but won’t this result in incompatibility to any other playable unit (e.g. playing the Mission with Fubuki Destroyer instead of Maya is impossible) and later releases of your Maya? Isn’t this a bit impractical?
You changed the weapon layout quite a bit. Isn’t it possible to use the weapon layout of the game maybe even the original (damn she had over one hundred 25mm AA guns!)?
The large American 5” turrets look really misplaced, Maya had 6x 127mm double AA guns on these positions. These two 4” (?) below the bridge are bit too much, if I remember right the original had two triple 25mm AA guns on this location, the Maya from the game got two single 25mm AA guns.
Don’t get me wrong, I don’t want to sound ungrateful. It’s just that I think you could improve your mod by sticking to the original or game version instead of mixing it up with American weapons.
It would be great if you could change the controllable turret to one of the 8” turrets.
If you want to recreate the original Maya I guess you will find all types of AA guns she had and their location in the book “Japanese Cruisers of the Pacific War”.
P.S.: This guy from the watch crew on the current bridge got his feet into the deck. You need to set him a bit higher ^^
peabody
07-07-08, 07:41 PM
I’m a bit confused.
If I want to create a single player mission for your Maya I need to make an American mission and place the Maya from the Japanese submarine roster as player unit am I right?
Okay but won’t this result in incompatibility to any other playable unit (e.g. playing the Mission with Fubuki Destroyer instead of Maya is impossible) and later releases of your Maya? Isn’t this a bit impractical?
1. Yes The Maya is built with a Gato and added to the Japanese Roster.
2. Incompatibility with other playable units, not with the Clemson DD, FletcherDD, Uss Orion, and the soon to be released Pt boat and possibly some others I am not aware of. Some are built on German subs some are built on Us Subs. There is no reason it would be incompatable with future releases of the Maya.
Were you planning on using two ships at the same time? Like multiplayer?
When I started modding there was not the big 'surface ship' excitement that is happening now, and I WAS planning a Japanese Campaign and I did not have the Uboat add on. So my ship is Japanese. I built it with a Gato. If you have a single mission you want compatable with the Fubuki, load it into mission editor and replace the Maya with the German Uboat and save as a German mission, done. Everything else can stay the same. I did that for the Convoy Guardian mission, it was written for the Fubuki when it was first released. I just deleted the uboat, put in Maya and saved as allied mission, took less time to do it then to tell you about it.
You changed the weapon layout quite a bit. Isn’t it possible to use the weapon layout of the game maybe even the original (damn she had over one hundred 25mm AA guns!)? The large American 5” turrets look really misplaced, Maya had 6x 127mm double AA guns on these positions.
Not in game she didn't have 100, every single AA that was on the "layout of the game" is still on that ship, except for the 5inch. The only AA guns I changed were the "5in_AA_Double_turret_base_Jp" which were 5 inch AA guns, I didn't think anyone would want a Heavy Cruiser to go around shooting down airplanes. The Japanese Regular 5" would not fit. I went through the gunsradar.dat files and only two guns would fit, the 6" single barrel and the 5" double unless I went to a 4 inch or smaller. Everything else was too big. And the real Maya may have had 6 127 AA but the game had what I listed, check the .eqp file in the Maya folder. There is not a big choice for Japanese stuff becuse they are not playable.
These two 4” (?) below the bridge are bit too much, if I remember right the original had two triple 25mm AA guns on this location, the Maya from the game got two single 25mm AA guns.
You are right there were 2 single 25mm AA guns, I only put the four inch to use as playabe guns but forgot you can only play ONE Deck gun and TWO AA. There is a triple on the platform in front of that.
Don’t get me wrong, I don’t want to sound ungrateful. It’s just that I think you could improve your mod by sticking to the original or game version instead of mixing it up with American weapons.
Sorry you don't like it, I made changes where I didn't have much to choose from. The five inch were AA guns and in real live were Dual Purpose. If I made them Dual Purpose, when one fires they all fired. Both sides of the ship. So one side is shooting at the enemy and the other side was shooting toward (not at) you own ships. So I had to make compromises. Other than that I did not delete any guns from the 'game version'. the two AA that were on the platform where the 4 inch are, are now just in front of it, behind the 8 inch. and two AAs were added toward the front of the ship for playable units. All the other AAs are exactly where they were on the 'game version'
It would be great if you could change the controllable turret to one of the 8” turrets.
That was just a personal choise, I didn't really like shooting the turret. But maybe a good suggestion.
If you want to recreate the original Maya I guess you will find all types of AA guns she had and their location in the book “Japanese Cruisers of the Pacific War”.
You couldn't possibly use it. You would run out of ammo and there would be so many guns shooting, the game would probably go to 3fps. If you check the eqp file you will see that there were slots for a lot more AA guns but the devs apparently redesigned the boat to make it different than the Takao and they are all null because there is no place to put them unless you put them right in front of the 8 inch turrets and if I put them beside it, it can't swing. I didn't design the boat and I did the best I could with what I had to work with. I agree with the two four inch may be a bit much, but as for the 5 inch, I played it with the other ones. I could not even beat a DD, in fact I got sunk once by a merchant ship with two deck guns.
P.S.: This guy from the watch crew on the current bridge got his feet into the deck. You need to set him a bit higher ^^
I forgot to change him, I knew about it, just slipped my mind. Actually he was injured in battle and doesn't have any feet. :rotfl:.
Sorry you were dissapointed but appreciate you being honest. Do I get point for putting the right flag on it?
Peabody
Ishigami
07-08-08, 11:38 AM
No I’m not using two playable ships at a time. I just interchange them with JSGME.
It’s just that the playable Yamato, Fubuki and Scheer are build on German subs and therefore I’m not able to use the same mission. Of course saving a mission as an American one is easy but it got some other disadvantages like we are not able to use her in the campaign mode and we are not able to use bases to resupply (right?).
It’s a bit surprising and I have to admit a bit inconvenient but that’s all, no major problem.
Okay I see you replaced the 5” AA guns for gameplay and debuging reasons. Now I understand, yea well sometimes you have to make compromises. :|\\
Will you replace these 4” guns? I think it’s kinda pointless to have a playable gun but not being able to shoot at a target that’s starboard.
Those two playable AA guns are quite realistic. She actually had there two single 25mm AA guns. That’s why I was a bit confused it looked like you wanted to add the missing AA guns to be more like the original but changed some other stuff to being not “historically accurate” (correct term?). :doh: But now it makes sense. :yep:
I really think a playable 8” would be better. First of all we got a larger turning angle and it makes considerably more damage. The 8” reloads faster than the 11” (e.g. Scheer) or 18” (e.g. Yamato) so we don’t have that much standby time. :smug:
And you got me wrong. I’m still pleased with her! She is stable (I got no major bugs
(except the bugs all these ships have) or crashes) and nice. :up:
I made some small adjustments like resizing the picture for the menus so it isn’t cut off anymore, renamed her in the menu to “Takao Class” and the unit back to “IJN Maya”. I exchanged the stock textures with the textures from the “retextured warship mod”, thanks to that she is not looking that rough anymore. (my limit of modding... wuah I'm so noob...)
I just wanted to give some inputs and of course influence the direction of development. :rotfl:
peabody
07-08-08, 01:41 PM
No I’m not using two playable ships at a time. I just interchange them with JSGME.
It’s just that the playable Yamato, Fubuki and Scheer are build on German subs and therefore I’m not able to use the same mission. Of course saving a mission as an American one is easy but it got some other disadvantages like we are not able to use her in the campaign mode and we are not able to use bases to resupply (right?).
It’s a bit surprising and I have to admit a bit inconvenient but that’s all, no major problem.
Okay I see you replaced the 5” AA guns for gameplay and debuging reasons. Now I understand, yea well sometimes you have to make compromises. :|\\
Will you replace these 4” guns? I think it’s kinda pointless to have a playable gun but not being able to shoot at a target that’s starboard.
Those two playable AA guns are quite realistic. She actually had there two single 25mm AA guns. That’s why I was a bit confused it looked like you wanted to add the missing AA guns to be more like the original but changed some other stuff to being not “historically accurate” (correct term?). :doh: But now it makes sense. :yep:
I really think a playable 8” would be better. First of all we got a larger turning angle and it makes considerably more damage. The 8” reloads faster than the 11” (e.g. Scheer) or 18” (e.g. Yamato) so we don’t have that much standby time. :smug:
And you got me wrong. I’m still pleased with her! She is stable (I got no major bugs
(except the bugs all these ships have) or crashes) and nice. :up:
I made some small adjustments like resizing the picture for the menus so it isn’t cut off anymore, renamed her in the menu to “Takao Class” and the unit back to “IJN Maya”. I exchanged the stock textures with the textures from the “retextured warship mod”, thanks to that she is not looking that rough anymore. (my limit of modding... wuah I'm so noob...)
I just wanted to give some inputs and of course influence the direction of development. :rotfl:
The four inch turned out to be a mistake because I put in two, that's why it won't swing to starboard because you will shoot the other gun. Being a beginner at this I thought you could use two Deckguns, then after it was all installed, I realized it was the AA that had a choice of two.
Like I commented, when I started to mod (which I know nothing about) I only had the Pacific Campaign. I made the in game Sen Toku playable and was working on a Japanese campaign and then everything changed and there were ship being released almost daily. :lol: Well, I didn't like the uboat interiors and was used to where everythting was on the Fleet boat so I used that. I did not expect anyone to use this in a Campaign anyway, I find that surprising, because I noticed with the other ships that there is no ability to shoot at more than one target at a time so to attack a convoy for example, you have 3-6 DDs shooting at you. So I figured the Single mission approach and then expand to Single Patrols. Longer and more involved but with a 'Task Force' not solo. Still not Career level, I know, but more the way I was thinking the ship would be used.
I'm understand what you are saying, I just wasn't looking at it that way. (Campaign wise).
Please explain "resizing the picture for the menus". It must be something I missed, I don't know what it is that's getting cut off. If you are talking about the Quick mission screen, that happened with 1.5. For some reason when they went from 1.4 to 1.5 they changed the title and date to double space and that pushes the picture down. It double spaces after Tile and again after dat and that pushes the pic way down. It was one complaint, although minor, with some of the changes. That pic is the proper size, 256X400. Maybe I will start putting Title and date on the same line that will solve it, if that is what you are talking about. Let me know if that is what you meant or if there is something else I missed.
I did upload a mission (same one that was included) but added a base for refit. "Maya Task Force and Refit". You can refit at Wake and go anywhere you want.
The two AAs on the front were listed in the eqp file as NULL, two of the many I mentioned were not on the ship. I think they used the same file for Takao but deleted some of the guns to make the two ships "different". So I just put two guns there for now. The Jap ones would not be playable without taking them out of the gunsradar.dat and make a separate entry add to the Upgradepack and Weapon file etc. It was a shortcut to get it released so it could be used (not an excuse just an explanation) something that can be fixed.
As for the textures, anyone can add the retextured MOD. As I am sure you realize, they are not mine and I am not going to use them to change the texture of the ship.
People can download the retexture MOD and run it.
I am a complete noob at modding too, I just bought the game the end of January and didn't know what modding was until I came to subsim. And this is the first time I ever did a ship. But if you start changing classes and names, you should be careful, you may end up conflicting with 'in game' ships. So if you want to make a mission and use a couple of Mayas or a Maya and a Takao, you may get CTDs. If what you changed works that's good.
Peabody
Ishigami
07-12-08, 03:07 AM
There is this silhouette picture in the torpedo, crew and damage control screen. The stern and bow was cut off and it was a bit too deep. Maybe my resolution (1280x1024) is at fault, I don’t know. Any way I resized the ship in the picture and lifted it a bit, that’s all.
Like I said that are just some minor adjustments for myself.
No CTD this far so it’s working for me (atm).
Well good work! :up:
I’m looking forward to your next release or project.
peabody
07-12-08, 10:25 AM
There is this silhouette picture in the torpedo, crew and damage control screen. The stern and bow was cut off and it was a bit too deep. Maybe my resolution (1280x1024) is at fault, I don’t know. Any way I resized the ship in the picture and lifted it a bit, that’s all.
Like I said that are just some minor adjustments for myself.
No CTD this far so it’s working for me (atm).
Well good work! :up:
I’m looking forward to your next release or project.
Oh, ok, I thought you meant the screen going into the mission where the pic is pushed down. The pic came from the "NCA_Maya_II_sil.dds" which is in the submarine folder. So you can compare.
I have an unhappy sailor, his feet are no longer in the deck so now he has to shine his shoes everyday.
The 4 inch are off. And the 8 inch is the Deck gun. The flak guns (single 25mm I think) went back where they were, the position of the 4 inch.
Been a little busy lately re-wiring a friends house, so it's taken a while to get this done. Then somewhere I made a mistake and all the guns stopped firing. I couldn't find the mistake so decided it was easier to start over rather than keep looking because the only part I had been working on was making the Turret a deck gun.
You did comment the 8 inch reloads faster than some, the sim file was set for 15 sec but it actually was more like a minute. I realize it takes a while IRL but I changed the setting so it actually loads about the same as the gun in front of it which is faster than real life. But the ones shooting at you are also reloading faster then they should. My other 8 inch were firing about 3 times for every one on the playable unit. So I made the change. I never timed the Spree but it is set for 25 sec.
I left the US 5 inch, it didn't make sense to go back to the Jap guns since they didn't work right. I am going to do some testing and see if I made a mistake but for now they are still US.
I posted a question about the shell, the 8 inch are actually using 6 inch shells. Didn't get an answer yet, so I may just go ahead and try changing it and see what happens. It also doesn't use the HE which the info from Sailor Steve has a website that says they DID use HE and AP and another that is not in game, so I may change that too. If the shell will work, haven't tried it yet.
I'll go ahead and post what I have so far and you can test it and see it works. (but you don't get paid for testing. :rotfl:.)
Edit: I still have been unable to move the bridge due to texute problem. Since it is actually two objects and I don't know 3D modelling I can't get rid of the bars and get it back into the game. The texture always ends up with move vertices than the obj.
Peabody
Xantrokoles
07-12-08, 10:43 AM
He Peabody,
I have to say, you did a great job and you have to keep it up.:up:
Maybe you have tried Skawas new S3d and it is real fun to plave objects one other models.
Why don't you add some things from the interiors onto your bridge?
For example a steering wheel or more crew members.
:)
peabody
07-12-08, 10:57 AM
He Peabody,
I have to say, you did a great job and you have to keep it up.:up:
Maybe you have tried Skawas new S3d and it is real fun to plave objects one other models.
Why don't you add some things from the interiors onto your bridge?
For example a steering wheel or more crew members.
:)
Thank you, Xantro.
I agree with you on the adding to the bridge, the reason I didn't I am trying to move it to a better compartment, this one is way too small. But the best compartment has so many bars in the way, I can't see at all. I can move the bars but the compartment is two objects and I can't get it back into the game with textures on it. I do not know anything about 3D, but Keltos tried too and the fact it is two objects I think is the problem. I tried to split into two objects and load separate but the vertices count for obj and texture are then different. I am still working on it. I guess I will have to learn how to texture and redo it.
The crewmembers are on the ship just not in that compartment because there is no room and they would be in the way to see ships.
I just did an upgrade and made the Turret the playable gun. Link is in first post.
Peabody
Upgrade to version 1.1
http://files.filefront.com/IJN+Maya+II+ver+11zip/;11039433;/fileinfo.html
[/URL][URL="http://files.filefront.com/IJN+Maya+II+ver+11zip/;11032616;/fileinfo.html"] (http://files.filefront.com/IJN+Maya+II+ver+11zip/;11038655;/fileinfo.html)
Ishigami
07-12-08, 01:22 PM
8" turrets using 6" shells? Maybe thats the reason I was unable to sink a Northampton in a 1 on 1 test mission.
Downloading new version :up:
peabody
07-12-08, 01:29 PM
8" turrets using 6" shells? Maybe thats the reason I was unable to sink a Northampton in a 1 on 1 test mission.
Downloading new version :up:
I didn't change the shells yet, didn't get an answer. So, I am just going to have to test them. I think there may be an accuracy problem too. I know w3lt4r did a fix one time. I'm going to check with him and see what he has to say about accuracy fix. I can't find it.
Peabody
Xantrokoles
07-12-08, 02:37 PM
I agree with you on the adding to the bridge, the reason I didn't I am trying to move it to a better compartment, this one is way too small. But the best compartment has so many bars in the way, I can't see at all. I can move the bars but the compartment is two objects and I can't get it back into the game with textures on it. I do not know anything about 3D, but Keltos tried too and the fact it is two objects I think is the problem. I tried to split into two objects and load separate but the vertices count for obj and texture are then different. I am still working on it. I guess I will have to learn how to texture and redo it.
The crewmembers are on the ship just not in that compartment because there is no room and they would be in the way to see ships.
I just did an upgrade and made the Turret the playable gun. Link is in first post.
Peabody
Splitted objects are almost impossbile to rework in 3d programs.
The have two objects which belong to different textures.
I also know the 'too small compartments problem' and I fexed it with switching the unit:smug:
But they are rare.
I know only two persons who can texture models for SH4, especially the lightmaps.
Keltos is sadly not a person who can work perfectly with textures:rotfl:
But we love his work on the Ijn subs:up:
"
I didn't change the shells yet, didn't get an answer. So, I am just going to have to test them. I think there may be an accuracy problem too. I know w3lt4r did a fix one time. I'm going to check with him and see what he has to say about accuracy fix. I can't find it."
Didnt bother to quote, but about the accuracy fix. I did check quite many sources of the SH4 files and around the web, and seemingly the inaccuracyness at +8km ranges by standard gunnery crew is hardcoded to the game, at least this is my current hypothesis. Since im yet to find the correct coding for the AI gunners of both NPC ships and the player's gunners.
But lately i've been busy with quite few kendo camps and such, so i havent been able to reach my computer that much. Or a computer at all really.
I'll try to do more research when possible on this matter and hopefully provide a fix that would alter the accuracy so that you no longer need to lob 500 shells at a target that is 13km away, instead only to shoot max 20 shells or so.. :roll:
*Editto* and it is W 4 L T 3 R, or also spelled as Walter, ^^ and my fix only adjusted the maximum spotting range of the deck crew and maximum firing ranges of NPC ships and own gunner's maximum range. So i didnt do really "accuracy" fix, only a range buff :P
peabody
07-12-08, 04:14 PM
I knew it stood for Walter, just got my numbers mixed up. You should see me try to add.:rotfl:.
Thanks for the response, I knew you had mentioned it at one time (maybe the PBB) but didn't know what you had done. At the time I wasn't trying to MOD so I didn't pay much attention to it.
Thanks again.
Peabody
Ishigami
07-12-08, 04:34 PM
I noticed three little things:
First the two single 25mm AA guns which replaced these two 4” turrets are not on their platforms.
The second thing is that the camera for the playable 8” turret is a bit deep. If possible I think it would be better to lift it up a bit.
The last thing related to your file structure. There are many files which other playable units do not have. I don’t know if they are necessary or not…
Anyway nice improvement! I like it. :up:
And I got a problem not really related to your mod but maybe you can help me with this.
akdavis made me a small eye candy mod and changed the fire effects of 8” turrets to the particle effect of 11” turrets.
(See here: http://www.subsim.com/radioroom/showthread.php?t=138541 (http://www.subsim.com/radioroom/showthread.php?t=138541) )
I now have the problem that your playable 8” turret does not have the particle effect of an 11” gun like the other turrets but the old crappy 8” effect. :doh:
There was no message from JSMGE about a file problem. Do you know what I need to do to get the particle effect of 11” turret on your playable turret as well?
peabody
07-12-08, 10:47 PM
I noticed three little things:
First the two single 25mm AA guns which replaced these two 4” turrets are not on their platforms.
The second thing is that the camera for the playable 8” turret is a bit deep. If possible I think it would be better to lift it up a bit.
The last thing related to your file structure. There are many files which other playable units do not have. I don’t know if they are necessary or not…
Anyway nice improvement! I like it. :up:
And I got a problem not really related to your mod but maybe you can help me with this.
akdavis made me a small eye candy mod and changed the fire effects of 8” turrets to the particle effect of 11” turrets.
(See here: http://www.subsim.com/radioroom/showthread.php?t=138541 (http://www.subsim.com/radioroom/showthread.php?t=138541) )
I now have the problem that your playable 8” turret does not have the particle effect of an 11” gun like the other turrets but the old crappy 8” effect. :doh:
There was no message from JSMGE about a file problem. Do you know what I need to do to get the particle effect of 11” turret on your playable turret as well?
The 'extra files' : Are you talking about the submarine folder? Or something else? If it is in the submarine folder they are the 3D model I was trying to fix for the new bridge. I deleted them in the first upload, forgot to do it in this one. No, they don't have to be there. If it's something else let me know. When you ask if I need those files, I kinda have to know what files they are.;)
Put the guns on the platforms. I just threw them up there where the 4 inch guns were and ran out of time after working on the turret. I sunk them a bit into the platform otherwise the gunners feet dangle in mid-air.
Raised the view on the turret. I like the low view but it was a simple change and not a big deal.
Those two changes are in the version 1.1 download, and I changed the link on the first post since I deleted the 1.1 file but the upload is the same name and filefront gives it a different location. And I deleted the 'extra' files in the Sub folder. So just download to get the changes.
The 11 inch turret effect I did not include in the file. I think it is too much, but the 8 inch is too little so I left it, but I did upload a file for you making the change on the Deck gun. There was no message about a file problem because there isn't one. I took the gun out of the gunsradar.dat to make it into a "Deck Gun" so it has a different name, even though it is the same gun. So three guns are coming from gunsradar.dat and one is not.
Download Archive.zip
http://files.filefront.com/Archivezip/;11039443;/fileinfo.html
You can extract it somewhere and then move the files or you can extract directly to the folder it goes in. Suggestion, you may want to try this first to see if it works and is the right one before the new Maya. If it is wrong you can have the new Maya 1.1 overwrite it. I assume the mods folder is in Silent Hunter folder so these two files (one is the camera change, one is the 11" gun effect)into this folder:
MODS/IJN_Maya_II_ver_1.1/Data/Library/USSubParts
They will replace the .sim and .dat files. You can check before you do it if you want, there should be four files in there: Deck_Gun_8Inch.dat, .sim, .zon, .cam.
And let me know when you get them, so I can delete from filefront. They won't do anyone else any good. Unless someone else did what you did. Maybe I'll leave it a while.
Peabody
I always forget something. The .dat file has the changed location for the gun view. The .sim file has the change for the gun effect. So if one is right and one is wrong you can keep just the one that is right.
Ishigami
07-13-08, 01:42 AM
Oh I’m sorry, yes I was talking about these extra object files etc. that are in the submarine folder.
Thanks for this fix for me. I downloaded and applied it and it is perfect! :yep:
Not only your ship is awesome but you service as well! Thank you very much! :up:
peabody
07-13-08, 10:39 AM
Oh I’m sorry, yes I was talking about these extra object files etc. that are in the submarine folder.
Thanks for this fix for me. I downloaded and applied it and it is perfect! :yep:
Not only your ship is awesome but you service as well! Thank you very much! :up:
Wait till you get the bill.:rotfl:. Glad it worked, I still want to move the bridge but I am going to have to learn some 3D to do it. I've noticed that is going to be a problem on quite a few ships now that we have the new super duper Silent3ditor I can see that a lot are made in a way that will make it hard to have a bridge.
Peabody
okay so is the 8'' gun still a 6''?
peabody
07-22-08, 06:08 PM
okay so is the 8'' gun still a 6''?
Glad you brought that up, the playable gun is still 6 inch but the others are 8 inch. I forgot to go back and change the playable one. I will correct that. I will post here when it is ready, I'll put a new link on the first post. I am going to take some extra time to check the sounds, they were not working on the Fuso so I am going to check the Maya also and might as well do it at the same time so it's only one download.
Peabody
peabody
07-22-08, 07:28 PM
Update 1.2 is up with the sound fix and shells for playable gun fixed.
http://files.filefront.com/IJN+Maya+II+ver+1+2zip/;11177525;/fileinfo.html
Please!!!! Let me know if you get that stupid alarm sounding and it doesn't stop. I think I eliminated it but not sure.
Peabody
woofiedog
07-26-08, 01:30 AM
Excellent work on this crusier... spent some time on it's bridge yesterday. Thank's
Have one question though... are the missions for this vessel suppose to open up on the Allied mission page?
Task Force
07-26-08, 01:33 AM
Yes they are. It was apparently built on the gato class files.:up:
woofiedog
07-26-08, 03:46 AM
Thank's for the reply... I thought at first it was my installation that was the problem. :lol:
spike12
07-27-08, 04:28 PM
Me. I find it kinda odd that the maya missions are in the american single mission file and not the german files (i have v.1.5 with the u-boat addon btw.).Oh well I'll wait till it's available for use in the gernan/jap canpaign.Loved the Iowa mod though, that ship could put the fear of g*d in the japs.:arrgh!:
peabody
07-27-08, 05:34 PM
Me. I find it kinda odd that the maya missions are in the american single mission file and not the german files (i have v.1.5 with the u-boat addon btw.).Oh well I'll wait till it's available for use in the gernan/jap canpaign.Loved the Iowa mod though, that ship could put the fear of g*d in the japs.:arrgh!:
Don't know why you think it's odd. I think it's odd that everyone wants to go attack Task Forces in a Campaign (because that was the Jap doctrine, attack warships not merchants) with one ship. They do shoot back. And it is not German because it's Japanese. And that is what I started with. Just because now I have the add-on doesn't change the Maya into a German ship, it's still Japanese and the Allies will still shoot at it. At the moment I am trying to figure out why my ships won't go into a campaign. (There is a post for help on this page) and I have a Japanese Campaign that I have about 3/4 done but then everyone started building subs and ships on German boats and they won't work in my Campaign. So I guess that's just as odd from my point of view. Don't read this as anger or anything just giving my point of view. Everyone is complaining that I didn't build them on German ships, I didn't have the add-on when I started learning how to do this, so I made a Japanese sub and started a campaign, which I am playing BTW, but it isn't finished. So now I don't know if I should finish it or not, because nothing will work in it except my stuff and I'm a beginner so my ships don't work and I don't know why.
I have been trying to get the Iowa into a campaign but it CTDs.
So "odd" is in your point of view, mine differs from yours. I have posted before that you can make single patrols or war patrols and add a Japanese base to rearm your ship and do the same thing you do in a Campaign. All the Shipping layers are loaded when you start a single mission, just like a Campaign, all you miss out on are the medals. It's not like you need to go to port to change the "deck gun".:lol::lol:
In fact there is a single mission right now posted with a refit at Wake Island. And I can easily add more if people would use it.
Just my point of view on the whole thing.
Peabody
spike12
07-28-08, 08:20 AM
Hmmm..fair enough.:yep:
Atlantis
07-28-08, 02:03 PM
hey! I seem to have a problem downloading this mod, (and many many other mods aswell) I keep getting a "winrar error message" stateing that the file im attempting to open (in this case, the maya mod) is broken or an unknown file. So what am I doing wrong?
peabody
07-28-08, 02:05 PM
Hmmm..fair enough.:yep:
Spike, I don't want you to think I was upset with your comments. I welcome any comments good or bad or just a difference of opinion. And I was just giving my point of view.
In fact from the comments I am going to investigate how hard it would be to take the existing files and use the German files instead. I have a folder for the parts I need to make a ship, dive planes, torp tubes, etc. and I just import the whole dat file. So if I substituted the German files and used the German Roster, it may not be very difficult to take the work already done and convert it. The guns should just have to be moved to a different folder, so that should work. And there will be a upc that need to be reworked, but once I do the initial work, the rest is just add it to the ships, one after another.
But the first priority to even bother trying this is to figure out why they won't go into the Campaign. I didn't get any answers of my request so I will have to try stuff. I think it may be in the upc file but I'm not sure yet. So, if things work out I may be able to do versions for both sides, but it may take some time to figure this out. (Probably by then there will be a surface ship game and I'll do it all for nothing).
I also would like to figure out the 'damage' issue, but there is very little information and I guess it's a LOT of work and some feel it is wasted work because it is really a submarine game and I understand their feeling on that.
Peabody
Atlantis
07-28-08, 02:20 PM
Infact this is the message I get, "C:\Documents and Settings\Scheer\Local Settings\Temp\IJN_Maya_II_Ver_1_2-3.zip: The archive is either in unknown format or damaged" and I keep getting message and messages like this for assorted mods I attempt to download. Can you help me?
peabody
07-28-08, 02:56 PM
Infact this is the message I get, "C:\Documents and Settings\Scheer\Local Settings\Temp\IJN_Maya_II_Ver_1_2-3.zip: The archive is either in unknown format or damaged" and I keep getting message and messages like this for assorted mods I attempt to download. Can you help me?
My filename does not have -3 in the name. What are you using to download and what are you using to unzip the file? Can you select a place to download to? I have Firefox set to download to my "download" folder on my C: drive. Then I extract from there. I don't know why your's is going into Documents and Settings. And there shouldn't be a -3 in the name.
Do you have Vista?
If you are having this problem with 'assorted mods' as you say, then set up a special folder to download to. As I said I made a "Download" folder and everything goes there. Have you downloaded more than once? On XP it add (3) on the end but doesn't put -3 in the name. I just downloaded it and it worked fine.
You could try renaming the file and get rid of the -3 and see if it will extract. The filename should be:
IJN_Maya_II_Ver_1_2.zip
I don't use Ver_1.2.zip because some programs get confused with the two Dots. After the dot is suppose to be the 'file extension' some programs can handle two some can't.
Let me know how you make out.
Peabody
Update 1.2 is up with the sound fix and shells for playable gun fixed.
http://files.filefront.com/IJN+Maya+II+ver+1+2zip/;11177525;/fileinfo.html
Please!!!! Let me know if you get that stupid alarm sounding and it doesn't stop. I think I eliminated it but not sure.
Peabody
how do you change the guns?
peabody
07-28-08, 06:07 PM
Update 1.2 is up with the sound fix and shells for playable gun fixed.
http://files.filefront.com/IJN+Maya+II+ver+1+2zip/;11177525;/fileinfo.html
Please!!!! Let me know if you get that stupid alarm sounding and it doesn't stop. I think I eliminated it but not sure.
Peabody
how do you change the guns?
Change what guns?
Peabody
peabody
07-28-08, 06:08 PM
Sorry double post
Peabody
chrysanthos
02-10-11, 02:28 PM
really? all i have is an unexpected error all the time please friend i am really sad now.....
chrysanthos
02-13-11, 04:30 AM
hem can you fine people here make it playble for career too?
hem can you fine people here make it playble for career too?
read above posts from peabody, they explain it all.
After some lotto manouvering i was able to get a American heawy cruiser to work in career, using another surface ships as template (looking at all the files and held them up against one another and then just fidle with it)
Since i love that class of ships i will do the same with the maya, but all findings i send to peabody, it is hes ship, not mine and it will take some time...
L.T
chrysanthos
02-16-11, 07:21 AM
please make it career playble;)
All i can say is that im looking at files, and that i will do for some time more. Since i dont know any short cuts its about compairing files.
But its not forgotten, just hard when im torn between 3 games and one of them right now require my precence as fleetcoomander lol....
I post when i have any news, but again nothing gets public before there is a okay from peabody
L.T
phenomic
02-05-13, 05:24 AM
maybe it gives a new download link? oO the other links not work :/:ping:
chrysanthos
02-06-13, 09:15 AM
you want the maya? be aware she is not have any damage repair....
phenomic
02-06-13, 11:03 AM
Yep i search the ship =)
chrysanthos
02-06-13, 01:52 PM
did you find it ?
phenomic
02-06-13, 03:06 PM
no nothing:/\\!!
phenomic
02-07-13, 08:32 AM
ok i want the IJN Maja can anyone me post a link please
chrysanthos
02-07-13, 12:41 PM
there she is;)
http://www.mediafire.com/?jlwd3eyi00jl1b9
phenomic
02-07-13, 01:13 PM
thx thx :rock::rock:
chrysanthos
10-31-14, 01:50 PM
no problem:03:
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.