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View Full Version : IJN Jyunsen B : replacing torpedo model with Kaiten model WIP


keltos01
11-13-08, 12:46 PM
http://img146.imageshack.us/img146/9758/kaitengd1.jpg (http://imageshack.us/)
http://img146.imageshack.us/img146/kaitengd1.jpg/1/w1024.png (http://g.imageshack.us/img146/kaitengd1.jpg/1/)

http://img80.imageshack.us/img80/5438/kaiten2or7.jpg (http://imageshack.us/)


I got it to replace the stock type 95 model for now, need to get it to replace the Kaiten torpedo that I have in my mod but don't know where it gets its 3d model from :damn:

second picture is at a depth of 5 feet, textures still that of type 95

keltos

keltos01
11-13-08, 12:47 PM
http://img82.imageshack.us/img82/329/s3dff1.jpg (http://imageshack.us)

http://img503.imageshack.us/img503/4310/kaitencolorfz4.jpg (http://imageshack.us)
http://img503.imageshack.us/img503/kaitencolorfz4.jpg/1/w1024.png (http://g.imageshack.us/img503/kaitencolorfz4.jpg/1/)


http://img528.imageshack.us/img528/7637/kaitengiroiz1.jpg (http://imageshack.us)
http://img528.imageshack.us/img528/kaitengiroiz1.jpg/1/w1024.png (http://g.imageshack.us/img528/kaitengiroiz1.jpg/1/)


I appended a 3d chunk to the es torpedo on which my kaiten is modelled, but it revolves !

keltos01
11-13-08, 01:28 PM
http://img216.imageshack.us/img216/7157/kaitentwomodelstq3.jpg (http://imageshack.us)
http://img216.imageshack.us/img216/kaitentwomodelstq3.jpg/1/w1024.png (http://g.imageshack.us/img216/kaitentwomodelstq3.jpg/1/)

obviously there are two kaiten models : one that does and one that doesn't spin on that picture...

gotta fiw that, otherwise it's the right model for the torpedo..

keltos

keltos01
11-13-08, 01:51 PM
http://img147.imageshack.us/img147/2092/kaitengirodv5.jpg (http://imageshack.us)
http://img147.imageshack.us/img147/kaitengirodv5.jpg/1/w1024.png (http://g.imageshack.us/img147/kaitengirodv5.jpg/1/)

got the texture in, but still have the other model showing up and spinning :damn:

keltos01
11-13-08, 02:03 PM
http://img79.imageshack.us/img79/4821/s3dlx9.jpg (http://imageshack.us)
http://img79.imageshack.us/img79/s3dlx9.jpg/1/w1024.png (http://g.imageshack.us/img79/s3dlx9.jpg/1/)

I removed the highlighted node

http://img222.imageshack.us/img222/7521/kaitenrealnl0.jpg (http://imageshack.us)
http://img222.imageshack.us/img222/kaitenrealnl0.jpg/1/w1024.png (http://g.imageshack.us/img222/kaitenrealnl0.jpg/1/)

I removed node 259 after assigning the parent id of the main torpedo node to the node 261, looks like it did the trick and removed the second spinning sub ...

keltos01
11-13-08, 02:09 PM
depth 3.5 feet :

from the surface :

http://img207.imageshack.us/img207/851/surfaceqg3.jpg (http://imageshack.us)
http://img207.imageshack.us/img207/surfaceqg3.jpg/1/w1024.png (http://g.imageshack.us/img207/surfaceqg3.jpg/1/)

submerged view :

http://img377.imageshack.us/img377/3296/depth35hr5.jpg (http://imageshack.us)

As the game does only allow for six bow tubes so far and the kaiten were normally launched from a submerged submarine I guess we'll have to contend ourselves with the firing from the subs' tubes, although the model is that of a Kaiten now and not of a torpedo !

I wonder if DD will shoot at the periscope :hmm:

keltos

Kaiten patch version 1.0 for IJN torpedo mod or IJN Jyunsen B ... version 3.0 mod :

http://files.filefront.com/Kaiten+patch+for+US+torpenrar/;12343911;/fileinfo.html



(http://g.imageshack.us/img377/depth35hr5.jpg/1/)

mobius22
11-13-08, 04:15 PM
Good God, man! That is awesome!
:rock:

G.K.
11-13-08, 04:49 PM
Excellent... simply excellent... Can I ask about the ( possible ) homing system? In RL there was one, or no:D

peabody
11-13-08, 05:14 PM
Excellent... simply excellent... Can I ask about the ( possible ) homing system? In RL there was one, or no:D
A Kaiten is a torpedo with a man inside that drives it to the target. And yes they were real. I think in game the homing device was to 'simulate' a driver steering it, otherwise it would just act like a normal torpedo.

Peabody

keltos01
11-13-08, 06:03 PM
Correct.

I modelled it on the german T V accoustic torpedo, so the problem is the Kaiten doesn't see the ennemy, it hears it...

I wonder if we could set the sensor for it as "eyeball" and place it on top of the periscope...

Kaitens had a short periscope but it was no good in low light conditions, especially at night. The scope could be lowered, in game it can't.

The explosive power was computed from RL : 3400 pounds of type 97 explosive, about 1.2 times that of TNT.

Keltos

peabody
11-13-08, 07:29 PM
Correct.

I modelled it on the german T V accoustic torpedo, so the problem is the Kaiten doesn't see the ennemy, it hears it...

I wonder if we could set the sensor for it as "eyeball" and place it on top of the periscope...

Kaitens had a short periscope but it was no good in low light conditions, especially at night. The scope could be lowered, in game it can't.

The explosive power was computed from RL : 3400 pounds of type 97 explosive, about 1.2 times that of TNT.

Keltos

Does this need any special 'depth' setting, or is it set to use the default depth? I could easily set a 'test mission' to see if the DDs shoot at it. It probably moves quite fast though doesn't it?

Peabody

keltos01
11-14-08, 01:47 AM
have to check but the depth should be in the mod I posted on FF in the torpedo.sim, I changed it to 3.5 feet, and yes it's fast, maybe too much so and too great a range from whatt I read in I-boat captain.

Feel free to try !

btw loved that carrier mission of yours, kaiten sunk the fleet carrier !

keltos

G.K.
11-14-08, 08:35 AM
Thanks for explanation, I just wanted to know how to simulate the driver inside...;):up:

keltos01
11-14-08, 02:18 PM
if you look in the .sim there are only so many torpedo types hardwired, and we can't create new sensors...

we'd need an AI ship node for the Kaiten...

keltos

keltos01
11-14-08, 05:06 PM
edited it with S3D, got a hint about the camera icon from Mikhayl, the 3d model of a new 3d node doesn't appear untill you've clicked on the camera icon...


Respective sizes Kaiten vs normal torpedoes :

http://img356.imageshack.us/img356/9173/respectivesizesiw4.jpg (http://imageshack.us)
http://img356.imageshack.us/img356/respectivesizesiw4.jpg/1/w1024.png (http://g.imageshack.us/img356/respectivesizesiw4.jpg/1/)

I exported the 3d model of the propellers, scaled them up a bit, added a 3d model to the propeller 01 and 02 nodes, re-imported them, moved them with the beautiful tool that S3D is :) and there ! Oh, I also removed the wiskers at the front as kaitens didn't have them.

Did you know that the first designed kaitens had as prerequisite an ejection seat for the driver ???

could anyone mod that ? :rotfl:

Keltos

keltos01
11-14-08, 06:27 PM
http://img80.imageshack.us/img80/4954/animationod3.jpg (http://imageshack.us)
http://img80.imageshack.us/img80/animationod3.jpg/1/w1024.png (http://g.imageshack.us/img80/animationod3.jpg/1/)

I got the model right, the propellers models right, the animation : NOT :damn:

I don't really know what I'm doing here, I just uploaded the latest version seen here on FF, it works but the screws don't rotate right..:damn:

keltos

download link :
http://files.filefront.com/v+11+Kaiten+patch+for+USnrar/;12353938;/fileinfo.html

keltos01
11-14-08, 06:47 PM
it looked ok in s3d see picture here above...:damn:

peabody
11-14-08, 07:04 PM
http://img80.imageshack.us/img80/animationod3.jpg/1/w1024.png (http://g.imageshack.us/img80/animationod3.jpg/1/)

I got the model right, the propellers models right, the animation : NOT :damn:

I don't really know what I'm doing here, I just uploaded the latest version seen here on FF, it works but the screws don't rotate right..:damn:

keltos

download link :
http://files.filefront.com/v+11+Kaiten+patch+for+USnrar/;12353938;/fileinfo.html
Did you make sure to center the screw on the z axis? I think they rotate around the center you set in MAX so if it is off center it will not rotate right.

Peabody

Edit: Beat me to it Mikhayl.

I just loaded into Blender, they are off center. Where you see the circle is where they will rotate around.

http://img530.imageshack.us/img530/717/propellertd9.jpg

keltos01
11-15-08, 03:14 AM
can u fix it ? have to paint a cpouple door today...

keltos01
11-15-08, 08:11 AM
what I don't get is that I have made a good uv map for the kaiten, with a green riveted hull, and a different texture for the tower but I did not paint the bottom of the hull light gray like a shark's belly !

in 3ds :

http://img73.imageshack.us/img73/2765/kaitenbottomye1.jpg (http://imageshack.us)
http://img73.imageshack.us/img73/kaitenbottomye1.jpg/1/w640.png (http://g.imageshack.us/img73/kaitenbottomye1.jpg/1/)

in game :

http://img377.imageshack.us/img377/3296/depth35hr5.jpg (http://imageshack.us/)


why is that ?

keltos01
11-15-08, 08:57 AM
http://img266.imageshack.us/img266/5905/kaitenza6.jpg (http://imageshack.us)
http://img266.imageshack.us/img266/kaitenza6.jpg/1/w1024.png (http://g.imageshack.us/img266/kaitenza6.jpg/1/)

went to 3ds, imported the whole sorry mess of aa kaiten and its screws, imported a torpedo model, aligned the Kaiten on the other's axises, re impoted in s3d and re aligned the screws (which were right on target in 3ds, looks like the same initials s3d and 3ds don't work the same :doh:)

keltos01
11-15-08, 05:58 PM
model with screws placed at same spot as imported screws from stock models :


http://img143.imageshack.us/img143/6924/kaitenmodelww6.jpg (http://imageshack.us)

in game :

http://img50.imageshack.us/img50/6119/kaiteningameod1.jpg (http://imageshack.us)


http://img521.imageshack.us/img521/4989/screwsingamejk9.jpg (http://imageshack.us)


missing a screw ??? when in S3D it shows at the right place ... grrrrrrr

I uploaded this version on my main Filefront page, if someone can help...

Keltos

keltos01
11-16-08, 02:26 AM
http://img185.imageshack.us/img185/7948/fixedep7.jpg (http://imageshack.us)
http://img185.imageshack.us/img185/fixedep7.jpg/1/w1024.png (http://g.imageshack.us/img185/fixedep7.jpg/1/)

as it appears in game

http://img510.imageshack.us/img510/1151/fixeddatnj9.jpg (http://imageshack.us)
http://img510.imageshack.us/img510/fixeddatnj9.jpg/1/w1024.png (http://g.imageshack.us/img510/fixeddatnj9.jpg/1/)

in I boat captain p 241 they say it could run 60 minutes at 40 knots so that's around a 40 nautical miles range ?

keltos01
11-16-08, 07:54 AM
http://img125.imageshack.us/img125/1641/animal0.jpg (http://imageshack.us)
http://img125.imageshack.us/img125/animal0.jpg/1/w1024.png (http://g.imageshack.us/img125/animal0.jpg/1/)


http://img293.imageshack.us/img293/2638/animdi2.jpg (http://imageshack.us)
http://img293.imageshack.us/img293/animdi2.jpg/1/w1024.png (http://g.imageshack.us/img293/animdi2.jpg/1/)


I worked a bit on your version 1.2 of the Kaiten Peabody and I got seemingly both screws in game but still not working correctly, I'll post the latest WIP on my main FF page now if anyone cares to help fix this ...


keltos

link :
http://files.filefront.com/v+13+Kaiten+patchrar/;12368884;/fileinfo.html

peabody
11-16-08, 08:55 PM
This is your latest 'in game' Pic, I fixed the propellers but not the rotation. Also the rotation numbers move the detonator up on top of the Kaiten. It starts in the right place but it's using the old rotation numbers and that moves everything and quaternion is not my thing.

http://img363.imageshack.us/img363/6083/propeller5eu8.jpg


Peabody

Sledgehammer427
11-16-08, 09:16 PM
peabody, you use blender?

peabody
11-16-08, 10:45 PM
peabody, you use blender?

I have it, I don't know how to use it. About the only thing I have done is import an object and resize or move something and export. I have no idea how to texture with the thing. I have read tutorials, watched videos and it just will not work. And every time they come out with a new release the tutorials are useless, they tell you to click a button or menu item that no longer exists. It seems like it would be a good program for the price :lol: but I don't have time to learn it right now.

Peabody

keltos01
11-17-08, 10:51 AM
http://img515.imageshack.us/img515/4233/kaitentype1turretvf2.jpg (http://imageshack.us)

http://img259.imageshack.us/img259/2931/kaitentype1az6.jpg (http://imageshack.us)

http://img259.imageshack.us/img259/7606/torpedokaitenschematicsex4.jpg (http://imageshack.us)

http://img391.imageshack.us/img391/9166/torpedokaitenschematicsrc1.jpg (http://imageshack.us)

http://img444.imageshack.us/img444/5129/kaitenmissionvn6.jpg (http://imageshack.us)
http://img444.imageshack.us/img444/kaitenmissionvn6.jpg/1/w868.png (http://g.imageshack.us/img444/kaitenmissionvn6.jpg/1/)

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

http://img148.imageshack.us/img148/6351/kaiten1974h81490kt3.jpg (http://imageshack.us)


http://www.geocities.jp/torikai007/1945/kaiten.html


http://www.combinedfleet.com/kaiten.htm


screws :

http://img258.imageshack.us/img258/7765/wgordonwebwesleyanedukapp3.png (http://imageshack.us)


3d I can do that's the animation part I have trouble with...

any animation help welcome !!!


keltos

peabody
11-17-08, 11:20 AM
3d I can do that's the animation part I have trouble with...

any animation help welcome !!!


keltos

I had one rotating just not in the right place, they moved to the conning tower and higher. So the numbers need to be changed.

Peabody

keltos01
11-17-08, 12:55 PM
when it works I'll try and model the tower like in the above picts :)

keltos

keltos01
11-18-08, 10:20 AM
still not working... damn animation !!!!:damn:

skwasjer
11-18-08, 10:43 AM
It's really not so hard Keltos, it will come to you sooner or later. The Rotation parameters of the KeyFrameAnimStartParams need no change, only the Position parameters. Set them to xyz=0, center the props in max, import them in DAT, move the nodes to the correct spot (if you centered on all 3 axis) and you should be good to go.

If you still have trouble, send over the max file. ;)

keltos01
11-18-08, 11:02 AM
I'm off to home now, I'll post the max file I guess, I couldn't even move the prop so that its center is on 0,0,0 it looks like it has another center ? I don't know how to change it, is it ok if I send all the files to you ? do you need a separate file per itme or one with all ? :-?

thanks Skwasjer ! :up:

keltos

skwasjer
11-18-08, 11:39 AM
I'm off to home now, I'll post the max file I guess, I couldn't even move the prop so that its center is on 0,0,0 it looks like it has another center ? I don't know how to change it, is it ok if I send all the files to you ? do you need a separate file per itme or one with all ? :-?

thanks Skwasjer ! :up:

keltos
One max file with all the objects is fine. Textures not needed per se, for getting it set up properly.

keltos01
11-18-08, 02:00 PM
I'm off to home now, I'll post the max file I guess, I couldn't even move the prop so that its center is on 0,0,0 it looks like it has another center ? I don't know how to change it, is it ok if I send all the files to you ? do you need a separate file per itme or one with all ? :-?

thanks Skwasjer ! :up:

keltos One max file with all the objects is fine. Textures not needed per se, for getting it set up properly.

uploaded on my main FF page. Thanks again ! This will make our campaign much more enjoyable !
next we'll try and fire them from the deck using fake tubes

keltos

skwasjer
11-18-08, 03:57 PM
I've created a new and working .dat (based on stock UBM), check your PM.

If you have any questions, shoot.

keltos01
11-18-08, 05:01 PM
will do if I have any,

Thanks a lot !!!!

keltos

keltos01
11-20-08, 01:49 PM
Thanks to the Olympian we now have working propellers on the Kaiten, and the .dat is not a mess anymore !

Kaiten away ! :

http://img300.imageshack.us/img300/4111/kaitenzl6.jpg (http://imageshack.us)


starboard side :

http://img167.imageshack.us/img167/6352/kaitensatrboardqn6.jpg (http://imageshack.us)


stern and propeller :

http://img167.imageshack.us/img167/1995/kaitenscrewsal4.jpg (http://imageshack.us)


Thanks a lot to Skwasjer for this !!!! :up::up::up::up:


I'll make another version later on, but now I'll work on checking the new IJN torpedoes mod incl Kaiten and try and release it tonight.

next : a new Kaiten texture and 3d model resembling the real one posted here above.

keltos

keltos01
11-22-08, 08:44 AM
I fixed the flipped faces and introduced a new kaiten, the type 2, based on the typ XI torpedo, so we now have 2 Kaiten types although they still have the same 3d model :

Kaiten type 2 (1945) :

http://img510.imageshack.us/img510/5812/fireef9.jpg (http://imageshack.us)
http://img510.imageshack.us/img510/fireef9.jpg/1/w1024.png (http://g.imageshack.us/img510/fireef9.jpg/1/)

http://img47.imageshack.us/img47/5559/screws2pg7.jpg (http://imageshack.us)


http://img47.imageshack.us/img47/9708/screwstb5.jpg (http://imageshack.us)


detonator in s3d

http://img91.imageshack.us/img91/5299/detonatorlr9.jpg (http://imageshack.us)

in game :

http://img141.imageshack.us/img141/7551/detef7.jpg (http://imageshack.us)
http://img141.imageshack.us/img141/detef7.jpg/1/w1024.png (http://g.imageshack.us/img141/detef7.jpg/1/)

it's there but in the hull ????

the thing is I modified the detonator, imported a 3d node to it, liked both Kaiten detonator 3d models to that one, moved it in S3D but it doesn't show up in game ?

Skwasjer, I'll upload this version now : Kaiten 3.1.rar

http://files.filefront.com/v+31+IJN+torpedoes+incl+nrar/;12428015;/fileinfo.html

I already uploaded the .max model of the detonator, it you can have a look..

http://files.filefront.com/detonatormax/;12427954;/fileinfo.html

btw : do you see the white underside of the hull ??

thanks

Keltos

skwasjer
11-22-08, 09:50 AM
Here's your fixed torpedo.dat (v3.1). I did not use the Max-file, but I did move the model in 3DSMax. I just used an exported obj from the DAT. So you will have to update your Max-file in case you are going to modify it further.

http://sh4.skwas.net/temp/Kaiten_DetFix.rar

I also moved the object again in S3D, and changed the animation controllers.

NB: The lightmap uv-data on the detonator seems incorrect, I saw some odd black shadow on it, so this needs fixing from your end (or simply remove the 2nd UV-map).

keltos01
11-22-08, 11:42 AM
thanks a lot !!!

keltos

keltos01
11-23-08, 03:21 AM
Brand new IJN torpedo mod version 3.2

http://img75.imageshack.us/img75/286/kaiten32ro4.jpg (http://imageshack.us)


http://img167.imageshack.us/img167/4104/kaiten32bhv9.jpg (http://imageshack.us)
http://img167.imageshack.us/img167/kaiten32bhv9.jpg/1/w1024.png (http://g.imageshack.us/img167/kaiten32bhv9.jpg/1/)



includes :

- Animation fix for the propellers and detonator by Skwasjer

- Historical dates for the availability of said torpedo types

- Turbine torpedo : 60 knots/ 9000 m range / 661 lb type 97 explosive.

- New Kaiten model type 1 : 30 knots / 25000 m range / 3400 lb type 97 explosive. with spinning propellers thanks to Skwasjer.

- New Kaiten model type 2 : 40 knots / 27000 m range / 3400 lb type 97 explosive.


enjoy !!

Keltos

download link :

http://files.filefront.com/v+32+IJN+torpedoes+incl+nrar/;12435954;/fileinfo.html

keltos01
11-24-08, 08:18 AM
needs to be imported in the torpedo.dat using S3D.

here's the results in 3ds :


http://img360.imageshack.us/img360/2810/kaitentorpnewtext3copieme6.jpg (http://imageshack.us)
http://img360.imageshack.us/img360/kaitentorpnewtext3copieme6.jpg/1/w1103.png (http://g.imageshack.us/img360/kaitentorpnewtext3copieme6.jpg/1/)

Sasebo Naval Arsenal Blue

texture TGA file :

http://files.filefront.com/Kaiten+Torp+copie3tga/;12448493;/fileinfo.html


new torpedo.dat to slip into the Library folder of the IJN torpedo mod :

http://files.filefront.com/Torpedo2rar/;12448688;/fileinfo.html (http://files.filefront.com/Torpedo2rar/;12448688;/fileinfo.html)

keltos01
11-24-08, 12:15 PM
from the surface :

http://img125.imageshack.us/img125/4589/kaiten32beq3.jpg (http://imageshack.us)
http://img125.imageshack.us/img125/kaiten32beq3.jpg/1/w1024.png (http://g.imageshack.us/img125/kaiten32beq3.jpg/1/)



http://img232.imageshack.us/img232/5521/kaitensasebocr1.jpg (http://imageshack.us)
http://img232.imageshack.us/img232/kaitensasebocr1.jpg/1/w1024.png (http://g.imageshack.us/img232/kaitensasebocr1.jpg/1/)

in game

keltos01
11-25-08, 02:56 PM
:damn:http://img296.imageshack.us/img296/1182/kaitenhitthenctdgf5.jpg (http://imageshack.us)


I fired a Kaiten at a troop transport in Peabody's convoy mission, it hit then CTD?????

why ??? all ids are linked ?:damn::damn::damn:

I tried changing back the available date to 1941 for both kaiten, CTD again when it hits...

peabody
11-25-08, 04:23 PM
:damn:


I fired a Kaiten at a troop transport in Peabody's convoy mission, it hit then CTD?????

why ??? all ids are linked ?:damn::damn::damn:

I tried changing back the available date to 1941 for both kaiten, CTD again when it hits...

What mission are you using?

Peabody

keltos01
11-26-08, 02:48 AM
the one against the convoy for the Jyunsen B, but I wrote this wrong, the mission isn't the problem, the Kaiten seems to be.

Before we changed the animation and stuff it would hit a target and sink it, now it hits and CTD...

Skwasjer help !!!!!

The ammunition file couldn't make that happen on its own ? I tried changing the dates of availability to 1941 for both Kaiten, still CTD.

the localization file is mainly a description file, that leaves :

torpedo.dat, .sim, .zon. I checked the connections between the files for both kaitens, they seem fine.

:damn:what's the problem then ????:damn:

I only use the version 3.0 of the Jyunsen B and.. mod and this one.

help !

Keltos

keltos01
11-26-08, 07:12 AM
the experimental turbine torpedo also causes CTD when it hits a target.. :damn:

skwasjer
11-26-08, 10:05 AM
There must be a problem in the sim/zon/val, because I just tested only the torpedo.dat with the other stock torp-files, and it worked without problem. I have not modified any of the other files, but I will have a look and see if I can find the problem.

skwasjer
11-26-08, 10:23 AM
Yes, the problem is in the zon-file. None of the AmmoDamageInfo it's parent id's match up to nodes in the dat-file. The dat-file uses stock id's, while the zon-file seems to be remapped or assigned completely new id's.

The game CTD's because it can't find the controller upon torpedo impact, when it needs to know what damage to inflict...

Fix this, and it will work ;)

keltos01
11-26-08, 10:45 AM
I matched them to the .sim file !!!!! :oops:

cascade type of thing : dat -> sim sim -> zon guess it was
dat -> sim
dat -> zon

will fix it, thanks Skwasjer!

keltos

keltos01
11-26-08, 04:50 PM
will try and fix the ids tomorrow if I get the time.

keltos

Captain_AJ
11-26-08, 06:03 PM
Is there any Special Instructions in installing This Mod ?

peabody
11-26-08, 08:13 PM
Is there any Special Instructions in installing This Mod ?

If you check two posts up, the Kaiten torpedo files are broken right now. So you should wait until it is fixed, they will cause a crash.

Peabody

keltos01
11-27-08, 11:58 AM
http://img146.imageshack.us/img146/6360/destroyedmh8.jpg (http://imageshack.us)

and another kaiten hit after a type 96 :

http://img515.imageshack.us/img515/5404/ddoc2.jpg (http://imageshack.us)
http://img515.imageshack.us/img515/ddoc2.jpg/1/w1024.png (http://g.imageshack.us/img515/ddoc2.jpg/1/)


http://img220.imageshack.us/img220/3671/boomki4.jpg (http://imageshack.us)

then they found me... had to emergency blow !

then history repeated itself

http://img508.imageshack.us/img508/6051/sunkvs2.jpg (http://imageshack.us)
http://img508.imageshack.us/img508/sunkvs2.jpg/1/w1024.png (http://g.imageshack.us/img508/sunkvs2.jpg/1/)


I think I got it fixed..

fired a kaiten at an escort carrier, it hit and... exploded !!!

will check in a couple of hours and release, maybe with the new layout if you agree Peabody !

keltos

peabody
11-27-08, 12:28 PM
I think I got it fixed..

fired a kaiten at an escort carrier, it hit and... exploded !!!

will check in a couple of hours and release, maybe with the new layout if you agree Peabody !

keltos

Release anything that you feel is ready.

Peabody

Sledgehammer427
11-27-08, 12:31 PM
very nice!

*applauds*

now to get my skin working right...ugh

keltos01
11-27-08, 02:53 PM
Yes, the problem is in the zon-file. None of the AmmoDamageInfo it's parent id's match up to nodes in the dat-file. The dat-file uses stock id's, while the zon-file seems to be remapped or assigned completely new id's.

The game CTD's because it can't find the controller upon torpedo impact, when it needs to know what damage to inflict...

Fix this, and it will work ;)

I fixed the zon ids back to the original ids and I tried it in game, it seems fine now, I sank a couple ships using the Kaiten and the Turbine torpedo :)

keltos01
11-27-08, 03:21 PM
Brand new IJN torpedo mod version 3.4

fixes the CTD problem when it detonated.
includes :

- New torpedo layout view for the Kaiten by Peabody.

- Historical dates for the availability of said torpedo types

- Turbine torpedo : 60 knots/ 9000 m range / 1,102 lbs. (500 kg) Type 97 explosive.

- New Kaiten model type 1 : 30 knots / 25000 m range / 3400 lb type 97 explosive. with spinning propellers and detonator thanks to Skwasjer.

- New Kaiten model type 2 : 40 knots / 27000 m range / 3400 lb type 97 explosive.
with spinning propellers and detonator thanks to Skwasjer.

new layout by Peabody :

http://img443.imageshack.us/img443/4500/kaitentype1ph9.jpg (http://imageshack.us)
http://img443.imageshack.us/img443/kaitentype1ph9.jpg/1/w1024.png (http://g.imageshack.us/img443/kaitentype1ph9.jpg/1/)

Kaiten 2 :

http://img140.imageshack.us/img140/4468/kaitensasebodc2.jpg (http://imageshack.us)
http://img140.imageshack.us/img140/kaitensasebodc2.jpg/1/w1024.png (http://g.imageshack.us/img140/kaitensasebodc2.jpg/1/)




Download link :

http://files.filefront.com/v+34+IJN+torpedoes+incl+trar/;12486571;/fileinfo.html
(http://files.filefront.com/v+33+IJN+torpedoes+incl+trar/;12482066;/fileinfo.html)

skwasjer
11-27-08, 03:59 PM
I fixed the zon ids back to the original ids and I tried it in game, it seems fine now, I sank a couple ships using the Kaiten and the Turbine torpedo :)
Good job. :smug:

PS: I still have to look at the white belly, but truth be told, I did not notice this when I was testing. More on this soon (I hope)

peabody
11-27-08, 07:59 PM
I fixed the zon ids back to the original ids and I tried it in game, it seems fine now, I sank a couple ships using the Kaiten and the Turbine torpedo :) Good job. :smug:

PS: I still have to look at the white belly, but truth be told, I did not notice this when I was testing. More on this soon (I hope)
skwasjer,

I don't know much about texturing and materials, but when I had mine it was not white on the belly and I think you had mentioned yours was not either on the first one you had. And I am almost sure we had a set before it was retextured. I did a side by side comparison with the old and new and that white belly looks like the old texture to me. I think the old texture, somehow is still on it and the new one didn't cover it. I don't know if that is possible but here is a pic of the old texture. Now go back and look at the belly, don't they look the same?
And this was the version where I got the propellers in place but no anim. The anim start position was making them pop out, I knew how to fix the start location, but didn't know anything about the animation and it was wobbling. Then you fixed it so I am sure you had this texture and at the time Keltos was the only one that had a set with the new texture and that's why his were two tone.
Peabody

http://img363.imageshack.us/img363/6083/propeller5eu8.jpg

skwasjer
11-27-08, 08:57 PM
Good points peabody. Anyway, the fault is not here on my end. See how just the torpedo.dat I made looks (without all the other modded files) on stock UBM:

http://sh4.skwas.net/temp/kaiten.jpg

So now, I've had a look at the actual published mod. And what do I see? A duplicate (old: 18-11-2008) torpedo.dat in the \Data\Menu folder?? Hmm, ya, there's your problem... The game does not like two DAT-files with the same nodes and id's. :lol:

Time for a v3.4 me thinks ;)

PS: Not tested, but I'll eat my hat if this isn't the problem...

peabody
11-27-08, 09:20 PM
Good points peabody. Anyway, the fault is not here on my end. See how just the torpedo.dat I made looks (without all the other modded files) on stock UBM:



So now, I've had a look at the actual published mod. And what do I see? A duplicate (old: 18-11-2008) torpedo.dat in the \Data\Menu folder?? Hmm, ya, there's your problem... The game does not like two DAT-files with the same nodes and id's. :lol:

Time for a v3.4 me thinks ;)

PS: Not tested, but I'll eat my hat if this isn't the problem...
No, I didn't think the problem was on your end, just commenting that the first time you fixed the anim, I didn't think you had the new textures and neither did I, so that was why I suspected the new texture.
:hmm: Hmmmm. I'll have to look at that new release. Just in case, I'll get some mustard to go with your hat.:rotfl:. Thanks Skwasjer!

Edit: I just d/l the 3.3 which I did not have yet, pulled out the 'extra' .dat file, need a fork and knife? Problem is somewhere else. I will start looking. Thanks for the help, at least we know it works with stock, so we have a starting point.

Peabody

skwasjer
11-27-08, 09:43 PM
No, I didn't think the problem was on your end, just commenting that the first time you fixed the anim, I didn't think you had the new textures and neither did I, so that was why I suspected the new texture.
:hmm: Hmmmm. I'll have to look at that new release. Just in case, I'll get some mustard to go with your hat.:rotfl:. Thanks Skwasjer!

Peabody
I think I had the correct texture when taking the screenshot, as I took the latest mod as a base for models and textures. I built a new dat from there on for simplicity sake (and not have the trouble of running into unwanted earlier modifications), and so I didn't install the entire mod, only the new torpedo.dat (hence I didn't CTD either upon impact). Let me know how it goes. It's not the first time I had to eat a hat... :doh: :lol:

peabody
11-27-08, 11:37 PM
I think I had the correct texture when taking the screenshot, as I took the latest mod as a base for models and textures. I built a new dat from there on for simplicity sake (and not have the trouble of running into unwanted earlier modifications), and so I didn't install the entire mod, only the new torpedo.dat (hence I didn't CTD either upon impact). Let me know how it goes. It's not the first time I had to eat a hat... :doh: :lol:

Something changed, maybe with so many versions the textures got mixed up. I don't know. But, I just took the newest version 3.3 deleted everything except the torpedo, modified the IXD2 upcge so Kaiten version1 was tube 1 and Kaiten version2 was in tube 2. Did not load the sub files, in fact the only mod enabled was the torpedo.dat, .sim, and .zon and they both came out two tone. So it must be the textures or material or uv or whatever it's called.:doh:

I used to say I would 'eat my hat' too, until I pooped out a circus tent. :rotfl: Ooops, can I say that word?

Peabody

keltos01
11-28-08, 02:03 AM
made a 3.4 without the extra .dat :oops: I'll have to eat my hat too then ? any other problem than the white belly ???

keltos


link to version 3.4 :

http://files.filefront.com/v+34+IJN+torpedoes+incl+trar/;12486571;/fileinfo.html

skwasjer
11-28-08, 04:51 AM
Something changed, maybe with so many versions the textures got mixed up. I don't know. But, I just took the newest version 3.3 deleted everything except the torpedo, modified the IXD2 upcge so Kaiten version1 was tube 1 and Kaiten version2 was in tube 2. Did not load the sub files, in fact the only mod enabled was the torpedo.dat, .sim, and .zon and they both came out two tone. So it must be the textures or material or uv or whatever it's called.:doh:

I used to say I would 'eat my hat' too, until I pooped out a circus tent. :rotfl: Ooops, can I say that word?

Peabody
I didn't try the 3.3, but just tried the 3.4, and only left out the upc files so I could just pick the german TV-torp in the loadout screen. Fired it, and it works just fine on my end... :shifty:

The only thing I can suggest is, remove chunk 254 (kaiten_lightmap.tga) and see how this goes. I doubt it, but logic doesn't always work with this game. Who knows.

Can you try a clean install (if that's easy to do for you?). It would help if other people could give feedback on this issue as well.

keltos01
11-28-08, 11:34 AM
I didn't try the 3.3, but just tried the 3.4, and only left out the upc files so I could just pick the german TV-torp in the loadout screen. Fired it, and it works just fine on my end... :shifty:

The only thing I can suggest is, remove chunk 254 (kaiten_lightmap.tga) and see how this goes. I doubt it, but logic doesn't always work with this game. Who knows.

Can you try a clean install (if that's easy to do for you?). It would help if other people could give feedback on this issue as well.

so the version 3.4 works ? good ! :D

keltos

skwasjer
11-28-08, 03:40 PM
The question is, does it work for you (no white belly), because I never had the problem in the first place? Have you not verified?

keltos01
11-28-08, 04:54 PM
white belly I'm afraid :

version 3.4 :

http://img361.imageshack.us/img361/199/34fy7.jpg (http://imageshack.us)
http://img361.imageshack.us/img361/34fy7.jpg/1/w1024.png (http://g.imageshack.us/img361/34fy7.jpg/1/)

I don't know where it came from. I put the 3.4 mod on top of the latest version 3.0 of the Jyunsen B mod, no other mod.

Maybe it conflicts with the torpedo files from the Jyunsen B mod which are an earlier version of the torpedo mod ?

keltos

keltos01
11-28-08, 05:02 PM
http://img237.imageshack.us/img237/9991/alltj0.jpg (http://imageshack.us)


http://img233.imageshack.us/img233/7946/all2ik6.jpg (http://imageshack.us)
http://img386.imageshack.us/img386/3467/34nh6.jpg (http://imageshack.us)
1945

92 MOD 2 OK
92 mod 4 OK
KAITEN 2 OK
95 MOD 1 OK
95 MOD 2 OK

1943 /
92 ACCOUSTIC 1 OK
92 MOD 3 OK
96 OK
92 OK
KAITEN TYPE 1 OK


went to 1945, loaded up with all different types, fired them all at the coast, they blew up ok..

skwasjer
11-28-08, 06:04 PM
Try what I did, make a minimod with only the torpedo.dat. Disable every other mod, incl. Jyunsen and only test the torpedo.dat.

Oh, and please try what I suggested before twice, remove lightmap chunk (child of material) and see if that helps.

keltos01
11-28-08, 06:17 PM
Try what I did, make a minimod with only the torpedo.dat. Disable every other mod, incl. Jyunsen and only test the torpedo.dat.

Oh, and please try what I suggested before twice, remove lightmap chunk (child of material) and see if that helps.

will do.

thanks again for the help :up:

keltos

keltos01
11-28-08, 06:24 PM
no lightmap :

http://img357.imageshack.us/img357/3538/nolightmapsb1.jpg (http://imageshack.us)
http://img357.imageshack.us/img357/nolightmapsb1.jpg/1/w1024.png (http://g.imageshack.us/img357/nolightmapsb1.jpg/1/)

same belly.

keltos

skwasjer
11-28-08, 06:55 PM
If you still have the problem as well with just the torpedo.dat alone (my other suggestion) I suggest you start looking through your game it's folders for another (old) torpedo.dat or just a texture Kaiten_torp.tga that you may have accidentally misplaced. I can't think of any other reason than that your install must have corrupted one way or the other.

In short, I'm out of ideas.

keltos01
11-29-08, 03:31 AM
I removed the library part from the 3.0 mod so that the torpedo 3.4 mod wouldn't interfere with it maybe cause of JSGME mixing up ?

"UPCLocalization.tsr" has already been altered by the "V 3.0 IJN_Sub_mod_Jyunsen_B_and_Type_AM_and_Kaichu_and_K aidai" mod.
"Ammunition.upc" has already been altered by the "V 3.0 IJN_Sub_mod_Jyunsen_B_and_Type_AM_and_Kaichu_and_K aidai" mod.

now that leaves only two files that it could replace.

will see what gives

keltos

keltos01
11-29-08, 03:35 AM
it didn't change a thing....

keltos01
11-29-08, 06:42 AM
how do you change it ?

could you download the 3.4 mod and take a look as well ?? there is more in four heads than one !

keltos

IJN torpedo mod version 3.4 download link :

http://files.filefront.com/v+34+IJN+torpedoes+incl+trar/;12486571;/fileinfo.html

peabody
11-29-08, 09:53 AM
Keltos,

Think back, did you change anything? Anything at all? I did not have the white with the old texture, I only got it with the new texture. And I still say that white belly looks exactly like the old texture. Skwasjer didn't have the problem, so I took the file he fixed for the propellers to spin and exported the model and imported into the new files (I figured the sim and zon would be different with the new models you added) and it has a white belly, but also realized, there are three different textures or materials. I didn't know that. So something has changed somewhere. And it really looks to me like that texture doesn't go all the way around that torpedo. So maybe that might give you an idea, because I don't know anything about texures.

So to sum it up, I didn't have the problem, Skwasjer didn't have the problem, but now I do have it. And it is rendering right in your 3D program.

I remember you flipped the normals for the fins, could you have accidently flipped the bottom half of the hull?

Peabody

keltos01
11-29-08, 12:15 PM
Keltos,

Think back, did you change anything? Anything at all? I did not have the white with the old texture, I only got it with the new texture. And I still say that white belly looks exactly like the old texture. Skwasjer didn't have the problem, so I took the file he fixed for the propellers to spin and exported the model and imported into the new files (I figured the sim and zon would be different with the new models you added) and it has a white belly, but also realized, there are three different textures or materials. I didn't know that. So something has changed somewhere. And it really looks to me like that texture doesn't go all the way around that torpedo. So maybe that might give you an idea, because I don't know anything about texures.

So to sum it up, I didn't have the problem, Skwasjer didn't have the problem, but now I do have it. And it is rendering right in your 3D program.

I remember you flipped the normals for the fins, could you have accidently flipped the bottom half of the hull?

Peabody

I'll check into that tonight if I get the time, else tomorrow.

keltos

keltos01
11-29-08, 05:06 PM
I think it might be that the propellers use the III_G7e.tga which should cover the whole body of the torp, has a light green body, so couldn't it come in conflict with the Kaiten texture ?

so I modified the III_G7e.tga as follows :

http://img47.imageshack.us/img47/1945/tiig7eeq0.jpg (http://imageshack.us)
http://img47.imageshack.us/img47/tiig7eeq0.jpg/1/w256.png (http://g.imageshack.us/img47/tiig7eeq0.jpg/1/)

we'll see now ?

keltos01
11-29-08, 05:15 PM
http://img266.imageshack.us/img266/3603/kaitensa1.jpg (http://imageshack.us)
http://img266.imageshack.us/img266/kaitensa1.jpg/1/w1024.png (http://g.imageshack.us/img266/kaitensa1.jpg/1/)


didn't work.

but from what I see the underside is the latest texture with the scrapes and bumps, but with a shiny white layer over it.

definetely is the right texture, the same all over, no old one on top of the new one :

http://img212.imageshack.us/img212/4176/noseyk7.jpg (http://imageshack.us)




http://img444.imageshack.us/img444/7875/kaitennf7.jpg (http://imageshack.us)

:damn:

keltos
http://img444.imageshack.us/img444/kaitennf7.jpg/1/w1024.png (http://g.imageshack.us/img444/kaitennf7.jpg/1/)

keltos01
11-29-08, 05:39 PM
Couldn't it be a problem with the caustics scale ? I don't know what the numbers in the controller are for exactly, but try different values and you'll see if this has some effect :hmm:

WOW !

set the Y value to 0 from -7.0 for a start :

http://img389.imageshack.us/img389/3220/causticsy0fu6.jpg (http://imageshack.us)

at y=-2.0

http://img509.imageshack.us/img509/4222/causticsymin2lo6.jpg (http://imageshack.us)

y=-4.0 caustics show white belly :

http://img60.imageshack.us/img60/7403/causticsymin4tc4.jpg (http://imageshack.us)



My favorite so far : y=2.0 :

http://img509.imageshack.us/img509/5162/causticsy2ch8.jpg (http://imageshack.us)

from above:

http://img300.imageshack.us/img300/7577/causticsy22ol0.jpg (http://imageshack.us)


file:///C:/DOKUME%7E1/Besitzer/LOKALE%7E1/Temp/moz-screenshot-40.jpghttp://img379.imageshack.us/img379/3901/causticsy222gm7.jpg (http://imageshack.us)
http://img379.imageshack.us/img379/causticsy222gm7.jpg/1/w1024.png (http://g.imageshack.us/img379/causticsy222gm7.jpg/1/)

Thanks for the idea Mikhayl ! :up:

Keltos


torpedo caustics fix (.dat to slip into Library folder of IJN torpedo mod 3.4)

Download link :

http://files.filefront.com/Torpedocausticsfix34rar/;12504222;/fileinfo.html

keltos01
12-08-08, 03:03 PM
http://www.youtube.com/watch?v=F39T-MxTt6s

not exactly what Orita described but heck ! good watching.

keltos