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View Full Version : [REQ] More crew-members in the Control-Room...


John_Doe_16
01-18-09, 08:29 AM
Hi,

I wanted to ask if any talented modder sees a chance to add additional crew-members to the interior of the submarine?

It would greatly increase immersion in my opinion, especially in the type XXI, IX and II, where we can really see that the back of the Control-Room is quite "empty". Of course, it would be very hard to do new animations, but I think you could populate the room quite nicely with only the stock-SH3-animations :)


Also, I think it would be great (and doable) to have a helmsman in the type XXI control-room, sitting on the steering seat...
The helmsman's position in the type XXI has an identical layout to the depth-control station (with the same steering-mechanism), so he could use the same animation as the guys at the depth-controls.
So, as these animations already exist, I think it could be quite doable for an experienced modder? (I'm not asking for the helmsman in other submarine-types, as the layout for the steering mechanism there is different, so you couldn't use stock animations...)


It would be great to get some positive replies, as I wished for this for quite some time while playing SH3... In SH4 there are more crew-members in the submarine, which looks great, but I miss the interactive crew from SH3 there, so I still keep playing SH3.

Also, the additional crew-members wouldn't have to be tied to the "Crew-management-roster, so you wouldn't have to change the crew-layout... They would be "only" eye-candy^^

All the best to you all :up:

ssconvert
01-18-09, 09:05 PM
It would be great if they could come up with more crew for eye candy purposes in the control room, always tht it was lacking in SH3.

evan82
01-19-09, 01:12 PM
Hi,

I wanted to ask if any talented modder sees a chance to add additional crew-members to the interior of the submarine?

It would greatly increase immersion in my opinion, especially in the type XXI, IX and II, where we can really see that the back of the Control-Room is quite "empty". Of course, it would be very hard to do new animations, but I think you could populate the room quite nicely with only the stock-SH3-animations :)


Also, I think it would be great (and doable) to have a helmsman in the type XXI control-room, sitting on the steering seat...
The helmsman's position in the type XXI has an identical layout to the depth-control station (with the same steering-mechanism), so he could use the same animation as the guys at the depth-controls.
So, as these animations already exist, I think it could be quite doable for an experienced modder? (I'm not asking for the helmsman in other submarine-types, as the layout for the steering mechanism there is different, so you couldn't use stock animations...)


It would be great to get some positive replies, as I wished for this for quite some time while playing SH3... In SH4 there are more crew-members in the submarine, which looks great, but I miss the interactive crew from SH3 there, so I still keep playing SH3.

Also, the additional crew-members wouldn't have to be tied to the "Crew-management-roster, so you wouldn't have to change the crew-layout... They would be "only" eye-candy^^

All the best to you all :up:
Yes. This is possible, at least I think so, but without new animation for the crew we may only copying bot's.

John_Doe_16
01-19-09, 03:41 PM
Yes. This is possible, at least I think so, but without new animation for the crew we may only copying bot's.

That would be just fine, as I described in my post, I think it would increase immersion anyways, to have crew members just standing in the Control Room... Especially in the type IX and XXI, where the large control-rooms look so empty...

Just look at the back of both control-rooms, I think if you put crew-members with stock animations there, if you align them carefully with handwheels etc., they would look very good. Also the helmsman in the type XXI would be a great addition...

It would be so great if a modder would try this :up:

Iron Budokan
01-19-09, 03:44 PM
I would love to have this, too. I hope it's doable. :)

ssconvert
01-20-09, 01:54 AM
Do you reckon any of the animation modders out there will have a look at this one.
It would be the best eye candy mod if it works.

TheDarkWraith
03-28-09, 03:28 PM
I haven't looked into adding more crew to the interior yet, I was concentrating on adding more crew to the Turm. This appears to be a hardcoded thing also (I'll look into the .exe file and verify for sure). I say this because there are 5 crew 'positions' that the game recognizes for the bridge:
- DMY_Soclu_POS_NE (rain version is DMY_Soclu_POSR_NE)
- DMY_Soclu_POS_NW (rain version is DMY_Soclu_POSR_NW)
- DMY_Soclu_POS_SE (rain version is DMY_Soclu_POSR_SE)
- DMY_Soclu_POS_SW (rain version is DMY_Soclu_POSR_SW)
- DMY_Soclu_UZO (rain version is DMY_Soclu_UZOR)

I tried adding another crewmember, DMY_Soclu_POS__S (rain version DMY_Soclu_POS__S) and he wouldn't render in game. So to see if the game was going by the names of the crewmembers I removed the original DMY_Soclu_POS_SW (leaving DMY_Soclu_POS__S in) and fired up the game. Still no new crewmember - my thinking was that it would only render 5 crewmembers. So I changed the name of DMY_Soclu_POS__S to DMY_Soclu_POS_SW. Result:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/crewadd.jpg

so the game goes by the name of the bridge crew for rendering. Since it only recognizes 5 names it's going to be tough getting crew added that is controlled by the StateMachineCtl. I imagine the same thing goes for the interior crew. I'll check it out also. The key is controlled by the StateMachineCtl.

TheDarkWraith
03-28-09, 03:56 PM
Add guess what I find in the sh3.exe file:

0013B2D8 44 4D 59 5F 53 6F 63 6C 75 5F 43 48 00 00 00 00 DMY_Soclu_CH....
0013B2E8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B2F8 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F 4E 00 00 ...DMY_Soclu_N..
0013B308 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B318 00 00 00 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F ......DMY_Soclu_
0013B328 57 50 00 00 00 00 00 00 00 00 00 00 00 00 00 00 WP..............
0013B338 00 00 00 00 00 00 00 00 00 44 4D 59 5F 53 6F 63 .........DMY_Soc
0013B348 6C 75 5F 48 46 00 00 00 00 00 00 00 00 00 00 00 lu_HF...........
0013B358 00 00 00 00 00 00 00 00 00 00 00 00 44 4D 59 5F ............DMY_
0013B368 53 6F 63 6C 75 5F 48 41 00 00 00 00 00 00 00 00 Soclu_HA........
0013B378 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 44 ...............D
0013B388 4D 59 5F 53 6F 63 6C 75 5F 50 4D 00 00 00 00 00 MY_Soclu_PM.....
0013B398 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B3A8 00 00 00 00 02 00 00 00 03 00 00 00 04 00 00 00 ................
0013B3B8 1E 00 00 00 1F 00 00 00 20 00 00 00 00 00 00 00 ........ .......
0013B3C8 44 4D 59 5F 53 6F 63 6C 75 5F 52 41 00 00 00 00 DMY_Soclu_RA....
0013B3D8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B3E8 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F 53 4E 00 ...DMY_Soclu_SN.
0013B3F8 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B408 00 00 00 00 00 00 00 00 1D 00 00 00 1C 00 00 00 ................
0013B418 44 4D 59 5F 53 6F 63 6C 75 5F 55 5A 4F 00 00 00 DMY_Soclu_UZO...
0013B428 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B438 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F 50 4F 53 ...DMY_Soclu_POS
0013B448 5F 4E 57 00 00 00 00 00 00 00 00 00 00 00 00 00 _NW.............
0013B458 00 00 00 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F ......DMY_Soclu_
0013B468 50 4F 53 5F 4E 45 00 00 00 00 00 00 00 00 00 00 POS_NE..........
0013B478 00 00 00 00 00 00 00 00 00 44 4D 59 5F 53 6F 63 .........DMY_Soc
0013B488 6C 75 5F 50 4F 53 5F 53 57 00 00 00 00 00 00 00 lu_POS_SW.......
0013B498 00 00 00 00 00 00 00 00 00 00 00 00 44 4D 59 5F ............DMY_
0013B4A8 53 6F 63 6C 75 5F 50 4F 53 5F 53 45 Soclu_POS_SE

rain gear version of watchstanders:
0013B5C0 44 4D 59 5F 53 6F 63 6C 75 5F 55 5A 4F 52 00 00 DMY_Soclu_UZOR..
0013B5D0 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
0013B5E0 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F 50 4F 53 ...DMY_Soclu_POS
0013B5F0 52 5F 4E 57 00 00 00 00 00 00 00 00 00 00 00 00 R_NW............
0013B600 00 00 00 00 00 00 44 4D 59 5F 53 6F 63 6C 75 5F ......DMY_Soclu_
0013B610 50 4F 53 52 5F 4E 45 00 00 00 00 00 00 00 00 00 POSR_NE.........
0013B620 00 00 00 00 00 00 00 00 00 44 4D 59 5F 53 6F 63 .........DMY_Soc
0013B630 6C 75 5F 50 4F 53 52 5F 53 57 00 00 00 00 00 00 lu_POSR_SW......
0013B640 00 00 00 00 00 00 00 00 00 00 00 00 44 4D 59 5F ............DMY_
0013B650 53 6F 63 6C 75 5F 50 4F 53 52 5F 53 45 Soclu_POSR_SE


gee, that's all the interior crew and bridge crew (you can find all the hard coded names in there for guns also). As I thought, hard coded. So then it should be possible to add to these....:hmmm:

Myxale
03-28-09, 06:35 PM
I don't understand all this Mojo talk RB, but more peps in the tube would be cool! :D

As far as i know one SH4 has those already! Stabitz has a nice Type 2 Vid with lots of mates in his tube!:06:

evan82
03-29-09, 06:24 AM
I haven't looked into adding more crew to the interior yet, I was concentrating on adding more crew to the Turm. This appears to be a hardcoded thing also (I'll look into the .exe file and verify for sure). I say this because there are 5 crew 'positions' that the game recognizes for the bridge:
- DMY_Soclu_POS_NE (rain version is DMY_Soclu_POSR_NE)
- DMY_Soclu_POS_NW (rain version is DMY_Soclu_POSR_NW)
- DMY_Soclu_POS_SE (rain version is DMY_Soclu_POSR_SE)
- DMY_Soclu_POS_SW (rain version is DMY_Soclu_POSR_SW)
- DMY_Soclu_UZO (rain version is DMY_Soclu_UZOR)

I tried adding another crewmember, DMY_Soclu_POS__S (rain version DMY_Soclu_POS__S) and he wouldn't render in game. So to see if the game was going by the names of the crewmembers I removed the original DMY_Soclu_POS_SW (leaving DMY_Soclu_POS__S in) and fired up the game. Still no new crewmember - my thinking was that it would only render 5 crewmembers. So I changed the name of DMY_Soclu_POS__S to DMY_Soclu_POS_SW. Result:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/crewadd.jpg

so the game goes by the name of the bridge crew for rendering. Since it only recognizes 5 names it's going to be tough getting crew added that is controlled by the StateMachineCtl. I imagine the same thing goes for the interior crew. I'll check it out also. The key is controlled by the StateMachineCtl.

Welcome.
So You only changed place for watchman. I know. You done something more, but effect is the same. This is possible in S3D. For this we must only change standing place for bots by move the nodes for each of them in new place.:yep:

As to the more number crewman in the interior. Game has limitet number of animations for bots. For more number of crewman in the interior we can do two things:
1. Copy the some bots [the same animation] - but what for?
2. Create a new animation for new bot - but is this possible?
And create a large number new commands for new standing place of the crewman.:yep:
And if these all operations depending on hard code, we can say: farewell.
But who knows. Maybe someone do this?

Anvart
03-29-09, 08:30 AM
Add guess what I find in the sh3.exe file:

0013B2D8 44 4D 59 5F 53 6F 63 6C 75 5F 43 48 00 00 00 00 DMY_Soclu_CH....
...
I hope you know function of search ASCII (or Unicode, or other) strings in a binary file ...
It's in HexWorkshop, IDA and so on ...

As example (fragment of the list of the found strings in sh3.exe):

1290936 13 SilentHunter3
1290952 9 3D-Engine
1290968 12 DMY_Soclu_CH
1291003 11 DMY_Soclu_N
1291038 12 DMY_Soclu_WP
1291073 12 DMY_Soclu_HF
1291108 12 DMY_Soclu_HA
1291143 12 DMY_Soclu_PM
1291208 12 DMY_Soclu_RA
1291243 12 DMY_Soclu_SN
1291288 13 DMY_Soclu_UZO
1291323 16 DMY_Soclu_POS_NW
1291358 16 DMY_Soclu_POS_NE
1291393 16 DMY_Soclu_POS_SW
1291428 16 DMY_Soclu_POS_SE
1291463 31 DMY_Soclu01_88mm_UDeck_Gun_High
1291498 31 DMY_Soclu02_88mm_UDeck_Gun_High
1291533 31 DMY_Soclu03_88mm_UDeck_Gun_High
1291568 29 DMY_Soclu_20mmTwin_UFlak_High
1291603 29 DMY_Soclu_20mmTwin_UFlak_High
1291638 28 DMY_Soclu01_37mmM_UFlak_High
1291673 28 DMY_Soclu02_37mmM_UFlak_High
1291712 14 DMY_Soclu_UZOR
1291747 17 DMY_Soclu_POSR_NW
1291782 17 DMY_Soclu_POSR_NE
1291817 17 DMY_Soclu_POSR_SW
1291852 17 DMY_Soclu_POSR_SE
1291887 31 DMY_Soclu01_88mm_UDeck_Gun_High
1291922 31 DMY_Soclu02_88mm_UDeck_Gun_High
1291957 31 DMY_Soclu03_88mm_UDeck_Gun_High
1291992 29 DMY_Soclu_20mmTwin_UFlak_High
1292027 29 DMY_Soclu_20mmTwin_UFlak_High
1292062 28 DMY_Soclu01_37mmM_UFlak_High
1292097 28 DMY_Soclu02_37mmM_UFlak_High
1292136 13 DMY_Soclu_UZO
1292171 16 DMY_Soclu_POS_NW
1292206 16 DMY_Soclu_POS_NE
1292241 16 DMY_Soclu_POS_SW
1292276 16 DMY_Soclu_POS_SE
1292311 31 DMY_Soclu01_88mm_UDeck_Gun_High
1292346 31 DMY_Soclu02_88mm_UDeck_Gun_High
1292381 31 DMY_Soclu03_88mm_UDeck_Gun_High
1292416 28 DMY_Soclu01_37mmM_UFlak_High
1292451 28 DMY_Soclu02_37mmM_UFlak_High
1292486 28 DMY_Soclu01_37mmM_UFlak_High
1292521 28 DMY_Soclu02_37mmM_UFlak_High
1292556 28 DMY_Soclu01_37mmM_UFlak_High
1292591 28 DMY_Soclu02_37mmM_UFlak_High
1292632 14 DMY_Soclu_UZOR
1292667 17 DMY_Soclu_POSR_NW
1292702 17 DMY_Soclu_POSR_NE
1292737 17 DMY_Soclu_POSR_SW
1292772 17 DMY_Soclu_POSR_SE
1292807 31 DMY_Soclu01_88mm_UDeck_Gun_High
1292842 31 DMY_Soclu02_88mm_UDeck_Gun_High
1292877 31 DMY_Soclu03_88mm_UDeck_Gun_High
1292912 28 DMY_Soclu01_37mmM_UFlak_High
1292947 28 DMY_Soclu02_37mmM_UFlak_High
1292982 28 DMY_Soclu01_37mmM_UFlak_High
1293017 28 DMY_Soclu02_37mmM_UFlak_High
1293052 28 DMY_Soclu01_37mmM_UFlak_High
1293087 28 DMY_Soclu02_37mmM_UFlak_High
:D
It were my first actions at studying of SH3 in the end of 2005 ...

TheDarkWraith
03-29-09, 10:13 AM
Anvart,

The game loads those names by setting a base address (DMY_Soclu_UZO or DMY_Soclu_UZOR) and then reads 23h bytes maximum for each. There are 2 sets of bot data. One set of bot data has 0Ch names, the other set has 0Eh names. When reading in the bot data if it encounters a 0h (null termination) it jumps to the next name in the sequence up to the maximum number for that set (0Ch or 0Eh). I changed it so that the game reads 20h bytes at a time and the 0Ch set of names is now 0Dh and the 0Eh set of names is now 0Fh. I also had to rewrite all the names so that the layout of each set followed a 20h pattern. This allowed me to add a new name to each set (DMY_Soclu_POS__S and DMY_Soclu_POSR__S). Result is it works (reading all the names) but still won't show the new 'name' I added. So there is something else that tells the bridge or interior to only show 5 bots at a time. That is what I'm looking for now.
I know how to search binaries, I know how to modify binaries. I used to program in assembly so this is not hard for me to do at all.

EDIT: tried a little test just to see if the game is even 'populating' my new DMY_Soclu_POS__S with 'data'. I removed the DMY_Soclu_POS_SE and DMY_Soclu_POSR_SE watchstander from the .dat file and kept my new DMY_Soclu_POS__S in (this makes a total of 5 watchstanders). Ran the game - no new watchstander. So in the build of the watchstanders in the exe (my new one is the 6th in the list of bridge crew) mine isn't getting any 'data'....now I know where to concentrate my looking.