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Kendras
01-31-17, 06:29 AM
Here's a 3D version of the Imperial Seal of Japan, modelled after the drawing you linked at post #745 in this thread:

http://www.mediafire.com/file/8ffuqpkulbblovb/IJSeal.7z

It comes in two version: the first version has ambient occlusion shadows mapped on the diffuse texture, which should make it to look sharper than it would with a simple diffuse texture, but its edges are not splitted; the second version in identical in size and shape, but it is both AO-mapped and edge splitted. That was done by splitting it automatically along its hard edges, using the Blender modifier recommended a while back by the_frog :up:

The second model should look better, but its vertex/poly count is higher. My suggestion is to try both versions and see how they look in game. If you can't spot any significant difference, just use the lower-poly version :03:

Both models are about 1 m in diameter. Again, a resizing by you might be required, and one last recommendation: the texture file provided includes an alpha channel to be used as specular mask. For better lighting effects, my recommendation is to enable it in seal's material, by adding to it the appropriate controller :salute:

Nothing can stop you, gap. :yeah: Will try this when my computer is resurrected ! :haha::O:

gap
02-03-17, 06:37 AM
Nothing can stop you, gap. :yeah:

Nor you :03:
Modelling that seal was easy. Hope you like it :salute:

Kendras
02-03-17, 06:51 AM
Hi gap ! :salute:

My computer is just working again ! :)

And I've just tried your model. Well, it's splendid !!! :DL

http://i.imgur.com/Gt4a6bY.png

http://i.imgur.com/lhVeS5Z.png

http://i.imgur.com/SyrBEDO.png

I have remodeled it a bit. But now, there are a few things I would like to improve (red circles):

1: the red surfaces are no more flat
2: not enough smooth
3: On the very first pic, you will notice hard edges ...

http://i.imgur.com/fH6Q4Wa.png

Could you correct this ? Sorry, my mediafire page doesn't want anymore to upload anything :o ... have to find the problem ... :hmmm: So, I will send you the files later ...

gap
02-03-17, 08:41 AM
My computer is just working again ! :)

:yeah:


And I've just tried your model. Well, it's splendid !!! :DL

Thanks :)


I have remodeled it a bit. But now, there are a few things I would like to improve (red circles):

1: the red surfaces are no more flat
2: not enough smooth
3: On the very first pic, you will notice hard edges ...

Could you correct this ?

Sure, I am waiting for you to upload the model with your updates :up:

Kendras
02-03-17, 11:33 AM
It works with Google Chrome, no more with Firefox ...

D/L link : http://www.mediafire.com/file/3avdxqh961krn4d/Seal-4.zip

Could you also correct the texture:

http://i.imgur.com/OwYXdYU.png

:salute:

PS : Sorry for giving you so much work ...

gap
02-06-17, 07:50 PM
Hi Kendras,

can you please check if this is better? :03:

http://www.mediafire.com/file/rj8u44825c2lvjr/IJSeal_modified.7z

P.S: sorry for the late replies. Tomorrow I will answer your remarks re. the rock model on the lighthouse mod thread :salute:

Kendras
02-07-17, 07:03 AM
Hi Kendras,

can you please check if this is better? :03:

http://www.mediafire.com/file/rj8u44825c2lvjr/IJSeal_modified.7z

P.S: sorry for the late replies. Tomorrow I will answer your remarks re. the rock model on the lighthouse mod thread :salute:

Yes, that's perfect now ! :yeah: Thank you very much !

:Kaleun_Applaud:

gap
02-07-17, 09:08 AM
Yes, that's perfect now ! :yeah: Thank you very much !

:Kaleun_Applaud:

My pleasure mate, I am always glad to help when I can :salute:

Kendras
02-08-17, 06:23 AM
Hi,

I've added gunners to the 25 mm double and triple AA japanese guns. There are some links to external dummies, but as this file is converted from SH4, there is nobody on the guns in game.


http://i.imgur.com/2b7Rg5x.png

So, I added these dummies, but the loaders have not a natural behaviour. Could anyone correct this ?

http://i.imgur.com/GivsjNt.png

Last thing : i didn't find any good texture for the head, so I leave it "blank" : this is the "AI face", lol.

Kendras
02-08-17, 06:32 AM
Ah, BTW : the 3D models of those 2 guns were too small compared to the dummies. So I resized these guns x115 %. I hope I didn't mislead ...

Kendras
02-08-17, 09:21 AM
It's not looking so bad !


http://i.imgur.com/8xTdHge.png

http://i.imgur.com/XOMYdkE.png

Kendras
02-08-17, 06:38 PM
I have a question.

I exported the 3D model of the Yamato's hull from S3D : I exported 2 things : NBB_Yamato.obj and NBB_Yamato-uv2.obj.

Then, I remodelled the NBB_Yamato.obj in Wings.

Now, I can only import the NBB_Yamato.obj, and not the NBB_Yamato-uv2.obj, is it a problem ?

I ask this because :

http://i.imgur.com/KK6v4Vh.png

:(

gap
02-08-17, 07:46 PM
I have a question.

I exported the 3D model of the Yamato's hull from S3D : I exported 2 things : NBB_Yamato.obj and NBB_Yamato-uv2.obj.

Then, I remodelled the NBB_Yamato.obj in Wings.

Now, I can only import the NBB_Yamato.obj, and not the NBB_Yamato-uv2.obj, is it a problem ?

The short answer is:

Yes, it is, if your model used an ambient occlusion map. If it is not, and you don't plan to add one, just scrap the *-uv2.obj file exported by S3D

The long answer is:

The UV projection of the main obj file is used by the game for mapping on any 3D mesh its diffuse texture (i.e. its "skin"). Uv2 object's UV projection, on turn, is usually employed for ambient occlusion textures (i.e. a texture containing prerendered shadows), but the latter can include dirt maps (i.e. rust, scratches, etc.), camouflage schemes and, if their resolution is high enough, markings, emblems, hull numbers, etc. The two objects must have identical vertex/edge/face coordinates (that's why S3D refuses to import the the *-uv2.obj after you modified the primary obj file), but indeed they can have different UV coordinates.

The reason for having two sets of UV coordinates is that diffuse and AO textures have different prerequisites.
One of the main requirements of a diffuse texture, is it looking sharp. A trick used in videogaming for having fairly sharp object skins without increasing too much their texture resolution, is creating objects with "overlapped" UV maps, i.e. objects set in a way that the same portion of texture is mapped on more than one region of the 3D mesh. If the iterated texture is omogeneus enough, and if its edges are "seamless" (i.e. tileable), or if it is mapped on non-contiguous regions, the trick wont be apparent and the player will be happy :D
On the contrary, being based on 3D objects' topology, AO shadows are not esily fitted on an overlapped UV space. The same goes for various markings and other eye-candies, which are not supposed to be repeated n times on the same objects, or for camo schemes whose lines and patterns usually need to be matched carefully. This is where having a secondary UV projection comes in handy, for making the player even happier :yep: :03:

Hope it helps :salute:

Jeff-Groves
02-08-17, 07:47 PM
Just add a few fake indices to the obj.
:03:

I bet you all are going to ask me about this right?

gap
02-08-17, 07:52 PM
Just add a few fake indices to the obj.
:03:

I bet you all are going to ask me about this right?

fake indices you say :06: :hmmm:

Jeff-Groves
02-08-17, 08:03 PM
You only need the numbers to match for a successful import.
That is where fake indices come in.

I had this pointed out on SH5 imports long ago and was ignored.
Thus I can import to SH5 with a smaller file size then TDW's tools can.


Here is what happens with GR2 files when they are 1st exported from 3D Max.

IF the main obj file and the AO obj file counts are different?
They repeat some verts or add blanks to adjust the count so everything matches up.
Try exporting a 3D object from SH5 and read the file!

S3D lacks in the fact that numbers must match and can not add ghost numbers to walk around this issue.

Is that a good class lesson for tonite?
;)

Kendras
02-08-17, 09:23 PM
You only need the numbers to match for a successful import.
That is where fake indices come in.

I had this pointed out on SH5 imports long ago and was ignored.
Thus I can import to SH5 with a smaller file size then TDW's tools can.


Here is what happens with GR2 files when they are 1st exported from 3D Max.

IF the main obj file and the AO obj file counts are different?
They repeat some verts or add blanks to adjust the count so everything matches up.
Try exporting a 3D object from SH5 and read the file!

S3D lacks in the fact that numbers must match and can not add ghost numbers to walk around this issue.

Is that a good class lesson for tonite?
;)

I also would need a night class lesson about how to import an animation correctly : http://www.subsim.com/radioroom/showpost.php?p=2461210&postcount=18

Kendras
02-08-17, 09:26 PM
The short answer is:

Yes, it is, if your model used an ambient occlusion map. If it is not, and you don't plan to add one, just scrap the *-uv2.obj file exported by S3D

Thank you for the long explanation ! :up:

I think it's not a problem, since I didn't notice any difference in game.

But if one day I would like to add an ambient occlusion map, how would it be possible ?

Kendras
02-10-17, 01:46 AM
Hello gap,

I would like to add some officers on the command and observation bridges of the Yamato I'm working on. I already have a (not very nice) 3D model, but the texture is just ugly. So, may I ask you to create a texture for the linked 3D model, based on this picture ? :

http://i.imgur.com/yMqrAcl.png

3D model : http://www.mediafire.com/file/61dj3fylryd90uu/japan_officer.zip

Kendras
02-13-17, 06:39 PM
Yes. Let me know when you will finish it. :)

I think she's ready ... :hmmm: At least the main things. About eye candy, further developments are needed.

Now, we have to agree how to make her playable.

Please answer here : http://www.subsim.com/radioroom/showthread.php?t=229709

LeonGER
03-24-17, 10:00 AM
Where can i Download the WSM for Vanilla SH3?

Plissken_04
03-25-17, 06:40 AM
Where can i Download the WSM for Vanilla SH3?


ftp://Maik:Woelfe@hartmuthaas.no-ip.org/Public/Sharing/SH3COMMUNITYMODS/CHINESE%20U-47/WSM3.0SH3V1.4.rar


ftp://Maik:Woelfe@diskstation.gn7vmwp32iei6ome.myfritz.n et/Public/Sharing/SH3COMMUNITYMODS/CHINESE%20U-47/WSM3.0SH3V1.4.rar



So Long

Maik

LeonGER
03-27-17, 06:17 AM
Ok now i have the WSM 2.0 installed but when i play as Admiral Graf Spee my Main Guns are like on a Destroyer!!! How can i fix this?

Nachladen
04-23-17, 06:09 PM
Has anyone actually ever tried to make all 2, 3, or 4 main battery turrets on the various ships useable instead of only beeing able to use the one most foward?

Or does dubious hardcoding inside the game prevent a "Submarine" from having 4 Deckguns?

itadriver
05-02-17, 11:33 AM
I dont think it is possible....
Sub has just one DG.

THEBERBSTER
05-02-17, 11:43 AM
A Warm Welcome To The Subsim Community > LeonGer > Nachladen > itadriver
Subsim <> How To Donate <> See The Benefits <> Support The Community:salute: (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
Highly Recommended SH3 > LIVING SILENT HUNTER III EDITION 2015 Mega Mod (http://www.subsim.com/radioroom/showthread.php?t=220285) > 99.99% Stable > Full Tutorials And Much More In My Signature
SFSF-MODULE - The New Solution for "Steam" & "Starforce" (http://www.subsim.com/radioroom/showthread.php?t=227473)

BarracudaUAK
05-03-17, 12:10 AM
Has anyone actually ever tried to make all 2, 3, or 4 main battery turrets on the various ships useable instead of only beeing able to use the one most foward?

Or does dubious hardcoding inside the game prevent a "Submarine" from having 4 Deckguns?

I dont think it is possible....
Sub has just one DG.


Even in SH4 which let's you have 2, you still can only use the one in the front.:doh:


Barracuda

itadriver
05-03-17, 09:11 AM
I will try.
I'm working on a complitely new WSM for WAC 5.0. I hope it will be ready when WAC 5.0 will be released.

Playable ships:
Bb Littorio
Ca Fiume
Cl Abruzzi
Bb Bismarck
Cb scharnhorst
Ca scheer

Hedrix
09-26-17, 02:12 PM
I installed WSM for GWX 3.0 and everything was fine at first.

After ~2 hours the game crashed (which is relatively normal), but now im unable to load a savegame, because it keeps crashing.

Has somebody an Fix for this problem?

Cmdr. Lennox
01-08-18, 11:11 AM
Anyone managed to give the Scharnhorst class a radar before 1945? It should have one, historically. It should also have torpedo tubes.

itadriver
01-08-18, 11:38 AM
http://www.subsim.com/radioroom/showpost.php?p=2535475&postcount=13

Cmdr. Lennox
01-08-18, 11:52 AM
Well, Im currently trying to give a radar to the WSM Scharnhorst. No success so long...

itadriver
01-08-18, 12:45 PM
http://www.subsim.com/radioroom/showpost.php?p=2535492&postcount=15

agathosdaimon
07-01-19, 04:31 AM
sorry for the basic question, but is this mod mp only? i have just learnt about it
i have SH3 GWX installed atm, and i could use this with it?

toni007
07-21-20, 07:18 AM
This mod has many issues like for example enemy ships will never hit you at all with their main guns and enemy destroyers will try to ram you thinking you are submarine.

kms bismarck
11-02-20, 09:17 AM
It seems like the links for WSM 3.0 for GWX are dead?
Also, I cant remember if it was possible to play career mode with the warships?

Tigerzhunters
03-11-23, 03:28 AM
The link are dead

Plissken_04
03-11-23, 06:45 AM
The link are dead


https://gofile.me/2YNK2/t8VYsLGDr

Tigerzhunters
03-12-23, 12:18 AM
https://gofile.me/2YNK2/t8VYsLGDr

Pliskeeeennnnn THXXX YOU SO MUCH IM WAS SEARCHING WOC MOD AND NEVER FOUND BECAUSE DED LINK BECAUSE YOU NOW I CAN TRY JAPANESE THXXXX


:Kaleun_Thumbs_Up:

Tigerzhunters
03-12-23, 12:24 AM
But you have wsm Ijn?

Plissken_04
03-12-23, 06:07 AM
But you have wsm Ijn?

No, I haven't

Lele007
09-01-23, 12:37 PM
Hats off to Chinese U47 for this epic expansion of SH3. Had a good time trying to torpedo a destroyer charging my S-boot head-on in a nightime op. They rammed my crew into the sea but that was crazy fun!

Does anybody know how I can change the flag on the warships, especially the commerce raider (I have some .tgas for British, India, Greece, etc flags. How do I put them on the commerce raider warship?). The commerce raider is tempting but that cartoonish flag on it seems like a badly wasted opportunity. Imagine a simple fix of the mod where you can change flags, change skins, and edit the AIsensor file to reduce enemy visual range to simulate a successful disguise, which is exactly how the commerce raider kaleun operated in real life. Now that's a simulation.

Does anybody know how?

Lele007
09-01-23, 02:18 PM
@itadriver you are doing serious work on your surface mod, are you able to help with my question? How to change the flag on the playable warship. Great job btw.

Lele007
09-01-23, 03:22 PM
@Plissken_04 can you help resolve my riddle? I need to be able to replace the flag on the Commerce Raider (WSM v2.0)

itadriver
09-01-23, 03:31 PM
I use the two periscopes

Lele007
09-01-23, 03:49 PM
I use the two periscopes

What do you mean when you say "periscope"? I don't understand

Aktungbby
09-01-23, 06:21 PM
Lele007!:Kaleun_Salute:...a tad belatedly...:arrgh!:

Lele007
09-02-23, 04:14 AM
Yaveton!:Kaleun_Salute: Avoid diving under the aircraft carrier after getting it and u will not B crushed!:hmph: :shifty: :know: They sink fast!:arrgh!:

Lele007!:Kaleun_Salute:...a tad belatedly...:arrgh!:

Indeed. Seems quite a shame Chinese U-47 made so many skins for the warships, and none for the boat that actually went to war with load of paint, flags, false uniforms and every possible disguise. They're gonna force me to become a modder.

Does anyone know a youtube vid that can teach me s3d in 5 minutes?

itadriver
09-04-23, 05:07 AM
What do you mean when you say "periscope"? I don't understand

Download my mod and watch the raider. To raise the flags you have to raise the periscopes.

Lele007
09-26-23, 04:38 PM
Download my mod and watch the raider. To raise the flags you have to raise the periscopes.

Gotcha. Two flags on the raider, raised or lowered with the up-periscope/down-periscope commands. That's a very a good idea

Fireoflife
01-17-24, 06:12 PM
Hi all, bit of a long shot, but do any of you have the fixed basic.cfg for WSM3.0? I keep getting crashes on loading career after my 1st patrol and this is literally the last thing I can test.

FUBAR295
01-18-24, 10:52 AM
You can try here ;


https://maikhaas.synology.me:5001/fsdownload/t8VYsLGDr/CHINESE%20U-47


There are about half dozen or so mods, not sure which one might help you.


Good hunting,
FUBAR295

Aktungbby
01-18-24, 10:54 AM
Fireoflife!:Kaleun_Salute:...finally surfaced, after a 12 year 'silent run'!:up:

Fireoflife
01-20-24, 08:57 AM
Thanks, I don't think any of those are it sadly.

Thanks, :D I don't usually get a lot of time to come here unfortunately. Good to be back.

Bladekill1298
11-21-24, 10:18 PM
Has anyone figured out why you can't load from saves?

Bladekill1298
02-24-25, 01:10 PM
[REL] WSM 3.0 Flak-Cannons and Save Fix for Stock and GWX/OneAlex

https://www.subsim.com/radioroom/showthread.php?t=258165