View Full Version : Adding new ships to SH5
iambecomelife
03-05-10, 11:54 PM
Hello; I am wondering if anyone has successfully added new ships to the game or imported SH3/SH4 ships. I have tried so far with no success. I would love to know what the correct process is for doing this. :damn:
denis_469
03-06-10, 01:00 AM
Similarly. I'm from 2005 year collection units for 3 and 4 parts. Now I have near 800 ships and 200 planes from various autors and years. If anyone can convert for SH 5 - I send him and after convert him u/l units for all.
Hello; I am wondering if anyone has successfully added new ships to the game or imported SH3/SH4 ships. I have tried so far with no success. I would love to know what the correct process is for doing this. :damn:
As I understand need convert DAT files from old ships to GR2 format SH5. It's all what I clear now.
iambecomelife
03-06-10, 01:57 AM
Well, according to another forum I visited, Granny 3d costs about, oh, $10,000 - $12,000 per license...? That's a little much for me. :dead: Let's hope there's another way to get ship conversions done.
elanaiba
03-06-10, 05:23 AM
I don't think its possible to go directly from dat to Gr2.
But the game should be able to read dat files.
sergbuto
03-06-10, 06:20 AM
I don't think its possible to go directly from dat to Gr2.
Are there any practical reasons behind changing the 3D-model format or it was rather a political decision?
elanaiba
03-06-10, 06:36 AM
Nothing political its just that both dat and gr2 files are what you get when exporting from Max. So they are two results of a similar operation done by different exporters.
I suspect it would be technically quite hard to take the dat and change it into gr2.
we neeed more merchants. i hope that adding them, is possible somehow.
piri_reis
03-06-10, 07:04 AM
we neeed more merchants. i hope that adding them, is possible somehow.
Dan says the game should be able to read .dat files as before.
So maybe try copying a SH3/4 ship and modify/create the relavent cfg/sim/etc files... ?
mr chris
03-06-10, 07:17 AM
Still waiting on Delivery of my copy of the game. But you can always do with more units. The are never enough.
Does SH5 have a museum?
If so what are the loading times like compared with SH3 with all the extras?
elanaiba
03-06-10, 07:19 AM
But you can always do with more units. The are never enough.
QFT :)
piri_reis
03-06-10, 07:23 AM
Still waiting on Delivery of my copy of the game. But you can always do with more units. The are never enough.
Does SH5 have a museum?
If so what are the loading times like compared with SH3 with all the extras?
Can't even compare the loading times with SH3. 10-15seconds for Museum.
Well copying ships from SH3/SH4 will not be that hard. All I did was copy the ship to Sea folder and create a cfg in the Roster. Oh and make a few modifications to the ships' .cfg file looking at the new format.. I know the shadows, eqp files might have to be reworked, it won't be a straight copy, but this was done in 2 minutes, SH5 can read .dat files!
Pamir from SH3
http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_SH5Img2010-03-06_141733.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/SH5Img2010-03-06_141733.jpg)
mr chris
03-06-10, 07:27 AM
That is very good news indeed.
UBOAT234
03-06-10, 07:30 AM
Hallo to all,
The GR2 file type is primarily associated with 'Granny' by RAD Game Tools, Inc.. The Granny file type is used by a number of different games, including Microsoft's Age of Empires III and others.
source
http://filext.com/file-extension/GR2
http://www.radgametools.com/default.htm
http://gr2decode.altervista.org/docs.html
I have try this series of programs:
http://gr2decode.altervista.org/files/gr2meshconv1_3.zip
http://gr2decode.altervista.org/files/expotron.zip
http://vnfiles.ign.com/nwvault.ign.com/fms/files/nwn2plugins/27/nwn2utilsmaxplugins2.3.0.rar
http://download687.mediafire.com/y1fmcxw2yttg/dzgmywdnzmk/eix-epk.zip
But I have a long procedure with Adobe, 3ds and Maya... and many problem...
But here there are many genius very efficient and better than me.
Many thaks to all for all work
Uboat234
UBOAT234
03-06-10, 07:37 AM
Error reply
Sorry
bigboywooly
03-06-10, 09:33 AM
well its cool SH5 reads dats also
All we need then is someone to work on damage model and crew placings :damn:
Or the ships stand out a mile as they did in SH4 - though SH4 units may blend in better
Maybe we can expect more units in DLC :hmmm: though some more for free would help :rotfl2:
Have to say the choice and volume of merchants is rather piss poor
More destroyers in game than merchant types - prolly more battleship types too
And for a game that supposed to emulate the iidea of sinking merchants to strangle britain that sux
mr chris
03-06-10, 09:42 AM
Well the are bloody loads of merchants and naval units that got added to SH3 after its release.
All you need is to put together a list unit in order of importance get the modders permission then get a team together to start the arduous task of porting them all over.
Easy really :rotfl2:
bigboywooly
03-06-10, 09:54 AM
Well the are bloody loads of merchants and naval units that got added to SH3 after its release.
All you need is to put together a list unit in order of importance get the modders permission then get a team together to start the arduous task of porting them all over.
Easy really :rotfl2:
Simples
lol
Not even sure the units from SH3 added to SH4 have been converted properly even now
Am pretty sure permission could be got Chris tis just the actual work of doing the job
And the software needed to keep inline with SH5 standards
I expect a mod out real soon with quick and dirty port overs though
denis_469
03-06-10, 10:01 AM
Can't even compare the loading times with SH3. 10-15seconds for Museum.
Well copying ships from SH3/SH4 will not be that hard. All I did was copy the ship to Sea folder and create a cfg in the Roster. Oh and make a few modifications to the ships' .cfg file looking at the new format.. I know the shadows, eqp files might have to be reworked, it won't be a straight copy, but this was done in 2 minutes, SH5 can read .dat files!
Pamir from SH3
http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_SH5Img2010-03-06_141733.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/SH5Img2010-03-06_141733.jpg)
Thank, vary big.
mr chris
03-06-10, 10:21 AM
Simples
lol
Not even sure the units from SH3 added to SH4 have been converted properly even now
Am pretty sure permission could be got Chris tis just the actual work of doing the job
And the software needed to keep inline with SH5 standards
I expect a mod out real soon with quick and dirty port overs though
Very true mate.
A thankless task if ever the was one.
denis_469
03-06-10, 11:36 AM
To piri_reis:
Can you write now you configs. I have CTD in any time...
iambecomelife
03-06-10, 02:25 PM
Can't even compare the loading times with SH3. 10-15seconds for Museum.
Well copying ships from SH3/SH4 will not be that hard. All I did was copy the ship to Sea folder and create a cfg in the Roster. Oh and make a few modifications to the ships' .cfg file looking at the new format.. I know the shadows, eqp files might have to be reworked, it won't be a straight copy, but this was done in 2 minutes, SH5 can read .dat files!
Pamir from SH3
http://i553.photobucket.com/albums/jj392/pureblue420/misc/th_SH5Img2010-03-06_141733.jpg (http://i553.photobucket.com/albums/jj392/pureblue420/misc/SH5Img2010-03-06_141733.jpg)
Could you please copy and paste the text of the Pamir's roster/cfg file? I finally managed to import some SH4 ships but they appear completely white. I checked the cfg file to make sure that it points to the right texture - still no luck: :damn::damn:
http://i33.photobucket.com/albums/d54/iambecomelife/MWSnap2010-03-0614_20_43.jpg
iambecomelife
03-06-10, 11:33 PM
Still no luck with the textures. I have tried both DDS and TGA, and directing the DAT files to a specific external texture - nothing works, and I still get blank white ships.
bigboywooly
03-07-10, 12:20 AM
Still no luck with the textures. I have tried both DDS and TGA, and directing the DAT files to a specific external texture - nothing works, and I still get blank white ships.
OK will use the Queen Liz as an example
Roster cfg
[UnitClass]
ClassName=BBQueenElizabeth
UnitType=11
AppearanceDate=19150101
DisappearanceDate=19480101
DisplayName=BR BB Queen Elizabeth
IsUnique=yes
[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO01.dds
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1
[Texture 2]
TextureName=
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO02.dds
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1
As you can see the textures are in the Sea folder for the Queen Liz
So you will need to add something similar to the above to get your skins to show
Much the same as SH4
You will also need to add some info to the cfg for the Rec manual
NOM Ranger
RecManualCategory=Tanker
BowShape=Plumb
MidSuperstructure=Stern
Funnels=1
----------------------
NVV
RecManualCategory=Freighter
BowShape=Raked
Superstructure=Composite
Islands=1
---------------------
NKSCS_N3SA1/N3SA1
RecManualCategory=Freighter
BowShape=Plumb
Superstructure=Composite
Islands=123
---------------
NLST
RecManualCategory=TroopTransport
BowShape=Raked
Funnels=0
ETC
Hope you succeed
Only the Devs could create 4 ships all the same from one model
KL=Large Steamer
KLWarSupplies=Large Steamer (War Supplies)
LL=Liberty Cargo
LLWarSupplies=Liberty Ship (War Supplies)
:88)
iambecomelife
03-07-10, 12:35 AM
OK will use the Queen Liz as an example
Roster cfg
[UnitClass]
ClassName=BBQueenElizabeth
UnitType=11
AppearanceDate=19150101
DisappearanceDate=19480101
DisplayName=BR BB Queen Elizabeth
IsUnique=yes
[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO01.dds
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1
[Texture 2]
TextureName=
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO02.dds
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1
As you can see the textures are in the Sea folder for the Queen Liz
So you will need to add something similar to the above to get your skins to show
Much the same as SH4
I've already tried adding these entries but it never works. I have even tried giving the old ships the skins of SH5 units out of desperation - it still does not work.
If someone could copy and paste the data/roster/cfg file of a working SH4 or SH3 ship that has been ported over successfully, I would be very grateful.
bigboywooly
03-07-10, 12:38 AM
I've already tried adding these entries but it never works. I have even tried giving the old ships the skins of SH5 units out of desperation - it still does not work.
If someone could copy and paste the data/roster/cfg file of a working SH4 or SH3 ship that has been ported over successfully, I would be very grateful.
Try copying the lightmap texture info to the texture info
TextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO01.dds
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO01.dds
iambecomelife
03-07-10, 01:01 AM
Try copying the lightmap texture info to the texture info
TextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO01.dds
LightmapTextureName=data/Sea/NBB_QueenElizabeth/NBB_QE_AO01.dds
I tried that and was greeted to yet another snow white beauty when I ran Museum. :nope:
Have you successfully transferred any ships yet?
bigboywooly
03-07-10, 01:24 AM
No
Didnt try until you posted and am getting the same results as you
Pure white
Unless the textures are in the GR2 files
Altho the game may read dats for the ships doesnt mean all will work ok
You can DL a Granny 3d viewer here
http://www.radgametools.com/granny/download.html
And take a look inside the ship files
iambecomelife
03-07-10, 01:34 AM
Thanks.
If this is an example of SH5's increased moddability then I will be more than happy to stick with SH3 and SH4. :nope:
elanaiba
03-07-10, 03:52 AM
Still no luck with the textures. I have tried both DDS and TGA, and directing the DAT files to a specific external texture - nothing works, and I still get blank white ships.
Try putting the textures (except occlusion map) in data/textures/Tnormal/tex
iambecomelife
03-07-10, 05:54 PM
Try putting the textures (except occlusion map) in data/textures/Tnormal/tex
I tried that this morning - still, no textures but lots of "special snowflake" paint schemes. Argh. I was really looking forward to modding SH5, too.
piri_reis
03-07-10, 06:16 PM
Sorry guys, I just saw this :oops:
I didn't even mess with any texture filename configuring or copying;
but look at the picture of the Pamir, I don't think it's got any texture showing either... I think, just because the model has colored meshes it shows somewhat decent.
Here's the only thing I changed, in Sea\DKEF_Pamir.cfg :
[Unit]
ClassName=Pamir
3DModelFileName=data/Sea/DKEF_Pamir/DKEF_Pamir
UnitType=102
MaxSpeed=15.5
Length=115
Width=14,4
Mast=51.2
Draft=7,8
Displacement=2325
RenownAwarded=90
RecManualCategory=Freighter
BowShape=Raked
Funnels=1
3DModelFilename value.
Copied the whole DKEF_Pamir to Sea folder
Copied the Roster\Pamir.cfg without any modification to the Roster folder.
Roster\Pamir.cfg:
[UnitClass]
ClassName=Pamir
UnitType=102
AppearanceDate=19380101
DisappearanceDate=19451201
DisplayName=SS Padua
[Unit 1]
Name=SS Padua
DOC=19380101
DOD=19451201
Will try to copy some other ship now.
mookiemookie
03-07-10, 10:18 PM
I really hope you guys get this sorted out. With the paltry selection of merchant vessels in the stock game, I think it would be the kiss of death if more ships couldn't be added to the game.
Highbury
03-07-10, 10:31 PM
I really hope you guys get this sorted out. With the paltry selection of merchant vessels in the stock game, I think it would be the kiss of death if more ships couldn't be added to the game.
:up:
I am not pleased with Liberty Ships in Oct '39... :nope:
AOTD_MadMax
03-08-10, 09:08 AM
Any News ???
Regards
Maddy
piri_reis
03-08-10, 09:56 AM
I get the same results, no texture shown either in game or the granny editor/viewer. This is ships from older series with .dat and .tga skins..
Partial Success.
Have managed to import an SH4 ship with a texture. Still doesn't look right though.
http://img691.imageshack.us/img691/1619/sh5attempt.jpg
Should look like this
http://img692.imageshack.us/img692/4071/sh4render.jpg
It looks like the Tex is there, but I think it is missing the bump and occlusion maps, which is why it looks a bit odd.
This was the next problem I was going to try and solve when my connection failed.
As far as I can tell SH5 ignores the map assignments in the roster cfg.
So I embedded the Tex file in the DAT file.
See pics of my DAT as it stands at the moment.
http://img696.imageshack.us/img696/287/dat1.jpg
http://img641.imageshack.us/img641/4398/dat2.jpg
The question mark in the first pic are setting that I don't really understand fully, but I was playing around with in order to improve the image.
Next step for me, try and get the bump and occlusion maps into the DAT in a way that works.
I tried this a few days ago but could not figure it out.
I'll try and get my head around it tomorrow.
EDIT: Please understand that I have no prior experience of messing around in the ship DAT files, so I am pretty much guessing everything at the moment. Just turning options on and off, adjusting numbers etc. then going into the game and seeing what happens. It is a slow but educational experience!
elanaiba
03-09-10, 03:28 AM
Sergei, in your pics, the ambient occlusion map is missing.
Yeah I know. That's why I said partial success :DL
I'm still working on it.
Don't really know if you'll be able to use normal maps with .dat files.
It may load them (for some backward compatibility) but it won't load them as it should (with normal maps and other materials).
For that you will need a proper .gr2 file.
Oh, that's a bugger.
Well, I tried.
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