PDA

View Full Version : SH3/4 ships for SH5


TheDarkWraith
08-27-10, 11:55 PM
Ok so I was bored this Friday night. I made a revised 'tool' to help some people :03: and then I was looking for something else to do. Ealier I figured out how to change skins on the SH5 ships and that got me thinking, why can't we use SH3/4 ships? In about 5 mins I whipped this up:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2979

Yes, that is the PT Elco boat from SH3! It's missing a lightmap and crew and can't cast shadows but it is a fully working ship from SH3 in SH5. The guns are missing also but that's because I didn't 'move' them over from SH3 into SH5. I was just looking to see if it would even work. Now that I know it works I'll have to dig into this deeper :D

Wolfling04
08-28-10, 12:00 AM
sounds like a GIANT merchant ship mod may be in the works.

YAY:D

Madox58
08-28-10, 12:03 AM
It can be done as I showed awhile back.
:03:

http://www.subsim.com/radioroom/showthread.php?t=170937

TheDarkWraith
08-28-10, 12:05 AM
sounds like a GIANT merchant ship mod may be in the works.

YAY:D

it's VERY possible. Lots of work but definitely possible. Many things have to be verified like zone files, the .dsd file, etc. but that's just a time thing. The 'core' ship works and that's the most important thing.

TheDarkWraith
08-28-10, 12:06 AM
It can be done as I showed awhile back.
:03:

http://www.subsim.com/radioroom/showthread.php?t=170937


sure can! Now the most time consuming thing is going to be validating the .dsd file, the .zon file, and the .eqp file. I see many things needing import from SH3 into SH5 for most of these ships to render correctly (lights, guns, etc.)

Madox58
08-28-10, 12:16 AM
Guns from the GR2 files work if the eqp is updated.
But they have no one manning them?
:haha:

I've never seen a Gun crew on a Merchant or Warship!
Has anyone?
Any screenshots?
:hmmm:

TheDarkWraith
08-28-10, 12:24 AM
Guns from the GR2 files work if the eqp is updated.
But they have no one manning them?
:haha:

I've never seen a Gun crew on a Merchant or Warship!
Has anyone?
Any screenshots?
:hmmm:

I've noticed that also. That's why I'm thinking of importing the guns and animations from SH3 and seeing what happens.

Wolfling04
08-28-10, 12:28 AM
in SH5 right?, i haven't either, just had a run in with 4 DD's no one manning the guns, same for a armed merchant i came across 2 days ago:nope:

TheDarkWraith
08-28-10, 12:30 AM
just to ensure that the PT Elco boat wasn't just a fluke thing I picked a nice big juicy ship from SH3 - the LST. Here is the SH3 LST, the SH3 PT Elco and the SH5 VIIA:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2980

TheDarkWraith
08-28-10, 12:45 AM
cool. WEPS properly identified the LST and it appears in the rec manual (although I have it classed wrong but that's an easy fix):
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2981

NavanCarver
08-28-10, 12:47 AM
Hi, im new around here, but thanks TDW for your effords in here... and like Wolfling says: YAY :D

Stormfly
08-28-10, 12:49 AM
very important projekt, born of boredom :D

long live the Merchant Fleet :yeah:

THE_MASK
08-28-10, 01:24 AM
When using goblin editor what is the ''save as granny ids'' .

Turtle01
08-28-10, 01:38 AM
Thank you guys !
WOW :yeah: its getting better and better

Greets
Turtle

robbythesub
08-28-10, 03:01 AM
I can feel something great coming to SH5 here guys, hope you have the time to continue it.
I have memories of the large merchant mod in SH3 that went on and on and on and on.....!

:yeah:

Sepp von Ch.
08-28-10, 04:36 AM
:o:o:o
Wow! Your work and benefits for SH5 are invaluable! Please do a large merchant mod for SH5 and I love you until the end of the world!:D:haha:

reaper7
08-28-10, 05:03 AM
Excellent Work. Are Damage bubbles etc working in the imported models :06:

ReallyDedPoet
08-28-10, 06:47 AM
Hi, im new around here, but thanks TDW for your effords in here... and like Wolfling says: YAY :D

Welcome fellow Canuck :up:

Kromus
08-28-10, 07:24 AM
Great work TDW, missing variety of shipping (mainly merchant) is one of the biggest flaws of SH5.

TheDarkWraith
08-28-10, 07:33 AM
I'll you what, I need a couple of helpers for this. It's a pretty large scale endeavor and I don't feel like doing all the work myself. I'll do the hex work part of it but there's other work that others can do.
Lightmaps need to be made - I think SteelViking can do/show others how to do? Cfg files need edited and some other stuff.
If you all want a merchant variety pack then I need some helpers.

SteelViking
08-28-10, 07:58 AM
I'll you what, I need a couple of helpers for this. It's a pretty large scale endeavor and I don't feel like doing all the work myself. I'll do the hex work part of it but there's other work that others can do.
Lightmaps need to be made - I think SteelViking can do/show others how to do? Cfg files need edited and some other stuff.
If you all want a merchant variety pack then I need some helpers.

I do a lot of work with shadow maps and have become an expert at editing them, but making a new one from scratch.......that will be a difficult task:hmmm:. I assume you are keeping these new ships in .dat format right? When you import these ships, are they utilizing external or embedded textures?

I think that I can make em. The real hard part when it comes to adding the shadow map, is that a UV map will have to be added to the .dat to actually use it, where to use it, and the UV map will have to be set just right to line everything up.

TheDarkWraith
08-28-10, 08:08 AM
I do a lot of work with shadow maps and have become an expert at editing them, but making a new one from scratch.......that will be a difficult task:hmmm:. I assume you are keeping these new ships in .dat format right? When you import these ships, are they utilizing external or embedded textures?

I think that I can make em. The real hard part when it comes to adding the shadow map, is that a UV map will have to be added to the .dat to actually use it, where to use it, and the UV map will have to be set just right to line everything up.

Yes they are in .dat form. They can utilize external or embedded textures. In DAT form the UV coordinates for the texture are already included.
I don't think the light map would be that difficult. It appears that it uses the same UV coordinates as the base model. I say that from this:

[Texture 1]
TextureName=
LightmapTextureName=
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1

I read this as supply me (game) the needed textures and I'll use the existing UV coordinates to make it happen.

Even if I'm totally out in left field on this one we have to figure out how to make new lightmaps anyhow. Whether we import ships in DAT form or GR2 form they will need new lightmaps. So it's best to figure it out now rather than later.

Arclight
08-28-10, 08:11 AM
Think I could take care of the .cfg entries for the ships. Not 100% familiar with them, but should be able to figure it out. :hmmm:

TheDarkWraith
08-28-10, 08:12 AM
Think I could take care of the .cfg entries for the ships. Not 100% familiar with them, but should be able to figure it out. :hmmm:

I can guide you through it. Actually I think a great job for you would be the validating of the .zon files and adding the missing entries in the zones.cfg file for the new ships adding to SH5. Yes/No? You may not be able to use Goblin to read the old .zon files but I can guide you through reading them with hex editor and getting the needed info.

I have to go back through my notes and remember how to add new units to the campaign layer. Maybe someone like BBW can do this part?

Arclight
08-28-10, 08:24 AM
Can use S3D to read the old files, familiar with the zones.cfg at least. Think that would work. Never used a hex-editor beyond making some really basic changes, but should be able to learn that quick enough.

Happy to help, experience is just a little limited. :lol:

TheDarkWraith
08-28-10, 08:40 AM
Can use S3D to read the old files, familiar with the zones.cfg at least. Think that would work. Never used a hex-editor beyond making some really basic changes, but should be able to learn that quick enough.

Happy to help, experience is just a little limited. :lol:

excellent. Well let's do one ship first to do a proof of concept and based on that outcome we'll determine if we can do the rest of not. Sound fair everyone?

Let's do the LST from SH3.

Arclight I'm pretty sure you'll have to add zones from SH3 into the SH5 zones.cfg file to make the .zon file of the SH3 LST compatible with SH5. Why don't you see if GWX will let us use their 'modifed' zone entries so we have some sinking mechanics/damage model in place already for the LST. It's quite possible that some of these zone entries are going to reference effects that aren't in SH5. If you can compile a list of what effects are also added by the zone entries I can either validate them/add them to SH5.

I'll work on the .eqp file and bringing over the missing items from SH3 to SH5 for it.

SteelViking see what magic you can do with a possible lightmap for the LST.

Do we have any other volunteers? Someone could make a new skin for the LST also. I can extract the existing one from the DAT file if needed.

Madox58
08-28-10, 08:41 AM
The AO's use a UV channel of thier own.
The Normals use the Diffuse UV channel.

AO's need to be burned in a 3D application.

TheDarkWraith
08-28-10, 08:46 AM
The AO's use a UV channel of thier own.
The Normals use the Diffuse UV channel.

AO's need to be burned in a 3D application.

any come to mind that one can use? How would I include this seperate UV channel into the DAT file? As a second 'set' of texture coordinates right after the first set?

Madox58
08-28-10, 08:55 AM
They have to be imported.
S3D does a great job of handleing the work.
The coords are coded into the TMAP area something like animations are
done I think.

Arclight
08-28-10, 08:59 AM
Arclight I'm pretty sure you'll have to add zones from SH3 into the SH5 zones.cfg file to make the .zon file of the SH3 LST compatible with SH5. Why don't you see if GWX will let us use their 'modifed' zone entries so we have some sinking mechanics/damage model in place already for the LST. It's quite possible that some of these zone entries are going to reference effects that aren't in SH5. If you can compile a list of what effects are also added by the zone entries I can either validate them/add them to SH5.
Will take a stab at it. :yep:

Not really familiar with GWX team structure, but PM'd Jimbuna, and I'd like to request permission for use of these files here. I'll use stock for the time.

TheDarkWraith
08-28-10, 09:05 AM
They have to be imported.
S3D does a great job of handleing the work.
The coords are coded into the TMAP area something like animations are
done I think.

so these new AO UVs are the old TMAPs from SH3? Ok, it's just a TMAP chunk in the DAT file then.

Madox58
08-28-10, 09:06 AM
Some of the zone entries that are different:
22 21 31 55 56 205 206 212 207 208 209 210 212 213 214 215

and those just involved the Type 14 AI Sub

Arclight
08-28-10, 10:51 AM
All the zones referenced in the SH3 LST .zon file are present in SH5 zones.cfg, correct index numbers and all. They are mostly identical, except for all the effects referenced.* Only 2 zones have a difference in stuff like flotability and armor level.

Basically if the .zon file references correct effects, you should have a model with fully functional damagemodel, with all the appropriate fireworks.

These are the effects referenced that don't appear in the SH5 zones.cfg (at least not in the same zone entry):

#Fire_small
#Small_splinter_explosion
#Small_splinter_explosion_no_halo
#Splinter_explosion
#Fire_big

*There's one exception for [ShipBubbles] (index #74): it references '#sink_bubbles' in both SH3 and Sh5 zones.cfg. I'm guessing this is correct, but might be a bug (strange to have only 1 exception).

-------

What are the options then? Change references to SH5 ones? Import SH3 effects into SH5?

Maybe clone SH5 effects and rename clones with SH3 references? Not a clue if that would work, but definetly a lot faster than changing all the entries in the ship's .zon files.

TheDarkWraith
08-28-10, 10:56 AM
These are the effects referenced that don't appear in the SH5 zones.cfg (at least not in the same zone entry):

#Fire_small
#Small_splinter_explosion
#Small_splinter_explosion_no_halo
#Splinter_explosion
#Fire_big

*There's one exception for [ShipBubbles] (index #74): it references '#sink_bubbles' in both SH3 and Sh5 zones.cfg. I'm guessing this is correct, but might be a bug (strange to have only 1 exception).

-------

What are the options then? Change references to SH5 ones? Import SH3 effects into SH5?

give me a sec. Verifying those effects are present in SH5......

EDIT:

all those effects are present in SH5! Do you know what this means??? I can bring over my SH4 effects for SH3 mod to SH5!!

Arclight
08-28-10, 11:24 AM
Well, problem solved. And a bonus to boot! :woot:


Comparing the SH3 zones.cfg to SH5 one, the index is identical for the first 192 items. Beyond that are only zones added for SH4&5, I'd wager. The differences are minor: some changes to HP, flotability or armor level.

The only problem/difference is that the effects referenced seem (or seemed, as it now apears) invalid.

I don't see a reason why imported ships would not have functioning damagemodels, though they could do with some tweaking. :hmmm:

(of course I could be wrong; the coordinate system could be changed for example. :doh:)

TheDarkWraith
08-28-10, 11:32 AM
The only problem/difference is that the effects referenced seem (or seemed, as it now apears) invalid.

I don't see a reason why imported ships would not have functioning damagemodels, though they could do with some tweaking. :hmmm:

explain what you mean by effects referenced seem invalid

I would hold off on the tweaking of the damage models. If GWX lets us use their zone entries they had a pretty good damage/flooding model already :yep:

I'll send you the LST when I have the .eqp file and what it needs updated so you can test it

Madox58
08-28-10, 11:37 AM
Best fire a few torps and deck gun shots at that Ship once.
;)

Arclight
08-28-10, 11:42 AM
Well here's an entry from SH3 zones.cfg:

[Command deck]
Category=Command Deck
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=Yes
Effect2=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

Same one in SH5:

[Command deck]
Category=Command Deck
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

Differences are highlighted.

It's the same for all the zones used by the LST; either they are identical or the difference is in those 'effect#=' entries. Only 2 zones for the model have any changes in flotability or armor level.
Best fire a few torps and deck gun shots at that Ship once.
;)
Oh, that's encouraging. :haha:

SH5 engine can't handle SH3 .zon files? :06:

TheDarkWraith
08-28-10, 11:42 AM
Best fire a few torps and deck gun shots at that Ship once.
;)

exactly. That's why I'll send it over to Arclight so he can play with it :DL

Madox58
08-28-10, 11:45 AM
There were strange 'happenings' shall we say?
But that was pre 1.2 patch.
They may no longer be an issue.

TheDarkWraith
08-28-10, 11:45 AM
Differences are highlighted.

It's the same for all the zones used by the LST; either they are identical or the difference is in those 'effect#=' entries. Only 2 zones for the model have any changes in flotability or armor level.

those are just the effects to play when the damage to that zone has reached the last parameter - in this case 100% damage.

Those are the new SH5 effects and can be used in the SH3 if you want.

Madox58
08-28-10, 11:49 AM
Oh,
Jimbuna left for Holiday yesterday. (I believe was the plan)
Not sure if the wife will allow him near a computer during the trip.
:haha:
So he may not be visiting here for a week or so.

TheDarkWraith
08-28-10, 11:50 AM
There were strange 'happenings' shall we say?
But that was pre 1.2 patch.
They may no longer be an issue.

strange as in no collisions?? Shells went right through the LST. I'll have to dig into the .zon file and see what's going on :up:

Madox58
08-28-10, 11:53 AM
Yes, that's pretty much it.
Adapting the zon structure of SH5 was an absolute MUST to fix some of it.

While people are testing this stuff?
Could someone test the gr2 file I linked in SteelVikings thread?
It's an adjustment to the bone on that bad fuel gauge in the DER.

Madox58
08-28-10, 11:58 AM
And there is a complete discussion about the Type 14 and issues on importing at Marble Cakes.

Arclight
08-28-10, 12:11 PM
Yes, that's pretty much it.
Adapting the zon structure of SH5 was an absolute MUST to fix some of it.

While people are testing this stuff?
Could someone test the gr2 file I linked in SteelVikings thread?
It's an adjustment to the bone on that bad fuel gauge in the DER. Guess that's where the hex-editor comes in. :DL


I'll have a look at the model, but what am I looking for exactly? :06:

TheDarkWraith
08-28-10, 12:18 PM
SH3 zones work ok in SH5:
http://www.subsim.com/radioroom/picture.php?albumid=285&pictureid=2982

all that's missing are more sphere's on the hull of the LST. Easy fix :yep:

Madox58
08-28-10, 12:27 PM
I think once you save the zon in Goblin,
it changes the SH3 structure to SH5 structure.

SteelViking
08-28-10, 12:46 PM
What is the word on the light maps, are they using the same UV mapping as the textures used to render them? If so, I can probably make the light maps incredibly easily.

TheDarkWraith
08-28-10, 02:50 PM
What is the word on the light maps, are they using the same UV mapping as the textures used to render them? If so, I can probably make the light maps incredibly easily.

not sure yet. Trying to figure out why only 2 of the upteen spheres are only showing in the goblin editor currently for the LST hull. It appears to be a file error (well SH5's viewing it as a file error). SH3 has no problem with it so I'm trying to nail down what has exactly changed from SH3 to SH5 zones.

TheDarkWraith
08-28-10, 03:02 PM
figured out why the SH3 zone file has problem in SH5. Not going to be an easy fix it appears :nope:

SteelViking
08-28-10, 07:48 PM
That is disappointing to hear. Well, just give me the word on the UV mapping, and I will whip you up a shadow map for the LST. As long as the same UV mapping is in fact used for the shadow maps, by using the textures themselves as templates, I could make maps for any ship from SHIII in about 10 minutes or less. Now, to make them high quality it would take a bit longer, but seeing as the ships in SH5 do not even have normals, I am not thinking that we need to go too overboard with the quality on the maps either.

TheDarkWraith
08-28-10, 08:53 PM
I spent a good majority of the day today trying to get the NPT ship from SH3 to take damage to no avail. Shells either fly right through the hull or the game CTDs. The CTDs I haven't quite narrowed down as to why yet.
It's not looking very promising right now using DATs for the ships :shifty:

SteelViking
08-28-10, 09:05 PM
I spent a good majority of the day today trying to get the NPT ship from SH3 to take damage to no avail. Shells either fly right through the hull or the game CTDs. The CTDs I haven't quite narrowed down as to why yet.
It's not looking very promising right now using DATs for the ships :shifty:

That is exactly what I was worried about. I was afraid that SH5's engine would not be able to deal with .dat files. They are fine for adding simple 3D objects, particle generators, harbor additions, etc. But something as complicated as a ship? That is another deal altogether.

The General
08-29-10, 02:26 AM
Some of the Dev team are on this Forum, can they offer any assistance/advice?

THE_MASK
08-29-10, 04:26 AM
http://img827.imageshack.us/img827/342/ship.jpg (http://img827.imageshack.us/i/ship.jpg/)

reaper7
08-29-10, 07:37 AM
I spent a good majority of the day today trying to get the NPT ship from SH3 to take damage to no avail. Shells either fly right through the hull or the game CTDs. The CTDs I haven't quite narrowed down as to why yet.
It's not looking very promising right now using DATs for the ships :shifty:


Thats a pity, would have made the game a lot more interesting to import whats there already.
Hopefully a workaroud can be found.
Is there anyway to measrue current 3d models to confirm height, lenght and width of the model. That way I can start do the correct ship info for the Recognition Manual.

reaper7
08-29-10, 12:20 PM
First attempt at creating a new skin:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/NKL.jpg

Unfortunately, the skin in repeated along the ship so no complex skins can be created. Its a bit like wallpaper on the wall copied along the length on the hull.

I wonder is it possible to place new textures on the GR2 Model so things like crests, Ship Logos can be placed at the Bow of the hull.

sergei
08-29-10, 12:52 PM
Unfortunately, the skin in repeated along the ship so no complex skins can be created. Its a bit like wallpaper on the wall copied along the length on the hull.

I wonder is it possible to place new textures on the GR2 Model so things like crests, Ship Logos can be placed at the Bow of the hull.

If you want dazzle patterns, logos, ship names etc. then you can use the Occlusion map for this.

For example:
http://img843.imageshack.us/img843/3011/biyogrey02dazzlegrey03.jpg

Note: this is an SH4 ship, from an upcoming mod.

However, the principle is the same, and should hold true in SH5.
The tex file for this ship is just plain grey, but I altered the occlusion map to add in the dazzle pattern.
As you have found, the tex file gets repeated all over the ship, but the occlusion map should have a large section in it that is obviously the hull.

If the O map is not in the ship folder, try looking in the textures folder.
I know I've seen them somewhere, I just can't remember where.

reaper7
08-29-10, 01:06 PM
If you want dazzle patterns, logos, ship names etc. then you can use the Occlusion map for this.

For example:


Note: this is an SH4 ship, from an upcoming mod.

However, the principle is the same, and should hold true in SH5.
The tex file for this ship is just plain grey, but I altered the occlusion map to add in the dazzle pattern.
As you have found, the tex file gets repeated all over the ship, but the occlusion map should have a large section in it that is obviously the hull.

If the O map is not in the ship folder, try looking in the textures folder.
I know I've seen them somewhere, I just can't remember where.


Thanks sergei, Yup I'm aware of this but what I wish to do is add a graphic logo etc to a certain part of the hull. So need to be able to add a seperate texture to the current lod.gr2 file if possible.

Although may just try something with your idea to see if I can get it to render full colour overlay. :hmmm:
Although looking at it the AO01.dds map is just to small to include any detailed textures - so dont think it will be of any use.

EDIT:
As I expected the O Map just doesn't have the resolution I need for proper Logos etc.
Here is one I tried at larger than what I need at resolution is very blurry at that size.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Crest.jpg

sergei
08-29-10, 02:04 PM
Forgot to mention, I scaled up all my O maps from 512 to 1024 to get rid of jaggies.
Maybe you could try the same?

SteelViking
08-29-10, 02:56 PM
Forgot to mention, I scaled up all my O maps from 512 to 1024 to get rid of jaggies.
Maybe you could try the same?

reaper, I also used this strategy of scaling up the shadow maps to get rid of jagged/pixalated stuff.

reaper7
08-29-10, 04:00 PM
The current map im editing NKL_AO01.dds is 512X512.
The thing is to get the detail I'm looking for I would need to scale them to 2048x2048 just for that 100x100 logo.
Also does the image have to be scalled back down or will it accept the much larger scalled dds file.

sergei
08-29-10, 04:11 PM
Assuming that SH5 works the same as SH4 (not a given!), then the game should happily accept the O map at the new resolution with no further input from you.

I played around with files ranging from 512 up to 2048 for my dazzles.
I ended up using 1024 as a nice compromise between clarity and file size.
I just threw each file in at the new resolution and the game accepted it, and rendered it correctly.

Give it a try reaper7.
It will probably work. ;)

SteelViking
08-29-10, 04:14 PM
In order to keep the higher quality, you have to leave it at the scaled up size. In my interior mod, I scaled up a number of things. As long as you keep the same aspect ratio of the original image it will still work just fine.

reaper7
08-29-10, 04:26 PM
Gave it a go and here's the results:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/O-Maps.jpg

1st Result: Scalled image to 1024x1024 Placed the logo as can be seen in the Top right of the image above.
Saved the image using DXT3 compression File went from 170kb to 1M.
Ingame render of logo is quite blurry.

2nd Result: Redone the same this time at 2048X2048. Saved again as DXT3. File sive now jumps to 4M.
Image quality is acceptable for what I want but file size abit on the big side for a mod with lots of different logos for different ships.

Any thought on this ;)

SteelViking
08-29-10, 04:36 PM
Reaper, I really would not worry too much about the file size when it comes to shadow maps. Since the vast majority of the image is in grey scale, 7z compression really cuts down their size. So, the mod would still be pretty easy to download. Try using 7z on that 2048X2048 image just to see how small it gets.

reaper7
08-29-10, 04:57 PM
Reaper, I really would not worry too much about the file size when it comes to shadow maps. Since the vast majority of the image is in grey scale, 7z compression really cuts down their size. So, the mod would still be pretty easy to download. Try using 7z on that 2048X2048 image just to see how small it gets.

Tried 7zip and it compressed to 489KB from 4M, not too bad.
I think I'll need 2028X2048 to get the detail I need, been messing about adding small detail, what do you think is it worth continuing this direction.
Or is just the Texture for the hull enough without the little deatils:06:.

If I do start a full reskin Mod. It won't be historical - to hard to find images etc. But will try to make them look like they could be historical.
Also will only be the hulls, tried the deck textures but all the masts railing use the same texture, so if I change the cabin texture it has knock on effect for the rails, pole etc. I can change things like the wooden decks ok though.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Waterline.jpg

skwasjer
08-29-10, 05:16 PM
Be warned that upscaling all textures puts a heavier strain on system memory, gpu memory, hdd and the pci bus/controller. While DXT compression helps keeping things down, going from 512x512 to 2048x2048 is 16x larger, which can be significant on render time if you have hundreds of (larger) textures that need to be quickly available at any point in the render pipeline.

SteelViking
08-29-10, 05:28 PM
I think that looks really cool, I know that it would be a lot of work to do this on a large scale, but I would love to have these sort of additions in game. I think it would really add to the realism, especially if you are thinking of expanding the roster with more clones with different skins.

Ummm, if you have the same compression tool that I have, try the settings I have in this screen shot and compress that file again, and see if you don't get a better compression ratio. If you don't have this same tool, I can upload it to mediafire and post a link if you want to try it.

http://img705.imageshack.us/img705/572/99151151.jpg

SteelViking
08-29-10, 05:31 PM
Be warned that upscaling all textures puts a heavier strain on system memory, gpu memory, hdd and the pci bus/controller. While DXT compression helps keeping things down, going from 512x512 to 2048x2048 is 16x larger, which can be significant on render time if you have hundreds of (larger) textures that need to be quickly available at any point in the render pipeline.

Very good point. Reaper, you may want to make a whole convoy of ships with an upscaled shadow map, and see if you get problems.

reaper7
08-29-10, 05:43 PM
Be warned that upscaling all textures puts a heavier strain on system memory, gpu memory, hdd and the pci bus/controller. While DXT compression helps keeping things down, going from 512x512 to 2048x2048 is 16x larger, which can be significant on render time if you have hundreds of (larger) textures that need to be quickly available at any point in the render pipeline.

Tks for the info skwasjer, will do a couple of test missions with a fleet of ships using the texture. To test the performace hit.
If ok will go with settings I'm using, if to much of a hit will drop down to 1024X1024.

I think that looks really cool, I know that it would be a lot of work to do this on a large scale, but I would love to have these sort of additions in game. I think it would really add to the realism, especially if you are thinking of expanding the roster with more clones with different skins.

Ummm, if you have the same compression tool that I have, try the settings I have in this screen shot and compress that file again, and see if you don't get a better compression ratio. If you don't have this same tool, I can upload it to mediafire and post a link if you want to try it.



Hi SteelViking, yes that is the exact setting I use except for standerd (Had Maximum) so file size is as I posted already. Still not to bad in the scheme of things.
I plan on doing a load of skins and clones for most cargo ships to begin with.
Trying to use schemes that are in existance via google. Not necessaraly WWII as hard to get colour pics.
Here's the first proper one I'm working on.

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Ship1.jpg

SteelViking
08-29-10, 05:56 PM
Huh, I was sure that it would go lower......:doh: I know why that looks a bit high to me, you are adding color to them which means it is not just in grey scale. I swear, it is always the obvious stuff that I miss.:haha:

Anyway, that skin looks absolutely awesome:yeah: This is really exciting. I have my fingers crossed that the performance test goes well.

reaper7
08-29-10, 06:40 PM
Huh, I was sure that it would go lower......:doh: I know why that looks a bit high to me, you are adding color to them which means it is not just in grey scale. I swear, it is always the obvious stuff that I miss.:haha:

Anyway, that skin looks absolutely awesome:yeah: This is really exciting. I have my fingers crossed that the performance test goes well.


Going thru the Deck texture trying to figure out whats texturing what. Very difficult as some 10 pixels wide can be coveing a big portion of something.
Can't seem to be able to make white with the Deck texture, works different fom the hull texture. :hmmm:

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Ship2.jpg

Crew have started to do some painting on the deck :DL.

@TDW hope you don't mind me posting to many wip pics in the thread, but figured its related to ship imports :D.
Will start a WIP Thread when starting the Ship resking Mod. :up:

coronas
08-29-10, 07:01 PM
This tool http://ssbump-generator.yolasite.com/ could be usefull.
:salute:

reaper7
08-29-10, 07:20 PM
This tool http://ssbump-generator.yolasite.com/ could be usefull.
:salute:

Cheers coronas will take a look at it. :up:

Tried the above in game, must say it looks good. Pity about the shared textures in the Deck Texture.
Is it possible to change which part of the texture the obect is textured with :06:

Pic was a bit dark when loaded into Photoshop so I brightened up (A bit to much white is very bright in pic - not that bright ingame :))

http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Ship-Ingame.jpg

SteelViking
08-29-10, 07:23 PM
This tool http://ssbump-generator.yolasite.com/ could be usefull.
:salute:

OOOh, this tool looks awesome. Thanks for the link.:up: GIMP is good at making normals, but this looks even better.

TheDarkWraith
08-29-10, 07:25 PM
Cheers coronas will take a look at it. :up:

Tried the above in game, must say it looks good. Pity about the shared textures in the Deck Texture.
Is it possible to change which part of the texture the obect is textured with :06:

Pic was a bit dark when loaded into Photoshop so I brightened up (A bit to much white is very bright in pic - not that bright ingame :))

looks good to me :up: And as for you question you asked Privateer had posted somewhere about how to show the textures in the granny viewer..can't seem to find it or remember how currently :hmmm: And as far as your other question about how to figure out heights, lengths, etc. granny viewer can tell you this information (not in exact form - it will give you the units from center and you'll have to scale them)

SteelViking
08-29-10, 07:27 PM
Cheers coronas will take a look at it. :up:

Tried the above in game, must say it looks good. Pity about the shared textures in the Deck Texture.
Is it possible to change which part of the texture the obect is textured with :06:

Yes, it is possible to change the UV mapping to utilize a different part of a texture, however, it requires pretty high level hexing. And, needless to say, I have not learned how to do it yet.

reaper7
08-29-10, 07:30 PM
looks good to me :up: And as for you question you asked Privateer had posted somewhere about how to show the textures in the granny viewer..can't seem to find it or remember how currently :hmmm:


Cheers TDW, will have alook for that post. Althogh Goblin does a good job displaying them anyway.

Just noticed that the ingame pic is not displaying its occulsion map (With my Crest and waterline Markings) the AO01.dds must double check there pointing at the NKL folder. Or is it still using the one from the NLL Folder.

TheDarkWraith
08-29-10, 07:34 PM
Cheers TDW, will have alook for that post. Althogh Goblin does a good job displaying them anyway.

Just noticed that the ingame pic is not displaying its occulsion map (With my Crest and waterline Markings) the AO01.dds must double check there pointing at the NKL folder. Or is it still using the one from the NLL Folder.

did you tell it to point to the NKL folder?

Madox58
08-29-10, 08:29 PM
To get granny viewer to show the textures, you build a virtual path
to match what is in the GR2.
So if it's E://whatever/onandon/texture.dds

Create that path.
I use an external HD that is E: so I created the many paths and moved the textures to them.

tater
08-29-10, 10:30 PM
reaper, could you make the base texture at lower res, then make a "decal" for things like the badge a couple pages up? It would be pretty trivial in SH4 to make a dat with a series of custom-built decals, then call them in the EQP file for the ship. dunno if SH5 uses a similar paradigm.

The tiny decal could then use an entire texture to itself.

Krauter
08-29-10, 10:33 PM
Its seeing this that makes me wish I wasn't going away to university with just a laptop :wah: and a Mac at that :cry:

Cheers mateys, hopefully I can get a rig for christmas, or I'll just have to wait until.. 2017 when I'm done University to play this game again :(

Wolfling04
08-29-10, 10:35 PM
Its seeing this that makes me wish I wasn't going away to university with just a laptop :wah: and a Mac at that :cry:

Cheers mateys, hopefully I can get a rig for christmas, or I'll just have to wait until.. 2017 when I'm done University to play this game again :(


2017 Are you going to be a brain surgeon?

Krauter
08-29-10, 10:43 PM
No, doing wrestling full time and school part time. 5 years part time school and then finishing up what's left full time.

Wolfling04
08-29-10, 10:44 PM
Aye, well have fun at school and win plenty of wrestling tournies:03:

THE_MASK
08-29-10, 10:45 PM
No, doing wrestling full time and school part time. 5 years part time school and then finishing up what's left full time.
Wrestling :O:

Krauter
08-29-10, 10:49 PM
:) Haha subsimmer and a wrestler.. strange combination I know :D

Thank you Wolfling for the good luck :)

But is is a good sport, and hopefully I can go far with it. Anyways, back on topic, does this mean we can import more targets and warships (and perhaps open up another theatre of operations ie: the Pacific, askin to what OpMonsun did for Sh4?)

TheDarkWraith
08-29-10, 10:55 PM
does this mean we can import more targets and warships (and perhaps open up another theatre of operations ie: the Pacific, askin to what OpMonsun did for Sh4?)

not yet.....still haven't been able to get the SH3/4 ships to take damage when fired upon. Once that obstacle is crossed we should be good to go :yep:

Krauter
08-29-10, 11:32 PM
Meaning that they're indestructible? Or just don't show damage?

TheDarkWraith
08-29-10, 11:38 PM
Meaning that they're indestructible? Or just don't show damage?

indestructible...shells fly right through them :nope:

THE_MASK
08-30-10, 12:20 AM
indestructible...shells fly right through them :nope:Ever notice water doesnt slow shells down either .

reaper7
08-30-10, 12:02 PM
did you tell it to point to the NKL folder?

I'm sure I did, will recheck all the gr2 files in case I missed one. :03:

To get granny viewer to show the textures, you build a virtual path
to match what is in the GR2.
So if it's E://whatever/onandon/texture.dds

Create that path.
I use an external HD that is E: so I created the many paths and moved the textures to them.

Thanks privateer for posting the info. :up:

reaper, could you make the base texture at lower res, then make a "decal" for things like the badge a couple pages up? It would be pretty trivial in SH4 to make a dat with a series of custom-built decals, then call them in the EQP file for the ship. dunno if SH5 uses a similar paradigm.

The tiny decal could then use an entire texture to itself.

Can you explain in detail what you mean, afraid my knowlege in this avenu is limited. :D.

tater
08-30-10, 12:25 PM
reaper, my point was that if the huge textures are only required for a couple tiny details, and it is a problem with large numbers of ships, you might make a 3d object that is a couple triangles (or 10, whatever) It would be the exact shape of the bit of the ship in question. You could place it in the ship's dat (he same way the funnel is), and it has it's own texture that it does not share. The base texture could then be lower res.

Alternately, you can place objects like this in a separate dat (in SH4, anyway), then place it with a node and the eqp file.

reaper7
08-30-10, 02:25 PM
reaper, my point was that if the huge textures are only required for a couple tiny details, and it is a problem with large numbers of ships, you might make a 3d object that is a couple triangles (or 10, whatever) It would be the exact shape of the bit of the ship in question. You could place it in the ship's dat (he same way the funnel is), and it has it's own texture that it does not share. The base texture could then be lower res.

Alternately, you can place objects like this in a separate dat (in SH4, anyway), then place it with a node and the eqp file.

Ah ok thanks, don't think its possible yet with the GR2 files. Though it is being worked on at the moment. :03:

TheDarkWraith
08-30-10, 02:43 PM
Ah ok thanks, don't think its possible yet with the GR2 files. Though it is being worked on at the moment. :03:

it's possible to do. You'll need to use Privateer's exporter to export all the 3D meshes. Then use a 3D modelling program to extract a small portion of the bow for the decal. That small portion will be put into a DAT file for rendering. A new eqp entry will be made for the decal so user can equip it or not. The decal will be overridable by placing a new .dds with the same name in \data\Textures\TNormal\tex

reaper7
08-30-10, 03:28 PM
it's possible to do. You'll need to use Privateer's exporter to export all the 3D meshes. Then use a 3D modelling program to extract a small portion of the bow for the decal. That small portion will be put into a DAT file for rendering. A new eqp entry will be made for the decal so user can equip it or not. The decal will be overridable by placing a new .dds with the same name in \data\Textures\TNormal\tex

So it is possible to add new items into the GR2 files, Interesting :hmmm: will have a look at that, but it may go over my head a bit.
Furtest I went in modelling is AutoCad, but maybe I'll give it a shot.
Been thinking about it and if I just use the first Normal Map AO01.dds for each ships files sive wouldn't be to big an issue.
Tried a test mission in game with 20 of the textures and normal maps I made with no apparent effect on the system :DL.

Now I've been trying to get the game to apply different skins to the model with little sccuess.
Roster seems to be partly used but not properly as expected.
For example the KL Clone (Large Steamer)

I have set up its Roster cfg as follows for the Texture and Light map.

[UnitClass]
ClassName=KL
UnitType=102
AppearanceDate=19300101
DisappearanceDate=19470101
DisplayName=US Large Merchant (ProxY)

[Texture 1]
TextureName=data/Textures/TNormal/tex/ship_hull_T91.dds
LightmapTextureName=data/Sea/NKL/NKL_AO01.dds
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1

[Texture 2]
TextureName=data/Textures/TNormal/tex/ship_hull_T92.dds
LightmapTextureName=data/Sea/NKL/NKL_AO01.dds
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1

[Texture 3]
TextureName=data/Textures/TNormal/tex/ship_T93.dds
LightmapTextureName=data/Sea/NKL/NKL_AO01.dds
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1
[Unit 1]
Name=Unidentified Large Steamer
DOC=19300101
DOD=19470101

; ************ THE END *************

Now if I start the mission all 20 ships display the [Texture 1] skin.
Frequency is set at 1, so all should have the same random chance of displaying.
If i set the last one at 2 (Twice the chance to display) and the rest at 1 the 20 ships ingame dispaly that skin. :nope:
There appears to be no random ships applied with different skins.
Any idea's on what needs changing here or elsewhere?

SteelViking
08-30-10, 03:39 PM
Reaper, I have never really worked with the ship roster, but something occurred to me right away. Perhaps the frequency value is actually meant to be a percentage. In that case, the way you have that set up would tell the game to make each texture show up 100% of the time, so it probably just chooses the first one in the line. You could try setting them each to 0.33. Again, this a complete guess, and I am most likely wrong.

reaper7
08-30-10, 03:43 PM
Reaper, I have never really worked with the ship roster, but something occurred to me right away. Perhaps the frequency value is actually meant to be a percentage. In that case, the way you have that set up would tell the game to make each texture show up 100% of the time, so it probably just chooses the first one in the line. You could try setting them each to 0.33. Again, this a complete guess, and I am most likely wrong.

It's worth giving it a shot. Fingers crossed, If I can get random skins assigned using the roster would make things a lot easier and small in size.
Also then I could assign skins to different time periods etc. :up:


EDIT: Tried the 0.33 value and still the same. All ships used the skin in the first entry. :(

Madox58
08-30-10, 05:38 PM
Look at the NAGC_C2Appalachian
It has several textures in it's folder and uses those.
It has no pointers to them in it's Roster file.

Place several of them in a test mission and see if they use different skins.

SteelViking
08-30-10, 06:42 PM
It's worth giving it a shot. Fingers crossed, If I can get random skins assigned using the roster would make things a lot easier and small in size.
Also then I could assign skins to different time periods etc. :up:


EDIT: Tried the 0.33 value and still the same. All ships used the skin in the first entry. :(

Darn, I figured it was a long shot, but at least worth a try. If the test that Privateer just suggested fails, we may be looking at a totally broken mechanism in the game.:damn:

tater
08-30-10, 10:15 PM
This sounds like SH4.

First, the frequency does nothing. Dan told us that. It was a great idea, but not turned on (least in SH4).

Second, in scripted missions, the skins tend to grab the first one, and they always show the same skin as the first time you run the mission. To test, make a RANDOM group, then they show fine.

BTW, go into the mission file with a text editor and set the DelayMin and DelayMinInterv to 1. Then the group will spanw right away. Put the player sub outside 20nm so they spawn.

reaper7
08-31-10, 12:24 PM
Look at the NAGC_C2Appalachian
It has several textures in it's folder and uses those.
It has no pointers to them in it's Roster file.

Place several of them in a test mission and see if they use different skins.

This sounds like SH4.

First, the frequency does nothing. Dan told us that. It was a great idea, but not turned on (least in SH4).

Second, in scripted missions, the skins tend to grab the first one, and they always show the same skin as the first time you run the mission. To test, make a RANDOM group, then they show fine.

BTW, go into the mission file with a text editor and set the DelayMin and DelayMinInterv to 1. Then the group will spanw right away. Put the player sub outside 20nm so they spawn.

Thanks guys that explains alot :yeah:.
Will give it another shot see what the outcome is.

@Privater regarding the textures for the are you refering to the NAGC_C2Appalachian_AO01/2/3.dds files. Don't see any Skin textures in the folder.

tater
08-31-10, 12:28 PM
Remember when setting up the group to assign cfg dates to the ships.

For testing, you might have each texture in a specific date range, then place 4 ships (or whatever) with the cfgdate set to hit each range.

reaper7
08-31-10, 02:31 PM
Still no go I'm afraid.
If i leave the roster file for the NKL as default not pointing to a texture.
The Game displays the texture assigned in the GR2 files.
Now if I edit the roster file for the NKL and point it to the textures in this case I made three and place in the NKL folder:


[Texture 1]
TextureName=data/Sea/NKL/ship_hull_T91.dds
LightmapTextureName=
NormalmapTextureName=
StartDate=19380101
EndDate=19451231
Frequency=1

[Texture 2]
TextureName=data/Sea/NKL/ship_hull_T92.dds
LightmapTextureName=
NormalmapTextureName=
StartDate=19380201
EndDate=19451231
Frequency=1

[Texture 3]
TextureName=data/Sea/NKL/ship_hull_T93.dds
LightmapTextureName=
NormalmapTextureName=
StartDate=19380301
EndDate=19451231
Frequency=1


Removed the entry for the (LightmapTextureName=) as found it was rendering a lightmap on top of the lightmap thats in the GR2 file.
So ingame you had double the strenght of shadows etc.

On loading up the mission with the random generated group of NKL's
they all display the same skin - Texture 1 (ship_hull_T91.dds). :damn:



EDIT: I've uploaded my Modded NKL Folder that includes all the Hull textures as well.
If anybody would like to try and see if they can get it working, Please Do and report back how.
(Copy the 3 NKL-hull.T9x.dds files from the zip file to the data/Textures/TNormal/tex folder as well toget working correctly. The GR2 files point to that directory for the default textures - Didn't want to incude the same file twice).

Download file from: http://rapidshare.com/files/416308289/NKL.7z

reaper7
08-31-10, 03:42 PM
Just realised something whil trying to get random textures using the roster cfg files.

While you can get it to dispaly the first texture overwrighting the original texture.

It only uses the Hull texture to apply the texture to the whole ship.
So the deck ends up deing textured from the hull - giving not very nice results :nope:.

So even if I could get random texture to work this way, It would not give the results I wish with regards to the skins.

Looks like the only way is to create a ship model (Cloned Master) for each skin I want to apply. This in turns means a ship model for each country if we want diff skins for diff countries :damn:.
Just another thing messed up the devs changing what worked before :wah:.

Madox58
08-31-10, 05:15 PM
May just have to see about the Expotron exporter
to build GR2 ships.
Although it may lack some needed stuff being older.

tater
08-31-10, 06:30 PM
Reaper, did you set the three ships individually in the editor, or that class of ship, with 3 units?

In the latter case they will all be identical. It requires three separate entries.

reaper7
09-01-10, 01:32 PM
Reaper, did you set the three ships individually in the editor, or that class of ship, with 3 units?

In the latter case they will all be identical. It requires three separate entries.


Tried it both ways, the same story :nope:.

It appears no matter waht I do once the same class of ship is used they will all have the same Texture skin.
The only thing that appears to change randomly is the lightmap.
Which is of no use to me really .

At this rate the most I can do is redo a skin for each clone.
Nothing I've tried has allowed multiple skins to be displayed.
The GR2 format just closes all the doors. Can't even reskin the decks due to the way the texture are applied to the objects on deck, all sharing the same textures like a patchwork quilt.
Even the Hull doesn't apply the texture nice and evenly, but has it applied all over the place.
Looks like this was a bid rush job. And with no access to the GR2 file to way to fix either. :wah:

SteelViking
09-01-10, 03:20 PM
Tried it both ways, the same story :nope:.

It appears no matter waht I do once the same class of ship is used they will all have the same Texture skin.
The only thing that appears to change randomly is the lightmap.
Which is of no use to me really .

At this rate the most I can do is redo a skin for each clone.
Nothing I've tried has allowed multiple skins to be displayed.
The GR2 format just closes all the doors. Can't even reskin the decks due to the way the texture are applied to the objects on deck, all sharing the same textures like a patchwork quilt.
Even the Hull doesn't apply the texture nice and evenly, but has it applied all over the place.
Looks like this was a bid rush job. And with no access to the GR2 file to way to fix either. :wah:

The interior has the exact same problem, textures repeating in a gigantic quilt basically, but I have found a lot of work arounds.

Reaper, one thing that may help you is a tool in GIMP. You see, those repeating textures are put together in a tile system. And, the tool in GIMP that I am referring to is called "make tile-able." As long as the sections are some form of square or rectangle, you could make enhancements, and changes to it. Then select that area of the texture(because I know that the ship textures are a mishmosh of stuff) and then hit the "make tile-able" tool, and boom, the texture will render just fine in game.

I am not 100% sure if it will accomplish what you want to do, but it is worth a try. If it does not work, I know even more tricks for working with tiled textures to make them look natural. We will figure something out.

reaper7
09-01-10, 03:24 PM
Just took some pics to show the problem.

First I created a mission with the following:


http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/mISSION-eDITOR.jpg


A group of American NLL (Liberty Cargo) Origuinal Master.
A group of British NKL (Large Steamer) Clone of NLL Converted to Master - And pointing to a new texture.
A group of Irish NKL (Large Steamer) Clone of NLL Converted to Master - And pointing to a new texture, added to Ireland Roster.
Ok here are the pics of what The Models are like regarding textures etc in Goblin and ingame using the above mission.


The American NLL's
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Mode-NLL-USA.jpg

The Britisk NKL's
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Model-NKL-UK.jpg

The Irish NKL's
http://i236.photobucket.com/albums/ff240/reaper7_bucket/PHCC/Silent%20Hunter%205/Model-LL1-IRL.jpg


Also notice the Irish Units don't have a flag ingame - could not find one in the textures folder either. Can one be Imported?


So as you can see, the American NLL shows its texture fine - The British NKL shows it texture fine - But the Irish NKL is showing the Texture for the British NKL :damn:

It looks like as long as there is a ID in use for a model it will use the same texture for all models of that type.

Due to the British NKL and Irish NKL both sharing the same IDs of ClassName = KL (NKL, Liberty Cargo)

From the ship.cfg file


[Unit]
ClassName=KL
3DModelFileName=data/Sea/IRL/LL1
UnitType=102
.............


From the roster.cfg file


[UnitClass]
ClassName=KL
UnitType=102
AppearanceDate=19300101
DisappearanceDate=19470101
DisplayName=IRL Large Merchant (ProxY)
.............


I tried to give the Ireland model a new class name or IRL1 but this throws up errors when starting the Mission Editor of the Class type not being present in the Library or something like that.:damn:


Has anyone managed to clone a SH5 Model into another SH5 Model with its own ID.
Or know of a method to get ships to display the skon assigned to them and not the same skin for all ships of that type. :06:

reaper7
09-01-10, 03:38 PM
The interior has the exact same problem, textures repeating in a gigantic quilt basically, but I have found a lot of work arounds.

Reaper, one thing that may help you is a tool in GIMP. You see, those repeating textures are put together in a tile system. And, the tool in GIMP that I am referring to is called "make tile-able." As long as the sections are some form of square or rectangle, you could make enhancements, and changes to it. Then select that area of the texture(because I know that the ship textures are a mishmosh of stuff) and then hit the "make tile-able" tool, and boom, the texture will render just fine in game.

I am not 100% sure if it will accomplish what you want to do, but it is worth a try. If it does not work, I know even more tricks for working with tiled textures to make them look natural. We will figure something out.


Hi SteelViking, hers a pic of the problem as a picture tells a thousand words :D Just using my National Colours to show the example - not one I'm working on for ingame (:salute: Not that patriotic :haha: ).

http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Textures.jpg

As you can see almost everything above deck (Ignore the Hull thats a diff texture) is using that piece of texture.
The rest of the Grey item above the deck, actually are using the Funnel Texture.

Half of the texture does not even appear to be used if I change the colours, devs must have lifted the textures from elsewhere and just not used them fully.

SteelViking
09-01-10, 03:59 PM
Ok. What is the problem with that? I think that just having a variety of differently skinned clones would be fine(using the .GR2 copying, hexing, and new roster registration method) would be awesome. You could break up the ships into separate downloads, episodically.

And yes, it would be easy to get a ship with an Irish flag. Someone make the texture, take some ship .GR2s, hex them to point their flag texture at the new Irish one, register them in the roster under Ireland, and tada.:up:

Edit: And you got to remember man, we don't often get that close to the ship, and when we do, tension is pretty high. So, no one would ever really notice minor problems and miss matches. But, we do notice how every ship is the exact same, and are from a very short list of countries.

2nd Edit: Ah, I just realized why you don't want to do it that way. It would introduce a whole bunch of entries into the recog manual for ships that are actually the same, which would be inconvenient. Did not think of that till just now since I don't really play anymore.

reaper7
09-01-10, 04:15 PM
Ok. What is the problem with that? I think that just having a variety of differently skinned clones would be fine(using the .GR2 copying, hexing, and new roster registration method) would be awesome. You could break up the ships into separate downloads, episodically.

I ran into a brick wall there as well, check my post above (Posted before I seen your reply).
For some strange reason the Game ignores the texture that the Copied Clone is using ingame if another Master clone is onscreen.
Not sure how that will effect things in game via the campaign :06:.

If I could only figure out how to change ther classname and get them into the Library as a new type ship would be the best solution.

But I will go ahead and make some textures, and release for testing.
See what happens. ;)


2nd Edit: Ah, I just realized why you don't want to do it that way. It would introduce a whole bunch of entries into the recog manual for ships that are actually the same, which would be inconvenient. Did not think of that till just now since I don't really play anymore.

Exactly, this was my biggest concern for cloneing multiple models of the same type. The rec man would grow impossible to use.

SteelViking
09-01-10, 04:29 PM
When you were cloning them, were you pointing their .GR2 files, and their roster entries to the same new texture? Oh, and make sure that when you place the copied .GR2 files into the new folder(the folder for the clone) that you are renaming the .GR2 file itself. Because, if presented with two .GR2 files of the same name, I am pretty sure that the game engine will just throw one out.

If you did all this, I cannot figure out why it would still revert to the master's texture.

Either way though, the recog man problem would still exist, so even if it could be made to work, it is really self defeating.

reaper7
09-01-10, 04:40 PM
When you were cloning them, were you pointing their .GR2 files, and their roster entries to the same new texture? Oh, and make sure that when you place the copied .GR2 files into the new folder(the folder for the clone) that you are renaming the .GR2 file itself. Because, if presented with two .GR2 files of the same name, I am pretty sure that the game engine will just throw one out.

If you did all this, I cannot figure out why it would still revert to the master's texture.

Either way though, the recog man problem would still exist, so even if it could be made to work, it is really self defeating.


Yes have all that done, its very confusing why its not working.
Only solution is to do like the devs did and make clones from the masters ID wise that is.

From reading SH4 threads I see a tool called Page3D was used to change the ID of the dat file so they clone didn't share the same Id.
But how does that work in SH5 with the use of GR2 files.
Can we assign new ID's to models :06:

Master with Texture - Clone with new texture = Works
Clone with new texture - Copied Clone with new texture = Doesn't Work


ie:

NLL (Master) - NKL (Clone Converted to Master) = ok
NKL (Clone Converted to Master) - NKL (ConvertedMaster Converted to ClonedMaster) = Not ok
How were new ships introduced to the Library in SH3/4, does it still work in SH5. Can anyone importing models into SH5 can answer this :06:.
Simply renaming the ClassName in the ship.cfg and in the roster does not appear to work.

haegemon
09-01-10, 04:56 PM
Hi SteelViking, hers a pic of the problem as a picture tells a thousand words :D Just using my National Colours to show the example - not one I'm working on for ingame (:salute: Not that patriotic :haha: ).

http://i236.photobucket.com/albums/ff240/reaper7_bucket/CQC/Textures.jpg

As you can see almost everything above deck (Ignore the Hull thats a diff texture) is using that piece of texture.
The rest of the Grey item above the deck, actually are using the Funnel Texture.

Half of the texture does not even appear to be used if I change the colours, devs must have lifted the textures from elsewhere and just not used them fully.


Although devs don't applied gravity controllers to models either. That is which causes those pulleys like the ones in the ship on the picture to be rigid all the time and worse when the ship sinks. The same with ship crews...:hmmm:

Madox58
09-01-10, 05:00 PM
I haven't found the ID's in the GR2 files.
To be honest?
I haven't looked that hard for them.
Pack3D, S3D, and GWX Cloner all changed the ID's in every file of a Unit.

One thing you have not mentioned.
Did you change every reference of 'NLL' to 'NKL'
in the GR2 files and all the other files?
Since the ID's are not changed maybe changeing that will help.

reaper7
09-01-10, 06:19 PM
I haven't found the ID's in the GR2 files.
To be honest?
I haven't looked that hard for them.
Pack3D, S3D, and GWX Cloner all changed the ID's in every file of a Unit.

One thing you have not mentioned.
Did you change every reference of 'NLL' to 'NKL'
in the GR2 files and all the other files?
Since the ID's are not changed maybe changeing that will help.

Didn't change every reference to NKL, in that last example as I had tried it originaly and it crashed.
But I prob hadn't done it correctly. Will try again and see if it makes a difference.
If not do you thinks its going to be an ID issue :06:




EDIT: Just tried your suggestion Privateer, and changed all references.
But still it shows the skin of the other NKL.

Looks like its an ID issue as all ships of the same type are receiving the same Skin :( regardless ot the texture assigned it by the GR2 file.

Madox58
09-01-10, 06:52 PM
I'll dig around for the ID's after I finish changeing the UV's for SteelViking.
The Granny Exporter creates them when exporting from the 3D application.
All GR2 files in all Games I've checked have ID's like that.

reaper7
09-02-10, 11:47 AM
I'll dig around for the ID's after I finish changeing the UV's for SteelViking.
The Granny Exporter creates them when exporting from the 3D application.
All GR2 files in all Games I've checked have ID's like that.


That would be great. Thanks Privateer :up:.

TheDarkWraith
04-02-11, 10:35 AM
I've done it!! :rock::rock: I have a PT Boat made by a .dat file with collision model rendered correctly in game :rock: Has NO .gr2 files in it at all :D

Trevally.
04-02-11, 10:38 AM
:woot::yeah::woot:

always knew you would do it:up:

TheDarkWraith
04-02-11, 10:39 AM
Took literally hundreds of times trying to figure out the right combination. Now that I know how it's done it's easy to do :D

sirbum69
04-02-11, 10:47 AM
LMAO, as i said you should just make a new game.

TheDarkWraith
04-02-11, 10:49 AM
I'll have the PT Boat available for testing here soon :up:

I've shelled it and fired torpedoes at it. All exploded on contact :rock:

stoianm
04-02-11, 11:01 AM
:rock::rock::rock::salute::salute::salute::woot::w oot::woot:
I knew it that you will pop up a solution one day:up:

The General
04-02-11, 11:37 AM
:o

Does this mean that we will have more variety of ships in SH5 soon? It's about time! Because I just sank my 1 millionth Liberty Cargo vessel :D

Thank you TDW!

TheDarkWraith
04-02-11, 11:57 AM
I took the PT Elco boat from SH3 and ported it to SH5 using my new method that I figured out for .dat files. This method will allow ships/airplanes/units from SH3/4 to be imported into SH5 :rock:
Here is my attack on the PT Elco using a torpedo:

Here are the 2 PT Elco boats docked:
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3974

Here is my torpedo about to impact one of them:
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3973

The blast from the torpedo sent the PT Boat flying :o
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3972

http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3971

Here it is taking on water and sinking:
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3970

Underwater shot of the sinking:
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3969

Notice the messagebox entry on the bottom right: WEPS: Torpedo Patrol Boat sunk at position: .......:D

Now it's not going to be easy to import SH3/4 units into SH5 because the .zon file is NOT compatible! I had to redo ALL the spheres and boxes for this unit. There is still more work to do on it (the .eqp entries and the .sns entries) but the 3D model renders in SH5 using DAT files and has a working collision model now!! :rock:

stoianm
04-02-11, 12:00 PM
:o - so we will have flying ships and naval airplanes?:DL


http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3972


Impatient to test that

Alex
04-02-11, 12:03 PM
Hey, pretty good news man.
I agree with the General it's about time new units can be imported into the poor SH5... If you can bring some life into this game, the fact that you'll not be using state of the art GR2 format for your files doesn't matter too much (I think), you'll have done your share of the work ! ;)

Good luck importing more units !

TheDarkWraith
04-02-11, 12:04 PM
That PT Elco boat is only 35 tons. A torpedo will blow it completely out of the water (with SH5 stock torpedo settings) :yep:

Now I know there is going to be lots of questions as to how I made this work. It's really quite simple when you follow the correct pattern of how the .dat file has to be structured and the file structure itself has to be structured. I'll try to have something put together as to how to do it soon. Problem is I fly out to Denver tomorrow morning and I don't have much time. I'm just lucky I got it sorted out and working with .dat files :D Never give up.....Sometimes you have to try every single possible combination (and then some more) before you figure whatever it is you're trying to figure out :up:

marleymen
04-02-11, 12:24 PM
Related: http://www.subsim.com/radioroom/showthread.php?t=173092&page=22

:o The same day. :o
we see light at the end of tunnel. :arrgh!:

PL_Andrev
04-02-11, 12:24 PM
Ok so I was bored this Friday night. I made a revised 'tool' to help some people and then I was looking for something else to do. Ealier I figured out how to change skins on the SH5 ships and that got me thinking, why can't we use SH3/4 ships? In about 5 mins I whipped the PT Elco boat from SH3!

TheDarkWraith!
Be bored more often!
:yeah:

TheDarkWraith
04-02-11, 12:26 PM
Related: http://www.subsim.com/radioroom/showthread.php?t=173092&page=22

:o The same day. :o
we see light at the end of tunnel. :arrgh!:

related some.....he is using .gr2 files and I haven't seen anything tangible from it so I'm skeptical. That's what motivated me to pick back up on the .dat files. I knew there had to be a way to make it work. I just hadn't found the right combination to make it work until now.

Remember privateer said you have to follow something just right in order to make it work with his method. My method uses .DAT files and they are much easier to work with :yep:

TheDarkWraith
04-02-11, 12:40 PM
Now I've sent this to two people to confirm that what I saw wasn't a fluke thing. Once I get feedback from them that it is working like I have shown pictures of then I'll let you all know that we can infact import new units into SH5 :yep:

My mind works in funny ways. Sometimes I just have to push something to the side that I'm having trouble trying to figure out and let it rest for some time. Usually when I come back to it I can figure it out like I've done here. Although this one took 7 months....:shifty:

Now I'll take a little break and enjoy the nice weather outside. Perfect day to bring out the R/C helicopters!

The General
04-02-11, 12:49 PM
That PT Elco boat is only 35 tons. A torpedo will blow it completely out of the water (with SH5 stock torpedo settings) :yep: That's fine with me! How often are you gonna hit a small, fast-mover like this with a torpedo anyway? I bet it never happened once in WWII.

Oh god, I just realised something. We have to add all these potential new units to the Campaign individually right? :o:cry:

TheDarkWraith
04-02-11, 12:52 PM
[QUOTE=TheDarkWraith;1634317]That PT Elco boat is only 35 tons. A torpedo will blow it completely out of the water (with SH5 stock torpedo settings) :yep: That's fine with me! How often are you gonna hit a small, fast-mover like this with a torpedo anyway?

Oh god, I just realised something. We have to add all these potential new units to the Campaign individually right? :o:cry:

Exactly. I made a single mission with two PT Elco boats docked just so I could test this new method to ensure the 3D models were rendered correctly and the collision model works correctly. Usually they are running at 25-40+ knots speed and they are hard to hit with even the deck gun!

It will be a huge undertaking adding new units to SH5. The reasons why are:
- the .zon files will need to be completely redone as SH3/4 units .zon files are not compatible with SH5 (Goblin Editor is your friend here)
- The .eqp and .sns files will need to be redone as the equipment in SH3/4 more than likely doesn't exist in SH5
- Maybe making new equipment/sensors for SH5 based on the needs of the new unit's .eqp and .sns files
- the new units have to be added to the Roster (and to each nation using them)
- the new units will need to be added to EACH campaign. That alone is a large undertaking.

And that's just thinking off the top of my head....

James Cook
04-02-11, 01:18 PM
:o

are there any possibilities to import new u-boat types, in far future; maybe?:ping:
and what about the interior, the pov-movement? is it a hard nut to crack, or is it even possible?

respect!!!:rock:

urfisch
04-02-11, 01:42 PM
interesting news...thanks a lot!

:up:

TheDarkWraith
04-02-11, 04:24 PM
got feedback from the 2 I sent this to and they had the same results - the PT boats took damage from deck gun fire and torpedoes :rock:

Now I have to finish the PT Boat (add the missing .eqp and .sns entries) and let them test it again. Then I need to make another ship from SH3 but this one has to have more than one hull. I need to verify this new method will work with ships with more than one hull. The PT boat only has one hull so I know it works with single hull ships :yep:

TheDarkWraith
04-02-11, 06:16 PM
Fixed missing aft 2 torpedo launchers on PT Boat. Added guns (ported over from SH3) to the PT Boat. Guns are firing :rock:
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3981

stoianm
04-02-11, 06:32 PM
Nice... geting closer:)

The General
04-02-11, 06:32 PM
Well done TDW.

Does the PT Boat fire its torps at the Sub?

TheDarkWraith
04-02-11, 06:46 PM
Well done TDW.

Does the PT Boat fire its torps at the Sub?

Not it does not. Not sure if I'll be able to make that work or not. It's definitely on my list of things to try and make work though :up:

Just ported over all the SH3 AI sensors. This PT boat should be fully operational now :D

TheDarkWraith
04-02-11, 07:19 PM
Some good news: can use the SH3 .zon file now :rock:
PT Boats are fully operational. You're not going to like to run into these guys :DL

I have 2 PT Boats closing in on my position! Time to dive :D
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3982

My two testers will be receiving an update here soon :cool:

EDIT:

their wakes need some work. They aren't rendering correctly when they turn.
Need to add caustics to them also.

EDIT2:

I can only post one more picture :o Neal needs to increase my picture capacity once again :DL

stoianm
04-02-11, 07:26 PM
i never played sh3... what are those boats.. some hunter kilers... but smaller?:timeout:... i saw they have torpedoes

TheDarkWraith
04-02-11, 07:28 PM
i never played sh3... what are those boats.. some hunter kilers... but smaller?:timeout:... i saw they have torpedoes

These are very fast patrol boats. They are usually found near the coasts or a small distance from land. They have a max speed of over 40+ knots. Very hard to shoot at. They have 3 guns on them that will shred your uboat to nothing in no time. They do not fire torpedoes or DCs but they will call in re-inforcements to do their dirty work. They do have radar starting in '40 also. One word: Nasty!

TheBeast
04-02-11, 07:37 PM
Will the PT boats have DC and Torpedo's in the future?:06:

stoianm
04-02-11, 07:39 PM
Will the PT boats have DC and Torpedo's in the future?:06:
You are on the other side as i can see... you do not had enough with evil irai?... you want that 40 k speed boats to have DC and torpedoes...:timeout:

FurphyForum
04-02-11, 07:41 PM
Probably a stupid question but could the PT, MTB and S boats be imported from PT Boats 'Knights of the Sea' :06:. The detail is realistic as opposed to SH3 boats? anyway well done so far :up:

TheDarkWraith
04-02-11, 07:42 PM
Will the PT boats have DC and Torpedo's in the future?:06:

Is it historically accurate for them to have DCs? If so I'll add them.

Torpedoes is on my list of things to try and make work.

TheDarkWraith
04-02-11, 07:42 PM
Probably a stupid question but could the PT, MTB and S boats be imported from PT Boats 'Knights of the Sea' :06:. The detail is realistic as opposed to SH3 boats? anyway well done so far :up:

If they use .dat files then yes :up:

My plan is to make another ship that is multi-hulled to verify they work. After that I'll try to make a Type II sub and see if it works.

TheDarkWraith
04-02-11, 09:08 PM
And rec manual entries are working for new PT Boat. Can't make PT Boat cast shadows. Seems only .GR2 files are able to cast shadows. Added damage decals to it when you shell it/torpedo explodes. Water Reflection controllers added but I haven't been able to see any reflections yet. Only thing left to correct is it's wake problem.
Sent revised version to my two testers :D Awaiting feedback.

http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3983

TheDarkWraith
04-02-11, 09:40 PM
And we are able to use the new SH5Wake and FoamWave controllers with .dat files :rock: First try on adding a new wake to PT Boat. It's hard to see but it's making new waves also :D
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3984

EDIT:

What merchant ship from SH3 should I attempt next? It has to be able to split into two pieces (two hulls - front and back)

Sailor Steve
04-02-11, 10:03 PM
Is it historically accurate for them to have DCs? If so I'll add them.
I'm not sure about the British MTBs (which the Elco is definitely not) But US PT boats didn't have them at first. Later in the war they exchanged the four torpedo tubes for two roll-off torpedoes and four depth charges (except for the ones which kept four roll-off torpedoes).

This was mostly done in the Pacific, and the purpose of the depth charges was to discourage Japanese destroyers from chasing them. A shallow depth charge could have much the same effect as a magnetic torpedo, in that it could go off under the keel of the pursuing ship.

TheDarkWraith
04-02-11, 10:06 PM
I'm not sure about the British MTBs (which the Elco is definitely not) But US PT boats didn't have them at first. Later in the war they exchanged the four torpedo tubes for two roll-off torpedoes and four depth charges (except for the ones which kept four roll-off torpedoes).

This was mostly done in the Pacific, and the purpose of the depth charges was to discourage Japanese destroyers from chasing them. A shallow depth charge could have much the same effect as a magnetic torpedo, in that it could go off under the keel of the pursuing ship.

I didn't think the PT Boats had DCs. I've been searching the web and have been turning up empty handed. Thanks :up:

TheDarkWraith
04-02-11, 11:28 PM
Big problem with WaterReflection controller and using .dat files for units:
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3985

This means no water reflections when using .dat files either :shifty: I should've remembered this from my work on the sub flags :damn:

THE_MASK
04-03-11, 02:10 AM
Does this mean the japanese enter the war also ?

jwilliams
04-03-11, 04:12 AM
I've done it!! :rock::rock: I have a PT Boat made by a .dat file with collision model rendered correctly in game :rock: Has NO .gr2 files in it at all :D


WOOT!!!! :rock:

Hope this go's well.

The lack of extra ships is the biggest problem with SH5 ATM.

:salute:

TheDarkWraith
04-04-11, 09:52 PM
So I thought adding a searchlight to the PT Boat was going to be a walk in the park....yeah right! First using the .GR2 Searchlight didn't work because 3D model was rendered solid black. So I had to revert to the SH3 searchlights. But then that didn't work because the beam was all screwed up. I ended up extracting the beam from the SH5 .GR2 file and importing it into the SH3 searchlight .dat file (after tweaking it in Wings3D to match the SH3 searchlight). It's not perfect yet as the searchlight beam has some visual problems depending on camera location to the beam but it's a start.
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3990

and I finally have the wake the way I want it (this guy is moving at 40 knots)
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3991

Zedi
04-05-11, 01:47 AM
This is a great work, but whats the use of this small boat for us? We cant use it in the campaign. Would be more useful to work on a merchant, there is the huge shortage in SH5, not on warships. Even 1 more type of merchant would make a huge difference in the campaign.

Dignan
04-05-11, 06:53 AM
This is a great work, but whats the use of this small boat for us? We cant use it in the campaign. Would be more useful to work on a merchant, there is the huge shortage in SH5, not on warships. Even 1 more type of merchant would make a huge difference in the campaign.

I think he is just using the PT boat as a test-bed for implementing this with other vessels in the future.

TheBeast
04-05-11, 06:59 AM
I didn't think the PT Boats had DCs. I've been searching the web and have been turning up empty handed. Thanks :up:
I use to live a short didtance from Sand Point Naval Base, in Puget Sound, Washington State, USA. (http://www.historylink.org/index.cfm?displaypage=output.cfm&file_id=2249)
Sand Point Naval Base had several unused WWII PT boats there sitting on block last time I was there 1979.

I know these boats all had DC racks on them because I walked through 2 of them.

TheDarkWraith
04-05-11, 08:13 AM
I think he is just using the PT boat as a test-bed for implementing this with other vessels in the future.

Correct. The PT Boat was the easiest to use 3D model wise. If I can get it working correctly then I should be able to apply everything I've done to it to other ships. There is so much to figure out adding SH3/4 ships to SH5. Some things are a direct port others require work and creative thinking to get them to work correctly to semi-correctly :shifty: Still have some hurdles to get through before I can tell you all how it's done so ship makers can start giving us new ships.

ETsd4
04-06-11, 11:27 AM
http://www.subsim.com/radioroom/picture.php?albumid=479&pictureid=3984



The wake looks very good.

gap
04-06-11, 02:30 PM
very good news and nice screenshots. Thank you very much TDW :)

Sailor Steve
04-06-11, 06:20 PM
The wake looks very good.
Unfortunately the picture brings out a part of SH5 that is not so good, but I assume could be easily fixed. Ever since the game came out a year ago I've noticed in every single screenshot that the bow wave and propellor cavitation is white, while the rest of the wake is grey. They don't match and never have.

It's a little thing, I know, but it would be nice if the main part of the wake was as white as the bow wave.

TheBeast
04-08-11, 06:19 AM
Anyone know where I can find the Hortan HO-IX/V2 Model?:06:
I have seen this plane in a SHIII video..
http://img824.imageshack.us/img824/3787/hortenhoixv2.gif

Madox58
04-08-11, 05:11 PM
It wasn't this one was it?
http://s108.photobucket.com/albums/n12/privateer_2006/?action=view&current=Fly_By.mp4

TheBeast
04-09-11, 12:42 AM
It wasn't this one was it?
http://s108.photobucket.com/albums/n12/privateer_2006/?action=view&current=Fly_By.mp4

Yes, I think this is the video I was reffering to...

PL_Andrev
04-09-11, 01:57 AM
Please keep to the main thread, or create a other.

Madox58
04-09-11, 12:46 PM
:roll:

chrysanthos
04-10-11, 10:41 AM
is it possible to insert sh4 playble ships to 5?

Alex
04-10-11, 10:45 AM
@ Chrysanthos : Both Thedarkwraith and Privateer are trying to import new units in SH5. Let's see what's going to happen. :ping:


@ Antar :
http://img152.imageshack.us/img152/8301/trollfacec.jpg

Sailor Steve
04-10-11, 11:24 AM
is it possible to insert sh4 playble ships to 5?
So far it's proving almost impossible to insert any ships at all. Progress is being made, but it seems playable ships will have to wait awhile, at least imported ones.

Madox58
04-10-11, 09:09 PM
Remember privateer said you have to follow something just right in order to make it work with his method.

Obviously you ignored this statement.

"Learning to actually build a Ship and get it into SH5 will give one the knowledge to then do pretty much as one pleases."

You also dismiss the fact that the Type 14 solved most issues as to wakes and such LONG ago. Those are the easy things to work on.

I've also stated MANY times that the Zones need reworked for dat files to work properly in SH5.

The reflections?
I'll leave you guessing on those but it's a simple answer.

TheBeast
04-10-11, 09:43 PM
If they use .dat files then yes :up:

My plan is to make another ship that is multi-hulled to verify they work. After that I'll try to make a Type II sub and see if it works.

Doesn't SH5 already have a Type IIA Submarine. I already have Data\Submarine\NSS_Uboat2a\NSS_Uboat2a.GR2 complete. It isn't added to Career or Flotilla UPC files though.

After digging in to this Type II a bit I found it is not a complete model and I couldn't find a interior for it but maybe it can be used for Dock Fodder or AI patrols.
Porting a Type-II interior from previous SH would be a total pain and I am thinking a total waste of time for the amount of work that it would require to do it right with existing tools .that are available. HEX, it might be fun for someone.

TheBeast
04-13-11, 10:50 PM
Here is the beautiful AI Fat Bottomed Girl viewed in SH5 Goblin Editor App.
Provided by Privateer and the Grey Wolves Team.
This will be a very welcome sight to any U-Boat Commander during those long distance Patrols.
Only Armaments are Flak Guns - No Toepedo Tubes.
Note the bubbles, they are more random and rise much slower and higher then normal SH5 Bubbles. Some bubbles are cut off in this Picture.
I point out these bubbles as it may be possible to replace existing bubble using controls used on this Model in current SH5 Models.
http://www.subsim.com/radioroom/picture.php?albumid=255&pictureid=4034
Note the Deck Watch Crew for AI Boat. Note sure if these Crew can be animated to walk around the deck.

I have been trying to work on the Damage and Collusion Models. The Models are there but need some adjustment. I have never done any work in this area before.
Suggestions Welcome.:ping:

The Model may be usable in its current state for AI Resupply-Vessel.
It renders in the SH5 Museum without any issues.

CREDITS:
JU-88 - 3D Model
Ref - SH Conversion
Ichneumon - Original Textures
JU-88, BBW, Privateer - Import to SH5 prior to Patch 1.2

Madox58
04-13-11, 11:10 PM
Incase anyone missed the video from 10 months ago!

http://www.youtube.com/watch?v=H276z6ZHUVU

:03:

James Cook
04-13-11, 11:34 PM
doohhhh! :damn: youtube refused me because of content restrictions!! screw google :nope:

TheDarkWraith
04-14-11, 12:26 AM
Here is the beautiful AI Fat Bottomed Girl viewed in SH5 Goblin Editor App. ........
I have been trying to work on the Damage and Collusion Models. The Models are there but need some adjustment. I have never done any work in this area before.
Suggestions Welcome.:ping:

The damage/collision model is easy to fix once you understand how the game does the damage/collision testings ;)

stoianm
04-14-11, 03:20 AM
Incase anyone missed the video from 10 months ago!

http://www.youtube.com/watch?v=H276z6ZHUVU

:03:
did you adjust the sub fiiles to get the nice cutting and wake effect in the water seen in your video?

Madox58
04-14-11, 06:28 AM
That kind of stuff is a straight conversion of files just as was done to port SH3 Units to SH4 long ago.

The XIV files 'TheBeast' has are early versions of the work from 10 months ago.

When the Old NoteBook that created many Mods for SH series of Games started going bad?
A much more advanced version was lost.
I'm still playing catch up on a lot of lost/corrupted works now.

Or I get bored and do something else for awhile.
Like helping Vanilla add all new waypoints (Placed where ever he wishes) to the Subs interior, as an example.
From that I started looking at creating an editor of some kind to make it an easier job for others to do.

TheBeast
04-14-11, 01:18 PM
The damage/collision model is easy to fix once you understand how the game does the damage/collision testings ;)

I would really like to see this Type-XIV model replace the Type-VIIC Models currently being used for Campaign Re-Supply.

Also, maybe the Deck Crew Watch dummy models can be added to other AI Submarines.

Madox58
04-14-11, 07:14 PM
I'll update some of the files this weekend if all goes well.
For the Crew on Deck?
Those need totally replaced to meet SH5 details.
I have a few tricks up my sleeve for that also.
:03:

James Cook
04-15-11, 02:39 PM
yaye!!!! :yeah:

perico
04-21-11, 05:24 PM
Incredible XIV :o:o:o,With interior would be a work of art:arrgh!:


A greeting and good job.:salute:

Sbygneus
04-22-11, 04:16 AM
The Beast, your type XIV is just beautiful! Thank you and other modders for what you are doing :salute:

mjfarrell20
04-14-20, 04:20 PM
How do you actually make the transfer?(SH3/4 Ships-->SH5) This entire forum is not useful for newcomers hence I feel like Iv'e been reading for hours and haven't learned squat.

kapuhy
04-15-20, 01:50 AM
How do you actually make the transfer?(SH3/4 Ships-->SH5) This entire forum is not useful for newcomers hence I feel like Iv'e been reading for hours and haven't learned squat.

Hi mjfarrell20,

This thread contains all information needed to import SH3/4 ship into SH5 as .dat format ship:

https://www.subsim.com/radioroom/showthread.php?p=1644371#post1644371

It's a bit spread out over this thread, but most basic info are laid out on first pages. Additionally, if you have any questions or are stuck at any specific obstacle, PM me and I'll try to help.

As for importing ships in SH5 native format (gr2), it's a bit more complicated as the only import tool we have (TDW's gr2 Editor/viewer) lacks certain functions (like adding new meshes, hence mesh number must be equal to one of stock ships). There's no tutorial on this process that I know of, but if you'd like to give it a try I'll be happy to provide you whatever knowledge I have.