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View Full Version : SH3 Commander 'Realistic Crew' configuration and clothing variability ...


Uboat177
11-26-10, 02:06 PM
GWX 3.0
Das Boot Clothes mod
SH3 Commander Mod 3.2

I apologize if this has been pointed out before, but I noticed something that repeatedly occurs with clothing variety among the crew: When I use the 'realistic' crew configuration option (below) before starting a new career in SH3 Commander mod there's very little variety among the initial Petty officers/able seaman in what they wear, as they are all usually wearing the same blue-colored attire.

With the 'realistic configuration' setup, when I added new members from the barracks or have new transfers that were not from the initial crew roster, it was only then that noticed some of them wearing different clothing and only those new recruits/transfers.

http://i53.photobucket.com/albums/g47/Yeti_MRU/Capture1.jpg
http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img26-11-2010_13209_10.jpg
http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img26-11-2010_131941_72.jpg


However, when I use the "Already in SH3" Crew configuration, with or w/o "randomise crewnames/experience" selected, there's significantly more clothing variety among the initial petty officers and able seaman when starting a new career.

http://i53.photobucket.com/albums/g47/Yeti_MRU/Capture2already.jpg
http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img26-11-2010_132638_635.jpg
http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img26-11-2010_132718_686.jpg
2 more images here:

http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img26-11-2010_132658_45.jpg
http://i53.photobucket.com/albums/g47/Yeti_MRU/SH3Img26-11-2010_132932_940.jpg

Volk2
11-26-10, 04:21 PM
I am also interested with this. The reason is, that when you choose "realistic" option, the game is using sh3 commander crew files (those are in "crew" folder in sh3 commander folder), and when you choose "already in sh3", the game is using SH3 default crew files (those are in "cfg" folder in sh3 game folder).

Now, the options in sh3 commander crew files are changed in this way, that there is very little variability in clothes - but I don't know if this is intentional change by sh3 commander autor or some oversight?

It is possible, that it's intentional, because the variability in real crew clothes was probably little.

Sailor Steve
11-26-10, 04:26 PM
Hmm. While I noticed I wasn't getting all the variety I used to, it never occurred to me that that might be the problem. I'll have to check it out.

Sepp von Ch.
09-28-13, 04:29 PM
Is please possible to solve this problem? I use always the realistic options and I canīt see better clothes...

badwolf
09-28-13, 04:43 PM
Get a load of crew clothes and put them in random folders in SH3Commander, that will give you variations each patrol.

Sailor Steve
09-28-13, 08:14 PM
:damn::damn::damn:

First I'm wondering why this old thread was resurrected. Then I read the new posts. Then I read badwolf's solution. :damn::damn:

I've been using Commander for years. I've also been using one of the Das Boot uniform mods. They always show up in single missions, but never in the campaign. It never once ocurred to me to use Commander to randomise the clothes. :damn:

Thank you badwolf for pointing out the obvious, which I obviously missed. Sometimes you just need someone to tell you what to do. :sunny:

badwolf
09-28-13, 09:47 PM
Ty Steve,
I don't know the order that SH3Commander processors the sets of folders, you'd need to experiment, but it may be possible to attach them to Dates and Flotilla as well, by using a combination of the Sh3Commander folders. Then you can have summer and winter clothing.
Be nice to have the crew in shorts and perhaps no tops for the summer in the mediterranean. On second thoughts, that may be too much for the lady kaleuns, lol.

sublynx
09-29-13, 03:57 AM
This is a great idea! I've always been annoyed about the crew wearing only shirts at the Arctic Sea during a winter storm. Both the crew and the boat could have winter equipment through SH3Cmdr - if only there are mods that give us winter / tropical / etc clothes and skins?

irish1958
09-29-13, 09:05 AM
This is a great idea! I've always been annoyed about the crew wearing only shirts at the Arctic Sea during a winter storm. Both the crew and the boat could have winter equipment through SH3Cmdr - if only there are mods that give us winter / tropical / etc clothes and skins?
There are winter skins for the boats, with ice and ice burgs.
There are also sets of winter clothes for the crew, but I don't recall if any have ice and snow on them. I also don't recall any mods where snowing occurs.
Many games have this effect, so it might be possible to develop a full winter mod that could be date activated via SHIIICMDR.

Bilge_Rat
03-17-16, 04:03 PM
apologize for waking up this thread from the dead, but I have a few questions.

I have been getting back into SH3, playing with LSH. I have tweaked the uniforms a bit to be more to my taste, but would like more variety.

Now, when I look into the data/crew folders, I see there are only 5 basic TGAs, 3 officers (i.e. body01/OFF) and 2 nco/crew (i.e. body01/POS) that are consistently used in game. I have noticed however that some mods include extra numbered TGAs. Are these used by the game?

second, back to this thread, I have followed the instructions, but am not getting any extra uniforms showing. Where should the clothes be placed in the sh3 commander folders? I placed them in sh3com/crew/body/body01/OFF or POS, but nothing shows when I start a new campaign.

CaptBones
03-19-16, 10:59 AM
IIRC, you don't need to place the new clothes in SH3 Commander (unless you're going to use the Random or Dates functions to change them). If the new clothes are in the basic game "...\data\Crew" folder, they will be used as controlled by the "...data\Cfg\crew_...cfg" files.

The files that control the "Realistic Crew" are in SH3 Commander\Crew\Realistic\data\Cfg. As found in the basic game folders, there are three configurations for each of the U-Boat Types (II, IX, VII, and XXI). Look for the Crew_Member lines with an entry for "Name=" (which you can change to suit your preferences). At the bottom of that entry you can modify the "HeadIdx", "HeadTgaIdx" and the "BodyIdx", "BodyTgaIdx" to produce the face/hair/eyes and clothing that you're looking for in your crew. You can also choose "HasHelmet=" 'Yes or No' to ensure your bridge watch standers are wearing hats/caps when on duty topside and your Control Room watch is casual without hats/caps (or whatever you desire Herr Kaleun).

P.S. I added a number of body tga's from a couple of clothing/uniform Mod's to the "...data\Crew" folder; renumbering them as necessary. IIRC, when they are "called out" in the Crew_Member/BodyTgaIdx line, the number given in that line should be one less than the number of the tga that you want to use for that crew member...it's a "zero isn't valid" issue or something like that. Experiment...

Bilge_Rat
03-19-16, 01:41 PM
thanks CaptBones, exactly what I am looking for.