View Full Version : A question regarding VisibleUnderwater controller
Hi foks,
I have setup a visibleunderwater controller with the value of "true" for some objects in the Control tower dat file and it doesn't work can anyone advise on what I've missed or maybe another method of hiding objects whilst surfaced and showing them whilst submerged. This is the opposite of what is usually required.
Best Regards and thanks
Aces
Madox58
03-27-11, 11:43 AM
DL DivingDucks Visible Mines and see if his solution works for your needs.
http://www.gamefront.com/files/7564204/DD_VisibleMines_V1_0_rar
:03:
Hans Witteman
03-27-11, 11:46 AM
Hi Aces,
Put them at false to hide them underwater and at true to make them visible.
Best regards Hans
Thanks chaps, true doesn 't work for me, they remain visible when surfaced where they should dissapear.
I'll have a look at that link now thanks mate.
Loving the new MG's top work mate.
Cheers and thanks chaps
Aces
Hans Witteman
03-27-11, 11:53 AM
Hi Aces,
This is strange because on my typIIA i have it on the retractable bollards and when surface the bollards show and when diving they disappear just like my flak 2cm.
Make sure your controller is a child of the object you want it to apply to and double check that the parent node is the correct one.
Best regards Hans
Madox58
03-27-11, 12:03 PM
Aces,
Note that S3D will not show the 'Above' setting DivingDuck used.
You'll need to hex it in.
:salute:
Thanks mate, I'll double check.
Cheers
Aces
Hans Witteman
03-27-11, 12:10 PM
Hi Aces,
I also forgot to mention if you did a copy of an existent controller make sure you assign a new random Id:up:
Best regards Hans
Madox58
03-27-11, 12:11 PM
http://www.gamefront.com/files/20164703/VisibleUnderWater.7z
Here's a replacement file for S3D that will allow you to see, add, and edit this type setting.
:03:
Thanks chaps,
I tried that file with silent 3ditor but still no joy. Either the object remains hidden under and above water or remains visible un der and above water.
This has me beat, I've used the controller successfuly with conning and dec k dats to hide objects on diving but never the reverse to hide an object on surfacing, maybe something is borked?.
Cheers
Aces
Hans Witteman
03-27-11, 02:47 PM
Hi Aces,
If you still have problem just send me the file i will have a look at it for you and don't worry i won't use it for other purpose then helping you:salute:
Best regards Hans
Thanks mate,
I appeciate your help. I'm not worried about anyone using it, we all work together here as you know. I'll persvere for a while longer, I don't like admitting defeat unless I have to.
Cheers and thanks
Aces
Hi,
Just a thoery, does the Visibleunderwater controller only work with objects that are in external dat files such as the turm files, hull files etc. and not with dat files such as the CR and CT etc.. Maybe this is the problem.
Is there perhaps another controller that I could use for Conning Tower objects?.
Regards
Aces
Hans Witteman
03-28-11, 10:01 AM
Hi Aces,
Excellent question mate i never try it so far in other dat files only on Sub.dat and Object turm ext for the hatch because i have hatch open on surface and of course close while submerge.
For the command room i doubt they would work.
Will give it a try later on today to see if they work elsewhere and will report back to you with the result:salute:
Best regards Hans
Controller works in exterior game space only...
Hi chaps,
Greeting Anvart, hope you are well.
Do you know of another way that I might get objects to appear/dissapear inside the sub depending on whether it is above or below the water? please.
Kind regards
Aces
Hans Witteman
03-28-11, 10:34 AM
Controller works in exterior game space only...
Hi Anvart,
Nice to see you mate and thank for confirming the interior:salute:
Best regards Hans
Hans Witteman
03-28-11, 10:41 AM
Hi chaps,
Greeting Anvart, hope you are well.
Do you know of another way that I might get objects to appear/dissapear inside the sub depending on whether it is above or below the water? please.
Kind regards
Aces
Hi Aces,
There is the fadeobject controler but i doubt it would give you the desired effect and also it might not work for interior.
Particle system can be use also to make a static object dissapear over time i am not a 100% on this one but it is maybe the trick that is use to make the sausage and banana to vanish over time just look at the controller they use for the banana i never check it myself.
They are also other possible solution and i will have a look at that.
Best regards Hans
Hans Witteman
03-28-11, 10:51 AM
Hi Aces,
This question is for Anvart, hi Anvart would it be possible to make object disappear inside the boat with statemachine controller?
This would help not only you Aces but others also so let's see what Anvart come with?
Best regards Hans
Hans Witteman
03-28-11, 11:18 AM
Hi Aces,
I just look at the food stuff in DD OH mod and unfortunately the food is link to the diesel fuel so this solution wont work.
I am still investigating the matter because i also need to find a way to make interior object disappear possibly with a trigger event and i think the particle system could be a way to achieve it.
Best regards Hans
Thanks for all your help mate, very much appreciated.
Kind regards
Aces
SquareSteelBar
03-28-11, 12:17 PM
...I just look at the food stuff in DD OH mod and unfortunately the food is link to the diesel fuel so this solution wont work......but there's the function of vanishing helmsman when surfaced in DD's OH mod. :yep:
Hi Aces,
There is the fadeobject controler but i doubt it would give you the desired effect and also it might not work for interior.
...
This controller works in interior...
... but it's not good solution... because the object simply will gradually become transparent in during of specified time.
...
This question is for Anvart, hi Anvart would it be possible to make object disappear inside the boat with statemachine controller?
...
Yes, if you will find corresponding crew command and will create corresponding animation (as i made in my mods - flag, pennants and so on). :haha:
P.S. Yes, and DivingDuck used mine method in OH mod ...
... and you can use dial controller as i use for bridge hatch (open/close) in test mod for WAC 4
(flag and pennants on turm) but it's good not for all objects... because of sea waves.
Hans Witteman
03-28-11, 12:28 PM
...but there's the function of vanishing helmsman when surfaced in DD's OH mod. :yep:
Hi mate,
Thank for pointing this will have a look at it:up:
Best regards Hans
Hans Witteman
03-28-11, 12:30 PM
This controller works in interior...
... but it's not good solution... because the object will gradually become transparent in during of specified time.
Hi Anvart,
Yes that what i though the fading will look strange but maybe there could be a way to use statemachine to get the effect Aces and me are looking for?
Best regards Hans
SquareSteelBar
03-28-11, 12:46 PM
Node - Dummy_Helm_Vanish -> Type 4, Sub type 100
No full support by S3D
Hi chaps,
Greeting Anvart, hope you are well.
...
Kind regards
Aces
No... my computer is dead... already two months... :cry:
Hans Witteman
03-28-11, 01:19 PM
Node - Dummy_Helm_Vanish -> Type 4, Sub type 100
No full support by S3D
Hi mate,
I just look at the way it is set and DD have use statemachine on it so he is the only one who can shade light on that procedure:salute:
Let's hope he is willing to shared his technique to benefit the community.
And sorry Aces i don't want to look like hijacking your thread just trying to help both of us to get the desired result.
The more mind at work on this issue the more probable solution to pop up.
Best regards Hans
...
so he is the only one who can shade light on that procedure:salute:
Let's hope he is willing to shared his technique to benefit the community.
...
:D
i think this technique is known...
Hans Witteman
03-28-11, 01:29 PM
:D
i think this technique is known...
Hi Anvart,
And sorry about your computer dying if i had one spared i would ship it to you but unfortunately i don't have another one:down:
Hope you will get a new one soon:up:
If the technique is know is there any threads discussing the matter you can point me at? Thank in advanced.
Best regards Hans
Thanks for all the help folks,
Sorry to hear about your computer Anvart, what's wrong with it mate.
Regards
Aces
...
If the technique is know is there any threads discussing the matter you can point me at? ...
Best regards Hans
I'm sure, you know this technique...
IIRC, DD used (as kind of) "StateMachineControl and crew commands for animate any object on human submarine"...
My insipid thread: http://www.subsim.com/radioroom/showthread.php?t=154572
Hans Witteman
03-29-11, 03:45 PM
I'm sure, you know this technique...
IIRC, DD used (as kind of) "StateMachineControl and crew commands for animate any object on human submarine"...
My insipid thread: http://www.subsim.com/radioroom/showthread.php?t=154572
Hi Anvart,
Thank for the link mate, also i would love to have someone to help me doing a video tutorial on statemachines this could spark amazing new content in the community but i would need help to explain it on video so every advanced modders here could clearly understand the workflow.
Best regards Hans
DivingDuck
03-29-11, 04:09 PM
Moin Aces and Hans,
just found your thread.
There is an easy workaround to make objects "disappear". Anvart most probably does not like it this way. He'd say it's a dirty approach because the objects do not really disappear but are moved out of sight only. Sorry, Anvart. Anyway, here it is. Link the object to a dial, linear at best. If using a circular dial, make sure to have the pivot well off center. Otherwise the object just rotates. Check my christmas tree. It has bi-colored lights. At a certain depth they will be rotated by 180 degrees (pivot centered to object). The rotation is too fast for the human eye to catch, thus giving the impression of just switching from white to red. I'd recommend a linear dial linked to the sub's depth. Check the OH's food for comparison, but use a depth linked dial instead of a fuel linked one.
@Anvart
Long time no see. I'm sad to hear about your computer. I keep my fingers crossed you will be sorted and back into business soon.
The 'VisibleUnderWater' controller might even work with interior files too, BUT the interior NEVER submerges. It's Y-value is 300,00. If you use 0,00 for Y, the controller might eventually do what it was meant for. But on the other hand your interior would be constantly flooded / intersected by the waterline.
Regards,
DD
Hans Witteman
03-29-11, 06:42 PM
Moin Aces and Hans,
just found your thread.
There is an easy workaround to make objects "disappear". Anvart most probably does not like it this way. He'd say it's a dirty approach because the objects do not really disappear but are moved out of sight only. Sorry, Anvart. Anyway, here it is. Link the object to a dial, linear at best. If using a circular dial, make sure to have the pivot well off center. Otherwise the object just rotates. Check my christmas tree. It has bi-colored lights. At a certain depth they will be rotated by 180 degrees (pivot centered to object). The rotation is too fast for the human eye to catch, thus giving the impression of just switching from white to red. I'd recommend a linear dial linked to the sub's depth. Check the OH's food for comparison, but use a depth linked dial instead of a fuel linked one.
@Anvart
Long time no see. I'm sad to hear about your computer. I keep my fingers crossed you will be sorted and back into business soon.
The 'VisibleUnderWater' controller might even work with interior files too, BUT the interior NEVER submerges. It's Y-value is 300,00. If you use 0,00 for Y, the controller might eventually do what it was meant for. But on the other hand your interior would be constantly flooded / intersected by the waterline.
Regards,
DD
Hi Diving Duck,
Great to see you here mate,
Very cleaver way to do the trick a thousand thank my friend i never figured this one out by myself:up:
And again amazing info for the visibleunderwater controller since boot interior are theoretically not submerge it make sense that by putting negative value we will get it to work:yeah:
The only problem left to solve would be to find a way to make the water invisible?
Will put to practice your approach later on tonight and will comment back here on it i think Aces start a really good thread here brilliant and priceless infos.
Fantastic work mate and i own you couple beer!
Best regards Hans
DivingDuck
03-30-11, 04:19 AM
Moin Hans,
...
And again amazing info for the visibleunderwater controller since boot interior are theoretically not submerge it make sense that by putting negative value we will get it to work:yeah:
The only problem left to solve would be to find a way to make the water invisible?
You would grow old searching for a solution. No way to make it invisible. The waterline is intersecting all objects placed in the water, ship and sub alike. In case you would manage to turn it invisible, all surface vessels would float in mid air instead of water. As a second problem the interior's Y-value does not change when diving, AFAIK. And it should not, otherwise the interior, at least the XXI interior, would suffer from the intersecting water already when diving deep. Besides, if you'd placed the interior below the waterline, you'd have to deal with the ambient underwater settings derived from the scene.dat. No matter if you manage to make the waterline invisible, you'd find yourself submerged in murky water. Change that too and you'll never use the exterior cam to make a nice underwater screenie again. ;)
Thus I hardly recommend to use another workaround. The misuse of dials is the easiest way I can think of with the tiny rest of my mind that still keeps SH modding knowledge of old.
Regards,
DD
Hans Witteman
03-30-11, 10:31 AM
Moin Hans,
You would grow old searching for a solution. No way to make it invisible. The waterline is intersecting all objects placed in the water, ship and sub alike. In case you would manage to turn it invisible, all surface vessels would float in mid air instead of water. As a second problem the interior's Y-value does not change when diving, AFAIK. And it should not, otherwise the interior, at least the XXI interior, would suffer from the intersecting water already when diving deep. Besides, if you'd placed the interior below the waterline, you'd have to deal with the ambient underwater settings derived from the scene.dat. No matter if you manage to make the waterline invisible, you'd find yourself submerged in murky water. Change that too and you'll never use the exterior cam to make a nice underwater screenie again. ;)
Thus I hardly recommend to use another workaround. The misuse of dials is the easiest way I can think of with the tiny rest of my mind that still keeps SH modding knowledge of old.
Regards,
DD
Hi mate,
Yep you are right about the water i did some test last night, i just put the value at 0.0 for y axis and when i start the game absolutely nothing was visible no command room show up around me.
And just like you mention it was already clear in my mind that even if we have a way to turn water invisible the whole ocean would be empty so this is a no go.
But the dials trick is working just made a test with a simple object.
I will continue to investigate for further possibility.
Best regards Hans
...
There is an easy workaround to make objects "disappear". Anvart most probably does not like it this way. He'd say it's a dirty approach...
...and you can use dial controller ...
Why do you think that i am against the use of dial controllers for such cases? :haha:
I use dial controllers for animation of non standard objects since 2006.
I don't like that the excess of food (boxes with food) prevents the normal work of sailors ... and food should really disappear, for example, via WaterInteraction controller (Dial controller + Waterinteraction controller)...
...
The 'VisibleUnderWater' controller might even work with interior files too, BUT the interior NEVER submerges. It's Y-value is 300,00. If you use 0,00 for Y, the controller might eventually do what it was meant for. But on the other hand your interior would be constantly flooded / intersected by the waterline.
...
This fact does not solve the problem... and why you speak about it? :o
@Anvart
Long time no see. I'm sad to hear about your computer. I keep my fingers crossed you will be sorted and back into business soon.
Yes, without computer as without hands...
Hans Witteman
03-30-11, 11:40 AM
, for example, via WaterInteraction controller (Dial controller + Waterinteraction controller)...
Yes, without computer as without hands...
Hi Anvart,
Thank mate will have a look at dial+waterinteraction look good:up:
I understand you my computer is 3 years old and when he died on me i won't be able to replace it for awhile :wah:
Let's hope he hang on until i'm done with the mod.
Best regards Hans
DivingDuck
03-30-11, 12:03 PM
Moin Anvart,
Why do you think that i am against the use of dial controllers for such cases? :haha:
I use dial controllers for animation of non standard objects since 2006.
I don't like that the excess of food (boxes with food) prevents the normal work of sailors ... and food should really disappear, for example, via WaterInteraction controller (Dial controller + Waterinteraction controller)...
Hmm, let me think it over. :hmmm: LOL. I remember you saying that the food should disappear instead of just moving it out of sight over a year ago already. Do you accept that for a reason? No offence meant of course, old friend. Besides I never had a look into the 'WaterAction' controller. Shame on me for that.
This fact does not solve the problem... and why you speak about it? :o
Just to give them the whole picture and to make clear why this approach would not work.
Sorry for hijacking, lads. With Anvart on board this thread you have all the knowledge you need to succeed close at hand.
Regards,
DD
SquareSteelBar
03-30-11, 12:23 PM
...With Anvart on board ......but only in a lifeboat at the moment :hmmm:
;)
Moin Anvart,
...
I remember you saying that the food should disappear instead of just moving it out of sight over a year ago already.
Yes, i did...
and now i say it:
... and food should really disappear... and look above.
... because too much of foods (of objects)...
look into the 'WaterAction' controller...
Don't know what is it...:o
... With Anvart on board ...
... without sarcasm, my friend…
and without superfluous modesty ...
your knowledge are excellent , and your English is above any praises ... :har:
Good luck,
Alex.
...but only in a lifeboat at the moment :hmmm:
;)
... worse, my friend… :haha:
I'm now stranded ...
:lost:
Hi Anvart,
Thank mate will have a look at dial+waterinteraction look good:up:
I understand you my computer is 3 years old and when he died on me i won't be able to replace it for awhile :wah:
Let's hope he hang on until i'm done with the mod.
Best regards Hans
Yes, Hans... but my computer worked more than 7 years...
and the reason of breakage is the defective socket of processor.
...
and look #17 in:
http://www.subsim.com/radioroom/showthread.php?p=1631251#post1631251
something about WaterInteraction.
Hans Witteman
03-30-11, 10:41 PM
Yes, Hans... but my computer worked more than 7 years...
and the reason of breakage is the defective socket of processor.
...
and look #17 in:
http://www.subsim.com/radioroom/showthread.php?p=1631251#post1631251
something about WaterInteraction.
Hi Anvart,
Thank for the link my friend.
I was thinking about your computer problem and i though that with all the people here that enjoy your work on complex issues that you solved for them in the past.
I just think that if we all contributed to buying the broken part of your computer and send it to you via Fedex or any kind of expedition services that go to Russia that would be what i call true solidarity from subsim members who appreciated your work.
If anyone can point us in the right direction i am ready to make a contribution to help our friend Anvart?
Again i apologized Aces because i trully feel i hijack your thread but with no bad intention believe me:salute:
Best regards Hans
Hi Anvart,
Thank for the link my friend.
I was thinking about your computer problem and i though that with all the people here that enjoy your work on complex issues that you solved for them in the past.
I just think that if we all contributed to buying the broken part of your computer and send it to you via Fedex or any kind of expedition services that go to Russia that would be what i call true solidarity from subsim members who appreciated your work.
If anyone can point us in the right direction i am ready to make a contribution to help our friend Anvart?
Again i apologized Aces because i trully feel i hijack your thread but with no bad intention believe me:salute:
Best regards Hans
Thank you, Hans.
You're a real friend.
But i always solves my problems myself... and i can solve this problem ... i have the money.
But in our country to assemble desired configuration of computer is not quick task... and i think in the end i will do it.
Good luck
Alex.
P.S. Sorry, Aces - of topic...
Hans Witteman
03-31-11, 10:37 AM
Thank you, Hans.
You're a real friend.
But i always solves my problems myself... and i can solve this problem ... i have the money.
But in our country to assemble desired configuration of computer is not quick task... and i think in the end i will do it.
Good luck
Alex.
P.S. Sorry, Aces - of top...
Hi Anvart,
That ok mate i just tough that maybe the part you are looking for would be easier to find here so just let me know if you cannot find it i will have a look for you:up:
Best regards Hans
Hi chaps,
Sorry, couldn't post before, just spent the last 48 hours or so in bed with a really rotten flu.
Thanks for all the information.
Kind regards
Aces
Aces, i wish you get well fast. :yep:
Thank you my friend and I hope that you manage to fix your computer soon.
Best wishes
ACES
Hans Witteman
04-01-11, 11:22 AM
Hi Aces.
Take care my friend and get well:up:
Best regards Hans
Borgneface
04-01-11, 01:54 PM
Salut Aces,
So sory to read that you have been poorly...Get well soon!
Amicalement
Borgneface
...
... i did some test last night, i just put the value at 0.0 for y axis and when i start the game absolutely nothing was visible no command room show up around me.
...
Я когда экспериментировал с CommandRoom интерьером семерки пришел к выводу, что при соординате Y=300 игровых единиц (3000 м) всё в интерьере работает нормально. При координате ниже 300, но выше 200 FreeCommandRoom камера работает не стабильно... её можно вывести из интерьера в экстерьер и если попятиться точно назад можно опять попасть в интерьер, но не всегда... не нужно забывать, что интерьер не виден из экстерьера...
При координате ниже 200 при инициализации игры, InteriorFore камера (F2) инициализируется в экстерьере и чтобы попасть в CR вам приходится сначала попасть в неопущенный интерьер (например в RR по клавише "R") и затем только по "F2" в опущенный CR.
FreeCommandRoom камеру также можно вывести из интерьера в экстерьер... только вернуться обратно в интерьер уже не удастся... придется перезагружать миссию чтобы поставить эту камеру в CR.
При опускании CR интерьера в воду и при попадании в CR описанным выше хитрым путем, воды внутри CR я не заметил.
*************************************
Interior cameras (CommandRoom as ex.) works stably and correctly only at an altitude of 300 gaming units.
Below 300 but above 200 g.u. FreeCommandRoom camera works unstably ... it can be moved from the interior to the exterior ... but there is no guarantee that you will be able to return it back into the Interior. Remember that the interior is not visible from the exterior.
Below 200 g.u. InteriorFore camera is initialized in the exterior (upon initialization of game)... and you can get to CommandRoom only from non downed interior (from RR as ex. - at first press R then press F2)... FreeCommandRoom camera can be moved from the interior to the exterior ... and you cannot move it back... need restart the mission.
And when i put CR into the water i didn't notice the water in the interior of CR.
Conclusion. Interior must have Y-coord. = 300.
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