View Full Version : Need advice for testing flooding?
Hans Witteman
04-14-11, 04:39 PM
Hi fellows modders,
Is there a quick way to disable the death event in GraphHitPointsAll so i can test my water flooding without having to restart game each time?
I try to change death state to normal state but i still get death screen.
Should a change hull integrity value?
Any help would be greatly appreciated.
Best regards Hans
Madox58
04-14-11, 04:46 PM
Did you try changeing State_Damage10?
Goto entry=9
that should throw you in a loop avoiding State_Damage11
Hans Witteman
04-14-11, 04:53 PM
Did you try changeing State_Damage10?
Goto entry=9
that should throw you in a loop avoiding State_Damage11
Hi mate,
Thank will have a try at this one:up:
Pretty hard to test stuff with sudden death and restart all the time!
I also wonder if linking the flooding water to hull integrity could do the trick via statemachines?
Best regards Hans
death of subs is function of other mechanism... non StateMachineWrapper...
Hans Witteman
04-14-11, 05:01 PM
death of subs is function of other mechanism... non StatemachuneWrapper...
Hi Anvart,
You mean hard coded stuff probably? If so is there anyway i can avoid being bring to the death screen while i am doing test?
Best regards Hans
Hi Anvart,
You mean hard coded stuff probably? If so is there anyway i can avoid being bring to the death screen while i am doing test?
Best regards Hans
You can make the u-boat invulnerable ... changing the zon-files of u-boat.
Hans Witteman
04-14-11, 05:16 PM
Did you try changeing State_Damage10?
Goto entry=9
that should throw you in a loop avoiding State_Damage11
Hi again mate,
Just tried it and unfortunately it doesn't avoid the death screen!
Will have to find another way around.
Best regards hans
Hans Witteman
04-14-11, 05:18 PM
Yes you can make the u-boat invulnerable ... changing the zon-files of u-boat.
Hi Anvart,
Thank mate will check if this one work:up:
Best regards Hans
Madox58
04-14-11, 05:21 PM
That will work and is probably the easiest way.
Change the value up by a wild factor like 100 times the original value.
UBER BOOT!!!
:rock:
Hans Witteman
04-14-11, 05:29 PM
You can make the u-boat invulnerable ... changing the zon-files of u-boat.
Hi again Anvart,
I just put 99999999 in hitpoints and believe it or not i still have the screen of death but just a little bit longer than before!
Do i have to change armor level also to really avoid the death screen?
Best regards Hans
Too, for testing, open Zones.cfg and change flooding parameters and may be something else...
Remember my "rubbish" (current computer) can't work with SH3...
P.S.
I understand badly what you want ... i would have done so in two stages ...
At first, i would have made the effect as looped animation not related to damage and StateMachine and adjusted all visual parts ...
and only then i would have made the State Machine Code ...
Hans Witteman
04-14-11, 05:47 PM
Too for testing, open Zones.cfg and change flooding parameters and may be something else...
Remember my "rubbish" (this computer) can't work with SH3...
Hi mate,
Ok will have to do the files dance once again:haha:
Modding SH3 is all about remembering 1000 files interactions:ahoy:
Best regards Hans
Madox58
04-14-11, 06:04 PM
Nope.
It's about remembering 1000000 file interactions then finding out
you don't know the other 1000000!
:haha:
Hans,
take a look at these links and see if they are useful:
http://www.subsim.com/radioroom/showthread.php?t=161336
http://www.subsim.com/radioroom/showthread.php?t=128748
http://www.subsim.com/radioroom/showthread.php?t=128593
Try to just delete all the spheres an box of the .zon (using s3d) and raise the armour, HP and crashdeep of the uboat.
But with this you will disable all the damage of the uboat I think. So, perhaps just raising the HP and crashdeep could be the trick? Also in zones.cfg you can raise the floodingtime, hp for compartments and making flotability=1 for all compartments.:hmmm:
Hans Witteman
04-15-11, 09:29 PM
Try to just delete all the spheres an box of the .zon (using s3d) and raise the armour, HP and crashdeep of the uboat.
But with this you will disable all the damage of the uboat I think. So, perhaps just raising the HP and crashdeep could be the trick? Also in zones.cfg you can raise the floodingtime, hp for compartments and making flotability=1 for all compartments.:hmmm:
Hi Rubini,
Thank mate will see if those work but so far i have try many and it seem that something ignore everything and randomly throw me the death screen.
Could be a hard coded events like Anvart mention.
Best regards Hans
Hi Rubini,
Thank mate will see if those work but so far i have try many and it seem that something ignore everything and randomly throw me the death screen.
Could be a hard coded events like Anvart mention.
Best regards Hans
Do you know the LRT mod? It (or even with self modifications over it) makes you have very long flooding times and slow death. So perhaps for your test you could have some changes on basic.cfg to make the crew repair work very slow; on zones.cfg: long flooding times (with easy flooding with very few damage), very slow sink with flotability=1 and good uboat overall HP on uboat .zon. With all these you will have very long time in flooding action almost without that death screen.;)
Madox58
04-15-11, 09:58 PM
As much as a PITA as it may be?
Useing other Mods could screw the results.
Figure out the basics (Of which there are many) first.
Always work with stock files then adjust to mods for things like this.
Hans Witteman
04-15-11, 10:11 PM
Hi shipmates,
After all change made i am finally able to enjoy a slow death how ironic:wah:
It also give me some good ideas to implemented in mod behavior because the darn death screen is not a full gaming experience!
Now i am doing a lot of test to see how the TextureAnimationData controller work normally it should be apply to material node but i wonder how to export it from 3d application?
No one seem to have play with this one so far since no answer in thread related.
Also to Rubini take note mate that we have a chat room on our website to discuss modding and stuff live.
Here the link : http://www.u-boot-hahd.com/ubootwebsite/chat
Best regards Hans
Madox58
04-15-11, 10:22 PM
Look at the particals.dat or materials.dat
Some people have played with that controller.
As much as a PITA as it may be?
Useing other Mods could screw the results.
Figure out the basics (Of which there are many) first.
Always work with stock files then adjust to mods for things like this.
Yes I know that. I was suggesting the "idea" behind the LRT mod, because perhaps Hans also need a long time in flooding action, not only a long time before that death screen.;)
But seems that he already have found a way.:up:
Hans Witteman
04-15-11, 10:31 PM
Look at the particals.dat or materials.dat
Some people have played with that controller.
Hi mate,
Is there any mods around you could suggest that used that feature?
The way i see it if i am putting myself in the 3d artist perspective it would be applied to material node and in 3d application i render each texture keyframe and it should work on texture in game, if so imagine the possibility in conjunction with statemachine we could have a boat having a clean fresh skin at the beginning of patrol and the skin would get weathered as the patrol go on.:woot:
And others applications i don't see at the moment.
Since we are all going to get poorer in the future i think SH3 modding will have a very bright future ahead:haha:
Best regards Hans
Madox58
04-15-11, 10:34 PM
I understand that line of thought.
But even the LRT screws the results for this purpose.
It's not a problem of to little repair time or a death screen coming on.
Those are only good if you want to watch the scene for awhile.
To get the effect done properly?
Those are worthless at best.
Madox58
04-15-11, 10:42 PM
I know of no mods that use it off hand.
I looked at it for some private messing about.
(Can you say UFO?)
But I never did much with it.
It was just a thing with a Secret base down South that they would attack you from.
But they were bad arsed and the visuals were pretty Cool!
Hans Witteman
04-15-11, 10:42 PM
Hi mate,
I just explored the particle.dat and material,dat and no textureAnimationData controller found.
I will do as usual trial and error sometime it work and i did a lot of stuff like that so far.
But when i will be done with mod i will make good documentation on what work and what doesn't work in game.
So many hours spent testing stuff that simply not working in game.
Best regards Hans
...
I just explored the particle.dat and material,dat and no textureAnimationData controller found.
...
IIRC, textureAnimationData controller is in SH4...
Hans Witteman
04-16-11, 01:32 PM
IIRC, textureAnimationData controller is in SH4...
Hi Anvart,
Ok i see now but does it work in SH3 since it in the sh3 controller rollout?
Can someone send me an SH4 file with this controller so i can have a look at the file structure?
Best regards Hans
TheDarkWraith
04-16-11, 02:22 PM
Hi Anvart,
Ok i see now but does it work in SH3 since it in the sh3 controller rollout?
Can someone send me an SH4 file with this controller so i can have a look at the file structure?
Best regards Hans
Check the .act files to see if that controller even exists. If you can find it in an .act file then 1) it exists and 2) you can 'see' how to use it somewhat
Hans Witteman
04-16-11, 04:44 PM
Check the .act files to see if that controller even exists. If you can find it in an .act file then 1) it exists and 2) you can 'see' how to use it somewhat
Hi mate,
After testing it in many different ways i can say that it was never really implemented in S3D so i wont wasted more time on it.
Best regards Hans
Hi mate,
After testing it in many different ways i can say that it was never really implemented in S3D so i wont wasted more time on it.
Best regards Hans
IIRC, this controller was not in the SH3...
I have looked ASCII/Unicode strings in sh3.exe and in act/dll-files when i started SH3 modding... at the end of 2005... and i do not remember such controller...
but S3D was created for SH4... in the first place.
... and this controller (Type 10/6) has no strings in data files... as and Type 10/5...
Hans Witteman
04-16-11, 05:59 PM
IIRC, this controller was not in the SH3...
I have looked ASCII/Unicode strings in sh3.exe and in act/dll-files when i started SH3 modding... at the end of 2005... and i do not remember such controller...
but S3D was created for SH4... in the first place.
Hi Anvart,
You might be right on this one maybe it is only for SH4 but it would be nice to have a list of working controllers for SH3 i am willing to do it if someone provide me the data.
But if it was only working for SH4 why do we see it in SH3 controllers rollout?
Best regards Hans
TheDarkWraith
04-16-11, 06:01 PM
@ Hans - the information you are seeking I've told you where to find. All the .act files specify the controllers that SH3 can use. Open them with hex editor and search for strings and text to see everything.
Hi Anvart,
You might be right on this one maybe it is only for SH4 but it would be nice to have a list of working controllers for SH3 i am willing to do it if someone provide me the data.
But if it was only working for SH4 why do we see it in SH3 controllers rollout?
Best regards Hans
I said everything what i wanted... is it not enough? :rotfl2:
... S3d has small inaccuracies ... but this program is very useful for modders.
skwasjer
04-16-11, 07:43 PM
But if it was only working for SH4 why do we see it in SH3 controllers rollout?
Because I didn't know at the time if it was supported for SH3 or not. :DL
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.