View Full Version : [REL]Imported Ship Pack
SteelViking
05-24-11, 03:45 AM
V1.1 is released!!!!!
Like the title says, this mod is a pack of imported ships. This mod introduces 9 ships to the campaign. Simply install in JSGME, and you will begin seeing these ships in game(as part convoys, etc.)
NOTE: Though there are many contributors to this mod, I ask that no files from this mod be used in any way without first consulting me.
The following are contributors to this mod:
-SteelViking
-Uekel
-Rongel
-Stormfly
-AOTDMadMax
-stoianm
-Zedi
-TDW(He pioneered some of the methods used to import these ships)
The ships in this mod are functional, and much work has been put into putting them at SH5's graphics level. However, there are known issues with these ships, many of which I am working on currently. If you see anything that you perceive as a glitch with these ships, please post on this thread and I will address the issue as soon as I can.
Change log V1.0:
Ships added:
-NAMC=Medium Large Merchant ship
-KMCS=Medium Large Merchant ship
-KSCST=Small Medium Merchant ship
-KSSS=Medium Merchant ship
-NPL_Hap=Large Passenger/Troop ship
-OSH=Small Tanker
-PST=Medium Large Merchant ship
-PTElco=Patrol craft
-NATF=Tug Boat
Change log V1.1:
Ships added:
Fishing Boat=Coastal fishing vessel
Changes made:
-Many, many fixes, including no more black guns or strange transition from light to dark on ships.
More are to come in future versions!:yeah:
This mod is compatible with all campaign mods, though I would recommend applying this mod after them.
Note: You only need to install V1.1, you do not need V1.0 as V1.1 has everything.
Link to V1.1: http://www.mediafire.com/?e86lhz8rjp6y1p1
HanSolo78
05-24-11, 03:58 AM
Great work SteelViking and all other people that worked on these ships.
They will be a great addition :rock::up:
Now they have to be included to the campaigns by Zedi or TDW.
greetings
Han
SteelViking
05-24-11, 04:00 AM
Great work SteelViking and all other people that worked on these ships.
They will be a great addition :rock::up:
Now they have to be included to the campaigns by Zedi or TDW.
greetings
Han
No no. This mod puts these ships in the campaign.
Just install this mod in JSGME and you will start seeing these ships as part of convoys, or as coastal traffic right away.
HanSolo78
05-24-11, 04:23 AM
No no. This mod puts these ships in the campaign.
Just install this mod in JSGME and you will start seeing these ships as part of convoys, or as coastal traffic right away.
Also with other campaign mods(open horizon or magnum opus) installed on top? If so... maybe it would be better to add this in the first thread.
greetings
Han
SteelViking
05-24-11, 04:27 AM
Also with other campaign mods(open horizon or magnum opus) installed on top? If so... maybe it would be better to add this in the first thread.
greetings
Han
Yes, even with campaign mods, this will work. I will add this to the first post.
Yes, the new ships will be "sucked" into the campaigns because the campaign engine use the "generic" term, which means that random ships from the roster are used to form the convoys and traffic. These ships are already taking over the sh5 fleet.
But the dolphins will not show up. They indeed have to be placed in the campaign as they are enviro units, need to be spawned, have waypoints etc.
This mod is also a huge help for me, the public feedback and all the new units being worked out by Steelviking are a great help improving stuff.
stoianm
05-24-11, 06:41 AM
@SteelViking,
You fixed the real dimensions for all of them?
Sepp von Ch.
05-24-11, 11:19 AM
Thank you SteelViking! Can´t wait to try it!:yep:
Stormfly
05-24-11, 11:24 AM
Yes, the new ships will be "sucked" into the campaigns because the campaign engine use the "generic" term, which means that random ships from the roster are used to form the convoys and traffic. These ships are already taking over the sh5 fleet.
But the dolphins will not show up. They indeed have to be placed in the campaign as they are enviro units, need to be spawned, have waypoints etc.
This mod is also a huge help for me, the public feedback and all the new units being worked out by Steelviking are a great help improving stuff.
are they also "sucked in" if you load a saved campaign game while on patrol or do you have to be at least docked, or do we have to restart the campaign ?
stoianm
05-24-11, 11:33 AM
are they also "sucked in" if you load a saved campaign game while on patrol or do you have to be at least docked, or do we have to restart the campaign ?
This is a decent forum stormy... why you use words like ''suck'' here:hmmm:
I wanted to report it to the moderator but because we are friends i will pass on this time:yep:
SteelViking
05-24-11, 12:00 PM
@SteelViking,
You fixed the real dimensions for all of them?
Yes, I used tonilocoyote's measuring tool, and painstakingly measured all of the these ships.
@Zedi, oh, I did not realize the game would not spawn the dolphins by itself. Sorry, folks will remove them from the mod in the next version.
stoianm
05-24-11, 12:03 PM
Yes, I used tonilocoyote's measuring tool, and painstakingly measured all of the these ships.
@Zedi, oh, I did not realize the game would not spawn the dolphins by itself. Sorry, folks will remove them from the mod in the next version.
Thanks... because if not i could not use the mod.. i play no map contact and real navigation... so if the ships dimensions are not fixed i can not hit them... tnx very much:salute:
SteelViking
05-24-11, 12:22 PM
Thanks... because if not i could not use the mod.. i play no map contact and real navigation... so if the ships dimensions are not fixed i can not hit them... tnx very much:salute:
:yeah:I play on 80+ realism myself stoianm, so I would have never released them without getting accurate information first. What good are new ships if us realism junkies can't sink em.;)
Just remembered, you helped Rongel with his ships, I am adding your name to the contributors now.
stoianm
05-24-11, 12:24 PM
:yeah:I play on 80+ realism myself stoianm, so I would have never released them without getting accurate information first. What good are new ships if us realism junkies can't sink em.;)
Just remembered, you helped Rongel with his ships, I am adding your name to the contributors now.
tnx... no need for that... i helped him only on the life boats ships... not with the imported ones
Thank you very much :yeah::yeah:
Stormfly
05-24-11, 05:32 PM
This is a decent forum stormy... why you use words like ''suck'' here:hmmm:
I wanted to report it to the moderator but because we are friends i will pass on this time:yep:
oh... while beeing a decent member of this forum, i cant follow you or dont understand what you mean by your post. :smug:
SteelViking
05-24-11, 05:34 PM
oh... while beeing a decent member of this forum, i cant follow you or dont understand what you mean by your post. :smug:
Hey Stormfly I am gonna go ahead and congratulate you on your 1000th post!:yeah:
Hey Stormfly I am gonna go ahead and congratulate you on your 1000th post!:yeah:
http://www.subsim.com/radioroom/images/ranks/pooped.jpg :yeah:
Stormfly
05-24-11, 05:38 PM
THX ! :DL
Stormfly
05-24-11, 06:16 PM
say SteelViking, could you try to import the SH4 Surcouf Submarine Cruiser sailing using Free French flag ?
not shure if it is possible because of it turret and guns, but it would add something mystic to immersion, i realy would appreciate it :)
7thSeal
05-24-11, 06:22 PM
I sank one of these ships during my campaign, not sure exactly which one as was night and heavy fog. He was only 300m from me and moving fast and I just had time to take a slight lead on it before firing a torp. I could see that it looked to have two red strips down the side of it. Anyways, I later check my map after sinking it with just one torp and noticed there was no mark where I had sunk it nor did it count as tonnage in my mission even though I was in the allotted area.
Maybe starting a new campaign first is needed? :)
SteelViking
05-24-11, 06:26 PM
I sank one of these ships during my campaign, not sure exactly which one as was night and heavy fog. He was only 300m from me and moving fast and I just had time to take a slight lead on it before firing a torp. I could see that it looked to have two red strips down the side of it. Anyways, I later check my map after sinking it with just one torp and noticed there was no mark where I had sunk it nor did it count as tonnage in my mission even though I was in the allotted area.
Maybe starting a new campaign first is needed? :)
That may be true 7thSeal. Thank you for the report. I have done all testing with these ships in single missions, so I honestly don't know if a new campaign is required or not.
Please keep testing and reporting folks I can import ships, but I don't have the time to thoroughly test everything as well.
@Stormfly, I know of no ship with that name. Can you please give me more information as to what ship you are referring to, or give me the class name. If you give me that info I would be happy to import it.
7thSeal
05-24-11, 06:31 PM
I had just started a new campaign before installing the mod so it's not a big deal for me to restart another one and test again. Thanks for this mod btw. :salute:
Stormfly
05-24-11, 06:34 PM
@Stormfly, I know of no ship with that name. Can you please give me more information as to what ship you are referring to, or give me the class name. If you give me that info I would be happy to import it.
ohh its a mod for a additional playable sub, maybe hard to import even just for ai...
http://en.wikipedia.org/wiki/French_submarine_Surcouf_%28N_N_3%29
http://www.subsim.com/radioroom/showthread.php?t=177802&highlight=surcouf
SteelViking
05-24-11, 06:38 PM
ohh its a mod for a additional playable sub, maybe hard to import even just for ai...
http://en.wikipedia.org/wiki/French_submarine_Surcouf_%28N_N_3%29
http://www.subsim.com/radioroom/showthread.php?t=177802&highlight=surcouf
Hmmmm, don't know if that's possible, but I will look into it. Would be exciting to run into if I can make it work.
SteelViking
05-24-11, 06:40 PM
I had just started a new campaign before installing the mod so it's not a big deal for me to restart another one and test again. Thanks for this mod btw. :salute:
You are welcome, thank you for testing it.
SteelViking
05-24-11, 08:09 PM
Stormfly gave me an idea, along with test reports folks, the other thing I could use are suggestions for what to import.
Right now I am going back and fixing minor bugs with the ships and finalizing things I didn't have time for before. But, I will soon finish that and need new material :D
tonschk
05-25-11, 04:52 AM
:DL Thank you :DL SteelViking :yeah:
Magic1111
05-25-11, 05:49 AM
Great MOD !!!! :yeah: Many thanks for this !!! :up:
Best regards,
Magic:salute:
Chevelless
05-25-11, 08:49 PM
and I have some questions, I tried this mod yesterday, all new ship can be viewed in the museum, but their underwater parts can not be seen above water while other default ships have no such a problem.:rock:
And second, I start a new compaign and encountered 3 convoys and several single sailing ships, but none of the addon ships are included in the convoy or as a single one appeared. So will these new ships really possibly be created in a convoy?? I also tested the historical mission PQ-17 several times, still no addon ships appeared.:rock::06:
SteelViking
05-25-11, 09:31 PM
and I have some questions, I tried this mod yesterday, all new ship can be viewed in the museum, but their underwater parts can not be seen above water while other default ships have no such a problem.:rock:
And second, I start a new compaign and encountered 3 convoys and several single sailing ships, but none of the addon ships are included in the convoy or as a single one appeared. So will these new ships really possibly be created in a convoy?? I also tested the historical mission PQ-17 several times, still no addon ships appeared.:rock::06:
It is a known issue that the ships don't render underwater when viewed from above. I have included TDW's reworked shader, but I am convinced that it only works in certain climate zones and or weather types. So be patient on that one, I think we can fix it.
And, yes I am sure they will show up. Just keep playing the campaign, some of the new ships are rare finds like troop ships/passenger ships, and others are coastal vessels. Just keep playing. I already have confirmed reports of them showing up.
I am about to release another version with several tweaks and fixes folks.:D
TheBeast
05-26-11, 02:32 AM
Just found "Rongel Small Old Split Freighter" in South Atlantic Convoys mission.
Fantastic work guys.:yeah:
I did notice texture problem on spotlights near smoke stack on both sides.
One thing I really liked was not seeing reflection on water. It was foggy and I did not see anything until the ship was visible.
SteelViking or Stormfly .. the texture used by the hospital ship/liner is embeded or is the NHOSP_T01.dds in his sea folder? Sorry to say, but the texture quality is very bad and need to be redone, so I need to know the exact location of the tex file. If possible, can you guys send me this ship original texture if you still have it? Thanks.
SteelViking
05-26-11, 08:47 AM
@ Zedi, I know that the texture on the hospital ship is very poor quality, I plan to redo it. The texture for it is not embedded, it is contained in the corresponding sea folder. I am sure I will have it redone before a release of the campaign mod.:yep:
Ok, and place a big red cross in the middle where the texture loop on the hull .. like this =||= .. so even a blind dude in US can see the ship when sailing on the UK coast. No excuses for sinking this ship :dead:
SteelViking
05-26-11, 09:07 AM
Ok, and place a big red cross in the middle where the texture loop on the hull .. like this =||= .. so even a blind dude in US can see the ship when sailing on the UK coast. No excuses for sinking this ship :dead:
I will see what I can do.:up:
Sbygneus
05-26-11, 10:01 AM
Guys, may I have a question?
I am preparing to make a SH5 mission with TUG BOAT involved. Do you think there is posibility for the tug boat actually tow another ship/object in the game? You know, barge or lighter (if they are done).
I know little about modding and I seek information if it is possible on SH5 engine at all.:hmmm:
Yes and no. One solution is to place them booth in a group and pray that the tugboat will be spawn first and be the leader. If you have a BB in the group, automatically every other ship will be placed around her, so it will look like she is escorted/guided by tugboats.
Or place them as single units and make them to follow the same waypoints and have same speed... but you have to be very precise on that. The advantage is that the tug boat can leave when the escorted ship is arriving at the destination and have her docked.
Chevelless
05-26-11, 11:10 AM
I make sure JSGME loaded import ship pack, and I started new campaigns, western approach, black pit. test 6 more times, more than 10 different convoys encountered, none of those ships which are included in the pack found, but they show correctly in museum..
I got Dynamic enviroment 2.1, SH5 Lifeboats, Stoianm pitch and roll for sh5, IRAI latest version ,and Import ship pack loaded.
whhhhhats the problem sir? can you help me?
TheBeast
05-26-11, 11:24 AM
I make sure JSGME loaded import ship pack, and I started new campaigns, western approach, black pit. test 6 more times, more than 10 different convoys encountered, none of those ships which are included in the pack found, but they show correctly in museum..
I got Dynamic enviroment 2.1, SH5 Lifeboats, Stoianm pitch and roll for sh5, IRAI latest version ,and Import ship pack loaded.
whhhhhats the problem sir? can you help me?
I have seen several of these new ships.
I just gave diving instruction to AOTDMadMax/Stormfly/SteelViking Big Modern Passengership.
BTW the AOTDMadMax/Stormfly/SteelViking Big Modern Passengership renders all black at night.
Chevelless, you need to have a bit of patience, they will shown up sooner or later. They will be much more active in the reworked campaign where in the tests they already take over the stock sh5 fleet.
SteelViking
05-26-11, 01:40 PM
I have seen several of these new ships.
I just gave diving instruction to AOTDMadMax/Stormfly/SteelViking Big Modern Passengership.
BTW the AOTDMadMax/Stormfly/SteelViking Big Modern Passengership renders all black at night.
100% black? Did you check with free cam? There was a BIG problem with how the shadow map was being overlayed on the unit, but I have since redone a lot of stuff on that ship and I think I have it working properly. Will be in the next version I release......probably later today.
Hopefully it resolves that issue.
Sbygneus
05-26-11, 02:09 PM
Yes and no. One solution is to place them booth in a group and pray that the tugboat will be spawn first and be the leader. If you have a BB in the group, automatically every other ship will be placed around her, so it will look like she is escorted/guided by tugboats.
Or place them as single units and make them to follow the same waypoints and have same speed... but you have to be very precise on that. The advantage is that the tug boat can leave when the escorted ship is arriving at the destination and have her docked.
Thanks for information Zedi.
I will check what can be achieved.:salute:
100% black? Did you check with free cam? There was a BIG problem with how the shadow map was being overlayed on the unit, but I have since redone a lot of stuff on that ship and I think I have it working properly. Will be in the next version I release......probably later today.
Hopefully it resolves that issue.
I have the same prblem.. I thought is because is I remade the ship skin, but seems like Im not the only one.
SteelViking
05-26-11, 03:01 PM
I have the same prblem.. I thought is because is I remade the ship skin, but seems like Im not the only one.
Thanks for doing that texture! You did a nice job on it. Saved me the time, is it rendering properly other than the blackness issue? I Don't know what would cause this blackness at night thing, but I will search till I find it.
TheBeast
05-26-11, 03:17 PM
@SteelViking - I sent you Proteus... Check your mail.
SteelViking
05-26-11, 04:10 PM
@SteelViking - I sent you Proteus... Check your mail.
Awesome, looks like a coal hauler. I will make this my next ship to import. Thanks TheBeast:up:
Stormfly
05-26-11, 04:27 PM
Thanks for doing that texture! You did a nice job on it. Saved me the time, is it rendering properly other than the blackness issue? I Don't know what would cause this blackness at night thing, but I will search till I find it.
maybe it`s caused by the almost black alpha channel of the main texture ?
SteelViking
05-26-11, 04:32 PM
Nevermind about the Proteus, it has no shadow map. I cannot make one from scratch, as I don't know how to UV map textures. I understand how they work, but I cannot make one from scratch.
Also, I think I should let everyone know I will be out of town for 9 days starting Saturday morning.
I might be able to get on here and make posts, but I will be away from my work computer.
SteelViking
05-26-11, 11:48 PM
I just figured out something awesome!!:rock:
And it was right in front of me the entire time.
By tweaking the unified render controller I can stop the imported ships from doing that weird transition from light color to dark color as you get close, and I can get the textures for the weapons to render much further out.:D These problems were really bugging me, and now they're solved.
I am not sure if it will fix the solid black passenger ship at night but it might.
Stormfly
05-27-11, 12:10 AM
:rock::sunny:
SteelViking
05-27-11, 12:54 AM
Just tested the hospital ship and passenger ship at midnight, and sure enough, that trick fixed the solid black problem.:rock:
Just tested the hospital ship and passenger ship at midnight, and sure enough, that trick fixed the solid black problem.:rock:
Nice! Can you send me an update please?
SteelViking
05-27-11, 01:22 AM
Nice! Can you send me an update please?
Sure thing Zedi, also redid the texture for the hospital ship, I think you will like it. If not, I can always do more.
Just give me a second to upload it.
reaper7
05-27-11, 01:44 AM
Sure thing Zedi, also redid the texture for the hospital ship, I think you will like it. If not, I can always do more.
Just give me a second to upload it.
Just had a look at the NPRT Proteus and the reason it is rendering Black is due to there being to Embedded Image in the dat file. If you open the dat in s3d and look at the ship preview you will see its solid black. Just reimport one of the images in the ship folder to have a default texture. That should solve the Black Issue without having to adjust the rendering distances .
SteelViking
05-27-11, 02:04 AM
Just had a look at the NPRT Proteus and the reason it is rendering Black is due to there being to Embedded Image in the dat file. If you open the dat in s3d and look at the ship preview you will see its solid black. Just reimport one of the images in the ship folder to have a default texture. That should solve the Black Issue without having to adjust the rendering distances .
These ships do not share that problem Reaper7. Neither the passenger nor the hospital ship have embedded images. Plus every ship I import I take out the embedded images and use external ones. I find the concept of embedded images inefficient.
Also, the rendering distance needed to be changed, badly. That was why the guns were showing up black, and the shadow map was not being used until close distances were reached.
Thank you for looking into the issue though.
Many thanks SteelViking. Speaking about textures, I have a sugestion. Make/leave 2 textures entries for every ship as you did with few of them, even if booth textures are the same now. The reason is to give the opportunity to the community and other moders to create separate skin packs for these ships. Is why I suggest that these ships to have stock/default sh5 skin, nothing custom or any fancy stuff.
I had this idea when I was working on the texture for the first imported unit, the Elco boat and Sober already did a custom skin. Hope you understand what Im suggesting here.
SteelViking
05-27-11, 02:30 AM
Many thanks SteelViking. Speaking about textures, I have a sugestion. Make/leave 2 textures entries for every ship as you did with few of them, even if booth textures are the same now. The reason is to give the opportunity to the community and other moders to create separate skin packs for these ships. Is why I suggest that these ships to have stock/default sh5 skin, nothing custom or any fancy stuff.
I had this idea when I was working on the texture for the first imported unit, the Elco boat and Sober already did a custom skin. Hope you understand what Im suggesting here.
I understand what you are suggesting, but I have never seen those extra textures be used. I have fired the game up 100 times with those multiple textures enabled, and I always saw the same one. So I started cutting them out.
If someone knows how to setup the .cfg files to make them work I would be glad to make them like that.
Reaper7 didn't you figure out how to do this a while back?
Actually I saw this happening once in one of my test. I though that I used a wrong version of imported ships, then I realized that the ships can use multiple skins :yep:
SteelViking
05-27-11, 02:47 AM
Actually I saw this happening once in one of my test. I though that I used a wrong version of imported ships, then I realized that the ships can use multiple skins :yep:
Huh, well I will give it another shot. Lets see what happens.
Huh, well I will give it another shot. Lets see what happens.
lol.. you said that you wil be out of town for few days .. seems like you just cant stop from moding :haha: :up:
Many thanks SteelViking. Speaking about textures, I have a sugestion. Make/leave 2 textures entries for every ship as you did with few of them, even if booth textures are the same now. The reason is to give the opportunity to the community and other moders to create separate skin packs for these ships. Is why I suggest that these ships to have stock/default sh5 skin, nothing custom or any fancy stuff.
I had this idea when I was working on the texture for the first imported unit, the Elco boat and Sober already did a custom skin. Hope you understand what Im suggesting here.
I have seen at least Akita and Kasagisan change skins. I'm not exactly sure how the game switches them (it seems to like some skins more), but I have seen it work, at least in single missions. You can see this also in museum, when checking the same ship, but with different nations.
SteelViking
05-27-11, 03:40 AM
lol.. you said that you wil be out of town for few days .. seems like you just cant stop from moding :haha: :up:
:DNo, I can't stop modding. Actually I don't leave until Saturday morning. But, I plan to mod up until I have to drive to the airport.:up:
Stormfly
05-27-11, 07:06 AM
i see some problems on the horizon, i knew that the SH5 dev team had many problems fitting all the content into 512mb grafic card memory... with all that new different ships and skins it could easy lead to ctd`s and performance problems... so my question would be, if it would be possible creating also a DXT5 high compression version of the ship package.
SteelViking
05-27-11, 12:44 PM
i see some problems on the horizon, i knew that the SH5 dev team had many problems fitting all the content into 512mb grafic card memory... with all that new different ships and skins it could easy lead to ctd`s and performance problems... so my question would be, if it would be possible creating also a DXT5 high compression version of the ship package.
Darn, Stormfly, I actually meant to go ahead and compress all the textures. I will do that for the next version. I am usually opposed to compressing textures, because it does damage them slightly, but since we don't really get that close to the ships, you can't tell.
Thank you for reminding me.:salute:
Preformance should not be affected by the number of Ships, or skins...
Just look at Sh 3 and 4, they have MANY more ships and skins than 5 does.
Its the Model, and skin.
If you use Hi-Def stuff.... preformance drops.
Just Sayin..........
:salute:
SteelViking
05-27-11, 06:27 PM
Preformance should not be affected by the number of Ships, or skins...
Just look at Sh 3 and 4, they have MANY more ships and skins than 5 does.
Its the Model, and skin.
If you use Hi-Def stuff.... preformance drops.
Just Sayin..........
:salute:
Yes, good point. But, some of the stuff we are using here are high def textures.:yep:
Stormfly
05-27-11, 07:19 PM
performance is much more important than eye candy...
SteelViking
05-27-11, 11:07 PM
V1.1 released, see first post for details.:|\\
SteelViking
05-27-11, 11:10 PM
@Zedi, if you wish to release a new version of the campaign mod while I am gone(for 9days) feel free to take this latest version of the imported ship mod and use it. It has all my latest work. However, there are still some cleanup procedures that need done before we finalize anything. Such as texture compression and the like.
Cheers mate
:salute:
Many thanks for everything you did!
Bon voyage :salute:
Magic1111
05-28-11, 07:59 AM
V1.1 released, see first post for details.:|\\
Many thanks, will give it a try !!! :yeah:
Best regards,
Magic:salute:
Chevelless
05-30-11, 06:12 AM
Excuse me, but I always meet trouble when i try to download it from mediafire, page can not be shown.
Would you please to upload it to filefront/gamefront please??
Thanks!:salute:
Excuse me, but I always meet trouble when i try to download it from mediafire, page can not be shown.
Would you please to upload it to filefront/gamefront please??
Thanks!:salute:
Try this direct link, should work:
http://download303.mediafire.com/gjehcj29bcog/e86lhz8rjp6y1p1/Imported+Ship+Pack+V1.1.7z
Chevelless
05-30-11, 07:36 AM
Try this direct link, should work:
http://download303.mediafire.com/gjehcj29bcog/e86lhz8rjp6y1p1/Imported+Ship+Pack+V1.1.7z
It works!! wooooow!!!
Thank you sir=)
Fantastic!
Great job SV and all those involved. Very nice indeed. :up:
im sure you are aware of this already, but just in case -the only very minor glitch i could see was that the texture for guns and search light isn't showing up in the museum, (and sorry if its already been mentioned)
http://i286.photobucket.com/albums/ll118/v11cu96/SH5Img2011-05-30_1431.jpg
Targor Avelany
06-06-11, 03:29 PM
I spotted the same problem in Total Germany campaign yesterday. I also spotted a ship without a flag whatsoever.
I think I took the screenshot, so you could see if this is one of the ships from this very nice mod.
I spotted the same problem in Total Germany campaign yesterday. I also spotted a ship without a flag whatsoever.
I think I took the screenshot, so you could see if this is one of the ships from this very nice mod.
Yes, the plain looking weapons are missing shadow maps, for some reason they won't render fully, I think it's a shader problem. I've wasted many hours looking into that, but there doesn't seem to be any fix for that.
The ship with no flag belonged probalby to some new nation that didn't have any flag yet. Zedi's new campaign will add new flags to every nation that is in the game.
SteelViking
06-06-11, 04:57 PM
I will look into why the SH4 shadow maps are not rendering. No, I don't think it is a shader problem. Should be a .dat problem. Black guns problem is fixed in latest version.
I will look into why the SH4 shadow maps are not rendering. No, I don't think it is a shader problem. Should be a .dat problem. Black guns problem is fixed in latest version.
If you delete the "UnifiedrenderController" in the ship's dat, all the guns and equiptments are rendered fully, even SH 5 guns. The bad part is that then your ship will look bad and plain, it doesn't use the occlusion map.
In SH4guns.dat the textures use texture map controller but it seems it doesn't work. And if you add "UnifiedRendercontroller" it will crash the game or show some weird graphical things. But good luck with this, I'm sure it's fixable somehow.:DL
TheDarkWraith
06-07-11, 09:07 AM
In SH4guns.dat the textures use texture map controller but it seems it doesn't work. And if you add "UnifiedRendercontroller" it will crash the game or show some weird graphical things. But good luck with this, I'm sure it's fixable somehow.:DL
That's because the UnifiedRenderController is already active on the parent unit (ship). All you need to do is add occlusion maps to the guns.
That's because the UnifiedRenderController is already active on the parent unit (ship). All you need to do is add occlusion maps to the guns.
I have tried it but no luck. The guns occlusion map file was right where it needed to be, but it just didn't show up in game. I think i wasted a day or more trying to get them show, tried different controllers etc., so I don't want to go there again... But ofcourse others are welcome to try too :D
SteelViking
06-08-11, 07:10 PM
Hey folks, I could use some reports of how the latest ship package is working.
stoianm
06-08-11, 10:46 PM
Hey folks, I could use some reports of how the latest ship package is working.
Yesterday i noticed that the flag was frozen (the ship name was steelviking medium ....) and also i think the damage rezistance is to low... i shoted 3 deck gun on it and it was enough... for others i must to shoot much more... do you think you can increase a bit?
SteelViking
06-08-11, 10:51 PM
Yesterday i noticed that the flag was frozen (the ship name was steelviking medium ....) and also i think the damage rezistance is to low... i shoted 3 deck gun on it and it was enough... for others i must to shoot much more... do you think you can increase a bit?
Absolutely, I can fix that. Which ships are only taking that many shells? Just the medium?
Sepp von Ch.
06-09-11, 02:57 AM
[QUOTE=stoianm;1680208]Yesterday i noticed that the flag was frozen (the ship name was steelviking medium ....) QUOTE]
I have the same problem - only by merchant ships in convoy, but he replied that the problem is in my graphics:hmph:
Stormfly
06-09-11, 05:29 AM
i had that problem also, but just together with Han Solo`s Harbour Addition_Environment Enhancement Mod v0.5
Sepp von Ch.
06-09-11, 06:17 AM
I use HanSolo´s earlier version 0.1. You think the problem is in this mod Stormfly?
Stormfly
06-09-11, 06:23 AM
i know nothing, its just a report... hope its only a incompatibility.
stoianm
06-09-11, 07:20 AM
Absolutely, I can fix that. Which ships are only taking that many shells? Just the medium?
i noticed only for the medium one... i dunno for others.. i will report if i will notice something else:up:
stoianm
06-09-11, 07:21 AM
i know nothing, its just a report... hope its only a incompatibility.
i did not used han's mod when i had that problem
Stormfly
06-09-11, 07:49 AM
i did not used han's mod when i had that problem
hmm than it could be more than that, did you tryed it with vanilla only ?
Arclight
06-09-11, 08:07 AM
Any objections to including these in BRF? :06:
HanSolo78
06-09-11, 10:12 AM
I use HanSolo´s earlier version 0.1. You think the problem is in this mod Stormfly?
My habour mod does not touch anything from ships.
Has to be another problem ;)
SteelViking
06-09-11, 12:11 PM
Any objections to including these in BRF? :06:
You mean you want to include these ships in BRF, and make the necessary tweaks to them? By all means go right ahead:up:
@ Everyone, I absolutely cannot reproduce any flag freezing problems with this mod. I can't fix a problem I cant see.
Arclight
06-09-11, 12:43 PM
You mean you want to include these ships in BRF, and make the necessary tweaks to them? By all means go right ahead:up:
Yep, tweak the flotation where "nescesary" and put it into an add-on mod. And thanks. :salute:
TheDarkWraith
06-09-11, 01:00 PM
Yep, tweak the flotation where "nescesary" and put it into an add-on mod. And thanks. :salute:
Feel free to use the new zones I made for FX_Update if you want (only for merchants) :up:
SteelViking
06-09-11, 01:07 PM
Yep, tweak the flotation where "nescesary" and put it into an add-on mod. And thanks. :salute:
The flotation itself is pretty good now, but I think you could work wonders on the damage model and sinking behavior.
Would I be allowed to include your files in the mod just so I can keep everything consolidated on these ships?
@TDW we still have issues with the FX sounds. Changing the values in the .zon to point to entries in the zones.cfg does not fix the problem. Any incite on what else to try?
Stormfly
06-09-11, 01:11 PM
My habour mod does not touch anything from ships.
Has to be another problem ;)
perhaps (on some systems) there is some kind of maximum polygon or model limitation which cause the engine to stop flag animations... i saw that also with a crew member happen some time ago.
SteelViking
06-09-11, 01:27 PM
perhaps (on some systems) there is some kind of maximum polygon or model limitation which cause the engine to stop flag animations... i saw that also with a crew member happen some time ago.
Well, I know that Zedi and the gang are working on a new flag.dat so, lets not panic yet. Maybe they can straighten it out.
Arclight
06-09-11, 01:54 PM
Feel free to use the new zones I made for FX_Update if you want (only for merchants) :up:
Thanks, that had me worried a little: hard to balance the ships when they all share the same zones. :yep:
Should really do a BRF 2.0 at some point with a greatly expanded zones.cfg, but we might get there with what we have now.
The flotation itself is pretty good now, but I think you could work wonders on the damage model and sinking behavior.
Would I be allowed to include your files in the mod just so I can keep everything consolidated on these ships?
Well yes, obviously. As long as it doesn't turn up in some payed-for mod I really don't care what people do with it. ;)
TheDarkWraith
06-09-11, 01:56 PM
Thanks, that had me worried a little: hard to balance the ships when they all share the same zones. :yep:
Should really do a BRF 2.0 at some point with a greatly expanded zones.cfg, but we might get there with what we have now.
I changed the damage/flooding model for the merchants by definig/using the new zones I made. We should consolidate work so we don't have incompatibilites. What needs to be done is a new damage/flooding model needs to be completed for the warships.
Arclight
06-09-11, 02:42 PM
Right, erm... I guess I could rework the whole thing using your modified zones.cfg, balance it with that. I could go about adding more to it to accomodate warships, but I would have to "study" what you did there first, figure out the how and why.
Thing is, I'd much like to keep a separate version for people who don't use the collected awesome of your compilation. Would a BRF version only using your modified zones.cfg work properly on a stock game, or would that lead to references to missing effects and such?
These new ships aren't based on that zones.cfg, right? Don't see it in the package at least. I'm more inclined to work with the stock one, tweak the flotation, and then after release redo BRF + these additional ships based on your zones.cfg. (just really don't like basing a mod on a mod, gets messy quick)
SteelViking
06-09-11, 08:27 PM
Working on importing the TypeIX as an AI unit.:D Now this will take a ton of work, and there is no telling if I can get everything to work right, so please be patient. However, I do already have it showing up in game and have some basic functionality.:|\\
About the Flag Freeze problem...
I thought that our flag-additions mod would take away the problem, but that wasn't the case. I'm not sure if it's because of the imported ships or the rest of the Zedi's campaign that is causing the bug.
It seems to be a random thing: Yesterday I played Zedi's early test version of the Das Campaign mod (it included some imported ships). Every british merchant ship had frozen flags, stock ships and imported ships. After I quit the campaign, I went to Museum and saw the same thing. Now today I tested it again with the same mods, played the campaign, spotted one merchant and it's flag was working okay. I checked the museum and no problem there either... Weird...
So what are the exact conditions of your freeze flag problems? Are you playing some version of Zedi's campaign or just the imported ships? Are the flags frozen on imported ships and stock ships also? And is it always just the british ships? We must somehow get rid of this, we don't need more bugs :D.
stoianm
06-12-11, 07:13 AM
i had frozen flag only with this mod last version... i did not used zedi's campaign mod
Sbygneus
06-12-11, 01:33 PM
Working on importing the TypeIX as an AI unit.:D Now this will take a ton of work, and there is no telling if I can get everything to work right, so please be patient. However, I do already have it showing up in game and have some basic functionality.:|\\
screenshot, screenshot, screenshot....!:D
i had frozen flag only with this mod last version... i did not used zedi's campaign mod
Did some more flag-testing and managed to reproduce the bug. I had spotted many ships, imported and stock and everything was okay. But finally I encountered a really nice looking, friendly Romanian merchant, Rongel Small Old Split Freighter :D. With a frozen flag... I saved, went to museum and there also romanian ships and also portugese ships had frozen flags. I exited the game, started again and loaded my save and the romanian ship had it's flag waving nicely in the wind again...
This seems to be totally random bug, and that ofcourse makes fixing it more difficult... :nope:
The frozen flag its extended to the stock ships too, usually the brit ones have bigger chance to get their flags frozen. No idea how come a imported ships can affect the stock ships, but I noticed this bug since playing with the new imported ships.
There are also other weird bugs.. like now the wake of my boat is missing, need to save/load several times to have it back. Not to mention that I have a crash caused by the MSVCR90.dll wich is related to C++ and directx. We manage to get one good thing on the table, but also get 3 bad with it.
TheBeast
06-12-11, 07:07 PM
Working on importing the TypeIX as an AI unit.:D Now this will take a ton of work, and there is no telling if I can get everything to work right, so please be patient. However, I do already have it showing up in game and have some basic functionality.:|\\
Yeah, the GWX guys that did the Type-XIV had everything working on that model with one very strange issue.
Every time the boat would dive it went straight to the bottom.
This is why they never released it.
Maybe fudging the Sub physics could resolve that issue.
Also since it is AI unit, shouldnt it just automatically respawn?
Madox58
06-15-11, 05:36 PM
Yeah, the GWX guys that did the Type-XIV had everything working on that model with one very strange issue.
Every time the boat would dive it went straight to the bottom.
That issue was solved a VERY long time ago.
You just never got the correct files.
SteelViking
06-16-11, 11:26 AM
The real problem is that the textures were mapped wrong.
Now that I had plit the fteel in coastal and ocean merchants, there is space for some new big ships. Maybe few from JU's pack would be cool as he created some nice ships, but he have problems with importing them into SH5.
Madox58
06-16-11, 06:14 PM
The real problem is that the textures were mapped wrong.
If you refer to the type 14?
You also never got the final files.
All issues were solved and it was released but very few bothered to download them.
I deleted all files concerning the type 14 Months ago.
You are just now catching up.
If you refer to the type 14?
You also never got the final files.
All issues were solved and it was released but very few bothered to download them.
OK, I am going to bite... Very few bothered to download them? Did you release the final files in this forum? If you really wanted to share the files with the community you would have released them here...
I deleted all files concerning the type 14 Months ago.
You are just now catching up.
So what ?? Who cares about what you can do modding SH5 if you are not going to share it with the community?
Txema
Madox58
06-17-11, 06:23 PM
Your just so cute I almost wish I cared anymore.
:nope:
Why not do us all a big favor and demand I am keelhauled?
Or are you also to lazy to do that?
iambecomelife
06-18-11, 12:13 AM
Now that I had plit the fteel in coastal and ocean merchants, there is space for some new big ships. Maybe few from JU's pack would be cool as he created some nice ships, but he have problems with importing them into SH5.
I'll take care of that! :salute:
I just need some time; in a couple of months I will be finished with my studies. Then it will be back to merchant-making!
Not to knock the developers' work, but many of the models from SH3 and SH4 have repetitive texture mapping (no way to add ship names, funnel colors, neutrality flags, etc). it would be better to make new ships from scratch than to just rely on "retreads" from prior Silent Hunter games. I have already modeled some symmetrical mercantile hulls that allow for more detailed skins. Plus the game seems to work well even with huge ship textures of 2048x2048, etc.
WWII merchants often had very interesting paint schemes and this game is well equipped to display them; it would be a shame not to use the SH5 engine to its full potential.
http://i33.photobucket.com/albums/d54/iambecomelife/neutral-ship.jpg
SteelViking
06-20-11, 12:57 AM
Actually iambecomelife some of what you are suggesting CAN be done with the use of shadow mapping. Just look at the hospital ship. Someone just needs to do the work to make more skins.
Anyway, I am giving up on the submarines. Just too many problems for one person to try to fix by himself. I am going to go back to importing ships. Since Zedi thinks we have some room for bigger ships I suppose that's what I will concentrate on.
If anyone has the latest files on the type XIV I would love to have them, otherwise I am dropping it as a possible import.
LordNeuro"Serbia"
06-20-11, 05:37 AM
I would love too see the name on the ship and same new paint schemes. I guess it is a lots of work and u cann not make ship name random (u would gett the same ship name) but it would be wery cool. Maybe it is possibole too make couple wariants for same ship with difrent skin and name and make for all the merchants. But i guess it is a wery much work too be dan. I m sorry for lecking skill in moding or texturing. I would love too make contribution too too gr8 work u r doing.
THE_MASK
07-17-11, 04:37 PM
I had a ctd when i clicked on the fire deck gun button using TDW Ui mod . This was aiming at the coastal fishing boat . Funny thing was i did the same thing previously and didnt get the ctd .
Chevelless
07-18-11, 07:34 PM
will this mod be upgraded with shadow/reflection fix and more ships such as C3 Cargo/T2 tanker/Auxilarys/J Class Destroyer/C Class Destroyer and so on added??
Hope for a more fantastic upgrade and fix=)
philimeister
07-19-11, 09:36 AM
do these new ships also show up on the recognition manual when i turn on tdc?
lesec74
07-19-11, 10:10 AM
hello,
with these new ships,I've a problem:They are brillant like a light.I've install OH II full.
Many thanks for your help
Stormfly
07-19-11, 12:11 PM
hello,
with these new ships,I've a problem:They are brillant like a light.I've install OH II full.
Many thanks for your help
what means the expression of "They are brillant like a light" :06:
lesec74
07-19-11, 02:02 PM
hye,
the structure is like phosphorescent!!
thanks
Stormfly
07-19-11, 08:16 PM
could it be that the texture of the ship is not showing (model complete white) ?
how much video ram do you have ?
lesec74
07-20-11, 02:45 AM
Hi stormfly,
many thanks.My video card is ATI radeon HD3850 512 mo.You're right, the boats are white!and flashing????
thanks
U-Falke
07-21-11, 04:17 PM
Where is the link??
Sepp von Ch.
07-22-11, 02:17 AM
Where is the link??
In the first post, as usually...
http://www.subsim.com/radioroom/showpost.php?p=1669406&postcount=1
Link here: http://www.mediafire.com/?e86lhz8rjp6y1p1
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