View Full Version : [WIP] Playable Flower Corvette
Castorp24
01-02-12, 07:35 AM
I'm working on a playable Flower Corvette, thanks to the instructions that Peabody gives in this link http://www.subsim.com/radioroom/showthread.php?t=170464.
The ship works already, I'm planning of making her career playable, but at the moment I'm stuck trying to fix the weapons and positioning a watchman that appears "flying" in front of the bridge :DL
Does anybody know which files do I need to edit, or is in S3D that I need to work? As you can see, the flag needs some tweaking, too.
Any help appreciated, thanks in advance!
http://img689.imageshack.us/img689/6603/flowerco.png (http://imageshack.us/photo/my-images/689/flowerco.png/) Uploaded with ImageShack.us (http://imageshack.us)
EDIT:
Well, itīs been some time now... As explained further below, my bike and RL intruded in the project, and I would like to apologize for creating unfulfilled expectatives... My little project is interrupted since I canīt find much spare time now, but I thought I would leave a link here so that anybody can feel free to try/improve this little warship. I might go on working on it in the future. Thanks a lot to Peabody, cdp44, sidslotm and all those people whose knowledge and generosity allowed my starting to tweak subs and ships.
Oh, the ship is far from finished and itīs not career enabled, but itīs playable. It comes in two versions: US and Registered hot Nurse (see replies below).
Install via jsgme. Hereīs the link:
http://www.gamefront.com/files/22477392/playableflowercorvette_rar
sidslotm
01-02-12, 09:47 AM
Brilliant idea :up:
I know you can move the watchmen with S3D in the conning.dat file for the sub your using. The watchmen come under labled a wcs_01_dummy ect.
you just have find the node for the watchman and move the co-ordinace where you want him.
I expect the rest of the issues can be sorted by S3D as well.
Castorp24
01-02-12, 10:47 AM
Thank you, sir :DL
chrysanthos
01-02-12, 11:51 AM
when you finished her can you make a heavy cruiser maya playble for german side please?
Castorp24
01-02-12, 03:01 PM
when you finished her can you make a heavy cruiser maya playble for german side please?
I'm afraid I'm more focused on smaller ships. Likely, my next ship will be a playable Black Swan Sloop (I'm looking forward to playing a Royal Navy campaign in the Mediterranean, if someone takes the time to make it :03:).
So I can't promise anything in the short term.
Anyway, you should take a look at Peabody's explanation of the process. I'm no modder and still was able to make it work on my first attempt (beginners luck?). It's time consuming (several hours) but I wouldn't say it's difficult. Why don't you try?
USS Drum
01-02-12, 05:26 PM
Can you make a playable PT boat?
Castorp24
01-02-12, 05:55 PM
Can you make a playable PT boat?
I guess I could... when I have time. Again, Peabody has made this possible for all of us when he generously made available the process in the above mentioned thread. The more people making playable ships, the best for all of us. I would like to encourage you guys to give it a try. If a clumsy fellow like me could do it, a lot of people will be able to do the same.
peabody
01-02-12, 05:58 PM
Brilliant idea :up:
I know you can move the watchmen with S3D in the conning.dat file for the sub your using. The watchmen come under labled a wcs_01_dummy ect.
you just have find the node for the watchman and move the co-ordinace where you want him.
I expect the rest of the issues can be sorted by S3D as well.
Just a note, sidslotm. I don't know how he is building the ship, but he did comment on my post, so if he is using that as a template it will not have a conning.dat. I take all the conning tower elements in .dat, .sim etc and the upc and put them into the ships .dat, .sim etc and upc (or upcge). That way it eliminates the numbering problem with "UnitParts" section, since the only reason the conning towers are separate is so they can be upgraded during the war.
So the wcs_01_dummy and the flag will be in the corvette.dat. So that is the answer to correct it, but may be the wrong file. The easiest way to find it, is to look for a yellow dot that is hanging in mid air in S3D. Select it and it will tell you which one it is. Some of the watch crew only show in game when you are at battlestations. The yellow dot for the crew will be on the feet, the yellow dot for the flag will be centered at the leading edge, just put the dot on the object you want it attached to.
Peabody
Castorp24
01-02-12, 08:00 PM
...if he is using that as a template it will not have a conning.dat.
Actually I used cdp44īs Armed Tug...
http://www.subsim.com/radioroom/showthread.php?t=188786
...instead of your Asashoi, because at the beginning I thought that a small ship should be made from another small one... :rotfl2: I will ask cdp44 if he is ok with my using his tug before I release the corvette.
Iīll be busy for a couple of days, then Iīll be able to go back to my desk and check if thereīs a conning.dat in the ship. Thank you so much to both of you for the help. I felt so proud when I first tried it and there she was in the water :salute:
sidslotm
01-03-12, 04:18 AM
Just a note, sidslotm. I don't know how he is building the ship, but he did comment on my post, so if he is using that as a template it will not have a conning.dat. I take all the conning tower elements in .dat, .sim etc and the upc and put them into the ships .dat, .sim etc and upc (or upcge). That way it eliminates the numbering problem with "UnitParts" section, since the only reason the conning towers are separate is so they can be upgraded during the war.
Peabody
thanks Peabody :up:
Castorp24
01-04-12, 01:17 PM
There she is raiding a merchant in "Photo Reckon" quick mission:DL
http://img94.imageshack.us/img94/7896/raidxk.png (http://imageshack.us/photo/my-images/94/raidxk.png/) Uploaded with ImageShack.us (http://imageshack.us)
Finally I had some time to go on tweaking the ship. Thanks again for all the help to peabody and sidslotm and no, there wasn't a conning.dat:). The watchmen and flag are in reasonable positions now. I removed two redundant AA guns and a fore turret. To my surprise, and without any editing, AA guns and the front turret (the not-redundant ones) work properly whether they are AI manned or used by the player. Surely cdp44 must take the credit for that.
But as you can see, I couldn't figure out how to make that flag get some stars and stripes (I'd like to release a RN version, too).
http://img808.imageshack.us/img808/2193/flag.gif (http://imageshack.us/photo/my-images/808/flag.gif/) Uploaded with ImageShack.us (http://imageshack.us)
Damagewise, the corvette gets hull damage and is sinkable. Sometimes one part of the ship (not sure if it's always the same, maybe the periscope, I don't remember) gets slightly damaged and is put in the repairing list, but usually that happens when the ship is about to be sunk...
PS: The moment I learned how to display the 3D model of the ship, I couldn't believe how simple it is sometimes to work with S3D. Now I understand why skwasjer is so respected here...
peabody
01-04-12, 01:41 PM
But as you can see, I couldn't figure out how to make that flag get some stars and stripes (I'd like to release a RN version, too).
http://img808.imageshack.us/img808/2193/flag.gif (http://imageshack.us/photo/my-images/808/flag.gif/) Uploaded with ImageShack.us (http://imageshack.us)
Just above the ship image, click on "Linked 3D Model". A box will show that has the 'Material ID" and "Name". Under "Name" should be "American.tga", under the Material ID should be the ID for the node that is called "American.tga" (near the top of you list on the left.)
If that info is not there, just click on the "Add" button and it should show a list of the available materials. The materials/textures are those nodes with the four colored circles in front of them. When you click 'Add' it shoud show the two that say "<empty>" and the one the says 'American.tga', and there may be others if there are some not showing in your image. Select the one that says 'American.tga" and it should give you the flag.
You also commented you would like a RN version, I don't know why you want one for a Registered Nurse....:03:. (kidding of course)
Here is a little trick you may or may not know, depends on if you read about S3D. What you need to do is get the material for the Flag from library/flag.dat. There are two materials:
1. British.tga
2. British_M2.tga
If you open the node and look at the child node embedded image you will see one is white, one is red. I know for some countries one is commercial ships, one is military. i do not know if that is correct for the British.
Now for the little 'trick'. You need to copy and paste it into the ship.dat file. If you use 'copy' you only get one line, there are three nodes to the material.
1. Material
2. Embedded Image
3. Label
To get all three use the keyboard, hold Shift+Ctrl and press C. That will copy all three lines. Come back to the ship.dat and Paste. Then open the "Linked 3D Model" and delete the American.tga and 'add' the British.tga. Done, new flag.
Then if you want to, you can go to the Roster and change American to British, and then change it in the ship.upc file (Nationality=) It is not a big deal except the US did not enter the war until Pearl Harbor was attacked, but that is when the game starts unless you use a MOD that changes that to an earlier date when British ships would be hostile to Germany but the US ship would not be.
Hope that helps.
Peabody
Castorp24
01-04-12, 01:51 PM
That was fast :DL , thank you so much
peabody
01-04-12, 02:09 PM
That was fast :DL , thank you so much
You answered before I finished :haha:. I edited it to include the instructions to do a British flag. Also I worded it bad, there are two British flags, you only need one material, not both. Which ever flag you are going to use.
And to show textures, switch those 4 bulb-like buttons above 3D view window.
Cdp44
Castorp24
01-04-12, 03:31 PM
:up:
Castorp24
01-05-12, 01:28 PM
You also commented you would like a RN version, I don't know why you want one for a Registered Nurse....:03:. (kidding of course)
http://img820.imageshack.us/img820/7114/nursepinup.gif (http://imageshack.us/photo/my-images/820/nursepinup.gif/) Uploaded with ImageShack.us (http://imageshack.us)
peabody
01-05-12, 02:17 PM
:har::har:
Castorp24
01-06-12, 03:57 PM
Great, the ship has a proper flag. :DL
Now, I think I have bookmarked some instructions somewhere here in the forum about making it career playable, so I'll leave that be for the moment. What I can't figure out is how to make this rear gun work.
http://img85.imageshack.us/img85/8079/reargun.gif (http://imageshack.us/photo/my-images/85/reargun.gif/) Uploaded with ImageShack.us (http://imageshack.us)
I don't even know what kind of gun it is. I read from wikipedia that these corvettes had sometimes a "pom-pom" gun (funny name, btw). I guess the reason it doesn't work (AI or player manned) is that cdp44's tug didn't have this kind of weapon on it.
Could someone point me in the right way? Thanks for your patience, guys... :oops:
That is 40mm Bofors AA and Iīm certain that my tug has at least one of those. As to make it work, the guns are defined in two files, *.sim (obj_turret records, you have to find the right one, or create new one) and *.dat (placement on shipīs model).
The node in *.dat file is a parent node for the record in *.sim file (for example A01), you copy its id and paste it into parent id in apropriate entry in *. sim file.
Just look at my Armed Tug, I put labels there to make identifing easier.
Cdp44
Edit: Just checked, the tug has even two of those. Oh and nice nurse by the way.:salute:
Castorp24
01-06-12, 05:46 PM
My mistake, sorry :88) Given the size of it, I had assumed from the beginning it "had to be" a deck gun, not an AA one, and because of that, when I tried the artillery against some merchants and DDs and saw that only the front turret was firing, I also assumed that it "didn't work". But anyway, now I now where to look at in order to tweak with weapons. Thanks again, cdp44 :03: I'll try to find some aircraft and double-check that it works in the corvette.
Obj_Turret in ships sim file is only for tweaking the traverse and elevation of the gun on the ship, for example you can use it to limit the turning of the turret so it wonīt be able to shoot straight forward in the case of this one, since there is an obstacle.
To edit the gun itself, you need to find the gun in guns_radars files (there are three of them, dat, sim and zon). In case of my ships it is guns_radars_05. In this sim file you can edit shell speeds, ammo count, range, rate of fire and so on.
Cdp44
Castorp24
01-06-12, 06:57 PM
Great, thanks again. I found a plane and this AA gun actually followed the target. I didn't see it firing, but that doesn't mean it doesn't work, since it turns at a slower rate than "regular" smaller AA guns. I'll try again, just to make sure that it fires at targets. It seems to work, though, otherwise it would remain static, I guess.
Castorp24
01-10-12, 07:43 AM
WIP temporarily interrupted due to a little fracture in my shoulder (I fell off my bike) :damn:
Hylander_1314
01-10-12, 06:18 PM
Oh man.............., that sucks!
Castorp24
01-11-12, 07:28 AM
Oh man.............., that sucks!
It does... :)
Sorry for any inconvenience.
I'm improving quickly and I manage to type, so I guess this weekend I'll come back. Since everything else seems to be ok, the next step will be enabling the ship for a campaign. Then it will be released.
Castorp24
10-20-12, 12:59 PM
*Bump*
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.