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View Full Version : Hello All, I need Help for Release a new Shark


JoCreation
08-19-12, 04:31 AM
Dear friends,

Im working on the Release of my "JoC-SH3-WW1-Project". My project approaches the semi final. All my Ships of the release bevor are reworked and some bugs in the essential-pack are nearly fixed and my new models
are finish.
I found my old Shark-Project of 2008 on my disk and I whould it releas again in my new version.
http://img577.imageshack.us/img577/6544/jocnewhaipromo.jpg

Now I have problems with the Zon-configuration. I would create a real kill mode for this shark. The Entries of Material-Dat and Partikles-Dat are finish and work without problems. Now, I will create in the zones.cfg a new Entry of Zon-Type, like "213=AnimalBlood", so I need the Program

Damage Effect Editor, released by VanHelsching in 2007.

Can anyone help me to find this program?

Best Regards
Jo

Hans Witteman
08-20-12, 02:51 AM
Hi mate,

Nice shark there, to my knowledge you don't need another program for this then S3d editor.

Best regards Hans

JoCreation
08-20-12, 06:26 AM
Hello Hans,

My problem is not to create a zon-dat. I have many experiance with Silent3D. My problem is to create a new zon-entry in the zones.cfg

At first I create a new material, like blood as a new material dat, like JoC-Materials. It works without problems. Then I create a new entry in a copy of Particles.dat. With ParticleGenerator I create a blood-trace. It works also without problems.

I want a new entry of a damage-effect in the zones.cfg, so I need a algorhymus to create a new effect.

As a zones-type I have the entry "213=AnimalBlood. With the program

"GWX Damage Model version 1.9
February 2007, by VonHelsching"

my measures would goin' to be a success. It could help me a lot.

Thank you for your reply

Best Regards
Jo

U570
08-20-12, 06:28 AM
try using the Particle.dat name of your animal blood as your effect name. Should work a charm. I hope.

Rubini
08-20-12, 10:57 AM
Hello Hans,

My problem is not to create a zon-dat. I have many experiance with Silent3D. My problem is to create a new zon-entry in the zones.cfg

At first I create a new material, like blood as a new material dat, like JoC-Materials. It works without problems. Then I create a new entry in a copy of Particles.dat. With ParticleGenerator I create a blood-trace. It works also without problems.

I want a new entry of a damage-effect in the zones.cfg, so I need a algorhymus to create a new effect.

As a zones-type I have the entry "213=AnimalBlood. With the program

"GWX Damage Model version 1.9
February 2007, by VonHelsching"

my measures would goin' to be a success. It could help me a lot.

Thank you for your reply

Best Regards
Jo

I guess that this software was never released for public use. Perhaps GWX team members have it. Ask to Privatter.:03:

JoCreation
08-20-12, 12:28 PM
Hello Rubini, Hello all

I starts a privat message to Privateer. Thanks for your advice. For other thinks, I give you a lot of credits on my recent project.

Best regards
Jo

Hans Witteman
08-20-12, 05:11 PM
Hi mate,

You only need to add corresponding damage entry in zone.cfg as an ex:

192=pescarus

----------------------------------------
pescarus
----------------------------------------
[Pescarus]
Multiplier=1.0
Flotability=0.0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=75

Also don't forget to add box to your object because the box is link to the damage entry and as a bonus you can change destructible to yes and do an animated model of the shark with bullet holes slowly sinking to the bottom.

Work fine here and here a thread explaining in detail damage and zone on another forum: http://forum.kickinbak.com/viewtopic.php?f=70&t=1378
Best regards Hans

Hans Witteman
08-20-12, 10:14 PM
Hi again,

I forgot some important infos, if you made a completely new .dat for the shark the game won't recognize it so if this is the case clone a small ship and remap all id and delete the stuff you don't need re import your shark model under the main ship node and everything should work fine.

You can use the same procedure if you want to have destructible seagull use a plane node!

Don't forget to modify the zone file link to the small ship to have less armor for a shark.

Best regards Hans

JoCreation
08-21-12, 04:06 AM
Hello Hans,

Many thanks a lot for your Help. I'll test your entries now. all other preperations are finish and works fine. Only this entry I must add into the zones. cfg

ad first

213=AnimalBlood

Then next, your Entry

[AnimalBlood]
Multiplier=1.0
Flotability=0.0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=75
effect=#AnimalBlood -> new entry in the Particles.dat


In the Particles.dat -> new entry at the bottom of file

#AmimalBlood
- FastParticleGenerator -> create the bloodtrail



In the JoC_Materials.dat -> create a new entry "AnimBlood"

for this task, I need a tga of blood and a 3d-plattform to color it with the
blood-Tga.

to switch back into the Partikles.dat

- FastParticleGenerator
-> BitmapParticles -> A Link to the Blood-tga into the Joc-Materials.
-> colors -> I changed the colors from pink, black and white into red.


I hope, that is the whole task to create a Shark-Kill

Many thanks a lot. I give you credits to the next release of my project.

Best regards
Jo

Hans Witteman
08-22-12, 01:49 AM
Hello Hans,

Many thanks a lot for your Help. I'll test your entries now. all other preperations are finish and works fine. Only this entry I must add into the zones. cfg

ad first

213=AnimalBlood

Then next, your Entry

[AnimalBlood]
Multiplier=1.0
Flotability=0.0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=75
effect=#AnimalBlood -> new entry in the Particles.dat


In the Particles.dat -> new entry at the bottom of file

#AmimalBlood
- FastParticleGenerator -> create the bloodtrail



In the JoC_Materials.dat -> create a new entry "AnimBlood"

for this task, I need a tga of blood and a 3d-plattform to color it with the
blood-Tga.

to switch back into the Partikles.dat

- FastParticleGenerator
-> BitmapParticles -> A Link to the Blood-tga into the Joc-Materials.
-> colors -> I changed the colors from pink, black and white into red.


I hope, that is the whole task to create a Shark-Kill

Many thanks a lot. I give you credits to the next release of my project.

Best regards
Jo

Hi Jo,

Glad i can help you on this since the info on this seem top secret here!:k_rofl:
More info since again i forgive to mention in last post;

It seem correct following your post but your naming convention could be more clear like instead of naming it animalblood i would have name it this way

213=Shark

---------------------------------------------------------
Shark
---------------------------------------------------------

[Shark]
Multiplier=1.0
Flotability=0.0
HitPoints=10
Destructible=Yes (This way when the shark die you can replace the living one with the dead shark slowly falling to the deep cripple with flak bullet holes)
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=75
effect=#AnimalBlood -> new entry in the Particles.dat

Remember to link the box in the zone file to your node ex;

min
max
type=213
Armorlevel=-1.0
linkto=0x0000000000000000

And very important that i forgot to tell you yesterday change or add if you don't have one yet in your shark folder the unit call cfg.

[Unit]
ClassName=Shark
UnitType=13 (If you use a clone ship)
MaxSpeed=0.000000
MinSpeed=0.000000
Length=11.5
Width=13.8
RenownAwarded=10

Take note that if you do any kind of edit in the zone file you will have to restart a new campaign each time you want to test your unit if you don't you will Crash to desktop.

With this you should have a mortal shark to slay!

Tip: If you also want some sharks underwater just use a submarine clone node and name it SharkU, U for underwater and accordingly name the one done with a ship clone SharkS, S for surface.
Note that with a sub node your shark will always be at the same depth you set to make the shark reaching different depth just use an animated shark.

Best regards Hans

JoCreation
08-22-12, 03:13 AM
Hello Hans,

:up:Many, many thanks for your help. you are the light into my ignorant darkness:up:

You get credits of my project.

If you need any help, please contact me. I owe you a favor.

Best regards
Jo

Hans Witteman
08-22-12, 01:50 PM
Hello Hans,

:up:Many, many thanks for your help. you are the light into my ignorant darkness:up:

You get credits of my project.

If you need any help, please contact me. I owe you a favor.

Best regards
Jo

You are welcome my friend and i can remember that not so long ago i was also very ignorant about SH3,

As for the favor just send in the picture of your work here for all to share.

God what have i done because of me all sh3 shark will be slaughter!

I think i will put a green peace ship to help them out:k_rofl:

Best regards Hans

reaper7
08-22-12, 05:15 PM
https://encrypted-tbn1.google.com/images?q=tbn:ANd9GcT65h4coXIKmNFcmuo5CNwK5hR-1rLworZKW-4ofpk-vuYbSOVrjw

Look forward to Seeing your shark, just hope its not when I'm sinking.