View Full Version : [WIP] MEGA-mod for CREW MEMBERS
silentmichal
09-12-12, 08:43 AM
//EDITED 31st of August, 2018//
//CREATED September 12th, 2012//
Hi everyone!:Kaleun_Salute:
I'm working now on a modification of sub's crew. This mod changes the behavior of the crew: they walk (not teleport), climb the ladder, and overall now it seemes to be more realistic. I'm still working on this MOD, this is beta version. The latest version of this mod is 0.3b. I'm working now on compatible with TDW UIs and another mods. Also I'm adding next 6 crew members, because in the real u-boat VII C there were 44 people. Now, with my mod there are 38 crew members). It's based on MightyFine Crew Mod (by Heretic), and PE_MORE_CREW (by Paris England).
Features:
+ Now, there are 38 crew members (in stock version - 29)
+ Crew members don't teleport - now they're walking on the U-boat
+ Animations are quite ok
+ When bad weather, crew isn't on the deck (only this added)
+ Mod is compatible with JSGME.
And, unfortunately, awful lots of bugs (known):
- The crew comes upon himself,
- Sometimes, the crew is frozen (they aren't moving),
- The crew of the 88mm division's acting like they were drunk,
- After torpedo attack, added crew doesn't come out,
- Sometimes, man of FlaK gun... levitates!
- You will most likely need to load a mission/campaign TWICE for the crew to appear load your campaign, once loaded hit RETURN TO MAIN MENU and then reload.
- Sometimes the crew escapes from the ship at sea and levitate.
The above mentioned bugs of this modification. But I know where are errors, I'm working on it.
There are some pictures:
https://uce1835b4c11f6ae0f2656a028ce.dl.dropboxusercontent .com/cd/0/inline/APUVcVL295W-rJSS6nkRjTYWGLHP4EHNnokajGWrtpSfNobRbS4XBrN_Ez_W3z oPWi5c1PzN7mrJ36tBKrLl9dk3m0WbShLY32yHonoG66cCyVSd hngRkdAPcFtabReNnusXYzICdIVPhSNgNFakAmqbtcWmc8Uu5Z 3pRJqMwpc7UCDuhuiLoQ-NXa_oZynHfJU/file
https://uc728bf1cfc92ffe092c0bbe3b40.dl.dropboxusercontent .com/cd/0/inline/APV2wIYQ8n3pUN6mOpQunWQM81XK0wuCbifh20myL1UGVTFxCJ gmEdHt9O0atenykBGro93Rt-DdzsQ7Qz04U6uuhoHcRahvPl-crDX5BEzBSruWT5SKgXcJgrMDXzfS0XSja7Xy-lyMPAsHQUNJa8kmKSN2pCpoRd5sOXrewNF1TyPnnUVG5yHBuIl tWTlmGN8/file
https://ucedc230f70f3f9802131495e1e4.dl.dropboxusercontent .com/cd/0/inline/APWkkELjkWZ-CQczX1TvB2PNTVUBUugsqyPLMR67knHdc24PintMnEDkxrQMWF nUi5CIZ7cUFlt3eYUstN8J6zs03XFfE9soDcKgpmbLdHeHaQFg c4D5KEi9SajQczgSgn2YucfsLp-nkDnHHhpEky-mmXzm6dvg2nBz9QIh1Abq388ZpF7t6b4cbolqPw1Kjrw/file
https://ucdafd03abb2236327330c302333.dl.dropboxusercontent .com/cd/0/inline/APWamR2x2SvS3Vhgx-EQ9IJ1FeQ4NBKc-mlx6q9CnEKQeWNMiRZOZ3baP--7dMfY4mkWEf7VBvYjHM4UouJfC9xRhV5Rww-kZL-PZXAe_JEF-HpZCY4KOzx2KhNqarumwsq_u3Iru12BhPnnQXhWdAAz_0EFxbI W6ckTrcs0rVFaxraHTM94pNa_J3tp8lJO1lQ/file
https://uca432901e64f911ddac27156a46.dl.dropboxusercontent .com/cd/0/inline/APUiJrJHQBz_8NImqFu17C5sYqD91asRJKzoITEyKZAOBHphVJ tvICIn45KqYKWB0cq00kXgHe9Ccnf1cVe69fCg5hGZ8vgS0aRR CiFnDvFmsZSE5_u9q5SlqFMhCIAHcyQon03FFiFkcOeV0Xy7IP if_Rw-8EuQ9soOwjFlo-242qdJJ8-686M2VLvfMj1PgFI/file
https://uc9362bf51bb8f072b8be558dc33.dl.dropboxusercontent .com/cd/0/inline/APXCTyOygrC7H20QO93A5tp_qpejxp8_RrKDFaiD-CNvab1mZEoBLjvL6WlIBoTAaoNR84cKM8EMqa93PKcwIo3X1A-O8Kzy32nZGurac0H4zZ43uep0UtQNcLUSDyUe8BJGyxCsZBjVb 2SOlCKN4naXAeE76Vi54FzJpVNzJib-fIJT3ZbCXD9WSKLraXe57D4/file
https://uca1ef8f5806de69a3d8de23085e.dl.dropboxusercontent .com/cd/0/inline/APVciP13fnQ_gTWBaabZTTaJYVSG_R3u8VbEu-RVIk6vB0SU0q8dTtUX7XVE89-RqCG_UzRUrwWcu-u-tOcKrvSvmAVICL-CN_zCdGbpHsb6ytF0FJJ5JELUFEPtInWgSiPP1Ihzk5gZa6utE fLA3qEykag8hoc-Ib1mINppAA6ceUTCvMjPqNuAeQu9e9D-8CM/file
https://uc3e13d971faa8809401568f821c.dl.dropboxusercontent .com/cd/0/inline/APV2L04ud6EhxtDzWW6jZmxlgNw-qS0Y-rE6_HmEbmppXni9sugCzxO7ijE9afDAYeZR_vyv5x7VWujR5yX Tkb6CryCurK3mFkoBUogI8ISCNiDp4auruDRVBbhnxaRq34bZK PDCLo6WaCw3LZB5W8BqUF9tADT_ruE8LTDiBJFPqN5xT6fv2wI 4y8eKscS4yHY/file
https://uca285213f46b71bace65cc3edf8.dl.dropboxusercontent .com/cd/0/inline/APUMtGSx4XqKSceycIe5RlTOvoYFIx1i3DtFxK3VIPwY0EUut7 M4dEbadLJr0bfI4djN3Rjtb68Ze1YAN3MdzzhDi0rVdOi61kxs hdZciboKPj7rPppv8ubg7TfZv2RTXctcEzM3O3zXQOQb9J7wtH QJaWNeHa6dyvJoIhriYzj6Qr-Iwlk1wkRoSbwPXaE_-Sc/file
https://uc7403f8bd1b52c972e568b4e973.dl.dropboxusercontent .com/cd/0/inline/APUmH8JkZYA-UPzshYTN-oaqJVu_hiB2B9sm0TLBqfavNn-trjjdGHOGXVafMokNcGjRkdEAwjrzCFWtoPtAvc2CFJhFbVNOk j4IOWbGBKCigyZ3CRx9JM9xen08z2azpORW1DQnJrA4IT1ZKr1 PWpwdm_YYlZQw4oTUIqjtXtdIaI2IlvucbJJWZh5vA4V4aJk/file
This mod CONTAINS MightyFine Crew mod.
The latest version of this mod is 0.3b.
You can download this mod here:
MEGA-mod for crew members 0.3b:
https://www.dropbox.com/s/3ewilcvji7nv340/Crew%20MEGA-mod%20%28contains%20MightyFine%20crew%29%20-%200.3b%20beta.zip?dl=0
https://drive.google.com/open?id=1wGaNJNNwREH4UOz-yjf6doRcBf6nZvoy
MEGA-mod for crew members 0.3b for TDW UIs (experimental):
https://www.dropbox.com/s/0rbbwrxgq9ob9mu/Crew%20MEGA-mod%20%28contains%20MightyFine%20crew%29%20-%200.3b%20beta%20-%20for%20TDW%20UIs.zip?dl=0
https://drive.google.com/open?id=1hEKtCqyo6hbqtR6kjLFJIKXCp7yuj1D_
I hope you'll enjoy it :).
Best regards,
Mike
Sepp von Ch.
09-12-12, 09:25 AM
Hello silentmichal!
I wish only, that the crew isn't on the deck. It is really nice and realistic in port, but in nord and mid Atlantic?
I know there are a number of photos, where is the crew on board (most often in south atlantic), but it was only for a few hours. I wish not another megamod. I wish compatible and stable your wonderful "More crew" mod.
silentmichal
09-12-12, 09:37 AM
Hello silentmichal!
I wish only, that the crew isn't on the deck. It is really nice and realistic in port, but in nord and mid Atlantic?
I know there are a number of photos, where is the crew on board (most often in south atlantic), but it was only for a few hours. I wish not another megamod. I wish compatible and stable your wonderful "More crew" mod.
It's only BETA version, there are awful lots of bugs. You have to load game (mission) twice. And, maybe there was bad weather...
desperado100
09-12-12, 09:57 AM
This is awesome. Keep up the good work! :up:
silentmichal
09-12-12, 01:28 PM
This is awesome. Keep up the good work! :up:
Thanks!
DrJones
09-12-12, 04:44 PM
Hey Mate...
that is a really good work you make here....it is a great step to test such a good idea wich has a lot of potenial for future developement....
may be in the future the behavior of the whole crew may depend on different situations in time weather location aso....
Best Regards and keep up that work
DrJones:salute:
Voted yes, but with concerns. Don't get me is wrong as this will be one very nice mod and it should be made. Just don't over do it.
I don't believe that crew would be out just standing on the fore or aft decks doing nothing but standing there. Especially once out in open waters, or in enemy territory. It would be too dangerous for their safety. The only times they would above deck would be for repairs, getting the reserve torpedos transfered inside, the Watch on the Conn, or manning the flak and deckguns. The only other times on deck would be leaving the sub pen or entering their home port as a salute.
But it's your choice Michal on what you want to do for your mod. Don't take my comments the wrong way, as I'm not critisizing your mod. This will be a very nice addition and it needs to be made to add a touch more realism.
Captain73
09-13-12, 01:39 AM
:salute: Hi Silentmichal! Voted YES! I completely agree with the above GT182! I would not want that team fell ill with pneumonia!!! :haha:
And better, that would fashion SH5 Type-7 Radio Room Tweaks byTheBeast was together with You! Maybe you should join forces??? :hmmm:
God help you!!!
With respect Ralf73!
Captain73
09-13-12, 03:50 AM
My mother always said: Dress for the weather! :gulp:
http://img-fotki.yandex.ru/get/5601/viktor3951.bd/0_5ef9d_6009e55a_XL
http://lib.rus.ec/i/46/182946/i_003.jpg
Kalleblom
09-13-12, 04:00 AM
My mother always said: Dress for the weather! :gulp:
http://img-fotki.yandex.ru/get/5601/viktor3951.bd/0_5ef9d_6009e55a_XL
Or: There´s no bad weather, only bad clothes! :haha:
Captain73
09-13-12, 04:27 AM
Or: There´s no bad weather, only bad clothes! :haha:
So my father used to say!!! :haha:
The only times they would above deck would be for repairs, getting the reserve torpedos transfered inside, the Watch on the Conn, or manning the flak and deckguns. The only other times on deck would be leaving the sub pen or entering their home port as a salute.
...or for shooting at a passing polar bear LOL :o
http://2.bp.blogspot.com/_rqH4fUbko2U/TNs4C7N9lKI/AAAAAAAASbc/KU9u3btqjcE/s1600/Polar+Bear.jpg
kapitan_zur_see
09-13-12, 05:08 AM
Just a little thought: Maybe add a line in the watch officer's dialog box while on surface to request sea men to clear out the deck, just like they do when ordered to submerge. Although it looks nice on very calm weather, it feels odd past any forms of waves, even small one (Especially since clothes have not been yet modded out). This way, you won't have to add any icon to the GUI and won't mess with people's mod choice regarding this. Otherwise, it looks very nice when submerged and adds to the immersion factor! :up:
Maybe when surfaced would you be able to make some seamen remotely go back to the inside, some seamen wandering about the sub back and forth from time to time, to add a little more life to it. I guess it is planned, though... :know:
silentmichal
09-13-12, 05:49 AM
OK, thanks for suggestions, I'll try to do it more realistic. But now, i have to repair critical bugs, then I'll do details. You have to know: I'm only 14 years old, and I go to school every day (not in Saturday and Sunday). I haven't got much time for developing this mod, but I'll do it in my free time.
Salute, Michal.:Kaleun_Salute:
Pyrolosis
09-13-12, 06:16 AM
Damn those German's, shooting polar bears with Machine guns in the middle of the ocean. Hardly sporting! :arrgh!: And I voted yes, more crew would be a great mod. Maybe you could add hamocks and such to the torpedo room. It's very bare in there.
Damn those German's, shooting polar bears with Machine guns in the middle of the ocean. Hardly sporting! :arrgh
They were soldiers and seamen hardened by the harsh conditions of the ocean, in need to be self sufficient for weeks or months, and used to kill for not being killed. Do you think they would have thought twice before shooting at that poor beast?
Knowing that they had little chance of eating fresh meat after the first days o their long patrols, I guess that bear end up in their mess. :yep:
You have to know: I'm only 14 years old, and I go to school every day (not in Saturday and Sunday). I haven't got much time for developing this mod, but I'll do it in my free time.
Salute, Michal.:Kaleun_Salute:
Well young fella I have to commend you on doing a darned good job. It's something this old man would have no idea on how to go about all this. My hat is off to you, keep at it. And we all salute you for undertaking this task. :yeah: :up:
kapitan_zur_see
09-13-12, 10:19 AM
OK, thanks for suggestions, I'll try to do it more realistic. But now, i have to repair critical bugs, then I'll do details. You have to know: I'm only 14 years old
Really?? :know: well you're quite probably the youngest modder out here! that's quite impressive, thanks for your work anyway! I know you have to repair bugs and etc, but you're doing great so far! keep up the good work :up:
what are you currently using to make your mod, aside scripting?
lmy76128
09-13-12, 10:23 AM
thanks for good job
silentmichal
09-13-12, 11:19 AM
what are you currently using to make your mod, aside scripting?
Software? I'm using notepad (to editing *.aix scripts and waypoints info&edges), GoblinAppEditor (to add new Crew members and select parts of body), GR2 Editor/Viewer/Extractor/Importer by TheDarkWraith (to add new waypoints), 010 HEX editor to correct GoblinAppEditor's bugs. I think that's about it. :)
kapitan_zur_see
09-13-12, 11:46 AM
I've been browsing around your mod to see if I could do myself a little modification to custom it to my liking... However I'm not all that familiar with the scripts. Can you confirm me that the only variable pertaining to weather control is the Wp:IsBadWeather, and that you can't choose and define a sea state of your own??
If so, there's no way trying to restrain crew to go on deck only when the weather is clear and sea is absolutely flat, isn't it? It's only possible to turn it off when the game is considered in bad weather related to that variable (which is really bad weather)?
silentmichal
09-13-12, 12:10 PM
Hmm, it's hard question:). I think, that weather is described by some varriable: How strong is the wind, the rain, the clouds are heavy. And if one of this is (for ex.) negative (maybe the wind speed is more than 10 m/s), global varriable "IsBadWeather" turning on. I have not studied the mechanism of action script weather, but maybe someday.....:D.
PS. I'm sorry for my English - I'm from Poland, and I'm teaching English in school.
kapitan_zur_see
09-13-12, 02:00 PM
don't worry, your english is very good! :know:
I myself am from France, and by the look of it at 14 yo, you should be very good by then
don't worry, your english is very good! :know:
So it is hightime to leave the school as it interferes with modding SH5:D
THE_MASK
09-13-12, 03:28 PM
and while you are at it could you tell my 14 year old son to stop bypassing the block sites i have set up on my router :O:
and while you are at it could you tell my 14 year old son to stop bypassing the block sites i have set up on my router :O:
:hmm2: I can do that Sober...
Yer dad says he'll pay my trip down and back to kick yer behind if you don't leave that router alone. How's that? LOL
oscar19681
09-13-12, 05:54 PM
Or: There´s no bad weather, only bad clothes! :haha:
Just give me a mod that gives me bad weather clothes in bad weather like in sh-3 and i,m happy. I miss it!!
Just give me a mod that gives me bad weather clothes in bad weather like in sh-3 and i,m happy. I miss it!!
Same here seeing I'm not yet using a campaign mod. And my crew said they're tired of being soaking wet and cold in bad, and freezing weather. ;)
Give this lad a medal:salute:. 14 years old, modding and posting in English. Good luck to you, all the best of luck with your project and school. I think it is very impressive that you are making this mod. It's even more impressive that you ask for our opinions in such a mature way.
keep up the good work:up:
arnahud2
09-14-12, 04:52 AM
@Silent Michal : keep going, your mod seems to be very promising, good good work ! :up:
And it is amazing to know that you're "only" a 14 years old modder.:03:
Captain73
09-14-12, 06:41 AM
Give this lad a medal:salute:. 14 years old, modding and posting in English. Good luck to you, all the best of luck with your project and school. I think it is very impressive that you are making this mod. It's even more impressive that you ask for our opinions in such a mature way.
keep up the good work:up:
:Kaleun_Salute:From the command of the U-Bootwaffe!!!:Kaleun_Applaud:
Here is the reward! The cross will be later!!!
http://s45.radikal.ru/i110/1003/89/c75f1f591406.jpg
silentmichal
09-14-12, 08:08 AM
Oh, easy easy, It's very easy for me! I love doing it, so:D...
desperado100
09-14-12, 02:24 PM
I'm only 14 years old, and I go to school every day (not in Saturday and Sunday). I haven't got much time for developing this mod, but I'll do it in my free time.
Salute, Michal.:Kaleun_Salute:
You rather got to school than work on silent hunter??? Thats it!! I am telling your mother!!!:Kaleun_Mad:
silentmichal
09-14-12, 02:52 PM
You know, I do my homework, and then I make my mod. "Responsibilities first, then pleasure.":)
Targor Avelany
09-14-12, 02:57 PM
You know, I do my homework, and then I make my mod. "Responsibilities first, then pleasure.":)
WHO ARE YOU!!!!????:timeout:
ARE YOU SURE YOU ARE ONLY 14????!!! :06:
Good on you, bud. The above obviously is a joke. :yeah:
Gotmilk
09-14-12, 03:17 PM
You know, I do my homework, and then I make my mod. "Responsibilities first, then pleasure.":)
The irony is that you are developing your young brain much more by doing the modding than by doing the homework. I bet its harder and the experience u gain from it will have more uses in real life. Modding should be ur homework. Sadly our educational system still thinks its better to give boring tasks to young children so they could become mindless robots in their adult life.
Congrats. You are breaking out of the system and educating yourself.
U rock :rock:
silentmichal
09-14-12, 05:20 PM
WHO ARE YOU!!!!????:timeout:
ARE YOU SURE YOU ARE ONLY 14????!!! :06:
Good on you, bud. The above obviously is a joke. :yeah:
I'm boy, I'm 14 years old, I'm from Poland and it isn't joke. I like modding SH5. Any questions?
Kalleblom
09-14-12, 06:50 PM
:salute:
silentmichal
I think it should be a selectable category in the next Best of subsim election for the youngest modder or something like the "Newcomer" of the year.:up:
Anyway, Great work mate
:Kaleun_Thumbs_Up:
:salute:
silentmichal
I think it should be a selectable category in the next Best of subsim election for the youngest modder or something like the "Newcomer" of the year.:up:
Anyway, Great work mate
:Kaleun_Thumbs_Up:
I agree with that 100%.
DrJones
09-14-12, 08:10 PM
:salute:
silentmichal
I think it should be a selectable category in the next Best of subsim election for the youngest modder or something like the "Newcomer" of the year.:up:
Anyway, Great work mate
:Kaleun_Thumbs_Up:
Hey mates,
i also agree with this. Something like that must be supported from all of us....
Best Regards
DrJones:salute:
silentmichal
09-15-12, 02:57 AM
Hi! :salute:
In addition to this modification, I too tried to import FlakMonkey's interior (fore quaters) to SH5. Everythink was OK, but: I know, GR2 E/E/V can import *.obj files:rock:. But... how to add new material or new meshes? My version of GR2 E/E/V is 1.265.1. Any person can help me? Please...
Hi :salute:
What have you for 3D moddeling : 3DsMax or Wings3D :06:
For add materials you need to make :
-Add the textures (textures menu)
-Create the materials (materials menu:No Maps with texture) for each use: Diffuse,self-Illumination(AO/shadow), bump can not be created...
-Create the "Texture Menu" (No texture with Maps) add the diffuse and self illumination you have created
- After that get a little more complicated :
- If your mesh have only one subset get in meshes menu
->add material binding-> add your new material-> go on subset and assign the new-> go on mesh and remove the old
-If you mesh have more subsets you need to respect the order of the subsets (subset1->mat1-subset2->mat2 etc...)
- We can't add new meshes :-?,but you can add subsets :yep:
(but,only one by one,other that make an error when importing...)
Voila...
silentmichal
09-15-12, 04:15 AM
Thank you!!!! So, I'll import FlakMonkey's interior to SH5 :know:.
EDIT
For 3D modelling I'm using 3dsMAX Autodesk 2013.
I wish you a lot of courage :yep: is not an easy work :O:
Pay attention to the "Normals" :03:
silentmichal
09-15-12, 04:44 AM
Yes, I know, it's awful lot of work, but I like doing it! I'll try.
PS. I don't unsersteand this in 100%:
for each use: Diffuse,self-Illumination(AO/shadow), bump can not be created...And where is this "Texture Menu" in 3rd line?
And what does it means:
- If your mesh have only one subset get in meshes menu
->add material binding-> add your new material-> go on subset and assign the new-> go on mesh and remove the old
-If you mesh have more subsets you need to respect the order of the subsets (subset1->mat1-subset2->mat2 etc...)
Please explain me that...
Salute, Micha³:Kaleun_Salute:
https://dl.dropbox.com/u/99234496/HowToDo.jpg
Don'r forgot do remove the old Menu material
silentmichal
09-15-12, 06:19 AM
OK, I'm on good way. But how to add new subset?
Eg:Export an existent mesh and open it with 3DS... add a .obj (don't not attach to the first !) and export in .obj format after import in .GR2 editor
But,you need to make the same with the "exported"_AO.obj to have the same vertices/faces number !
Edit:don't forgot to see if the UVW are created :03: if you want to modify a mesh the best is to open the 2 files in same time ... (the "exported".obj and the "exported_AO.obj)
silentmichal
09-15-12, 06:37 AM
So, I have to export my project to *.obj and to *_AO.obj, yes? And then import *.obj to GR2 E/E/V.
PS. Today I'm going to Germany. I'll come back to Poland in Monday.
Yes you must export separate the .obj and the _AO.obj and in editor just choose the .obj :yep:
in 3dsmax select one sort (.obj or _AO.obj) and you can use "export selected" :03: (inverse the selection to export the second .obj)
the name must be : name.obj and name_AO.obj other that not work !
silentmichal
09-15-12, 06:57 AM
So, this two *.obj files mustn't be the same? And What about mapping... Is this requied?
Yes the two .OBJ must be the same ,for the mapping is not,required,but is better to see the UVW and the specular and glossiness can be adjusted in 3dsmax
Ps:If an opacity map is present ,delete it :yep:
Edit:The UVWs can be different in .OBJ and in _AO.OBJ
silentmichal
09-15-12, 07:14 AM
OK, now I understeand it :D.
silentmichal
09-15-12, 07:18 AM
Oh, one more think: when I'm importing *.obj, It takes an awful lot of time:
"Converting 3DS Max OBJ file to standard format". Can it be faster?
Only .obj can be imported ...
one thing more when you export with 3dsmax change the precision to 9 :03:
you can optimize ,but that take the same time to import in editor
Cybermat47
09-16-12, 04:31 AM
Really?? :know: well you're quite probably the youngest modder out here!
Umm, actually, I'm only 13 years old, and ive made the Expanded Navies mod, but this guy will probably be making Silent Hunter 6: Red Storm Rising completely by himself when he's an adult!:woot:
THE_MASK
09-16-12, 04:40 AM
13 wow , i hope you learn some interesting things about ww2 and uboats . The devs intended this game to be about teaching history as well as a game . All i had when i was 13 was the local pinball machine at the corner store LOL .
Cybermat47
09-16-12, 05:42 PM
Woah, just had a proper look at those pictures! I love the Kar 98K!
Cybermat, you too deserve an Award for modding. You young fellas are our future game makers. When you and Michal one day become famous making sims like SH5, remember us old fellas here at SubSim. We prodded you both to keep going. Be the best you can be for those of us that can only dream of what the two of you can do. ;) :D
Cybermat47
09-16-12, 06:53 PM
Cybermat, you too deserve an Award for modding. You young fellas are our future game makers. When you and Michal one day become famous making sims like SH5, remember us old fellas here at SubSim. We prodded you both to keep going. Be the best you can be for those of us that can only dream of what the two of you can do. ;) :D
Thanks! I'm slowly learning about modding, and it's even more interesting than the game itself!
silentmichal
09-17-12, 05:22 AM
OK, so, I came back to Poland, I can write post now:).
I tried to import my *.obj file, but with not success. SS of bug:
https://dl.dropbox.com/u/97170234/bug.png
I did it:
1. Delete some things from oryginal file (2 beds) - so, I edited oryginally subset,
2. Add new subset, using Autodesk 3DS Max,
3. Import file to GR2.
I think, I know, where is this bug: I can't change any oryginal subset, am I right? If it's requied, I can send you this modified file...
PS. So, there's somebody younger than me :cool:. Congratulations!:sunny:.
Cybermat47
09-17-12, 05:32 AM
PS. So, there's somebody younger than me :cool:. Congratulations!:sunny:.
Thanks!
You're still the one getting the 'Best Young Modder' award, though!
silentmichal
09-17-12, 05:39 AM
Hm, maybe:).
PS. About SH6, maybe I'll do it someday :cool:. But, it's very hard to do:
- new boats,
- new interiors,
- new ships
- new campany
One person? It's possible, when team will count 100 poeple, hehe:hmmm:.
OK, so, I came back to Poland, I can write post now:).
I tried to import my *.obj file, but with not success. SS of bug:
https://dl.dropbox.com/u/97170234/bug.png
I did it:
1. Delete some things from oryginal file (2 beds) - so, I edited oryginally subset,
2. Add new subset, using Autodesk 3DS Max,
3. Import file to GR2.
I think, I know, where is this bug: I can't change any oryginal subset, am I right? If it's requied, I can send you this modified file...
PS. So, there's somebody younger than me :cool:. Congratulations!:sunny:.
Have you make the same change for the both files .OBJ and _AO.OBJ :06:
and not forget to add only one subset per one subset ,if you add 2 = errors
and the subsets order must be respected in the 2 files :03:
silentmichal
09-17-12, 06:31 AM
Have you make the same change for the both files .OBJ and _AO.OBJ :06:
and not forget to add only one subset per one subset ,if you add 2 = errors
and the subsets order must be respected in the 2 files :03:
Yes, I had make the same change for the both files *.obj and _AO.obj. Is it bad?
And can I edit exist subset? (in oryginal file to delete 2 beds) Or I can't do it?
Yes,you can edit how you want the exported subsets,but you need to be certain that you have delete/add the same faces/vertices :yep:
Me,in 3dsmax ,i import first the _AO.OBJ and after the .OBJ in the same scene (better the AO first to see the diffuse textures and not the AO :03:)
https://dl.dropbox.com/u/99234496/3dsmaxselect.jpg
For add a subset ,it's easy : import 2x the same object and rename one with at the end _AO :03: after you can load a separate UVW for the _AO :yep:
Edit:If you want rename(after)/delete a subset : go on "Tools" menu -> open explorer:container explorer
Re edit: i have forgot to say you ,when you import in .GR2 choose the "loose" mod (first question="No")
silentmichal
09-17-12, 07:20 AM
OK, but GR2 E/E/V app tells me, number of verticies and faces must be the same, what definied in GR2 file. How to reduce vertices to X in 3DS Max? is it possible? Because when I added new subset to *.obj file, App tells me, there are too many vertices...
silentmichal
09-17-12, 07:21 AM
Re edit: i have forgot to say you ,when you import in .GR2 choose the "loose" mod (first question="No")
Aaa, now i'll try it! :haha:
the numbers of vertices/faces is not a problem,the .GR2 editor get make the work to optimize the files :yep: :up:
edit:for the radar dials,i don't understand :doh: the SH4 dials.cfg don't have the entry for them (type :58,59,60,61)... :hmmm:
Ps:the .DAT file contain just the 3D objects and textures,and not the controllers (they are in .sim) :03:
silentmichal
09-17-12, 07:39 AM
Hmm, but in AI_Sensors.dat, there are ranges of radar... Because... what are you looking for?
PS. YES, I added new subset! Thank You BIGREG, You're the best in the world :yeah::yeah::yeah:.
:yeah:
For the radar in .DAT ,this is the radar coverage/etc values...(informations)
But don't controll models/meshes...
and i am not the best ,the BEST is TDW :up:, the creator of the .GR2 editor :yep:
Edit:i am looking with TheBeast to make them workable ... (the four rings (now) with numbers on the radar)
silentmichal
09-17-12, 07:50 AM
So, you want model or informations? In *.dat file there are some informations: range, etc.
PS. Maybe you aren't the best, but you explained me everythink, how to add/edit subsets. TDW hasn't got time for it:up:.
EDIT
So, you want to add Radar to SH5, yes? And you have to know sth numbers... yes?
Actualy TheBeast and me work to redo the QR1...
We have allready make some change
Maybe,we can work together on :06:
ps:we want just that the radar range Nr dials work ... :D see at #1
all is OK normaly:numbers,bones and controllers in .sim ,but they don't move ...
(and they work when we assign an other "values" as hour,depht etc... )
If you use SteelVikingInterior Mod ,this is me ,i have redo the all needles,knobs etc....
I am the needles man ! :rotfl2: :haha: 81 needles ! ,if i remenber
http://img37.imageshack.us/img37/2739/radarstation.jpg
silentmichal
09-17-12, 08:52 AM
Hmm, OK! I'll send you (maybe today?) modified GR2 file. I'm importing now OBJ file (It takes forever!:)) So, this MOD will be called "FlakMonkey's & TheBeast's & BIGREG's & Silentmichal's interior MOD", HAHAHA :har:.
Dogfish40
09-17-12, 01:47 PM
:up::up::up:
:Kaleun_Party:I can't wait to load it up. D40
Hi :salute:
Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left) :hmmm:
But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables) :06:
But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure) :06:
other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...)
We can use other meshes to make it :
- Captain_bed (we can reweld the bed with the other...)
- Object01 (just one subset)
I can rename the meshes ,if needed...:yep:
Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)
silentmichal
09-18-12, 07:53 AM
Hi :salute:
Yesterday,i have load the FM interior mod and i am not sure ,if that is "real" ,the "dinning" place seem to be after the captain bed on the portside (left) :hmmm:
But,when i see photos ,normaly a "dinning" place was in captain bunks (the table was integrate in the "cabinet" on the side) and on the same side after the capt bunks was only crew bunks (without tables) :06:
But on the other side (right side after rhe sonar room) was the crew dinning place with 2 tables and without wardrobe in the middle of the bunks (not sure) :06:
other thing ,i think to do is to separate as meshes (with subsets) is the radio/sonar rooms (because ,the meshes : QR1_Objects.GR2 is too big and need to many time to import ...)
We can use other meshes to make it :
- Captain_bed (we can reweld the bed with the other...)
- Object01 (just one subset)
I can rename the meshes ,if needed...:yep:
Ps : otherwise ,i have "saved" 2 meshes from hydrophon (i have welded the qr1_hydrophon_body and the hydrophone_dials as subsets in the Hydrophon mesh)
Yes, you're right, but if we'll add dinning place, we have to delete two beds. I imported it to *.GR2 file. If you want, I can send You this modified file :).
EDIT
Import takes me 2 hours ;-).
Hi Micha :salute:
Not delete the beds (they should use to sit) Maybe,just move up a little the upper beds (for the crews heads not hurt) :06:
What we can make is :
- delete the little wall in captain bunks (after we can add a table attached to the "cabinet")
- delete the middle "wardrobes" on the right side between the crew bunks
- move the table from links to the right side
For your file QR1.GR2 ,i want good to see,But the problem is that we use one that is well advanced, with TheBeast :03:
The best thing is that ,i send you the actualy QR1.GR2 we use :06:
Ps:2 hours for import the QR1_Objects ? :o what have you for computer :06:
Me that take max 45 minutes and I found it already too long ... :timeout:
(i have a brand new PC :I7 3770k,16 Go Ram etc...:rotfl2:and a big hole in my bank account :O::haha:)
silentmichal
09-18-12, 09:40 AM
Hi Micha :salute:
Ps:2 hours for import the QR1_Objects ? :o what have you for computer :06:
Me that take max 45 minutes and I found it already too long ... :timeout:
(i have a brand new PC :I7 3770k,16 Go Ram etc...:rotfl2:and a big hole in my bank account :O::haha:)
My computer is:
MAD Athlon X4 640,
8GB RAM,
Radeon HD 4890
Check your PM box :03:
Hum,I really think it is necessary to cut the QR1 Objects :yep:
Maybe ,i think is a good idea to separate the radio and sonar room from the rest :06:
silentmichal
09-18-12, 02:54 PM
Maany thanks!
But now I haven't got much time, so I'll check it in weekend :).
sabretwo
10-09-12, 12:00 PM
Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?
This mod looks great, with exception to the guys walking around on deck while at sea.
silentmichal
10-09-12, 12:48 PM
Is the current version of this compatible with TDW's UI and Pedrobas' MMM - MyMegaMod? Has anyone tested these a found them compatible?
This mod looks great, with exception to the guys walking around on deck while at sea.
No, not yet, but i'm working on it :yep:.
sabretwo
10-09-12, 02:13 PM
Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.
Michal, install while docked in port only? Please say it it isn't so. I can't wait, this is gonna be so nice. :up:
Oh BTW. You might want to do it for SH3 too..... if it's possible.. Those SH3 guys are gonna be so jealous and will want it too. ;)
silentmichal
10-09-12, 02:31 PM
Michal, install while docked in port only?
No, install it wherever you are. It doesn't matter:yep:.
GREAT!!!!! Thank you.... thank you.... thank you. :yeah: :salute:
silentmichal
10-09-12, 02:34 PM
Thanks for the fast reply. I look forward to trying it when you have it compatible with the other major mods.
My beta 0.3 is rather ready to release. And there's special version for TDW's UI:up:. I'll chceck my mod with MMM - is it working correctly... But his mod is... really big:yep:!
silentmichal
10-09-12, 02:37 PM
GREAT!!!!! Thank you.... thank you.... thank you. :yeah: :salute:
OK, but remember: install using JSGME! And, if you want to visibly added crew, you have to load your mission / campaign TWICE.
silentmichal
10-09-12, 03:17 PM
Oh BTW. You might want to do it for SH3 too..... if it's possible.. Those SH3 guys are gonna be so jealous and will want it too. ;)
If you want to know, it is possible :yep:, and i can do that.
sabretwo
10-09-12, 07:27 PM
My beta 0.3 is rather ready to release. And there's special version for TDW's UI:up:. I'll chceck my mod with MMM - is it working correctly... But his mod is... really big:yep:!
If you release the TDW UI version, I'll try it with my MMM install and let you know.
silentmichal
10-10-12, 01:14 AM
If you release the TDW UI version, I'll try it with my MMM install and let you know.
OK, no problem.
Dogfish40
10-10-12, 09:18 AM
silentmichal
I just have to say in advance, so many many thanks. I have been beside myself hoping this would come about. This is going to make SH5 so much more immersive. When this mod is done, it's probably the last my wife will ever see of me:O:
Thanks again in advance!!
D40 :salute:
PS; One more thing, Is it possible that certain crew members will salute their Kaluen from time to time? I think there is an animation containing a crew member saluting. If it's a nightmare of work then nevermind this, I was just suggesting, wondering. Thanks
Michal, I have it installed and got it to work. Only bug I see is their feet are below the deck and look cut off. Other than that it looks great.
silentmichal
10-10-12, 11:10 AM
silentmichal
PS; One more thing, Is it possible that certain crew members will salute their Kaluen from time to time? I think there is an animation containing a crew member saluting. If it's a nightmare of work then nevermind this, I was just suggesting, wondering. Thanks
Yes, it's possible.
Only bug I see is their feet are below the deck and look cut off. Other than that it looks great.
Yes, i know about it. I'll repair it in 0.4 version :yep:.
Yes, i know about it. I'll repair it in 0.4 version :yep:.
I figured you did know about it, but no one else mentioned it. So I did. ';)
silentmichal
10-10-12, 02:42 PM
I figured you did know about it, but no one else mentioned it. So I did. ';)
OK, I understeand :yep:.
silentmichal
10-12-12, 01:34 PM
Hi everyone! :salute:
So, BETA 0.3b released! I repaired this bugs, You told me. Now, it's working. There are links:
MEGA-mod for crew members 0.3b:
https://dl.dropbox.com/u/97170234/SH5_mod/files/Crew%20MEGA-mod%20%28contains%20MightyFine%20crew%29%20-%200.3b%20beta.zip
MEGA-mod for crew members 0.3b for TDW UIs (experimental) :shucks: :
https://dl.dropbox.com/u/97170234/SH5_mod/files/Crew%20MEGA-mod%20%28contains%20MightyFine%20crew%29%20-%200.3b%20beta%20-%20for%20TDW%20UIs.zip
Enjoy it!
PS. I'll edit my 1st post, there'll some pictures and description :yep: .
I have instant crash with your mod after loading an historical mission for example.
Your mod is the last one on my mod list (after new ui 7.2)
silentmichal
10-13-12, 05:21 AM
I have instant crash with your mod after loading an historical mission for example.
Your mod is the last one on my mod list (after new ui 7.2)
Hmm, yes, i know about it. Maybe let's try to install TDW UIs on different place. So, I'll send my list of my mods - there it's working excelent:
https://dl.dropbox.com/u/97170234/SH5_mod/my_mods_list.png
Let's try!:yep:
I try without mod, it crash too.
silentmichal
10-13-12, 05:38 AM
I try without mod, it crash too.
Hmm, it strange. But, I'll try to repair this bug:shifty:...
Captain73
10-13-12, 05:38 AM
:salute:
I have a crash when loading a save game and a new career! :hmmm:
My list of mods:
Accurate German Flags
New Wake Torp
Sh5EnvModGold
Schleichfahrt_1_0a_part1
CSPMagui by DrJones Beta v 2.0
IO_StrategicMap_4_2_Beta_for_CSPMagui by DrJones Beta v 2.0
IO_MapCourseLine_normal pencil_mod
MineField Map for IO_StrategicMap_for_CSPMagui
Gisement
gap - HD 1 deg Scope Bearing v 1.0
Stormys DBSM SH5 v1.3 additional crew sounds beta6
Schleichfahrt_1_0h_part2
Russian
Fonts_patch
RUS for OPEN HORIZONS-II v 0.0.4 (v 2.0)
Reworked Morale and Abilities v.1.1
RUS for Reworked Morale and Abilities v.1.1 by Rongel
AI_Crew_Damage_Control_Revised_Zones_cfg_Based_On_ FX_Update_By_TheDarkWraith
1940-norwegian campaign maps&pictures
EQuaTool 01.01 by AvM - Medium Faber-Castell Style
KZS Hull wetness for U-Boats + co tower and deck_revised_by_TheDarkWraith
R.E.M_by_Xrundel_TheBeast_1.2
TDW_No_Contact_Colors_1_1_0
TDW_Ship_Inertia_1_1_0
Mega-mod Schleichfahrt 1.0h http://www.subsim.com/radioroom/showpost.php?p=1861119&postcount=812
silentmichal
10-13-12, 05:42 AM
Hmm, OK, I'll delete 0.3. I can see, there are awful lot of bugs. Sorry.
silentmichal
10-13-12, 05:47 AM
I try without mod, it crash too.
@
Please write here your mod list, OK?
Captain73
10-13-12, 06:16 AM
Without mods freezes the game! :nope:
silentmichal
10-13-12, 06:17 AM
Without mods freezes the game! :nope:
I know! I try to repair it.
ReallyDedPoet
10-13-12, 08:08 AM
Nice work on this, the mod has potential.
silentmichal
10-13-12, 09:41 AM
Go to:
http://www.subsim.com/radioroom/showpost.php?p=1947080&postcount=99
Now it's working :yep:.
silentmichal
10-13-12, 03:41 PM
It's work.
Yes! Thanks for information :up:.
Splendid work, is this mod compatible with the latest version of Open Horizons 2 or is it still only for MO?
Cybermat47
10-15-12, 02:15 AM
Have you finished it yet, or are you still devoloping it, slientmichal?
silentmichal
10-15-12, 07:50 AM
Splendid work, is this mod compatible with the latest version of Open Horizons 2 or is it still only for MO?
It's compatible with OH2:yep:.
Have you finished it yet, or are you still devoloping it, slientmichal?
Of course I'm still developing it! It's rather bad... In the future, when creating new animations will possible, I will make new animations for crew. Now it's very early version :cool:.
lesec74
10-15-12, 07:56 AM
hello,
If there's more crews, is it possible to add more foods?
thanks for answers:salute:
silentmichal
10-15-12, 09:48 AM
hello,
If there's more crews, is it possible to add more foods?
thanks for answers:salute:
Yes, of course!!! You know, i can do every room in U-boat like SH III with FlakMonkey's interior! It's really easy for me. Now i'm importing the bunker from SH4 (with TMO, OM etc...) - it looks really good! There are screenshots:
https://dl.dropbox.com/u/97170234/SH5_mod/bunker_MOD/2012-10-15_164449.png
https://dl.dropbox.com/u/97170234/SH5_mod/bunker_MOD/2012-10-15_164436.png
https://dl.dropbox.com/u/97170234/SH5_mod/bunker_MOD/2012-10-15_164410.png
https://dl.dropbox.com/u/97170234/SH5_mod/bunker_MOD/2012-10-15_164338.png
https://dl.dropbox.com/u/97170234/SH5_mod/bunker_MOD/2012-10-15_164320.png
https://dl.dropbox.com/u/97170234/SH5_mod/bunker_MOD/2012-10-15_164257.png
Please comment, is it good, or not.
NOTE: It's very early version of my bunker, that didn't release.
Of course I'm still developing it! It's rather bad... In the future, when creating new animations will possible, I will make new animations for crew. Now it's very early version :cool:.
Thanks for the mod, Michal! I also suggest to add the command when extracrew should leave the deck when ordering (pressing the command button) 'battlestations' or 'prepare for dive':salute:
Captain73
10-15-12, 04:11 PM
:salute:
Vlad29 rights! The appearance on the deck of the only people in the approach to the port or delete from the deck of the people! I want to see in a storm command in the rain suits! As in SH3! Is it possible??? :hmmm:
P.S. post # 9
Captain73
10-15-12, 04:30 PM
My dream in SH5! :rock:
http://s018.radikal.ru/i508/1210/58/1548ab691d15.jpg http://s010.radikal.ru/i313/1210/76/b9a6256cb44f.jpg
lesec74
10-16-12, 12:10 AM
My dream in SH5! :rock:
http://s018.radikal.ru/i508/1210/58/1548ab691d15.jpg http://s010.radikal.ru/i313/1210/76/b9a6256cb44f.jpg
hello,
my dream too!!!:yeah:
who has made this?
many thanks
Cybermat47
10-16-12, 12:40 AM
silentmichal, the bunker looks superb!
You're one of the best modders for any game, ever!
silentmichal
10-16-12, 08:08 AM
:salute:
Vlad29 rights! The appearance on the deck of the only people in the approach to the port or delete from the deck of the people! I want to see in a storm command in the rain suits! As in SH3! Is it possible??? :hmmm:
P.S. post # 9
Hmm, in future - yes. Because TDW has to develop his mod (GR2 Editor etc...) - now we can't add new meshes... Now, we can only replace some parts of body (if you want to know, i added adolf hitler to the game...:O:).
My dream in SH5! :rock:
http://s018.radikal.ru/i508/1210/58/1548ab691d15.jpg http://s010.radikal.ru/i313/1210/76/b9a6256cb44f.jpg
It's possible. I had alpha version! But, i didn't release it - maybe somewhere... I know BIGREG was working on it - i don't know, is he working on it still.
hello,
my dream too!!!:yeah:
who has made this?
many thanks
That didn't release. I think BIGREG or TheBeast made it, but i'n not sure :yep:.
silentmichal, the bunker looks superb!
You're one of the best modders for any game, ever!
Thank You very much!
I'm too working to add IIA type to SH5 - Tomi_099 gave me his great interior - i'll add IIA type into SH5 :cool:.
silentmichal
10-17-12, 03:59 PM
Hi!:salute:
Can someone tell me, how to do, that crew will running? I have no ideas :shifty:. Modders, please tell me, if you know :yep:...
Cybermat47
10-17-12, 04:44 PM
Do you mean how you can make the crew run?
No idea. Maybe there's something in the tool you use to make them move around?
lesec74
10-18-12, 04:23 AM
hello,
my dream too!!!:yeah:
who has made this?
many thanks
hello,is it possible to add this radio model called radione r2?
thanks
downloadlink; https://rapidshare.com/files/830509443/Sans titre.JPG;
lesec74
10-18-12, 04:31 AM
hello,is it possible to add this radio model called radione r2?
thanks
downloadlink; https://rapidshare.com/files/830509443/Sans titre.JPG;
new link:http://imageshack.us/a/img842/4503/sanstitreuuy.jpg
silentmichal
10-18-12, 10:13 AM
new link:http://imageshack.us/a/img842/4503/sanstitreuuy.jpg
Yes, it's possible.
EDIT
Better picture :yep::
http://www.radiomuseum.org/forumdata/users/3634/R2x_1.JPG
Yes, it's possible.
EDIT
Better picture :yep::
http://www.radiomuseum.org/forumdata/users/3634/R2x_1.JPG
Even better: ;)
http://www.audioparts.ch/index.php?rub=2&urub=15&idurub=171&groupID=312&artID=1522&PHPSESSID=9c2e23916dceb44b9e75860320659837
silentmichal
10-18-12, 11:50 AM
Even better: ;)
http://www.audioparts.ch/index.php?rub=2&urub=15&idurub=171&groupID=312&artID=1522&PHPSESSID=9c2e23916dceb44b9e75860320659837
Oh yes, this pictures looks like textures :har:.
Oh yes, this pictures looks like textures :har:.
If you look closely at those pictures, they are real. The radio they are illustrating is for sell for 260 CHF (= 215 ***8364;), though I cannot guarantee that it is an antique rather than a nice piece of junk. :haha:
silentmichal
11-03-12, 05:41 AM
Hi!:salute:
I'm working now to add dinning place into U-boat. It looks really good. Then, 0.4 version of my mod will with this place. O yeah :cool:.
mikaelanderlund
11-05-12, 01:05 PM
Great news! I wish only, that the crew isn't on the deck all time.
lesec74
11-07-12, 01:30 AM
Hi!:salute:
I'm working now to add dinning place into U-boat. It looks really good. Then, 0.4 version of my mod will with this place. O yeah :cool:.
hello,
have you some pics?
thanks:up:
silentmichal
11-07-12, 06:06 AM
hello,
have you some pics?
thanks:up:
Hi!:salute:
Yes, of course! Now I have redo textures, for this reason I will not share pictures in game. There's in Goblin Viewer:
https://dl.dropbox.com/u/97170234/dinner_place/1.png
lesec74
11-07-12, 06:16 AM
Hi!:salute:
Yes, of course! Now I have redo textures, for this reason I will not share pictures in game. There's in Goblin Viewer:
https://dl.dropbox.com/u/97170234/dinner_place/1.png
wouah!:yeah:
silentmichal
11-07-12, 09:02 AM
wouah!:yeah:
Yes, and that'll in SH5: Gold Times for SH5 :Kaleun_Salute:
lesec74
11-08-12, 01:41 AM
Yes, and that'll in SH5: Gold Times for SH5 :Kaleun_Salute:
Hello,
the picture of dinning room is for a type VII. do you work on type II and if there is a dinning room too?
thanks for answer:salute:
silentmichal
11-08-12, 02:30 AM
Hello,
the picture of dinning room is for a type VII. do you work on type II and if there is a dinning room too?
thanks for answer:salute:
Hi!:salute:
I'm still working on type II, but not now. I have to create 2 files: for diffuse (textures), and for lights. Dinning place has (in 3D editor) 11 meshes. Engine room (made by Tomi_099) has sth around 1'000 ! So, I have to "delete" sth, to import it into SH5. This interior is... hym.... "too good". It has awful lot of textures and texture coordinates. First I'll try to import only connig tower into SH5 (from type II - it's rather easy) - if that'll be OK, I'll start importing torpedo room, main room and engine room. And, 2nd part of your question: In II submarines there is no dinning place: II types were too small. Uoh, in saturday and sunday i'll working on it :yep:.
Regards, Michal.
arnahud2
11-08-12, 06:21 AM
In II submarines there is no dinning place: II types were too small.
Do you mean that crew members used to forget themselves (as ugly bachelors) at lunch time ? :hmm2:
lesec74
11-09-12, 12:35 PM
Hi!:salute:
I'm still working on type II, but not now. I have to create 2 files: for diffuse (textures), and for lights. Dinning place has (in 3D editor) 11 meshes. Engine room (made by Tomi_099) has sth around 1'000 ! So, I have to "delete" sth, to import it into SH5. This interior is... hym.... "too good". It has awful lot of textures and texture coordinates. First I'll try to import only connig tower into SH5 (from type II - it's rather easy) - if that'll be OK, I'll start importing torpedo room, main room and engine room. And, 2nd part of your question: In II submarines there is no dinning place: II types were too small. Uoh, in saturday and sunday i'll working on it :yep:.
Regards, Michal.
hello silentmichal,
and many thanks for your work for the community of sh5;do you think that it will be possible to add more foods in the sub?
:salute:
silentmichal
11-09-12, 02:52 PM
hello silentmichal,
and many thanks for your work for the community of sh5;do you think that it will be possible to add more foods in the sub?
:salute:
Food? It's the most easy thing to do! I'll add some food to my mod :).
THE_MASK
11-10-12, 05:00 PM
Any chance to make the TDW New Ui compatible one with no crew walking around the decks :salute:
raymond6751
11-11-12, 05:03 AM
Thanks for your work. If this shows your ability at age 14, you have a great future.
Suggestion: I too don't allow my crew on deck to stare at each other, it is not nice. I would be happy if, when at Battle Stations there were no men lying in the bunks. Make them disappear or go to the torpedo room and stand there.
Great Mod! Keep up the good work! :rock:
silentmichal
11-11-12, 05:15 AM
Thanks for your work. If this shows your ability at age 14, you have a great future.
Suggestion: I too don't allow my crew on deck to stare at each other, it is not nice. I would be happy if, when at Battle Stations there were no men lying in the bunks. Make them disappear or go to the torpedo room and stand there.
Great Mod! Keep up the good work! :rock:
Hi!
I'm working on it - there's one global varriable that makes battlestaion is on / off. I tried do it, but with 0 effects. But, i'm still think about it :yep:.
lesec74
11-11-12, 02:10 PM
Food? It's the most easy thing to do! I'll add some food to my mod :).
hello silentmichal,
do you think that your mod will be ready for christmas?it will be a beautiful present for the community!:03:
silentmichal
11-11-12, 03:37 PM
hello silentmichal,
do you think that your mod will be ready for christmas?it will be a beautiful present for the community!:03:
Hi!:salute:
Hmm, I really don't know :k_confused:! But, i'll try to release it for Christmas :yep:.
lesec74
11-21-12, 01:16 AM
hello silentmichal,
have you some news or news pictures of your work?
many thanks for your work:salute:
silentmichal
12-08-12, 02:00 PM
hello silentmichal,
have you some news or news pictures of your work?
many thanks for your work:salute:
Hi!:salute:
Sorry that I didn't say anything. I haven't got new pictures, but I have got sth better: first alpha version! There's a dinning place in quater room. I didn't add people there yet, but I'll do it in future. I added new collisions into this room (better of course). Enjoy it, and comment it :yep:!
https://dl.dropbox.com/u/97170234/interior_mod_alpha.zip
PS. Can someone tell me, how to make screenshots in SH5 by SH5 (don't use any program, only SH5) - is it possible?
EDIT
To install use JSGME :-).
EDIT \\24 December 2012\\
New version released!!! Here:
http://www.subsim.com/radioroom/showthread.php?t=200862
Hi!:salute:
Sorry that I didn't say anything. I haven't got new pictures, but I have got sth better: first alpha version! There's a dinning place in quater room. I didn't add people there yet, but I'll do it in future. I added new collisions into this room (better of course). Enjoy it, and comment it :yep:!
Well done! :up:
Is this version compatible with New UI's, and have the bugs listed on the first post of this thread been fixed? Just asking :)
PS. Can someone tell me, how to make screenshots in SH5 by SH5 (don't use any program, only SH5) - is it possible?
Ctrl F11 ;)
Screenshots saved in main SH5 folder. If they look corrupted try changing game resolution :know:
silentmichal
12-08-12, 02:43 PM
Well done! :up:
Is this version compatible with New UI's, and have the bugs listed on the first post of this thread been fixed? Just asking :)
Ctrl F11 ;)
Screenshots saved in main SH5 folder. If they look corrupted try changing game resolution :know:
Thanks for your reply :up:. And bugs displayed on 1st page... it's different mod - this mod (post #149) adds dinning place into U-boat. Mod on 1st page is another mod (adds some new crew).
EDIT
And I won't create new topic for this mod, because in future I'll join this two mods.
Thanks for your reply :up:. And bugs displayed on 1st page... it's different mod - this mod (post #149) adds dinning place into U-boat. Mod on 1st page is another mod (adds some new crew).
EDIT
And I won't create new topic for this mod, because in future I'll join this two mods.
I see :up:
Thank you too for your fast reply silentmichal, and sorry for the dumb question :oops:
silentmichal
12-08-12, 02:56 PM
I see :up:
Thank you too for your fast reply silentmichal, and sorry for the dumb question :oops:
No problem of course :). And in this post I'll add some pictures (I have to modificate my crew mod, because now one marinar levitates:huh:).
(I have to modificate my crew mod, because now one marinar levitates:huh:).
as a matter of fact no :haha:
THE_MASK
12-08-12, 03:26 PM
No problem of course :). And in this post I'll add some pictures (I have to modificate my crew mod, because now one marinar levitates:huh:).I had that but it was mod soup . Mods in the wrong order , something was messing with this mod .
silentmichal
12-08-12, 03:29 PM
I had that but it was mod soup . Mods in the wrong order , something was messing with this mod .
Sorry, but I don't understeand You. Can you explain it me in easy words? (my English isn't the best :/\\!!).
Sorry, but I don't understeand You. Can you explain it me in easy words? (my English isn't the best :/\\!!).
I think sober meant that after changing mod's order in JSGME, crew wasn't levitating anymore. Possibly some other mod was interfering with your mod, overwriting one or more of its files
Fish In The Water
12-08-12, 10:17 PM
...first alpha version! There's a dinning place in quater room. I didn't add people there yet, but I'll do it in future...
Really happy to see this. Thanks very much! :salute:
lesec74
12-11-12, 01:21 PM
:yeah:many thanks silentmichal
silentmichal
12-11-12, 04:14 PM
:yeah:many thanks silentmichal
Thanks :yep:. And, I have a problem: when I'm taking photos (ctrl+F11), pictures saves to main game's folder - OK. But colors are very bad :shifty:. It looks... horrible! Can someone tell me, why is it bad? I want to take pretty photos like sober, or TheDarkWraith :cool:.
I have a problem: when I'm taking photos (ctrl+F11), pictures saves to main game's folder - OK. But colors are very bad :shifty:. It looks... horrible! Can someone tell me, why is it bad?
:hmmm:
Can you post an example?
Maybe you can try following the suggestion I gave you a few posts back:
Screenshots saved in main SH5 folder. If they look corrupted try changing game resolution
THE_MASK
12-12-12, 01:21 AM
Hi!:salute:
Sorry that I didn't say anything. I haven't got new pictures, but I have got sth better: first alpha version! There's a dinning place in quater room. I didn't add people there yet, but I'll do it in future. I added new collisions into this room (better of course). Enjoy it, and comment it :yep:!
https://dl.dropbox.com/u/97170234/interior_mod_alpha.zip
PS. Can someone tell me, how to make screenshots in SH5 by SH5 (don't use any program, only SH5) - is it possible?
EDIT
To install use JSGME :-).Is it shadows that are causing the flickering ?
Captain73
12-12-12, 03:44 AM
Well done silentmichal!!! :woot:
Excellent work! I have flickering textures scheme lying on the table! In the future it will be possible to see the rain suits?(post#9)Texture you can also take in SH4!
Another award from the Bdu!!!:D
http://s017.radikal.ru/i410/1212/a4/406ea1412e29.jpg (http://www.radikal.ru)
mikaelanderlund
12-19-12, 12:56 PM
Is there any easy way to get rid of inactive crew on deck? Crew who only do nothing in the middle of the Atlantic driving me nuts:)
silentmichal
12-19-12, 03:24 PM
Is there any easy way to get rid of inactive crew on deck? Crew who only do nothing in the middle of the Atlantic driving me nuts:)
It's hard to do :shifty:. It's possible, but it takes a lot of time... Maybe I'll do it in future :yep:.
mikaelanderlund
12-20-12, 01:44 PM
Great! :up:
silentmichal
12-25-12, 09:22 AM
Great! :up:
Thank you! Now works on this mod going stop, because I'm working on my interior mod :yep:.
Michal, have you started working on this again?
silentmichal
02-22-13, 04:34 PM
Michal, have you started working on this again?
Sorry my friend, but not yet - I'm too lazy for it, but I'll start working on it on my very long holidays, from July to August.
from July to August.
http://img.photobucket.com/albums/v64/GT182/faint.gif
Just kidding. You work on it when you can... school is more important.
markdenny
03-30-13, 06:13 AM
What would be great if its possible would be to have crew on the winter garden smoking and relaxing you could order up the crew to do this when you wanted to give them fresh air ie engine room crew i.e order could be smoke break :)
V13dweller
03-30-13, 11:49 AM
Maybe if there was an option to toggle crew on deck, and if crew could sit on the little wooden seats on the conning tower railing.
TheDarkWraith
03-30-13, 11:54 AM
Maybe if there was an option to toggle crew on deck, and if crew could sit on the little wooden seats on the conning tower railing.
Toggling crew on deck is more than likely possible, I've bookmarked where in the code it adds/remove them.
Making crew do other animations is not currently possible.
Cthulhus
04-02-13, 02:53 AM
Nice addon ! Can't wait for a final version ! :) Good Luke !
silentmichal
04-02-13, 11:47 AM
Nice addon ! Can't wait for a final version ! :) Good Luke !
Thanks! I'd like to work on it again, but I still don't know and don't understeand how to duplicate GR2 file! TDW was writing about it, but I don't understeand him. If someone is able to make for me tutorial using screenshots, I'll be very lucky.
Targor Avelany
04-02-13, 01:30 PM
Thanks! I'd like to work on it again, but I still don't know and don't understeand how to duplicate GR2 file! TDW was writing about it, but I don't understeand him. If someone is able to make for me tutorial using screenshots, I'll be very lucky.
It is actually pretty easy. Just very tedious to re-assign all controllers from .sim/.cam/etc files to the new nodes. When I get a bit of free time, I'll write something up for you.
silentmichal
04-03-13, 08:50 AM
It is actually pretty easy. Just very tedious to re-assign all controllers from .sim/.cam/etc files to the new nodes. When I get a bit of free time, I'll write something up for you.
Thank you a lot... I'll enjoy it :D.
Thank you a lot... I'll enjoy it :D.
Same here! :D
raymond6751
04-08-13, 07:27 AM
I'm looking forward to this and your type II mod with great interest.
I'm here to help with testing.
naegelz
04-13-13, 07:32 AM
They were soldiers and seamen hardened by the harsh conditions of the ocean, in need to be self sufficient for weeks or months, and used to kill for not being killed. Do you think they would have thought twice before shooting at that poor beast?
Knowing that they had little chance of eating fresh meat after the first days o their long patrols, I guess that bear end up in their mess. :yep:
Well said ! Agree 100%
lboy1979
04-30-13, 06:27 AM
cool Mod!!!!:):):)
BigWalleye
04-30-13, 06:35 AM
Michal, looks like a very nice addition! Keep up the good work!:)
Kpt. Hans Specht
08-13-13, 01:32 PM
Bit of thread necromancy here but Just found this mod off the discussion for your other mod that upgrades the interior of the boat and I had to grab it....I'm loving the effect of it makes the boat rather more alive.
silentmichal
08-13-13, 01:49 PM
Bit of thread necromancy here but Just found this mod off the discussion for your other mod that upgrades the interior of the boat and I had to grab it....I'm loving the effect of it makes the boat rather more alive.
Thanks... As I said in my other mod's thread, if I'm ending developing my interior mod, I'll continue making this mod.
THE_MASK
08-13-13, 02:53 PM
If we can have a version without crew on the deck while patrolling , that would be nice :up:
silentmichal
08-13-13, 04:40 PM
If we can have a version without crew on the deck while patrolling , that would be nice :up:
Ok, now I understeand what is annoying for You... that's important, because now I know what should I do. Thanks for support ;).
R1fl3M4n
03-09-14, 08:59 PM
very nice! does it work with OP 2.4 ?!
KaleuJona
04-28-16, 11:37 AM
Ok, now I understeand what is annoying for You... that's important, because now I know what should I do. Thanks for support ;).
PLEASE don't stop the Work on this one!!
I'd really like to have this mod!!
PLEASE, make this mod compatible with Wolves of Steel
KaleuJona
04-29-16, 08:54 AM
PLEASE, make this mod compatible with Wolves of Steel
YES, PLEASE
Abdulov
06-28-18, 07:46 PM
Link dead. New link please:отдать честь:
von faust
07-07-18, 03:18 AM
Idem, I can't find it :hmmm:
Abdulov
07-17-18, 03:20 PM
Can anyone, who has this mod, upload it to a free file sharing service? Thank you.
Yes, link still dead, someone?
silentmichal
08-31-18, 11:49 AM
Oh my dear, I am soo sorry I abandoned this thread for a while.
I had too many things to do, I am sorry.
Here are new links:
MEGA-mod for crew members 0.3b:
https://www.dropbox.com/s/3ewilcvji7nv340/Crew%20MEGA-mod%20%28contains%20MightyFine%20crew%29%20-%200.3b%20beta.zip?dl=0
https://drive.google.com/open?id=1wGaNJNNwREH4UOz-yjf6doRcBf6nZvoy
MEGA-mod for crew members 0.3b for TDW UIs (experimental) :shucks: :
https://www.dropbox.com/s/0rbbwrxgq9ob9mu/Crew%20MEGA-mod%20%28contains%20MightyFine%20crew%29%20-%200.3b%20beta%20-%20for%20TDW%20UIs.zip?dl=0
https://drive.google.com/open?id=1hEKtCqyo6hbqtR6kjLFJIKXCp7yuj1D_
Greetings,
Mike
Muckenberg
09-01-18, 01:51 AM
Hello
Thank you very much for releasing the mod. Your mod is really very nice and suitably complements SH5. Mainly the casting of the cannon and its handling is a very nice matter.
I know I read that you prefer the school before modifying SH5, which is understandable. But I have to ask, is there the possibility that you would ever start working on this mode again?
silentmichal
09-01-18, 04:49 PM
Thanks for nice words, that's always pleasant to read sth like that :03:.
is there the possibility that you would ever start working on this mode again?
There is. I may return to SH5 modding one day, I'm not saying I won't.
Now I study at a university, it's naturally more absorbing than just a school. But nevertheless I stay open to this possibility. Not saying to keep your eyes peeled for my return, but... I hope one day I will surprise :salute:.
Greetings
MANoWAR.U52
12-05-18, 06:20 AM
Can this be used alongside WOTS?
silentmichal
12-14-18, 03:04 PM
You mean TWOS (The Wolves of Steel) ?
I'm afraid it's not compatible whatsoever. It was designed a long time ago (and introduces alot of bugs), I suppose it doesn't work properly with TWOS.
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