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View Full Version : [WIP] Playable Type II for SH5 by silentmichal


Cybermat47
10-18-12, 04:42 PM
silentmichal and I are currently working on a mod to make the Type II uboat playable in Silent Hunter 5. I'm working on the CFG files and localization, while silentmichal is working on the interior and crew stations.

From what I can tell, this mod will result in at least one of the playable submarines being replaced by the Type II, so use JSGME to install.

More news coming soon.

Cybermat47
10-18-12, 06:07 PM
Also, any help on this would be appreciated.

Cybermat47
10-19-12, 12:05 AM
My work on this has started!

gap
10-19-12, 12:44 AM
My work on this has started!

I wish you good luck, guys :up:

lesec74
10-19-12, 04:48 AM
silentmichal and I are currently working on a mod to make the Type II uboat playable in Silent Hunter 5. I'm working on the CFG files and localization, while silentmichal is working on the interior and crew stations.

From what I can tell, this mod will result in at least one of the playable submarines being replaced by the Type II, so use JSGME to install.

More news coming soon.

hello and :yeah:

can you post some pictures soon?

Targor Avelany
10-19-12, 11:20 AM
Also, any help on this would be appreciated.

PM me guys on what can I help you with. My time restraints are great during the week, but its still too interesting to do, so I make some time (working on smth myself right now, almost done tho).

Hartmann
10-19-12, 11:17 PM
Good luck

There are a lot of VII boats so it´s nice replace one or two of them to make a II type and a IX in the future :D

Cybermat47
10-19-12, 11:45 PM
can you post some pictures soon?

We haven't even got to the point where we have pics to show!

LemonA
10-20-12, 12:04 AM
My work on this has started!

I can't lie to you about your chances, but … you have my sympathies.

Cybermat47
10-20-12, 12:04 AM
I can't lie to you about your chances, but … you have my sympathies.

:salute:

postalbyke
04-01-13, 08:24 PM
Hiya! I've done short-work on a full interior for type II in SH3!

I recently tried to get a granny editor to work on my rig (to no avail) so I can't help you with that part, but if you're handy with painting and shading, I've got most of a type II posted here and on bit.ly. Feel free to use what you can, I'm still trying to get through this semester, but I can point you to sites I used for references.

Thinking on, I gotta check my own threads!

PM me if you need something specific, and I'll try to remember to check in here later!

U505995
04-01-13, 10:09 PM
A mod for a type II in SH5? say word.

V13dweller
04-02-13, 01:10 AM
Wonderful, now we have submarines both playable and Ai in the making, this is just getting better and better!:D

Cybermat47
04-02-13, 01:43 AM
Wonderful, now we have submarines both playable and Ai in the making, thi is just getting better and better!:D

Actually, I gave up on this ages ago. It seems that we'll have to screw around with the actual engine before we can have new playable subs.

Grizwald
04-02-13, 02:53 PM
I was on the SHIII mods page and came across the U-BOOT HAHD mod by Schwieger. There he has a beautifully done Type II boat modeled with great attention to detail. Not sure if asking to use his model would be appropriate for this project. Just a suggestion, it really is well done, here is the link to the thread http://www.subsim.com/radioroom/showthread.php?t=179694&page=215

Check out the videos and see what else they have done to SHIII in the HAHD mod, made me want to install SHIII again just to see it.

V13dweller
04-02-13, 10:44 PM
Actually, I gave up on this ages ago. It seems that we'll have to screw around with the actual engine before we can have new playable subs.

What do you mean by screw around with the engine? What's the problem?
I might be able to help or suggest workarounds.

raymond6751
04-08-13, 07:24 AM
I can help with testing, at your convenience. Great idea!

V13dweller
04-08-13, 09:19 PM
The Type II would be very difficult to the use in SH5, due to the fact of that it had only 1900Km, so this would be difficult to use in SH5, the VIIA has quite good range compared to this, but the limited range would only make it usable in the Mediterranean, but this would make it see little action throughout the game, even getting to, and around Britain would be difficult, because the Supply ships are seldom used.

haegemon
04-19-13, 09:00 PM
The Type II would be very difficult to the use in SH5, due to the fact of that it had only 1900Km, so this would be difficult to use in SH5, the VIIA has quite good range compared to this, but the limited range would only make it usable in the Mediterranean, but this would make it see little action throughout the game, even getting to, and around Britain would be difficult, because the Supply ships are seldom used.


Fits on the first stages of the war. Open Horitzons II: Coastal Watters.

V13dweller
04-21-13, 05:33 AM
I still think that it would not be that great of an idea, because the majority of SH5 players just can't wait to get their hands on another sub, so no one will want to progress, because they don't want to go back to the Superior VII's.

It would just be better to go on to the IX.

machiavelli
06-26-13, 11:35 PM
Actually, I gave up on this ages ago. It seems that we'll have to screw around with the actual engine before we can have new playable subs.

This is why I still play silent hunter 3....

Cybermat47
06-26-13, 11:57 PM
This is why I still play silent hunter 3....

Perhaps you should be playing SHIII right now, instead of pointlessly necroing a thread :doh:

machiavelli
06-27-13, 03:56 AM
Perhaps you should be playing SHIII right now, instead of pointlessly necroing a thread :doh:

Easy now there sailor.

http://deansomerset.com/wp-content/uploads/2011/07/U-mad-brah-U-hatin.jpg

Trevally.
06-27-13, 06:09 AM
This is why I still play silent hunter 3....

Perhaps you should be playing SHIII right now, instead of pointlessly necroing a thread :doh:


:haha::rotfl2::har:

:up:

machiavelli
06-27-13, 07:04 AM
I'm modding sh3 right now. I'm modding the type ii. You know what a type II is right? Not sure if you do, because you don't have them over here.

The Type II is a mix between Big Foot and the Tooth Fairy.

volodya61
06-27-13, 07:50 AM
Perhaps you should be playing SHIII right now, instead of pointlessly necroing a thread :doh:

:har:

Well said :up:

Trevally.
06-27-13, 12:09 PM
I'm modding sh3 right now. I'm modding the type ii.

That's good - but does anyone still play that version:hmmm::O:


You know what a type II is right?

Toddler talk during potty training springs to mind:yep:

Madox58
06-27-13, 02:19 PM
That's good - but does anyone still play that version:hmmm::O:

Ya. A few of us still do. :D


Toddler talk during potty training springs to mind:yep:

I think he needed a new crowd to start annoying. And you Guys are 'it'?
:haha:

Sjizzle
06-27-13, 02:24 PM
with Type II i think that u can play only Danzing bay cos of limited torpedo 5 .... if u have 3 dud torpedos u must turn back to Memel to resuply :)

Madox58
06-27-13, 03:32 PM
Any playable sub would be good at this point. The type II is probably the easiest to complete as a base for more playable subs. Maybe even a Biber to start with? If you can't get a type II in Game? How you gonna get a type IX?

machiavelli
06-27-13, 06:16 PM
Ya. A few of us still do. :D



I think he needed a new crowd to start annoying. And you Guys are 'it'?
:haha:
This is coming from a person who asked to remove all his mods so no one could download them because his wittle feeing got hurt. :wah::wah:

totheorder
12-18-14, 02:52 AM
Its a shame this idea was abandoned. I can see the Type II has already been modeled as shown in the Goblin Editor. It has its own specs too. I understand that its a short range coastal boat, but man would it cool to take her out for a few patrols! Praying to the mod Gods... :Kaleun_Salivating:

totheorder
02-20-16, 11:36 PM
Currently the U-FLAK is being worked on for the WoS mod. From what I gather, they have finished the conning tower and are in the finishing stages of testing. If this all works out, the formula could be used to make other playable subs and possibly ships. Some say I'm a dreamer. But I'm not the only one.

http://www.subsim.com/radioroom/showthread.php?p=2382844#post2382844

http://s6.postimg.org/rlpkm2rqp/SH5_Img_2016_02_18_22_250_24.jpg

vdr1981
02-21-16, 11:16 AM
Currently the U-FLAK is being worked on for the WoS mod. From what I gather, they have finished the conning tower and are in the finishing stages of testing. If this all works out, the formula could be used to make other playable subs and possibly ships. Some say I'm a dreamer. But I'm not the only one.



I dont want to brake your hopes but other playable types like IX or II are still light years away, not because the game is hardcodded or something but because we are lacking proper gr.2 3D models with interior and this is a big problem.
U-flak was possible because I managed to knock together developer team's unused parts, already present in the game (in this case VIIC hull + U-flak conning tower) and to organised them as a new playable submarine with it's own set of advantages and disadvantages...

That been said, I have a "gut feeling" that, because we don't need modeled interior for playable surface ships, there may be a good chance that some playable merchants or even warships are quite possible in SH5.
This would be extremely fun in some, let's say, multiplayer playing sessions.:hmm2:

totheorder
02-21-16, 07:00 PM
I dont want to brake your hopes but other playable types like IX or II are still light years away, not because the game is hardcodded or something but because we are lacking proper gr.2 3D models with interior and this is a big problem.
U-flak was possible because I managed to knock together developer team's unused parts, already present in the game (in this case VIIC hull + U-flak conning tower) and to organised them as a new playable submarine with it's own set of advantages and disadvantages...

That been said, I have a "gut feeling" that, because we don't need modeled interior for playable surface ships, there may be a good chance that some playable merchants or even warships are quite possible in SH5.
This would be extremely fun in some, let's say, multiplayer playing sessions.:hmm2:

This is great work!! I can't wait to test it out. Its amazing the work that has been accomplished from this community. Thanks!! :Kaleun_Cheers:

TheBeast
02-23-16, 05:11 AM
-=[BUMP]=-Actually, I gave up on this ages ago. It seems that we'll have to screw around with the actual engine before we can have new playable subs.
I thought there was a Typ-II GR2 3D Exterior Model already?
Its a shame this idea was abandoned. I can see the Type II has already been modeled as shown in the Goblin Editor. It has its own specs too. I understand that its a short range coastal boat, but man would it cool to take her out for a few patrols! Praying to the mod Gods... Edit:Kaleun_Salivating:
Using SHIII or SHIV Typ-II Interior, can it be scaled to fit inside the GR2 Typ-II shell.
Is there a way to add all the Interior/Exterior way points to a existing Typ-II interior for crew to follow?
Can we change all Interior FX to GR2 requirements?
Using HexEdit and some of the previous versions of TheDarkWraith's GR2Editor, I can clone new Nodes and rename them with unique Node ID's so there are no conflicts.
How far did you guys get???

Regards!
TheBeast

gap
02-23-16, 07:06 AM
I thought there was a Typ-II GR2 3D Exterior Model already?

Yep, there is. Type II's external hull meshes should not pose big problems.


Using SHIII or SHIV Typ-II Interior, can it be scaled to fit inside the GR2 Typ-II shell.

Do SHIII or IV have detailed full interiors? I thought these games only had main compartements modelled that the player can teleport to. :hmm2:
Modelling internal compartments from scratch wouldn't be impossible, but finding drawings/blueprints, or even good pictures of them is not as easy as for exteriors. Provided that we can collect enough information, the modelling work shouldn't pose problems, but it would take time anyway.
As far as get 3d models to import in game, both from other games or modelled ad hoc, scaling them is the least problem (all the SH games since SHIII use the same scaling factor anyway).


Is there a way to add all the Interior/Exterior way points to a existing Typ-II interior for crew to follow?

...

Using HexEdit and some of the previous versions of TheDarkWraith's GR2Editor, I can clone new Nodes and rename them with unique Node ID's so there are no conflicts.


You answered your question, but see my considerations below... :03:

Can we change all Interior FX to GR2 requirements?

GR2 files have no special requirements as far as FX are concerned. We could use SHIII or IV particles, they work in SH5 too, but in general they look poorer than the new ones from stock SH5 or TDW's FX Update, so I think it is a better idea using the latter. The problem is linking those effects to a new unit: there are tens of nodes to be displaced and parent ID's to be updated. Add to that in SH5 each particle linking bone is duplicated (don't ask me why), one copy of it being stored in the main GR2 file of each unit, and the other in its FX file.


How far did you guys get???

Summing up: as recently demonstrated by Vecko with his playable U-Flak, the addition of new playable u-boats to SH5 is theoretically feasible, but unless we work in team, creating a playable type II or IX would be a pitifully slow process. Add to my considerations above, the need to create UPC files for the new u-boats (Vecko could use VIIC's files with a few edits for the U-Flak, but a totally different hull would require heavier tweaks) and last but not least, we should remember that even the latest release of GR2 Editor reflects a limited knowledge of the granny format. GR2 animations/deformations are still out of our access; there are some GR2 files that TDW's tool cannot handle at all and, even worse, GR2 has the bad tendecy of corrupting files at times (the good news is that even files which are seen as broken by GR2 editor or granny viewer, seems not to cause problems in game as far as Goblin Editor can open them). There are possible workarounds to most of difficulties I listed above, but we cannot foresee all of them before we actually start working on this project. :yep:

Sjizzle
02-23-16, 07:23 AM
Do SHIII or IV have detailed full interiors? I thought these games only had main compartements modelled that the player can teleport to. :hmm2:
Modelling internal compartments from scratch wouldn't be impossible, but finding drawings/blueprints, or even good pictures of them is not as easy as for exteriors. Provided that we can collect enough information, the modelling work shouldn't pose problems, but it would take time anyway.
As far as get 3d models to import in game, both from other games or modelled ad hoc, scaling them is the least problem (all the SH games since SHIII use the same scaling factor anyway).



yup SHIII has a really nice detailed interiors take a look here (https://www.youtube.com/watch?v=w8rGTmW1Dhs)
the interior mod is called FM_NewInterior is really well done mod and work perfect

and this (https://www.youtube.com/watch?v=oSQ7ZNXLyao) is a Type II SHIII interior

gap
02-23-16, 08:26 AM
yup SHIII has a really nice detailed interiors take a look here (https://www.youtube.com/watch?v=w8rGTmW1Dhs)
the interior mod is called FM_NewInterior is really well done mod and work perfect

and this (https://www.youtube.com/watch?v=oSQ7ZNXLyao) is a Type II SHIII interior

Amazing, I thought that in SHIII you couldn't walk around the sub :up:

None of the download links works though :hmm2:

Sjizzle
02-23-16, 08:47 AM
Amazing, I thought that in SHIII you couldn't walk around the sub :up:

None of the download links works though :hmm2:

for the type II interior need to talk with HanSolo cos the WAV 5.0 is not released i have only the FM_NewInterior one if u need i can upload it for u

Edit:

download (http://www.subsim.com/radioroom/showpost.php?p=1995111&postcount=1) link for FM_NewInterior v2.0 and a type II interior here (http://www.subsim.com/radioroom/showthread.php?t=201398)

gap
02-23-16, 09:12 AM
for the type II interior need to talk with HanSolo cos the WAV 5.0 is not released i have only the FM_NewInterior one if u need i can upload it for u

Edit:

download (http://www.subsim.com/radioroom/showpost.php?p=1995111&postcount=1) link for FM_NewInterior v2.0 and a type II interior here (http://www.subsim.com/radioroom/showthread.php?t=201398)

Thank you mate. I had a look into those mods, but let me understand:

- The Type II Interior 3 mod, as the name says, has interiors for Type II U-boat;
- Flak Monkey's New Interiors V2.1D has Type VII interiors, which we obviously don't need, but as I can see it also features some Type II's turms;
- HanSolo's WAC 5.0 (not publicly released yet) deals with Type IX interiors.

Is this correct?

Sjizzle
02-23-16, 10:45 AM
Thank you mate. I had a look into those mods, but let me understand:

- The Type II Interior 3 mod, as the name says, has interiors for Type II U-boat;
- Flak Monkey's New Interiors V2.1D has Type VII interiors, which we obviously don't need, but as I can see it also features some Type II's turms;
- HanSolo's WAC 5.0 (not publicly released yet) deals with Type IX interiors.

Is this correct?


what i know that WAC 5.0 has Type II and Type IX one
i have played only with WAC 4.1 FM_Interiors and with Type VII not with type II but i will take a look soon....
the type II interior never test it but now i will test it and i will let u know

vdr1981
02-23-16, 10:45 AM
Is full ultra detailed "walkable" interior really a "must" when we talk about new playable submarines? :hmm2: One compartment combined with teleport function would be just enough IMO.

Some playable surface ship would be perfect preparation for more serious work with new playable sub .:hmm2:

Sjizzle
02-23-16, 11:04 AM
here we go gap that type II interior is not really finished has some missing parts etc....

FM_Interiors has only Type VII

and WAC 5.0 what i see in the description will have Type II full and Type IX full interior

The upcoming release of WAR ACE CAMPAIGN 5.0 - "Time of the Wolves" is going to include


Full walkable interiors for type II, type VII and type IX

Interior for type VII (by FM)
Interior for type IX (ported from type VII by HanSolo)
Interior for type II (by Tomi_99), including engine-room for type II (by Tomi_99)
including conning-tower hatch
including animated periscope



so for the type II and IX need to talk with HanSolo if wanna give u to import it for SH5

gap
02-23-16, 11:15 AM
what i know that WAC 5.0 has Type II and Type IX one
i have played only with WAC 4.1 FM_Interiors and with Type VII not with type but i will take a look soon....
the type II interior never test it but now i will test it and i will let u know

Okay, thanks :up:

Is full ultra detailed "walkable" interior really a "must" when we talk about new playable submarines? :hmm2: One compartment combined with teleport function would be just enough IMO.

Some playable surface ship would be perfect preparation for more serious work with new playable sub .:hmm2:

At the moment we are just brainstorming, but considering the huge quantity of work that adding a fully new submarine would entail anyway, I would advise aiming to a level of graphic quality comparable to the stock game. Not necessarily "full ultra detailed", but clean, functional, and consistent with the rest of the game.
If we are not ready for that, we better clone one of the type VII hulls (as you did for the U-flak) giving it Type II or IX's specifications. :yep:

gap
02-23-16, 11:27 AM
here we go gap that type II interior is not really finished has some missing parts etc....

As I said in my previous post, some missing details are not a big problem: we can always add them later or give them up :)


FM_Interiors has only Type VII

and WAC 5.0...

There was also this awesome U-BOOT_HAHD (http://www.subsim.com/radioroom/showthread.php?p=1586119#post1586119) aka Atlantic Warfare or A.T.W.A.R. which has never been finished I think... anyway we can't rely on any of the mods above before we are granted their conversion by their authors :D

urfisch
02-23-16, 01:48 PM
I dont want to brake your hopes but other playable types like IX or II are still light years away, not because the game is hardcodded or something but because we are lacking proper gr.2 3D models with interior and this is a big problem.
:hmm2:

why dont u use the models from sh3 or sh4? isnt it possible to import this data into gr2 format?

vdr1981
02-23-16, 01:50 PM
why dont u use the models from sh3 or sh4? isnt it possible to import this data into gr2 format?

It is possible but it's hell of the work...Gap knows the best...:nope:

gap
02-23-16, 03:23 PM
why dont u use the models from sh3 or sh4? isnt it possible to import this data into gr2 format?

It is possible but it's hell of the work...Gap knows the best...:nope:

I can try guys, but I can't promise anything. :)

Sjizzle
02-23-16, 03:37 PM
I can try guys, but I can't promise anything. :)


gap like your signature say " May the force be with u " :O:

gap
02-23-16, 05:17 PM
gap like your signature say " May the force be with u " :O:

:haha:
remember what I said: "I don't promise anything" :03:

DieReeperbahn
02-23-16, 08:33 PM
:haha:
remember what I said: "I don't promise anything" :03:
"Do or do not, there is no try." :gulp:

vdr1981
02-23-16, 09:18 PM
I can try guys, but I can't promise anything. :)

gap like your signature say " May the force be with u " :O:

To create a new submarine now you shall, young Skywalker...
https://media.giphy.com/media/UsmcxQeK7BRBK/giphy.gif

Mikemike47
02-23-16, 09:42 PM
but considering the huge quantity of work that adding a fully new submarine would entail anyway, I would advise aiming to a level of graphic quality comparable to the stock game. Not necessarily "full ultra detailed", but clean, functional, and consistent with the rest of the game.

I agree on this:yeah::salute:

gap
02-24-16, 10:20 AM
"Do or do not, there is no try." :gulp:

To create a new submarine now you shall, young Skywalker...
https://media.giphy.com/media/UsmcxQeK7BRBK/giphy.gif

I agree on this:yeah::salute:

:haha:

Got the message :03:

Yaivenov
03-08-16, 01:58 PM
Interest me this thread does.




As a practical matter is there any reason why the VII interior model could not be used as a place holder in a IX exterior model, conning tower too tall?

totheorder
06-26-16, 04:25 PM
Any updates on this project ?

vdr1981
06-26-16, 05:46 PM
Any updates on this project ?

Unfortunately, I don't think so...Developing entire sub interior is simply too much work even for professional studio...Not to mention one or two modders...