View Full Version : [REL] J to Z class destroyers
the_frog
12-15-12, 02:41 PM
Hello,
I released British A to I classes early 2012, now the J to Z (Ca) classes are ready to join them.
Except for the J, K, N class, the models represent the classes as first commissioned; later changes are not included. The J, K, N class comes as in 1940, since I like its appearance then best.
All ships have individual textures, except for the Ca ships. When commissioned, the varity in colour schemes was small.
http://www.mediafire.com/conv/25ed8be5e6da9e00e2a450e70ddac4162ec1047e21fcc77d44 334ea1b6affe966g.jpg
Some comments on installing the package:
It will replace previous models, including stock J class, Jack410's L class, as well as GWX's Q and S classes. It will not replace GWX's N class. The N class was a repeat of the J & K class and so I did no separate model.
DL: http://www.mediafire.com/file/i5sjpi9acnk98w4/J_to_Z_Class_mod.7z
Seachlight fix: http://www.mediafire.com/file/r6m31zm9mn344xm/guns_UK.7z
The texture channel of the 3D models of two of the searchlight beams in the gunsUK.dat library file were wrong. Just copy the replacement file into SH3's library folder and overwrite the old one
Many thanks to kovall, whoi found the mistake.
Error in the documentation:
The ship_namers entries for the L&M class are wrongly given as:
EnglishNames.cfg: NDDMRiver=DD L&M class
GermanNames.cfg: NDDMRiver=Zerstörer L&M-Klasse
The corrrect entries are:
EnglishNames.cfg: NDDMClass=DD L&M class
GermanNames.cfg: NDDMClass=Zerstörer L&M-Klasse
All users of stock SH3, GWX, WAC, NYGM: error in sensor definition fieles:
Sensor definition files of all destroyer had the optical sensor set to "AII_Visual", which is only defined in LSH5 and CCoM. So, in all other versions of the game, the destroyers are virtually blind.
To fix,
- either open the "NDD_XYZ.sns" files in all respective subfolder of the Data/Sea/ folder with a text editor and replace "AII_Visual" by "AI_Visual"
- or replace the respective files by enabling the fix (DL below) with JSGME,
- or replace the respective files by copy and paste (my prefered style).
DL: http://www.mediafire.com/file/9c62iab4ljn9f7u/J_to_Z_Class_visual_fix.7z
Good hunting -- the Frog
Jimbuna
12-15-12, 02:48 PM
Nice one http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
THORN GREG
12-15-12, 02:59 PM
Awesome job the frog :up:
VONHARRIS
12-15-12, 03:30 PM
Thank you.
Nice additions
Sailor Steve
12-15-12, 03:48 PM
Another great addition to SH3. :rock:
Anvar1061
12-15-12, 03:53 PM
SSS
Good!
JapLance
12-15-12, 04:35 PM
We're not worthy, we're not worthy
http://25.media.tumblr.com/tumblr_lsu713Q7dK1r2gtxeo1_500.gif
Awesome job, the Frog. I was waiting for it since I saw the first pic.
Jimbuna
12-15-12, 05:33 PM
LOL :)
Lindley
12-15-12, 07:11 PM
Nice work :Kaleun_Salute:
Troublous_Haze
12-16-12, 08:33 AM
Good job! Will I be able to see these destroyers in GWX ships recogniton manual with all the necessary values information for manual targeting ?
the_frog
12-16-12, 11:25 AM
@Japlance: M-I-L-W-A-U-K-E-E :rock:
@Troublous_Haze: In SH3, the recognition sheet is part of a each model and the important figures come from the model's *.cfg file. So in short, yes.
Blitz U-57
12-17-12, 06:39 PM
:up::up::up:
the_frog
12-22-12, 10:23 AM
Hallo,
the texture channel of the 3D models of two of the search light beams in the gunsUK.dat library file were wrong.
Here's the replacement file; just copy it into SH3's library folder and overwrite the old one.
http://www.mediafire.com/file/r6m31zm9mn344xm/guns_UK.7z
Many thanks to kovall, who found the mistake.
Jimbuna
12-22-12, 12:52 PM
Hallo,
the texture channel of the 3D models of two of the search light beams in the gunsUK.dat library file were wrong.
Here's the replacement file; just copy it into SH3's library folder and overwrite the old one.
http://www.mediafire.com/file/r6m31zm9mn344xm/guns_UK.7z
Many thanks to kovall, whoi found the mistake.
Saved a job...cheers.
Blitz U-57
12-22-12, 03:20 PM
:up::up::up:
Sepp von Ch.
12-22-12, 06:20 PM
Good work, many thanks the_frog.
Maybe I'm blind as a child, but what exactly should I do for enabling this mod?
First of all enable by jsgme, but what next? What should I do with files Ship_names....cfg and where should I paste new entries in EnglishNames.cfg - at the end of all records?
Could somebody more clever than me explain it?
Sailor Steve
12-27-12, 03:57 PM
What should I do with files Ship_names....cfg
Copy and paste it into the Ship Names file in the SH3 Commander folder.
Or download the next copy of my Ship Names mod, due on January 1. It will be added there.
and where should I paste new entries in EnglishNames.cfg - at the end of all records?
At the end is fine. As long as it shows up the game will find it.
the_frog
12-27-12, 04:02 PM
To enable, use JSME.
Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different.
So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones.
Edit: sailor steve was faster ...
Jimbuna
12-27-12, 04:38 PM
Copy and paste it into the Ship Names file in the SH3 Commander folder.
Or download the next copy of my Ship Names mod, due on January 1. It will be added there.
At the end is fine. As long as it shows up the game will find it.
To enable, use JSME.
Ship_names.cfg needs editing by hand because all super mods plus the many private versions are rather different.
So, you are using GWX? Then the Ship_names entries for the J, L, Q, and S class should be already there. If yes, just enter the rest of the class names, e.g., at the end of the list. If not, enter also all missing ones.
Edit: sailor steve was faster ...
Both correct....SINK EM ALL!! http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
Jimbuna
12-27-12, 05:12 PM
Thanks mates :up:
No problem http://www.psionguild.org/forums/images/smilies/wolfsmilies/pirate.gif
WolfyBrandon
12-28-12, 03:31 PM
Amazing ships as always The_Frog, I wish every warship in the game had the detail that you give them!
I found a minor issue in the EnglishNames.cfg file...
In the readme you say to add...
DDMRiver=DD L&M Class
To make the name work correctly, it should be...
DDMClass=DD L&M Class
http://s1.postimage.org/4vccf1na7/M_Class.jpg
Thanks again for the wonderful ships!!! :up:
WolfyBrandon
the_frog
12-28-12, 06:07 PM
Ohoh, that's the result of overwriting previous documents ...
I add a comment to the first post in the thread.
WolfyBrandon, thanks for the information.
the_frog
02-11-13, 02:20 PM
Hello,
and there's another error. Sensor definition files of all destroyer had the optical sensor set to "AII_Visual", which is only defined in LSH5 and CCoM. So, in all other versions of the game, the destroyers are virtually blind.
To fix,
- either open the "NDD_XYZ.sns" files in all respective subfolder of the Data/Sea/ folder with a text editor and replace "AII_Visual" by "AI_Visual"
- or replace the respective files by enabling the fix (DL below) with JSGME,
- or replace the respective files by copy and paste.
DL: http://www.mediafire.com/file/9c62iab4ljn9f7u/J_to_Z_Class_visual_fix.7z
Note: users of LSH and CCoM do not need to change anything
Cheers
P.S.: What did I learn from that? Reduce the number of items in one mod ...
Sepp von Ch.
02-11-13, 03:45 PM
Hmmm, interesting! Thank you very much the frog!:yep:
Dear the Frog!
http://s20.postimg.org/4t1ldqob1/thanks_119.png
the_frog
04-08-16, 12:51 PM
Hello Wise,
nice take on the model model of the J class: http://www.subsim.com/radioroom/showpost.php?p=2395206&postcount=11916
:woot:
Two questions:
1. Did you do new portholes or did you use those of Bathurst/Skate?
2. The fire and smoke is great. What mod is that?
Hi, Frog!
I am glad that you had liked my modest corrective into your excellent work.) Your destroyers are fine! I edited them for myself only a little.
1. Portholes are new. Of course, I needed to squeeze out them inwards hull, as was on real destroyers. But it would take more time + essential increase in polygonal load + considerable transformation of mesh. I didn't want to interfere in structure of the hull and have decided to be limited to small forces.)
2. Frankly speaking, I don't remember from where I have such smoke and fire (i.e., I don't remember what it mod). But, besides, I edited file NDD_J. zon. And also, perhaps, it is optical deception.) I have seized the moment of explosion and break of the ship and have pressed the Pause button. Maybe, I have stopped game when flash of fire at the time of explosion not have time to extinguished or, on the contrary, completely to be developed.)
the_frog
04-09-16, 03:28 AM
Hello Wise,
right, the portholes should acutally be, well, holes ... it tried this with another hull but because of the huge increase in the polygon count and problems with smoothing of the hull lines I gave up on that idea. Placing the portholes on the hull, I think, is an acceptable compromise.
I did those destroyers more that 4 years ago. It is nice to see that some people still like the models enough to work on them.
Thanks.
Ktl_KUrtz
03-06-21, 02:33 PM
A great mod!
Many thanks.
KUrtz
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