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Rongel
06-24-13, 12:11 PM
Have you ever seen a ship with external cargo on her deck in SH 5? I haven't!

I remember that SH 4 had a pretty good system with this, there were tanks, cars, crates and stuff like that. So I started to investigate this a bit.

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-24_134124.jpg
http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-24_133909.jpg

As you can see, SH 5 has all that stuff too. Old Silent Hunter veterans know that ships must have a node called cfg#K01_"shipname" to get external cargo to appear. I know only one SH 5 ship that has that, Liberty Cargo. It's easy to test this in custom mission (with that Liberty Cargo ship), just select an item from the external cargo list. I managed to add the same node to other SH 5 merchant ship which had the free space for external cargo, but was missing the cargo-node (the positioning is still bit off!):

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-24_165320.jpg

I did this by injecting the node to the ships .sim file, not probably the most elegant way but it seems to work. Also it seems that many cargo objects are missing their zones in the .zon file, so they are currently indestructible, but that should be quite easy to fix.

But I just couldn't get the new cargo to appear in game without manually selecting from the mission builder. I'm not so experienced in mission builder, but it seems that if we want to see the external cargo, it needs to be selected when making the campaigns. Like this, :

http://i1231.photobucket.com/albums/ee503/rongel777/cargo1.jpg

If we would like to see more nice stuff in the game, first we need to add the missing nodes to cargo ships, fix the .zon file and then make changes to campaign layers. If this works, no more empty cargo ships!

So if somebody knows more about cargo stuff, or if there is already somekind of mod dealing with this, please tell! I think this might be too much for me to handle alone. Maybe Trevally is interested in this, maybe in the future there will be somekind of patch to OH 2... :D Here is the last proof of concept, it's taken from Memel harbour, in the campaign game, and I have added the external cargo node to the ship:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-24_191626.jpg

Phew! :woot:

TheDarkWraith
06-24-13, 12:53 PM
this might shed some light on it: http://www.subsim.com/radioroom/showpost.php?p=2075261&postcount=2145

Rongel
06-24-13, 03:01 PM
Thanks, I also found some old information on the K-nodes by rowi58:

as i see, the NGRA has one node for external cargo - the K01 node. That means, SH3 will randomly put some kind of external cargo on this place. A kind of external cargo, that is defined by the CargoDef.cfg. (K-nodes will not work within the EQP file!)and Tater:

Most SH4 ships lack K nodes, but that is easy enough to fix.I think SH 5 doesn't put a random cargo on a ship, you need to apply it yourself to random convoys and spawn points in mission editor.

I just wonder why the devs didn't use the external cargo, all the models seem to be ready and the game seems to have a system how to get them in the campaign. I hope it was because time restraints, and not because some nasty bug...

gap
06-24-13, 03:18 PM
If we would like to see more nice stuff in the game, first we need to add the missing nodes to cargo ships, fix the .zon file and then make changes to campaign layers. If this works, no more empty cargo ships!

Nice finding Rongel :up:

Adding new external cargo bones and placing them correctly around ship models shouldn't be a big problem using the current version of TDW's GR2 editor; editing cargo damage shouldn't be a big deal either: I guess that giving them damage boxes would be enough as equipments normally can use main unit's collision spheres. As for assigning the appropriate cargo to each ship, I think it can be done through eqp files, as we do with crew and other equipments (LinkName entries), but since ME provides a better and more flexible way to do it, I think we should do it through campaign files :yep:

this might shed some light on it: http://www.subsim.com/radioroom/showpost.php?p=2075261&postcount=2145

Just decoding the reading of the .eqp file's for units and ran across a neat little tidbit of info. Under each [Equipment x] header there can be an entry called CargoType= and LoadOut=. I can't recall seeing these being used in any of the .eqp files :hmmm:

Loadout= entries are used in aircraft eqp files, where different bomb loadouts are defined in unit's main cfg file, and are selected in ME through the "external cargo" property. Note that each loadout set in the cfg file has a Type= entry, which might affect unit's behaviour through AI scripts and/or hardcoded routines. This is to say that using loadout definitions on ships might not be a viable option, unless these "CargoType=" entries that you are mentioning can be used with ships as "Type=" entries do with aircraft :hmmm:

THE_MASK
06-24-13, 04:37 PM
If you look at the big Mis file in the SH5 save game folder .

Name=_BR Large Merchant / War supplies (ProxY)#71
Class=KLWarSupplies
Type=102
Origin=British
LayerOperation=0
Side=1
Commander=0
CargoExt=-1 ?
CargoInt=-1 ?

Rongel
06-25-13, 04:49 AM
Name=_BR Large Merchant / War supplies (ProxY)#71
Class=KLWarSupplies
Type=102
Origin=British
LayerOperation=0
Side=1
Commander=0
CargoExt=-1 ?
CargoInt=-1 ?

-1 value means "None". It's easy to see in custom missions, where you put several ships with different loadout. Then check the missions .misge-file, and there they are again:

...
Side=2
Commander=0
CargoExt=1
CargoInt=0
Doctrine=0
CfgDate=19391101
...

You can even change the loadouts with text editor, with CargoExt -1 is none, 0 is cargo truck, 1 is fuel truck, 2 is tank etc.

The reason why we don't see cargo in campaign is that the campaign files have also -1 in "CargoExt", and also many ships miss the required K-node. For example, this is the details of one polish convoy unit in Coastal Waters campaign:

[TRAF_POLISH_MERCHANT.ConvoyUnit 1]
Type=102
CountryName=Poland
ExternalCargo=-1
InternalCargo=-1
CrewRating=2
Weapons=0
Sensors=0
Tactics=0
Camouflage=0
Required=false
No=1
SpawnProbability=10
GroupLinkId=0

So just changing that negative number to another value should make a change (if the 102-type cargo ship has the cargo-nodes).

Rongel
06-25-13, 09:30 AM
Did some more studying... I found four big cargo ships (type 102) that had the K-nodes: Liberty Cargo, C1-B Type Medium Merchant, C2-S-B1 Hull Large Merchant and Victory Cargo. The reason why other ships don't have them might be that they are too small for the large external cargo. If you put the biggest pile of crates or train carts on a small or medium size cargo ship, it just won't fit, and there will be some ugly clipping (I witnessed this during testing).

And I also looked into campaign files, in OH 2 there are some convoys that have external cargo specified. But it seems that all random traffic is specified to be without cargo. So if I'm right, we should see some cargo just by editing the campaign! Will test this soon-ish!

gap
06-25-13, 09:54 AM
Did some more studying... I found four big cargo ships (type 102) that had the K-nodes: Liberty Cargo, C1-B Type Medium Merchant, C2-S-B1 Hull Large Merchant and Victory Cargo. The reason why other ships don't have them might be that they are too small for the large external cargo. If you put the biggest pile of crates or train carts on a small or medium size cargo ship, it just won't fit, and there will be some ugly clipping (I witnessed this during testing).

And I also looked into campaign files, in OH 2 there are some convoys that have external cargo specified. But it seems that all random traffic is specified to be without cargo. So if I'm right, we should see some cargo just by editing the campaign! Will test this soon-ish!

Setting some new cargo types would be nice. Lesser bulky cargo for smaller vessels, for instance. However going by what you are saying cargo types are indexed, and any cargo category got its own number. Could you find any file where cargo categories are linked to their respective 3D models? :hmm2:

Rongel
06-25-13, 01:35 PM
Gap, I think the only file that deals with ships external cargo is CargoDef.cfg, it's located in data/sea.

So currently the situation is that we can get external cargo to these four big ships if the cargo is specified in mission/campaign editor. Basically it's really easy, just select the cargo from the drop-down menu. But most of the ships are small cargo ships, like HogIsland, and these ships don't have the nodes for cargo. But if we make the new nodes to these ships (I tried it with TDW's great GR2 importer/exporter and worked it fine), large cargo won't fit there. I don't see any way that we could tell the game put only small cargo on small cargo vessels, it's linked with the ships type and large and small cargo ships belong to the same 102-type.

So there is two options. We could just put cargo to these big ships that already have the nodes, and enough space for every type of cargo. Downdside is that these ships are relatively rare, and most of the ships would still be empty. The second option is that we could add the nodes to every cargo ship, and only put small cargo items to them. Ofcourse we can still add large items to specified convoys that have big ships that can carry them.

Phew, I hope this is understandable! My option would be the later, add the nodes to every cargo ship and just place smaller crates, tanks and trucks to the ships, every cargo ship can carry them just fine.

Oh, by the way, I added some missing zone boxes and spheres to the cargo.zon file, and it worked great, we can get the cargo to be destroyed in many different ways! Here is one poor truck heading to depths:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-24_212324.jpg

gap
06-25-13, 03:26 PM
Gap, I think the only file that deals with ships external cargo is CargoDef.cfg, it's located in data/sea.

Okay, I had a look into the cfg file pointed by you. As far as I can see, by editing it we can even add new cargo types, which is good if we are going to need for more smaller cargo objects. The only settings which I don't fully understand are the CargoType= entries, though I suspect that 1 is used for explosive cargo, and 0 for any other cargo type.


So there is two options. We could just put cargo to these big ships that already have the nodes, and enough space for every type of cargo. Downdside is that these ships are relatively rare, and most of the ships would still be empty. The second option is that we could add the nodes to every cargo ship, and only put small cargo items to them. Ofcourse we can still add large items to specified convoys that have big ships that can carry them.

Phew, I hope this is understandable! My option would be the later, add the nodes to every cargo ship and just place smaller crates, tanks and trucks to the ships, every cargo ship can carry them just fine.

I agree with you about the second option :up:


Oh, by the way, I added some missing zone boxes and spheres to the cargo.zon file, and it worked great, we can get the cargo to be destroyed in many different ways! Here is one poor truck heading to depths

Cool!
By selecting wisely the zone type assigned to each damage box, we can get cargo to explode, take fire, etc. If needed, we can also set new cargo zones :03:

Fifi
06-25-13, 03:31 PM
Guys, that's a great find :yeah:
Can't wait to download a new sea folder with brand new cargos full of wonderful loads :D

gap
06-25-13, 04:34 PM
Just realized that some objects in ship_cargo.GR2 are not set in CargoDef.cfg. They are:

jeep1
Firetruck
Willis

Also note that the Willys MB Jeep is missing its textures. It could be that it didn't get any texture assigned, or that its meshes are missing UV mapping at all :hmm2:

gap
06-25-13, 05:30 PM
Also note that the Willys MB Jeep is missing its textures. It could be that it didn't get any texture assigned, or that its meshes are missing UV mapping at all :hmm2:

Okay, I had a closer look into the MB Jeep. It is UV mapped, and texture is assigned in the GR2 file. There is just one problem: the texture file that was supposed to be mapped on the meshes, is missing from the texture folder... yet another blunder by devs :nope:

Now it is a matter of rebuilding the texture starting from the UV mapping...

Fifi
06-25-13, 08:41 PM
Might sound stupid, but is the Willis really needed?...tanks and trucks are already nice :hmmm:

Rongel
06-26-13, 05:33 AM
Just realized that some objects in ship_cargo.GR2 are not set in CargoDef.cfg. They are:

jeep1
Firetruck
WillisI did a test and added these to the cargodef.cfg as new entries, like this:

[CargoEntry 14]
NodeName=Jeep
LinkName=jeep1
StartDate=19380101
EndDate=19451231
CargoType=0

[CargoEntry 15]
NodeName=Firetruck
LinkName=Firetruck
StartDate=19380101
EndDate=19451231
CargoType=0

And it worked! I could select them from the mission editor, and they appeared in game also. Yep, the jeep is missing textures, and the Willis-car could maybe use better textures, looks a bit ugly to me. But I don't know anything about the UV-stuff (and I don't want to know :D).

I did another test as well, I think the most important test so far. I modded the Coastal Waters campaign, so that all the random traffic cargo ships have some external cargo. I added k-nodes to HogIsland ships and started a new campaign. While patrolling near Poland I met this one HogIslander, and yes it had external cargo! So this is a random ship, I haven't placed manually any cargo to it.

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-26_130910.jpg

Everything seems to work so far!

volodya61
06-26-13, 07:12 AM
...Everything seems to work so far!

Well done :up: :yeah:

So, now we just need Trevally to make ​​changes to the campaign and put the edited .cfg and ship files to the mod :up:

Rongel
06-26-13, 12:45 PM
Well done :up: :yeah:

So, now we just need Trevally to make ​​changes to the campaign and put the edited .cfg and ship files to the mod :up:

Thanks! Yes, this needs some work before it can be released as a mod. I have now added missing nodes to three ships, it's a lot of work to get the nodes in just right position in GR2 editor. The way I have done it is to clone existing cfg-node, rename it and the start to edit it's position. Any better ideas for this, or is it the right way to do it? Maybe I'll release custom mission with the cargo stuff, so people can comment.

But help would be nice, especially with editing the campaign (Trevally??), or adding missing zones (boxes and spheres) to the cargo.zon file. Any brave volunteers? :D

gap
06-26-13, 05:53 PM
Might sound stupid, but is the Willis really needed?...tanks and trucks are already nice :hmmm:

No, not really, but being the iconic WWII Jeep, I thought that the Willys deserved a better treatment in game.
Here is a view of it with its brand-new textures: :cool:

http://img832.imageshack.us/img832/1351/5kdy.jpg

I did a test and added these to the cargodef.cfg as new entries

...

And it worked! I could select them from the mission editor, and they appeared in game also.

After seeing the cfg file that you pointed out to me yesterday, I was almost sure that adding new cargo types was going to be possible. Who knows why devs left those cars out :hmm2:

Since we are at it, what do you think about some totally new cargo models? I was thinking about an assortment of barrels and sacks. I have found some good royalty-free meshes on the web. I could try combining them and putting them in a dat file for you to test them in game, if you agree. :03:

Yep, the jeep is missing textures, and the Willis-car could maybe use better textures, looks a bit ugly to me. But I don't know anything about the UV-stuff (and I don't want to know :D).

Here is the new Willys texture that I was mentioning before:

http://www.mediafire.com/?lmjaiazbpg8k2p9

Dropping it in the Textures/TNormal/tex folder is enough. As for the other Jeep that you are mentioning, I think you meant the one called "jeep1". If you tell me what is wrong with its texture, I can try improving it :up:

I did another test as well, I think the most important test so far. I modded the Coastal Waters campaign, so that all the random traffic cargo ships have some external cargo. I added k-nodes to HogIsland ships and started a new campaign. While patrolling near Poland I met this one HogIslander, and yes it had external cargo! So this is a random ship, I haven't placed manually any cargo to it.

Everything seems to work so far!

:yeah:

I have now added missing nodes to three ships, it's a lot of work to get the nodes in just right position in GR2 editor. The way I have done it is to clone existing cfg-node, rename it and the start to edit it's position. Any better ideas for this, or is it the right way to do it?

Basically yes. :yep:

I have just one suggestion: when you are adding K bones to multiple hull ships, check that the parent object of the recently added bones is the appropriate hull part.


But help would be nice, especially with editing the campaign (Trevally??), or adding missing zones (boxes and spheres) to the cargo.zon file. Any brave volunteers? :D

I can help with zon files. :up:

Rongel
06-27-13, 03:07 AM
Good work with the Willys Jeep-texture, Gap!

Should it be a little bit darker, SH 5 trucks and tanks are quite dark. They have the shadows painted in to the texture kind of. Anyway, nice fix, I already added it to the mod.


Since we are at it, what do you think about some totally new cargo models? I was thinking about an assortment of barrels and sacks. I have found some good royalty-free meshes on the web. I could try combining them and putting them in a dat file for you to test them in game, if you agree. :03:

Why not! My only concern is that they should blend with the GR2 stuff (like some SH 3 stuff can look quite nasty in SH 5), otherwise sounds good!


I have just one suggestion: when you are adding K bones to multiple hull ships, check that the parent object of the recently added bones is the appropriate hull part.

Yep, that's the way I have done it! :up:

I can help with zon files. :up:Great! Here is a link to the test version of the mod: http://www.mediafire.com/download/d7f0cra6snqajib/cargo_testmod.7z

It has already modified .zon file, I have added zones to couple of items, you can continue from there or start from the scratch. One thing that bothers me little, is that I can't find a good way for the crates to be destroyed. Tanks and trucks can be blow up in the air, but if crates do this, you can see that they have no bottom at all. So if there is a way just to blow them up, so that they dissappear, that would be great!

This version also has a custom mission so that you can see the cargo ships easily. I think that now every cargo ship has the K-nodes, actually there was only three ships that didn't have them.

Trevally.
06-27-13, 06:08 AM
Great work guys:up:

Yes Rongel - I would like to help and add your work to OHII.
I can update all the campaign layers to make the ships take the cargo.

I am having a little issue with my PC at the mo (I have kicked it down the stairs is a fit of rage:oops:) so am waiting for a new one.
When it arrives - I can join your team:)

:sunny:

volodya61
06-27-13, 07:56 AM
...But help would be nice, especially with editing the campaign (Trevally??), or adding missing zones (boxes and spheres) to the cargo.zon file. Any brave volunteers? :D

If I can help, just tell me exactly what to do :yep:

gap
06-27-13, 08:30 AM
Good work with the Willys Jeep-texture, Gap!

Should it be a little bit darker, SH 5 trucks and tanks are quite dark. They have the shadows painted in to the texture kind of. Anyway, nice fix, I already added it to the mod.

Okay, I have reworked a bit my texture. Here it is:

http://www.mediafire.com/?787hs5xs7sd8l67

This is a preview of it in GR2 Editor:

http://img4.imageshack.us/img4/9876/662g.jpg

Much better, I think :03:

Why not! My only concern is that they should blend with the GR2 stuff (like some SH 3 stuff can look quite nasty in SH 5), otherwise sounds good!

Currently working on this:

http://img96.imageshack.us/img96/8462/chsd.jpg

In theory we could clone the existing ship_cargo.GR2 file, and import the new models in it, but this would pose some serious limitations to the complexity of the objects we can model, since IIRC we cannot add new meshes but just replace the existing ones. On the other hand, we have several examples of "dat" equipments rendered on top of GR2 units (aircraft bombs, and leigh lights just to mention some). I think that as far as a dat object has no unified render controller, it is rendered correctly on top of any GR2 unit.


Yep, that's the way I have done it! :up:

:up:


Great! Here is a link to the test version of the mod: http://www.mediafire.com/download/d7f0cra6snqajib/cargo_testmod.7z

It has already modified .zon file, I have added zones to couple of items, you can continue from there or start from the scratch.

Okay, I will put myself at work as soon as possible. I hope it won't take too long :)


One thing that bothers me little, is that I can't find a good way for the crates to be destroyed. Tanks and trucks can be blow up in the air, but if crates do this, you can see that they have no bottom at all. So if there is a way just to blow them up, so that they dissappear, that would be great!

Yes, stock crates are just "cardboard dummies". Have you tried setting their respective zone to "destroyable", so that they just disappear instead of blowing up? The better way to do it, is by setting new zone definitions with custom settings. Maybe we can set them to spawn proper box meshes when they are hit, as if they were debris :hmmm:


This version also has a custom mission so that you can see the cargo ships easily. I think that now every cargo ship has the K-nodes, actually there was only three ships that didn't have them.

Are you going to add K nodes to OH's imported ships as well? :D

gap
06-27-13, 08:34 AM
If I can help, just tell me exactly what to do :yep:

@Volodya

If you want, you can take over for the zon editing stuff, while I am working on the new cargo models :up:

volodya61
06-27-13, 09:01 AM
..Are you going to add K nodes to OH's imported ships as well? :D

I think this should be done because the convoys in OHII consist mostly of imported vessels :yep:

@Volodya

If you want, you can take over for the zon editing stuff, while I am working on the new cargo models :up:

I want and I can.. '..just tell me exactly what to do..'

I downloaded the RosettaStone and ABBYY Lingvo apps and am now heavily engaged in the study/learn of English.. am tired too often use an online translator.. so, a slight reboot/re-load of the brain does not hurt :03:

Rongel
06-27-13, 09:36 AM
Yes Rongel - I would like to help and add your work to OHII.
I can update all the campaign layers to make the ships take the cargo.

I am having a little issue with my PC at the mo (I have kicked it down the stairs is a fit of rage) so am waiting for a new one.
When it arrives - I can join your team



Great! I have some tips for that, for example almost all big cargo units fit to type 102-ships, but type 108 requires smaller cargo. But I'll post the details later! So we wait until your PC arrives.
PS. Maybe you should enlist to anger management class? :O:

Okay, I have reworked a bit my texture. Here it is:

http://www.mediafire.com/?787hs5xs7sd8l67

This is a preview of it in GR2 Editor:

Looks good to me! Also the barrels look nice! :up:

Are you going to add K nodes to OH's imported ships as well?

I'm not sure what happens when game tries to add GR2 equipments to .dat ships. If I remember right, there was some trouble getting GR2 guns to imported ships. I guess this needs testing. Maybe we can add SH4 dat-cargo to these units? Also if I recall, most of the imported units are transports ships or tankers, so there isn't that many actual cargo ships. But, yeah I'll look into this.

If I can help, just tell me exactly what to do

If you have time, you can also test the custom mission in the test cargo-mod. Just to check everything looks okay, and the game is stable! Maybe sink couple of them (just remember that only tanks, trucks and small crates have working damage modelling).

gap
06-27-13, 09:36 AM
I think this should be done because the convoys in OHII consist mostly of imported vessels :yep:

:sign_yeah:

I want and I can.. '..just tell me exactly what to do..'

:up:

Before I start giving you unnecessary instructions: have you ever messed with damage boxes and damage zones?

I downloaded the RosettaStone and ABBYY Lingvo apps and am now heavily engaged in the study/learn of English..

Excellent plan :yep:
Should you decide to learn Italian as well, our communications will get even easier :D

gap
06-27-13, 09:51 AM
PS. Maybe you should enlist to anger management class? :O:

:haha:


Looks good to me! Also the barrels look nice! :up:

Okay, unlike stock crates, each barrel will be a separate object, but I need to apply a trick suggested by Privateer (http://www.subsim.com/radioroom/showpost.php?p=1911194&postcount=17) in order to keep poly count as low as possible :up:


I'm not sure what happens when game tries to add GR2 equipments to .dat ships. If I remember right, there was some trouble getting GR2 guns to imported ships. I guess this needs testing. Maybe we can add SH4 dat-cargo to these units? Also if I recall, most of the imported units are transports ships or tankers, so there isn't that many actual cargo ships. But, yeah I'll look into this.

Yes, you are right: GR2 objects don't look good when rendered on dat units. If, as I hope, dat cargo is going to work on both GR2 and dat units, maybe we can port stock ship cargo to the dat format, and get rid of the stock GR2 file :hmmm:

volodya61
06-27-13, 09:59 AM
If you have time, you can also test the custom mission in the test cargo-mod. Just to check everything looks okay, and the game is stable! Maybe sink couple of them (just remember that only tanks, trucks and small crates have working damage modelling).

OK, I downloaded test mod and will test it :yep:

Before I start giving you unnecessary instructions: have you ever messed with damage boxes and damage zones?

Not yet.. but all things are being made for the first time first time :03:..

Excellent plan :yep:
Should you decide to learn Italian as well, our communications will get even easier :D

Forgot to mention this - Longman Pronunciation Dictionary :)
And yes, Italian and Spanish are in my to do list :03:

Trevally.
06-27-13, 12:17 PM
Great! I have some tips for that, for example almost all big cargo units fit to type 102-ships, but type 108 requires smaller cargo. But I'll post the details later! So we wait until your PC arrives.

Yes - a text editor should make easy work of any upgrade. Just as with the speed fix.

PS. Maybe you should enlist to anger management class? :O:

Where is that dam postman........dam dam Dammm DAMMMM!:arrgh!:

:D

gap
06-27-13, 01:17 PM
Not yet.. but all things are being made for the first time first time :03:..

I agree, I just wanted to make sure that at least this time I wasn't going to give you unnecessary information. Here we go:


Open ship_cargo.GR2 in Goblin and merge it with ship_cargo.zon.


Click Ctrl D to recall the the Damage Editor.


Click any item in the scene tree, to create a new SH3ZonesCtrl controller with that object as parent.


Click on the "Box" button in the Damage Editor window to create a damage box centered around the previously selected object.


Use the "Position" controls to edit size and position of the damage box. You can either use button inputs or mouse-drag inputs. Once you get used to both systems, everything gets quite intuitive.


Once the damage box fits your object in size and position, you can select a zone that will be applied to your object from the "Zone Type" dropdown menu. Note that zone types listed are taken from the file Zones.cfg. If needed (I suggest you to do so), you can create new zone definitions by editing that file. Refer to this post (http://forum.kickinbak.com/viewtopic.php?f=70&t=1378&st=0&sk=t&sd=a&sid=e41840a239a59a5e5feb8e981ed8c121#p15344) by Observer on Submarine Sim Central forum for details on how to add new zones, and on what each entry in Zone definitions does.


Set armor level of the recently created box in the "Armor" field. The default setting is -1, meaning that the box gets its armor from its respective zone definition.


You can similarly add collision spheres if you want (sphere button), but equipments normally get collisions from their parent unit, i.e. adding new spheres is not strictly required for them to get damaged.


When finished, drag the new controller on top of ship_cargo.zon (Project Tree), and save as usual. That simple :up:



Forgot to mention this - Longman Pronunciation Dictionary :)
And yes, Italian and Spanish are in my to do list :03:

:haha:

I see you got your language learning program seriously. Spanish is a widespread and useful language indeed. As for Italian, if you are looking for a lucrative job opportunity, I would rather focus on German, Chinese, Arabic, or even Hindi :03:

volodya61
06-27-13, 03:02 PM
I agree, I just wanted to make sure that at least this time I wasn't going to give you unnecessary information. Here we go:

OK, thanks, I'll try to do it right now.. but I'll need you to check it later.. :03:

I see you got your language learning program seriously. Spanish is a widespread and useful language indeed. As for Italian, if you are looking for a lucrative job opportunity, I would rather focus on German, Chinese, Arabic, or even Hindi :03:

It's too late to learn something like Chinese or Japanese.. I thought about Arabic.. my wife (or rather ex-wife) speaks Arabic.. and Italian it's just for the soul :)

volodya61
06-27-13, 05:35 PM
Once the damage box fits your object in size and position, you can select a zone that will be applied to your object from the "Zone Type" dropdown menu. Note that zone types listed are taken from the file Zones.cfg. If needed (I suggest you to do so), you can create new zone definitions by editing that file. Refer to this post (http://forum.kickinbak.com/viewtopic.php?f=70&t=1378&st=0&sk=t&sd=a&sid=e41840a239a59a5e5feb8e981ed8c121#p15344) by Observer on Submarine Sim Central forum for details on how to add new zones, and on what each entry in Zone definitions does.
Set armor level of the recently created box in the "Armor" field. The default setting is -1, meaning that the box gets its armor from its respective zone definition.
You can similarly add collision spheres if you want (sphere button), but equipments normally get collisions from their parent unit, i.e. adding new spheres is not strictly required for them to get damaged.


I don't think it's time to change zones.cfg file.. we all use different versions of this file.. at least I'm not enough competent to do it.. I will set zones of the 'Zone Type' menu.. Cargo1 or Cargo2 for the regular cargo and ExtCargoFuel for the fuel..
Anyway tomorrow I will finish adding boxes and spheres and you will check it..

Rongel
06-28-13, 04:11 AM
Yes, you are right: GR2 objects don't look good when rendered on dat units. If, as I hope, dat cargo is going to work on both GR2 and dat units, maybe we can port stock ship cargo to the dat format, and get rid of the stock GR2 file :hmmm:

Did a quick test trying to get cargo appear to imported ships. It's the same thing we found out when importing the ships many, many years ago. GR2 equiptments do show up, but they are rendered completely black.

I did another test, copied cargos.dat from SH4 to SH5 and just added some new entries to the cargodef.cfg file. And it worked, SH 4 stuff appeared in game! It looks good with the GR2 ships, but not so hot with the imported ships, here's few pics to explain:

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-28_114653.jpg

SH 4 tanks in GR2-ship! Looks good, light affects them, everything is like it should be.

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-28_114532.jpg

And here imported dat ship with SH 4 tanks, light doesn't affect them, they are white, plain and quite ugly... Just like the guns and equiptments on imported ships...

So not sure with this... Even if we could convert the whole SH 5 cargo.GR2 file to dat, it wouldn't still look very good in imported ships. Any good ideas?

The positive thing is that we can easily now add more cargo to GR2 ships with separate .dat file and it should look just right!

volodya61
06-28-13, 07:40 AM
This is edited ship_cargo.zon file - http://rghost.ru/47076749
Boxes and spheres were added to all the cargo types..

Not tested the custom mission yet.. will do it a little later..

gap
06-28-13, 12:34 PM
I don't think it's time to change zones.cfg file.. we all use different versions of this file.. at least I'm not enough competent to do it.. I will set zones of the 'Zone Type' menu.. Cargo1 or Cargo2 for the regular cargo and ExtCargoFuel for the fuel..
Anyway tomorrow I will finish adding boxes and spheres and you will check it..

Okay, since there are already zone entries for external cargo, I don't see any reason for adding new ones :up:

By the way: have you seen any zone definition for ammo freights?

Did a quick test trying to get cargo appear to imported ships. It's the same thing we found out when importing the ships many, many years ago. GR2 equiptments do show up, but they are rendered completely black.

As expected :-?

I did another test, copied cargos.dat from SH4 to SH5 and just added some new entries to the cargodef.cfg file. And it worked, SH 4 stuff appeared in game! It looks good with the GR2 ships, but not so hot with the imported ships.

...

So not sure with this... Even if we could convert the whole SH 5 cargo.GR2 file to dat, it wouldn't still look very good in imported ships. Any good ideas?


That is weird. Can you send me SH4 external cargo files (I have SHIII ones already). I want to have a look into them :hmm2:


The positive thing is that we can easily now add more cargo to GR2 ships with separate .dat file and it should look just right!

I got the barrels almost finished. Works on them took a bit longer than expected as their UV mapping had a flaw, and I had to redo it. This first cargo type will include 60 steel drums, each as separate model. This means that they will blow up in the air nicely. I just hope that Privateer's trick for reducing file size (it applies to when multiple instances of the same object are repeated n times in the same file), will also keep memory usage reasonably low :03:

volodya61
06-28-13, 12:57 PM
..By the way: have you seen any zone definition for ammo freights?..

No.. there were ExtStorage zone for the sub's external torpedoes and several AmmoBunkers for the battleships.. and nothing similar for the merchants..

EDIT: there is AmmoBunkerAbove zone.. maybe we could use it for the ammo freights :hmmm:

gap
06-28-13, 01:45 PM
No.. there were ExtStorage zone for the sub's external torpedoes and several AmmoBunkers for the battleships.. and nothing similar for the merchants..

EDIT: there is AmmoBunkerAbove zone.. maybe we could use it for the ammo freights :hmmm:

Is AmmoBunkerAbove set to "destroyable"? :hmm2:

I think we need just for 3-4 zone types: one for flammables (like diesel fuel), one for explosives, one for general cargo, and possibly one for armored vehicles/artillery pieces. We can assign them different effects and different HP's, but they all should be destroyable, or cargo will stay on deck forever, no matter how much damage it takes :yep:

gap
06-29-13, 11:00 AM
@ Volodya

Today I had a look into SHIII external cargo files. These are the damage zones they use:

Container, TrapContainer, WoodCrates, Disassembled Aircraft => Load

SHIII (GWX Gold) zone settings:
[Load]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=Yes
Effect1=#Fire_small, 40
Effect2=#Small_splinter_explosion, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=6

SH5 (Fx Updates) zone settings:
[Load]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 40
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


OilBarrels, SmallDrums => ExtCargoFuel

SHIII zone settings:
[ExtCargoFuel]
Multiplier=0.8
Flotability=0.0
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=100
CargoType=Fuel

SH5 zone settings:
[ExtCargoFuel]
Multiplier=1.0
Flotability=0.0
HitPoints=50
Destructible=YES
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=1000
CargoType=Fuel


Truck, Jeep => CLoad

SHIII zone settings:
[CLoad]
Multiplier=1.000000
Flotability=1.000000
HitPoints=20
Destructible=Yes
Effect1=#Fire_small, 40
Effect2=#Small_splinter_explosion, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=6

SH5 zone settings:
[CLoad]
Multiplier=1.000000
Flotability=1.000000
HitPoints=20
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 40
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=590
CargoType=None
Crash Depth=1


Tank, landing craft => HLoad

SHIII zone settings:
[HLoad]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=#Fire_small, 70
Effect2=#Small_splinter_explosion, 100
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=6

SH5 zone settings:
[HLoad]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 70
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


Soldiers => Troops

SHIII zone settings:
[Troops]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=70
CargoType=None

SH5 zone settings:
[Troops]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=700
CargoType=None


Moreover, SH5's cargo_truck (the one external cargo model which got a damage box in stock game), uses the ExternalStorage zone.

SHIII zone settings:
[ExternalStorage]
Multiplier=1.000000
Flotability=0.000000
HitPoints=110
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=24 ;Quarters1 (?)
FloodingTime=59.999996
CargoType=None

SH5 zone settings:
[ExternalStorage]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=43 ;DeckGun (?)
FloodingTime=59.999996
CargoType=None

I think it is is safe supposing that (with the exception of ExternalStorage) the above zones are not used in SH5 so, if required, we can adjust their settings to our needs without side effects of any sort :up:

Rongel
06-29-13, 11:03 AM
That is weird. Can you send me SH4 external cargo files (I have SHIII ones already). I want to have a look into them :hmm2:


Sure, I can post them tomorrow, but I think there is no easy way to fix this, we really tried to get the guns look good with the imported ships, but they are still rendered only partially (i mean that lighting doesn't affect them). I think it's because of the unified render controller that the .dat ships are using.

http://i1231.photobucket.com/albums/ee503/rongel777/SH5Img2013-06-28_115114.jpg

This pic shows what I mean (it's the imported NAMC-ship).

gap
06-29-13, 11:08 AM
Sure, I can post them tomorrow

Okay, I need to study them in order to finish my oil barrels. They are almost finished by the way :up:

...but I think there is no easy way to fix this, we really tried to get the guns look good with the imported ships, but they are still rendered only partially (i mean that lighting doesn't affect them). I think it's because of the unified render controller that the .dat ships are using.

Yes, I know :-?

Maybe we can adjust a bit their diffuse map (RGB and alpha channels) and their material settings, in order to make them to look lesser "washed out", but indeed this won't fix the lack of self illumination /shadows :hmm2:

volodya61
06-29-13, 11:58 AM
..I think it is is safe supposing that (with the exception of ExternalStorage) the above zones are not used in SH5 so, if required, we can adjust their settings to our needs without side effects of any sort :up:

So, you suggest me to change all the zones in the edited file, I mean Cargo1 etc, with these ones - Load, CLoad, HLoad and ExtStorage?
This will not take much time..

Did I get you correctly? :06:

TheDarkWraith
06-29-13, 12:35 PM
create new zones in the zones.cfg. No reason to muck up existing ones. Adding new zones is really easy to do.

gap
06-29-13, 12:40 PM
So, you suggest me to change all the zones in the edited file, I mean Cargo1 etc, with these ones - Load, CLoad, HLoad and ExtStorage?
This will not take much time..

Did I get you correctly? :06:

Wait, as suggested by TDW I am going to add some new zone definitions to Zones.cfg. :03:

What is the most updated version of the above file?

TheDarkWraith
06-29-13, 12:42 PM
Wait, as suggested by TDW I am going to add some new zone definitions to Zones.cfg. :03:

What is the most updated version of the above file?

on second thought adding new zones is going to cause compatibility problems with other mods. You sure these zones aren't used by anything else? The right thing to do is add new zones :hmmm:

gap
06-29-13, 12:51 PM
@ TDW

in case you are reading this post: do I need to apply any tweak for making fires and explosions to propagate from cargo to ship hull, or Fx Update will take care of it "by default"?

gap
06-29-13, 12:56 PM
on second thought adding new zones is going to cause compatibility problems with other mods.

By luck no many mods fiddled with Zones.cfg. IIRC, you have released a modified version of the file for your damage management patch. Is this the latest version of the file? Are there any other tweaks which I should include in the new Zones.cfg?

You sure these zones aren't used by anything else?

No, I was just guessing


The right thing to do is add new zones :hmmm:

Yes it is. By the way, the B-25 mod that I am still working on will add several new zones :yep:

TheDarkWraith
06-29-13, 01:06 PM
By luck no many mods fiddled with Zones.cfg. IIRC, you have released a modified version of the file for your damage management patch. Is this the latest version of the file? Are there any other tweaks which I should include in the new Zones.cfg?

We need to verify that the file you speak of includes all the changes in FX_Update's zones.cfg file.

We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file :hmmm: Maybe start a thread for it so people can find it and upload their changes to it there. Have post #1 reflect the newest version of the file so it's always updated. This will help prevent conflict and people using numbers/zones already defined.

gap
06-29-13, 01:19 PM
We need to verify that the file you speak of includes all the changes in FX_Update's zones.cfg file.

We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file :hmmm: Maybe start a thread for it so people can find it and upload their changes to it there. Have post #1 reflect the newest version of the file so it's always updated. This will help prevent conflict and people using numbers/zones already defined.

I think that FX Updates marked the new standard for SH5 Zones.cfg file, that any modder wanting to mod the same file should deal with. As I told you before, apart from FX Updates, your damage management patch, and BARF, I don't know of any other mod tinkering with the same file.

If I add the new zones to FXUpdate's version of the file, creating a BARF compatible version from it won't be that difficult :hmm2:

P.S: can you answer this question? :D

http://www.subsim.com/radioroom/showpost.php?p=2077226&postcount=45

TheDarkWraith
06-29-13, 01:29 PM
P.S: can you answer this question? :D

http://www.subsim.com/radioroom/showpost.php?p=2077226&postcount=45

The spreading of fires and damage is linked to effects in Baza_FX so if your zones use the fires specified in the Baza_FX (basically the FireSmall, FireBig and such defined in the zones.cfg file) then they will spead with your new zones.

gap
06-29-13, 01:51 PM
The spreading of fires and damage is linked to effects in Baza_FX so if your zones use the fires specified in the Baza_FX (basically the FireSmall, FireBig and such defined in the zones.cfg file) then they will spead with your new zones.

excellent. :woot:

Is it the same for explosions? When triggered, will they affect nearby boxes, or they are just a cosmetic feature?

TheDarkWraith
06-29-13, 01:56 PM
excellent. :woot:

Is it the same for explosions? When triggered, will they affect nearby boxes, or they are just a cosmetic feature?

I believe explosions were purely cosmetic. I could add something to them that could make them induce damage in nearby zones :hmmm:

gap
06-29-13, 02:02 PM
I believe explosions were purely cosmetic. I could add something to them that could make them induce damage in nearby zones :hmmm:

Good Idea. If you don't get time for it, I can try doing it myself by copying your "spreading gires" settings. In this case, I will pass on the resulting file to you, for you to include them into FXU. What do you think :)

Mikemike47
06-29-13, 05:11 PM
We need to verify that the file you speak of includes all the changes in FX_Update's zones.cfg file. We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file

I think that FX Updates marked the new standard for SH5 Zones.cfg file, that any modder wanting to mod the same file should deal with.

FYI - I am using Open Horizons II v2.2 and most of the mods from sober's mod list. Nothing else use a newer zones.cfg than FX Update and Open Horizons.

Per Trevally's update log:
Update 22/04/2013
OHII V2.1
Updated the zones.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith" - has the same date time stamp

Update 12/05/2013
OHII V2.2
Nothing newer concerning zones.cfg

Does anyone else use mods that I don't and has a newer zones.cfg?
Accurate German Flags
RemoveLogoIntroTheDarkWraith
sobers game loading tips V5 SH5
DBM Background Video
sobers green spinning thing SH5
SMission - D-Day Landings
Grossdeutscher Rundfunk
U-Boat Watch Crew Routine SFX
WolfPack Wotan
Messervy_s_gramophone_pack1
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
Depth Charge Range Fix
Capthelms Audio+SV Touch Ups
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
sobers smoke screen V1 SH5 (DynEnv compatible)
DynEnv v2.9 - 9. Sobers Best Ever Tweaks
DynEnv v2.9 - No Underwater Impurity Patch
sobers best ever fog V22 SH5
sobers waves mod V12 27032013
Window_Lights_Redone_V1
Torpedo_Door_Sound_Mix
Speech fixes and additions (english version)
Pascal-sh5-Crew-Uniforms
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
SteelViking's Bunker Fixes V1.0
German U-Boat Hydrophone SFX
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1 & hotfix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
FX_Update_0_0_21_ByTheDarkWraith
FX Update torpedoes (modified for torpedoes failure patches)
FX Update torpedoes - MagDet range 3m (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_4_2_ByTheDarkWraith
NewUIs_TDC_7_4_2_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_4_2_jimimadrids_map_tools
Sjizzle's - Charts for NewUIs TDC ByTheDarkWraith
gap - armaments & equipments patch v 0.2
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
IRAI_0_0_39_Inertia_Damage
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Cerberus62 Corrected Depth Charge Projector 1.0
NDD_Soldati Fix
NOZAURIO'S SKIN (Standar No Emblem) v-1.1.0
Expanded Navies by Cybermat47 v.1.0.01
OPEN HORIZONS II_full v2.2
OPEN HORIZONS II v2.2 - ORP Gryf and HMS Rocket no reflection patch
OHII v2.2 Sobers Terrain fix
OH II Minefield map for TDWs Ui
SH5Lifeboats_by_Rongel_TDW_stoianm_v2.11
SH5Lifeboat_Wooden ver. 0.2
SkyBaron's Bold SFX for SH5 1.0
SkyBaron's Leigh Light for SH5 1.0
Reworked Morale and Abilities v.1.1
MightyFine Crew Mod 1.2.1 Alt w beards
MCCD_1.04_MFCM_1.2.1_compatible
Crew scripting by TheDarkWraith
sobers green crew training V4 SH5
TDW FX Fix for Sobers chimney smoke
Trevally TDC Help v2
Trevally Tutorial - All v0.2(for OHIIv1.3)
Krauters Automated Scripts (v5_0_0 compatible)
Trevally Automated Scripts v0.6
Trevally Harbour & Kiel Canal Pilot v3.1
Sonar Sound Collection v 1.0 for SH5 - Distorted
sobers hud sounds V1 SH5
AMMO_v1.0_SH5_by_Raven_2012
sobers Depth of Field V6 SH5
sobers bad weather deck gun V5 SH5
Voice, Sounds & Help
TDW_GenericPatcher_v_1_0_112_0

TheDarkWraith
06-29-13, 08:02 PM
I found this type entry in the carriers:

[Equipment 38]
NodeName=X07
LinkName=Lowres_Buffalo_GB,data\Air\Lowres_Buffalo \Lowres_Buffalo_GB.GR2
StartDate=19450101
EndDate=19451231

never seen X nodes before. These are specifying the aircraft on the carriers deck.

gap
06-30-13, 08:17 AM
FYI - I am using Open Horizons II v2.2 and most of the mods from sober's mod list. Nothing else use a newer zones.cfg than FX Update and Open Horizons.

Thank you Mike, I never realized that OHII included TDW's version of Zones.cfg :up:

So... I have set several new zones for use with external cargo models. They are:

225=ExtCargoExplA
226=ExtCargoExplB
227=ExtCargoFlamA
228=ExtCargoFlamB
229=ExtCargoFuelA
230=ExtCargoFuelB
231=ExtCargoGenA
232=ExtCargoGenB
233=ExtCargoVehicA
234=ExtCargoVehicB

Description:

ExtCargoExplA: explosive cargo;
ExtCargoExplB: as above, but with lower HP (for models composed by many small elements, like the barrels I have been working on in the last days);
ExtCargoFlamA: flammable cargo (oil not included);
ExtCargoFlamB: as above, but with lower HP;
ExtCargoFuelA: oil cargo;
ExtCargoFuelB: as above, but with lower HP;
ExtCargoGenA: general cargo;
ExtCargoGenB: as above, but with lower HP;
ExtCargoVehicA: regular vehicles;
ExtCargoVehicB: armored vehicles;

Settings:

[ExtCargoExplA]
Multiplier=5.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Ammo

[ExtCargoExplB]
Multiplier=5.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Ammo

[ExtCargoFlamA]
Multiplier=3.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 10
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoFlamB]
Multiplier=3.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 10
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoFuelA]
Multiplier=3.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Fuel

[ExtCargoFuelB]
Multiplier=3.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=Fuel

[ExtCargoGenA]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Effect1=BAZA_FX_Foc, 20
Effect2=BAZA_FX_FocFum_mic, 40
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoGenB]
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=BAZA_FX_Foc, 20
Effect2=BAZA_FX_FocFum_mic, 40
Armor Level=1
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoVehicA]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 40
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=5
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

[ExtCargoVehicB]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 70
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=20
Critic Flotation=0.3
Critical=No
FloodingTime=59.999996
CargoType=None

Probably we will need to finetune the above settings based on the results of in-game testing.

@ Volodya

If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg: :up:

http://www.mediafire.com/?r25c8fcolhwj6iy

volodya61
06-30-13, 08:38 AM
@ Volodya

If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg: :up:

http://www.mediafire.com/?r25c8fcolhwj6iy

I can do that if it's needed.. is it needed?

And I forgot to post these message yesterday (at first power outages, and then forgot :))

There are several zones.cfg files..
FX Update contains it, OHII contains it.. also there is edited version of FX Update file, it was edited for compatibility with the AI Crew Damage Control patch, GenericPatcher contains it..
e.g. I use edited version from this mod - http://www.subsim.com/radioroom/showthread.php?t=193825
also there are several other versions but I don't review them seriously here..

gap
06-30-13, 09:18 AM
I can do that if it's needed.. is it needed?

Yes, if we want to simulate the effect on ship integrity of hitting different cargo types.

Moreover, I am trying to create new cargo models which will include many smaller elements (i.e. single crates, sacks or barrels) instead of merging them together as per stock cargo models. Each element will get its own damage box. It means that they will blow up singularly, and that damaging a single element will trigger a chain reaction, with fires/explosions spreading from one element to the nearby ones. In order to do it, I need for new zones anyway :yep:

And I forgot to post these message yesterday (at first power outages, and then forgot :))

so we have:

FX Updates version
FX Updates + Crew Damage Control version
FX Updates + Crew Damage Control (Increased Flooding) version
FX Updates + BARF version
FX Updates + AST version

Merging new zones with the above mods will be really easy, as we won't need to tweak their settings, but just to append our new zones at the end of their respective Zones.cfg files. I could do it right now, but it would be a pointless excercise as we will need to adjust the new settings anyway :03:

volodya61
06-30-13, 11:01 AM
Yes, if we want to simulate the effect on ship integrity of hitting different cargo types...

OK, I'll re-edit file that I already edited before.. but a bit later.. isn't it an urgently? :03:

gap
06-30-13, 11:11 AM
OK, I'll re-edit file that I already edited before.. but a bit later.. isn't it an urgently? :03:

You should ask our project leader, Rongel, but I would say not :hmm2:

gap
06-30-13, 11:36 AM
@ Rongel

Re. the problem of equipments looking poor when rendered on top of dat units, while digging into SHIII cargo models, I have discovered that they include a DynamicShadowCast controller which is absent from the SH4 cargo files that you sent me yesterday. Probably this controller won't work on SH5, but who knows, it could be worth a quick test. :hmm2:

In addition, SHIII cargo use WaterReflection controllers as well, but IIRC it sure that they are ignored by SH5's engine.

gap
06-30-13, 12:26 PM
Flammable steel drums cargo ready for testing:

http://www.mediafire.com/?07t2vih4jz4u4qt

They use the same mesh repeated 60 times. Each drum got individual damage boxes and collision spheres. New version of Zones.cfg (FXU compatible) included in the package. I didn't include neither normal/ambient occlusion maps, nor the controllers I mentioned in my previous post. For ease of testing, we will add them step by step.

Let me know if it is working as supposed :up:

volodya61
06-30-13, 12:29 PM
..Let me know if it is working as supposed :up:

Maybe you will make a custom mission also, to let me test it :)

gap
06-30-13, 12:32 PM
Maybe you will make a custom mission also, to let me test it :)

Okay, I will modify the test mission made by Rongel, give me a few :up:

gap
06-30-13, 01:18 PM
Okay, I will modify the test mission made by Rongel, give me a few :up:

Okay, here it is:

http://www.mediafire.com/?8j66tzl78f1indi

Enable it on top of OHII, Rongel's Cargo Test Mod, and my Additional SH5 Ship Cargo. All the ships in the convoy now should carry the new barrels.

Things you should check:

- if my new cargo works at all (you never know :rolleyes:);
- if it causes any lag;
- how good it looks and how well it fits the space on deck (if possible post a few screenies);
- ballistic tests: aim to the barrels with both deck and flak guns :arrgh!:

volodya61
06-30-13, 01:40 PM
Things you should check:

- if my new cargo works at all (you never know :rolleyes:);
- if it causes any lag;
- how good it looks and how well it fits the space on deck (if possible post a few screenies);
- ballistic tests: aim to the barrels with both deck and flak guns :arrgh!:

OK, thanks.. is it OK if I'll test it later this night or tomorrow morning? :06:

EDIT: at the same time will tie up all the boxes and spheres in the edited ship_cargo with the new zones..

gap
06-30-13, 01:49 PM
OK, thanks.. is it OK if I'll test it later this night or tomorrow morning? :06:

Yes indeed, take your time mate :salute:

Rongel
07-01-13, 08:00 AM
I did a small test with the barrels. So here is what I found:

-They explode in a nice way, good looking effect! :up:
-They did cause some lagging with my pc when exploding (i had disabled the red distress flare). I wonder will it increase when all the normal maps and other controllers are added to them? I think the lag wasn't that bad, but it would be nice if we could lower it than increase it.
-All the ships went down with one torpedo, the barrel explosions seemed to destroy the ships completely, so it might be too powerful now.

gap
07-01-13, 09:38 AM
I did a small test with the barrels. So here is what I found:

:yeah:

-They explode in a nice way, good looking effect! :up:

The way I have set them, they should trigger a cascade effect where fire spreads from barrel to barrel. Have you noticed it? And by the way, they shouldn't explode: I had set them to flammable, not explosive. Maybe I shoud set the destructible property of their zone to "no", or better, I should try messing with the ObjectRemains controller as suggested by TDW in this post (http://www.subsim.com/radioroom/showthread.php?p=1923383#post1923383): it would be cool if after being set on fire, flammable barrels changed their aspect rather than blowing up in the air :cool:

-They did cause some lagging with my pc when exploding (i had disabled the red distress flare). I wonder will it increase when all the normal maps and other controllers are added to them? I think the lag wasn't that bad, but it would be nice if we could lower it than increase it.

In other words, you are confirming indirectly that before being hit, my barrels don't cause any lag. This is good to know :up:

As for the cause of the lagging when they explode, I am sure I know why it happens: each barrel got its own damage box; when one barrel gets more than 10% damage, a fire effect is triggered; this, on turn, damages nearby barrels and sets them of fire (if they weren't already on fire), and so on. Now can you imagine the effect of 60 or more fire FX being played at once? There are several possible solutions for it:


reducing the number of damage boxes, making each box to cover more than one barrel;

setting new "spreding fire" effects, the way TDW did for FXU but with reduced damage and blast radius, and assigning them to the new zone definitions used for "multiple-mesh/multiple box cargo";

increasing the HP damage percent that will trigger fires;

increasing the HP of each barrel;

decreasing their damage multiplier.


What do you think? I will try playing with the above factors, and I will post an update as soon as possible.

Answering your question on normal/AO maps and rendering controllers, for a start we should ask ourselves if they are really needed (how good the barrels looked during your test without that extra stuff?). Secondly, I don't think that bump maps and ambient occlusion maps will affect main memory that much, as GPU should deal with them. Shadow and reflection controllers could be a bit memory intensive though :hmm2:

-All the ships went down with one torpedo, the barrel explosions seemed to destroy the ships completely, so it might be too powerful now.

This is related with the previous point: ship's hit points get depleted by the spreading fires. Possible solutions as above :03:

TheDarkWraith
07-01-13, 12:01 PM
Good Idea. If you don't get time for it, I can try doing it myself by copying your "spreading gires" settings. In this case, I will pass on the resulting file to you, for you to include them into FXU. What do you think :)

I'd rather do it myself. Reason being I have a very specific ID numbering system that I developed. By looking at one of my IDs I can tell what mod it belongs to, what controller it's using, what number of the item it is (if it belongs to a multiple items), what version it is, etc. Ever wondered why my ID's were so strange? Now you know why :D

gap
07-01-13, 12:18 PM
I'd rather do it myself. Reason being I have a very specific ID numbering system that I developed. By looking at one of my IDs I can tell what mod it belongs to, what controller it's using, what number of the item it is (if it belongs to a multiple items), what version it is, etc. Ever wondered why my ID's were so strange? Now you know why :D

Waiting for your updates then :D :up:

gap
07-01-13, 07:12 PM
Just modified a steel drum, to look as it was set on fire:

http://img547.imageshack.us/img547/2819/zxki.jpg

I hope I can get it to show in game in place of destroyed drums. Fingers crossed :03:

TheDarkWraith
07-01-13, 08:30 PM
Just modified a steel drum, to look as it was set on fire:

I hope I can get it to show in game in place of destroyed drums. Fingers crossed :03:

ObjectRemains controller is your friend :yep:

volodya61
07-02-13, 10:43 AM
@gap

Sorry, Gabriele :oops:, I wasn't be able to test something last couple of days.. does this last version still needs testing or you're working on a new one?

volodya61
07-04-13, 09:20 AM
@gap

Sorry, Gabriele :oops:, I wasn't be able to test something last couple of days.. does this last version still needs testing or you're working on a new one?

Gabriele!

I saw, you were (and maybe are) here :D

EDIT: I'm an Ocean Warrior too now :smug: :salute: