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Jeff-Groves
01-20-15, 04:13 PM
Has anyone done this?
:hmmm:

Sailor Steve
01-20-15, 04:28 PM
Yes, Wreford-Brown did. It doesn't look like a VIIa though, it just acts like one.

SH3 version: http://www.subsim.com/radioroom/downloads.php?do=file&id=1871

Commander version, which changes automatically to a VIIb on March 11, 1940.
http://www.subsim.com/radioroom/downloads.php?do=file&id=1872

Jeff-Groves
01-20-15, 04:31 PM
So there's no 3D modeled version then?
I would have suspected that would have been converted from SH5's models.
:hmmm:

Sailor Steve
01-20-15, 04:32 PM
So there's no 3D modeled version then?
I would have suspected that would have been converted from SH5's models.
:hmmm:
Nope. Not that I've seen, anyway.

the_frog
01-20-15, 06:12 PM
Rowi converted the SH5 model, as an AI boat:

http://www.subsim.com/radioroom/showpost.php?p=1516954&postcount=1

It's included in the newer versions of Rowi's CCoM mod.

Jeff-Groves
01-20-15, 06:14 PM
Ah, thanks. I'll contact him about doing a player version.
I'd suspect he'd have no problem with me useing his files.
:haha:

álvaro
01-20-15, 08:05 PM
@ Jeff-Groves

That would be great ... Typ VIIA, ... "Olé" for you (as we say in Spain). It would be wonderful to see a playable version. SH3 is alive more than ever:up::salute:

ReallyDedPoet
01-20-15, 08:07 PM
Be great to see :up:

drakkhen20
01-20-15, 08:27 PM
wwwaaaaayyyyyy back when the Kriegsmarine mod was under development we were working on that but that mod slowly came to a crash and i have no idea what happened to it or the other files and actually i believe it was for SH4 OM mod add on. but its nice to see it coming back out. download....download....:D

Jeff-Groves
01-21-15, 03:18 PM
GWX had a VII-A for SH4 but there's a problem built into SH4.
SH4 does not 'launch' torps like SH3 does. They fell through the sub if the tube was above the water line.
:o

In SH3 they'll launch as they should as proven with the Schnell Boot Mod.
:yep:

I may need to re-install SH5 just to get all the parts needed for a nice player version. Extracting what I want is not a problem.
:03:

Delta Wolf
01-21-15, 03:38 PM
Good luck with this Jeff,

Type VII A would be awesome to see :subsim:

Jeff-Groves
01-21-15, 06:06 PM
I sent a PM to rowi asking permission to use his files if needed.
Of course I'll credit him even if I don't use his files.
Pardon me if I don't credit privateer.
:har:

álvaro
01-21-15, 06:14 PM
@ Jeff-Groves

Good luck with this Jeff too.
:up:
:subsim:

Jeff-Groves
01-22-15, 01:42 PM
My good friend Rowi is OK with using his work if needed.
:yeah:

I've still got some programs to re-install before the real work starts.
I need a project to take my mind off of recent events.
:(

DragonRider
01-22-15, 02:00 PM
So there's no 3D modeled version then?
I would have suspected that would have been converted from SH5's models.
:hmmm:

I seem to remember Someone else attempted this back when SH5 was first on the table But in that day he was told it would be bad form to convert anything over from SH5 and it may also breach copyrights but it should be OK now shouldn't it :hmmm:

(it was the interior of the sub files I think as well)

Jeff-Groves
01-22-15, 02:15 PM
Ubi didn't have a problem. RAD had a problem when a ripper was written that could extract the 3d models using their .dll files.
That program is no longer available.
:03:

LGN1
01-22-15, 02:21 PM
Hi Jeff,

a VIIA would be great, indeed!

Regards, LGN1

PS: Any news about your WIP (http://www.subsim.com/radioroom/showthread.php?t=211596&page=3)?

DragonRider
01-22-15, 02:23 PM
Ubi didn't have a problem. RAD had a problem when a ripper was written that could extract the 3d models using their .dll files.
That program is no longer available.
:03:

Ok so all is good then :up:

Jeff-Groves
01-22-15, 02:35 PM
Hi Jeff,

a VIIA would be great, indeed!

Regards, LGN1

PS: Any news about your WIP (http://www.subsim.com/radioroom/showthread.php?t=211596&page=3)?

Luck was with me on the Win 7 restore and I didn't lose all the work.
It did set me back aways though.
Most of the animations were lost so I need to re-install some programs and redo them.
:nope:

Jeff-Groves
01-22-15, 02:38 PM
Ok so all is good then :up:

Yep. Pretty much everything has been ripped from SH5 one way or the other then converted/adapted to SH3 or SH4.
I'd bet Ubi sales of 3 and 4 are driven in someway by this.
:)

Jeff-Groves
01-28-15, 06:09 PM
Using WB's Type VIIA Files and an Early test build it's looking pretty good.
The main dat is coming along nicely along with adjustments to sim and zon files as needed.
The VIIA from SH5 is not that much of a WOW model in SH3.
But it's a start.
I'm also going to do the Turm for it by the way.
A few more days and I'll get some screen shots.

drakkhen20
01-28-15, 08:24 PM
hey, a long time ago our group that was working on the kreigsmarine mod was also working on the type 7D. I think it was maddogk actually and the last time I spoke to him he had the mines and functional doors and all that on the model being developed. would this be something of interest to you to develop ?

Rhodes
01-29-15, 05:29 AM
Wise is being developing the type VIIB-VIIC/41 mod. The 1st versions of the B type were "almost" similar in design as the VIIA.
One could also do the Type I, we got to love those chunky u-boats!
http://upload.wikimedia.org/wikipedia/commons/9/98/U-25.jpg

Jeff-Groves
01-29-15, 07:00 PM
I wouldn't call what I'm doing "developing".
I'm using the 3D models Rowi already exported and adjusted for the dat.
I did blend separate models into one bigger model as much as I could.
I stayed with the stock UV Mapping so far. I could see a re-UV as a MAJOR upgrade to the SH5 models to get better skins.
I also removed all the SHD models and Dynamicshadow controller.
(When's the last time you saw Dynamic Shadows in SHIII?)
:har:

WB's Basic VIIA Mod works great as is, so all I've only done is blend some great work by others into a different sub you can go blow stuff up with.
:D

@drakkhen,

Was he using Tomi's VIID?

Sailor Steve
01-29-15, 08:34 PM
(When's the last time you saw Dynamic Shadows in SHIII?)
:har:
Just a couple of days ago. I was looking at a...wait. What's a Dynamic Shadow? :88)

Seriously, though:
WB's Basic VIIA Mod works great as is, so all I've only done is blend some great work by others into a different sub you can go blow stuff up with.
:D

That is very cool. I always use the VIIa mod for one of my starting careers, just to shake things up. To actually have it look right? I can hardly wait. :rock:

Jeff-Groves
01-30-15, 07:30 PM
I've only got a few more parts to import and adjust the position on.
Then get the animation for the rear tube adjusted to work properly.
Then I'll start on the Turm.

I'll probably do screen shots and maybe a FRAPS of the rear tube with the 7B turm just for the halibut.
:D

Jeff-Groves
01-30-15, 10:07 PM
Just a couple of days ago. I was looking at a...wait. What's a Dynamic Shadow? :88)


Dynamic Shadows are shadows that act like shadows.
SH3's Shadows failed at that. (Even SH5 has problems with shadows)

Oh Yea. By the way it was the Original release of SH3 before the first patch.
The shadows would fall on the ship it belonged to but not anything near by.
There were other problems as well but I don't recall them all.

The SHD_whatever 3D objects are just a waste of ID's and trash in the dats. So I fired those lazy gits!

Tycho
01-31-15, 05:21 AM
The SHD_whatever 3D objects are just a waste of ID's and trash in the dats. So I fired those lazy gits!
Some time ago, I deleted all SHD nodes, material and Dynamic Shadow controllers, for all ships and submarines, in Library folder, everywhere. Why fill my .dat files if dynamic shadows don't work! :)

Fahnenbohn
01-31-15, 12:50 PM
Yes. But is there an improvment with the FPS in game when all SHD 3D objects are deleted ? :hmmm:

drakkhen20
01-31-15, 10:50 PM
@drakkhen,

Was he using Tomi's VIID?

I cant remember but it sounds familiar. I just remember the PMs which I still have for some reason telling me about the animations of the mines actually coming out of the tubes on top instead of magically appearing at the back of the Uboat.

Jeff-Groves
02-01-15, 05:23 PM
Yes. But is there an improvment with the FPS in game when all SHD 3D objects are deleted ? :hmmm:
I would think only loading times would be affected.
Say you have 100 ships with 10 SHD-objects.
That's 1000 things that need checked and then ignored?
What if they are not ignored but loaded into memory?
And what about those 1000 ID's?
Take a Unit and copy that ID for one of it's SHD- node and use it elsewhere.
Does it crash?

Jeff-Groves
02-01-15, 05:42 PM
I cant remember but it sounds familiar. I just remember the PMs which I still have for some reason telling me about the animations of the mines actually coming out of the tubes on top instead of magically appearing at the back of the Uboat.
I kind of recall some posts about it.
Using a modded torp to recreate the mines?
Moving the launch points of torps is quite easy with S3D now days.

drakkhen20
02-02-15, 10:00 PM
I kind of recall some posts about it.
Using a modded torp to recreate the mines?
Moving the launch points of torps is quite easy with S3D now days.

yes this sounds like it. I do believe the other issues were working it into actually having missions where you would go lay mines and such as they did back then. but as I stated before. if your interested in making it that would be cool. if not its cool too. I was just wondering.:up:

Jeff-Groves
02-14-15, 01:27 PM
Spent a long 2 weeks out on the road working.
Today I'm getting the last parts imported and placed.
Rear inner torpedo door is in place and the animation corrected.
Rear Outer door is in process now.
:up:

Hitman
02-14-15, 01:39 PM
Pics or it didnt happen :woot:

Just teasing :arrgh!:

Keep the great work maestro :salute::rock:

Jeff-Groves
02-14-15, 03:10 PM
Pics or it didnt happen :woot:



Here's an early shot with all but the front torpedo doors adjusted. The rear door animations are done.
http://i108.photobucket.com/albums/n12/privateer_2006/Sub/VII-A_early_work.jpg~original

There's some UV work to do and all the Nodes for where torpedo's/bubbles/sounds/wakes/blah blah blah spawn not to mention the Turm yet.
:huh:

All the holes in the hull are real so if someone wants to add the water effects stuff feel free as I'd never get around to it myself.

Hitman
02-14-15, 05:53 PM
Yay great one :rock:

álvaro
02-14-15, 06:13 PM
@ Jeff-Groves

I say"oleeee" as we say in my land. This work looks good ... :up:

Fubar2Niner
02-15-15, 05:35 AM
Looking really nice Jeff :yeah:

Best regards.

Fubar2Niner

Jeff-Groves
02-15-15, 12:20 PM
Once I get a few more things adjusted I'll put up an early version you can check out.

It'll have a lot of things out of place and such but you still get to fire the neat rear tube.
:D

Fraps video of rear torpedo doors going up to YouTube now.

Jeff-Groves
02-15-15, 02:31 PM
Video Uploaded.

https://www.youtube.com/watch?v=l1zHqaDjM8Q

Here's an early test version you can Download.

https://www.mediafire.com/?lk79guewcukiddq

Front outer Torpedo doors not imported nor adjusted.

Also a lot of stuff to do yet but it's enuff to see the potential.
I've only tested in a single mission with the 1939 VIIB, Airship Escort.

Fubar2Niner
02-15-15, 05:48 PM
Mein Gott.......

Bloody genius !!!
Nice one Jeff. :salute:

Best regards.
Fubar2Niner

álvaro
02-15-15, 08:23 PM
@ Jeff-Groves

Great job, thank you very much :up::salute:

Jeff-Groves
02-15-15, 08:50 PM
Still a ton of work to do but I think it's pretty Cool.
:D

sublynx
02-16-15, 12:03 AM
Very cool indeed!

Jeff-Groves
02-16-15, 02:13 PM
Front Torpedo doors are giving me fits!
I've had to import/export/import/export/import the outer doors a number of times to get the pivot points fixed. Then adjust the animations each time.

Then S3D pulled a trick on me on the inner doors.
Seems it doesn't show the modded animations properly for some reason.
:hmmm:

Todays goal is to get those fixed and post the new dat for download.

Jeff-Groves
02-16-15, 03:46 PM
Part of posting the files is to allow others to adjust something if they want to lend a hand to the project or adjust things to work with other Super Mods.

All the files I use are the GWX 3 Type VIIB files.

One thing I noticed from watching the SH5 animations in Granny viewer was maybe a weird movement in SH5?
(Don't have SH5 installed and don't care to)
I've adjusted the outer door a tad differently to get a good visual in SH3.
I added a twist to the movement to clear internal parts better and stopped the inner door swing sooner.
Then adjusted timing where needed to get a smooth animation that fits timing needs.

Jeff-Groves
02-16-15, 05:15 PM
Lower forward torpedo doors finally looking good.
:doh:

Had a shot with the rear tube finally. Sorry Rowi but I sunk your VIIA AI Unit.
:D

(Check the val file if you use the VIIA AI in GWX or you'll get missing textures for damages)

Fubar2Niner
02-17-15, 05:43 AM
All sounding very promising Jeff :salute:

Best regards.

Fubar2Niner

Jeff-Groves
02-17-15, 02:27 PM
Upper outer torpedo doors imported and am working on the placement then the animations.
Getting them placed is not hard but once the animations start I may need to do the export/import 400 times to get the pivot point right.
:nope:

Animations and placements much easier!! I must have learned something with the lower doors.

Jeff-Groves
02-17-15, 04:25 PM
Newest dat file.
http://www.mediafire.com/download/jpbha70qr47na5f/NSS_Uboat7b.7z

Replace the dat in the first download with this one.

Jeff-Groves
02-18-15, 06:53 PM
Anybody checked it out and have any comments?
I did do a test on the Turm today and it will take a bit of work but looks pretty good.
:03:

Sailor Steve
02-18-15, 09:09 PM
I just installed and looked at it. Looks great! First thing that caught my attention was the vent holes and exhaust ports with nothing behind them, as in no pressure hull. Still, it's cool seeing the SH5 open vents and all, and I'm sure that part will come last.

Lookin' good! :rock:

Upon re-reading your previous posts I realize I didn't even think to look at the forward doors. :88)




[edit] Just reloaded and fired some test shots. The forward doors look okay to me...but now I've just reread your comments on the animations. I guess it's because I'm in a later time zone. :dead:

Jeff-Groves
02-20-15, 01:58 PM
Added some bling when early testing on Turm.
:D
http://i108.photobucket.com/albums/n12/privateer_2006/Sub/7A-Bling_Bling.jpg~original

Fubar2Niner
02-20-15, 03:25 PM
Oooh you lil' bugger ;) .... Keep it coming Jeff, keep it coming :sunny:

Best regards.

Fubar2Niner

fsaconi
02-20-15, 07:48 PM
Hey a Type VIIA Playable, super. :yeah:

Your Uboat is great.

greetings

fsaconi

Jeff-Groves
02-20-15, 08:38 PM
Playing around with Fraps.
:D
https://www.youtube.com/watch?v=zjhlC_8-tns&feature=youtu.be

https://www.youtube.com/watch?v=DgTOFqvkuNY&feature=youtu.be

Got to do something about that "Yea!"
:nope:


Gooddest version I have and includes the start of the Turm work.
TestPilot's U-Boot Guns not included.
http://www.mediafire.com/download/rn2j4nivq91vgsm/WB's_VIIA_-3D-Newest(SH3).7z
:salute:

HW3
02-21-15, 12:00 AM
Looking good Jeff!

sublynx
02-21-15, 12:37 AM
I'm a type VII fanatic and I always start my 1939 career with a VIIb, which is such a deadly thing in 1939. I'm real happy that I now have the opportunity to start with type VIIa with a little less punch :arrgh!:

The boat looks lovely :D

Jeff-Groves
02-24-15, 04:58 PM
The last download linked tested a TGA setup that allowed a view through the deck.
I noticed a weird flicker and other bad effects so I'm going to do a deck like ref did for the Type 9C.
http://i108.photobucket.com/albums/n12/privateer_2006/Ref_Type_IXC/IXC08copy.jpg~original

Fubar2Niner
02-25-15, 03:29 AM
That looks gorgeous Jeff :yep:

Best regards.

Fubar2Niner

Jeff-Groves
03-04-15, 01:51 PM
Working on the Aft section at the moment.
I believe ref's VIIA has the proper tube compared to the SH5 version.
http://i60.photobucket.com/albums/h22/bigboywooly/Tags/typVIIA09.jpg

I still don't think the SH5 nor ref's version has the proper tail.
References to the aft part are far and few. And they all conflict in one way or another.

I just know that in Game it does not look like a real VIIA compared to pictures.
https://akisolomos.files.wordpress.com/2015/02/u-33.jpg

Jeff-Groves
03-05-15, 07:17 PM
Cut the aft section near the rear torpedo tube to get that angle of the deck and hull.
Looks much more like a VIIA now.
:yep:
Once I build the new Tube housing and rear deck I'll post images.
I'm also collecting any shots of the deck. The VIIA didn't have the same patterns as the later VII's.

I kind of plan 2 versions of the deck.
Version 1 will be mostly stock with adjusted texture. (Low poly model)
Version 2 will have the drain slots cut through. (High poly model)

Edit: Found a bunch of new pictures that pretty much increased the changes I need to make.
Lots of the flooding holes are wrong, the exhaust ports are the wrong shape, size, and mislocated, and the forward tubes ain't right.

Jeff-Groves
03-07-15, 05:11 PM
U-31 on it's side gives me the best images of a VIIA for location of holes and torpedo tube shape. Notice the forward flood holes are not at all like the SH5 version of the VIIA.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/u-31.jpg~original

U-31 also gives the best view of the deck hole pattern.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/7a-side.jpg~original






U-35 pre-war collision helps on the torpedo tube shape also. Note the extra flood holes near the saddle tanks. Both subs were built at different sites.

http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/u-35-hull-damage.jpg~original

I've closed the upper holes near the tubes so far. I use 3dMax 2008 and Max_Retopo script to create patch panels real quick. It looks fine in Game and cut verts way down. SH5 models are not the best optimized to work with SH3 sadly. A lot of overhead and weird mate ups.

Here's the upper holes removed and a test tube for doing the torpedo thing right for the VIIA.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/Holes-patched-tube-object.jpg~original

Jeff-Groves
03-08-15, 07:29 PM
Great shot of the aft. This helps greatly to finish the rear torpedo area and exhaust ports.
:D
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/rear-tubes-great.jpg~original

Forward flood holes near tubes looking good.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/Forward-flood-holes.jpg~original

I carefully remove edges then adjust verts to get the size and shape needed. It takes going back and forth between 3DMax and Meshlab to get smooth, optimized sections. Once all the adjusting is done I'll re-UV everything.

ReallyDedPoet
03-09-15, 07:08 AM
Nice :yep:

Fubar2Niner
03-09-15, 03:20 PM
Coming along nicely Jeff :up:

Best regards.

Fubar2Niner

Jeff-Groves
03-09-15, 04:23 PM
Spotted another neat detail.
Orange circle is around the general area of interest. Pink arrow points to what I take as the inner door hinge.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/hinge1_viia.jpg~original

Same area on a VIIA under repairs.
Orange circles the hinge with the cover removed. Pink arrow points to the cover itself I'm thinking.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/hinge2_viia.jpg~original

You can also spot it in this image.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/hinge3_viia.jpg~original

What do you Guys think.
:hmmm:

Sailor Steve
03-09-15, 04:40 PM
No clue. :oops:

Jeff-Groves
03-09-15, 04:42 PM
No clue. :oops:

Yea. I've searched for better details or images but the VIIA seems almost mystical in that way.
:haha:

This one for SH3/maybe 4 will be a kind of a cross of the 2 batches built.
It's a visual thing and I'm looking at the most obvious from each.

I'm learning to use slice planes and snaps much better now to create objects.

Jeff-Groves
03-10-15, 04:24 PM
Another image concerning that hinge area.
http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/Better-tube-image.jpg~original







Quick (bad) render of the lower flood holes.
The 9 holes near the deck have been reduced to 4 as some images show.
The 3 holes above the torpedo tubes will be reduced to 2.

http://i108.photobucket.com/albums/n12/privateer_2006/Type%20VIIA/Hull-4-holes.jpg~original

You can see only one side has been put into the model.
I cut the sections I want to work on from the model, adjust those, then weld them back using snap and weld on the verts.
Every time I do this I import to the .dat and test it in Game.
I can avoid major headaches by catching any CTD issues and odd looking parts rendered in Game.

Once I finish the forward section, I'll post a link to the newest dat file.

Jeff-Groves
03-10-15, 07:44 PM
Created a Boolean object to cut the main hull out so I can add a different forward, upper torpedo tube shape.
Images suggest they were very much like the type II's 2 upper tubes.

Jeff-Groves
03-11-15, 03:30 PM
Tested the VIIA Hull with Wise's early VIIB turm today.
:D

I'll need to ask permission to make it compatible but it's the best VIIA turm I've seen and would save a lot of work on my part.
Why re-invent the wheel when Wise has set the bar?
:yep:

As I added holes where there were none before? I had to create new internal parts so you don't see all the way through those areas.
PITA!!
:haha:

Fubar2Niner
03-11-15, 04:08 PM
@Jeff

If there was a dedication award on subsim you'd better get it this year. Great work and thank you.

Jeff-Groves
03-11-15, 04:19 PM
@Jeff

If there was a dedication award on subsim you'd better get it this year. Great work and thank you.
I've ask Neal to NOT give me awards and stuff like that.
It's a personal thing.

Jeff-Groves
03-11-15, 05:50 PM
With permission from Wise I've started the conversion to his Turm to work with this VIIA.
It's mostly just delete a few parts and adjust a few 3d objects.
Maybe some texture work.

VERY Nice addition!
:yeah:

Anvar1061
03-12-15, 11:42 AM
With permission from Wise I've started the conversion to his Turm to work with this VIIA.
It's mostly just delete a few parts and adjust a few 3d objects.
Maybe some texture work.

VERY Nice addition!
:yeah:
SSS
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

kyle9154
09-05-21, 01:47 PM
Is this still being worked on because when I load your latest file its all wonky looking with dials on the u boat texture etc when I load VIIB sept '39 date career in sh3 commander and this is activated in jsgme as well?

kyle9154
09-05-21, 01:49 PM
Playing around with Fraps.
:D
https://www.youtube.com/watch?v=zjhlC_8-tns&feature=youtu.be

https://www.youtube.com/watch?v=DgTOFqvkuNY&feature=youtu.be

Got to do something about that "Yea!"
:nope:


Gooddest version I have and includes the start of the Turm work.
TestPilot's U-Boot Guns not included.
http://www.mediafire.com/download/rn2j4nivq91vgsm/WB's_VIIA_-3D-Newest(SH3).7z
:salute:

This file has got all kinds of weird texture glitches on it when I start '39 VIIB in sh3 commander. I really hope this is continued because always wanted a 3d model of one instead of using the same model as VIIB with decreased stats and torpedoes that WB's mod does. You would be the first one to pull it off and by the looks of the videos looks very promising.

Jeff-Groves
09-06-21, 08:18 AM
I've got an updated version that I never finished.
I'll load in back on my system and do some work on it.

kyle9154
09-06-21, 08:58 AM
I've got an updated version that I never finished.
I'll load in back on my system and do some work on it.

That's awesome man, only way I will play a VIIA early war campaign is with this 3d model but the texture glitches on the hull and conning tower is off putting, other then that everything looks great and also nice looking conning tower and rear torpedo tube models. :Kaleun_Applaud:

I'll keep watch on this thread, and once you get it finished I'm sure a lot of people would love to include your mod in their compilations and/or mega mods.

Anvar1061
09-06-21, 10:01 AM
I am also interested in an update for GWR, which has a not very good deck model and water stream.

Jeff-Groves
09-06-21, 11:47 AM
Loaded the last version I had uploaded to look at it.
As I said back then it was just kind of a preview release.
The dat file dates 2/20/15
The newest files for the 3D work dates 3/15/15
Those were never imported as I need to finish some UV mappings and I think a few new parts near the lower bow area.

As to the deck? Remove the alpha channel in the NSS_7A-TurmDeck.tga
That was an experiment that didn't turn out good.
:doh:

Also spotted several other areas to address that didn't get released.

Jeff-Groves
09-06-21, 11:58 AM
Anvar1061,

I did try your version in a stock GWX install but it crashed me.
Guess I may do another install of SH3 and load GWR to that.

And I have intended for years to continue work on the VIIA but real life gets in the way.

kyle9154
09-06-21, 12:09 PM
Loaded the last version I had uploaded to look at it.
As I said back then it was just kind of a preview release.
The dat file dates 2/20/15
The newest files for the 3D work dates 3/15/15
Those were never imported as I need to finish some UV mappings and I think a few new parts near the lower bow area.

As to the deck? Remove the alpha channel in the NSS_7A-TurmDeck.tga
That was an experiment that didn't turn out good.
:doh:

Also spotted several other areas to address that didn't get released.

Actually I was hoping you would upload a version of when you did those two youtube videos as I didn't notice any texture issues on the hull at that time and it had the rear torpedo tube on the top of the hull.
I understand its not perfect but I can live with that, hope to one day see full completion of this so I can start playing VIIA campaigns in SH3. :Kaleun_Salivating:

Jeff-Groves
09-06-21, 12:50 PM
Here's a preview of the changes to the bow area.
Drain holes are corrected to better reflect the Type VIIA boots.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12025

kyle9154
09-06-21, 12:54 PM
Here's a preview of the changes to the bow area.
Drain holes are corrected to better reflect the Type VIIA boots.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12025

That's awesome man, keep it up...:Kaleun_Applaud:

Jeff-Groves
09-06-21, 12:57 PM
Actually I was hoping you would upload a version of when you did those two youtube videos as I didn't notice any texture issues on the hull and it had the rear torpedo tube on the top of the hull.


Did you download this one?
https://www.mediafire.com/file/rn2j4nivq91vgsm/WB%2527s_VIIA_-3D-Newest%2528SH3%2529.7z/file

kyle9154
09-06-21, 01:02 PM
Did you download this one?
https://www.mediafire.com/file/rn2j4nivq91vgsm/WB%2527s_VIIA_-3D-Newest%2528SH3%2529.7z/file

Yea that's the one that had like speed dials (textures all messed up) on the saddle part of the hull etc with that version, the rear torpedo tube is there and fully functional but all those weird textures glitches(its like the tdc dials were pasted on the hull texture, also texture patches/issues on conning tower) were an eye sore and I couldn't play it like that. Now I was using it loaded in jsgme with sh3 commander choosing Sept 1939 start date, I also use Onealex's compilation overhaul mod so don't know if that would conflict? If its loaded in jsgme, figured it would overwrite the files anyways. Patrol also starts with message rear stbr rudder is destroyed when I load this mod.

Jeff-Groves
09-06-21, 01:10 PM
Try removing the Objects folder in the Mod.
That will leave the original 7B turm in place.
I don't recall what I did but give that a try.

Now I've run that download in GWX today and I don't get that texture problem.
Not sure what's going on but it does show it in S3D.

As always? All my Mods are based on GWX 3 from The Grey Wolves.
Should they not work in other Mods? NMFP.
:03:

kyle9154
09-06-21, 01:12 PM
I actually did that, and it puts it back to the normal VIIB turm but still the hull of the uboat has all its texture issues and only way to fix that is removing the .dat file in submarine folder which means I go back to the normal VIIB hull and lose the rear torpedo tube that you made on the top. At that point you might as well use WB's VIIA mod which is the VIIB with reduced stats and torpedoes but not the correct model.

Jeff-Groves
09-06-21, 01:20 PM
Ok. If you can do me some screen shots that would help a BUNCH!
I did ask LONG ago for feed back and going back in this thread?
Crickets!
:haha:

I'm am working on the updated stuff.
:up:

Along with the modified Hull is new UV mapping and such.
I'm much better at this work then I was 6 years ago so it goes a lot faster now days.

kyle9154
09-06-21, 01:26 PM
I think it has to do with the fact that i'm using Onealex's mod (most popular compilation overhaul mod out right now) and something is interfering file wise. It's weird when I try to use your mod it now crashes my game when before it would load it with the texture glitches. I will try again

Jeff-Groves
09-06-21, 01:38 PM
Try this version.
It is only a test version and enable it with JSGME.
https://www.mediafire.com/file/r0av160psvr7ji6/Test-VIIA.7z/file

I won't guarantee it works with other peoples Mods. It works with Stock GWX 3 as that is what I work with.
Other mods can have ID conflicts and all sorts of problems. That is on them. Not me.

Should they adapt the files for their Mods? That's fine and dandy but I won't be doing that.

Jeff-Groves
09-06-21, 02:01 PM
The water stream stuff Anvar1061 did I may rip and add in.
:03:
With credits of course!
Real simple for me to do that with 010 hex editor.

One thing I am working on is a way to grab all ID numbers in any Mod and have a list.
Then I can have a data bank of free ID numbers to play with.

Anvar1061
09-06-21, 02:27 PM
As to the deck? Remove the alpha channel in the NSS_7A-TurmDeck.tga
That was an experiment that didn't turn out good.

Actually I was hoping you would upload a version of when you did those two youtube videos as I didn't notice any texture issues on the hull at that time and it had the rear torpedo tube on the top of the hull.
I understand its not perfect but I can live with that, hope to one day see full completion of this so I can start playing VIIA campaigns in SH3. :Kaleun_Salivating:

I found my old 2019 mod for GWX and removed the alpha channel. I then did not install a new water spray and crew on deck. The deck looks good now.
https://sun9-34.userapi.com/impg/pUfJ3rhizW9qew9pv15a0YwK652Q5Pmrh57v0Q/0h0onC4Wcis.jpg?size=1024x768&quality=96&sign=e0d4e08ff713251159390dd0e9474077&type=album
https://sun9-67.userapi.com/impg/DWxQqq2n2XosE1q-i9-ypmmkGWsDavMeQh_jQA/0-mGjs3baRc.jpg?size=1024x768&quality=96&sign=fc0b7b4c7c8659cd64736b094e251a5c&type=album
But there is a reflection issue that I hadn't paid attention to before. You can try this.
https://sun9-60.userapi.com/impg/wFzOcaSPOgsIFBnROMNBjdbdH6-dvR-CmX98cQ/b0WAtkeaxvs.jpg?size=1024x768&quality=96&sign=f21f8cfaf3839a3eed1386ea844ec5ba&type=album
https://sun9-2.userapi.com/impg/1v7OaLvqiLY-Wm9-l9EJZqPoOJseUE_Nbi3M3Q/DvjK-LfmI1k.jpg?size=1024x768&quality=96&sign=c76a8dd16afdd481ea4fc39e86a3d8aa&type=album
D/l link https://www.mediafire.com/file/ibrk8t3z28qc1z5/Uboat_Type_VIIA_Playable_%2528SH3_Cmdr%2529.7z
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

kyle9154
09-06-21, 02:30 PM
Try this version.
It is only a test version and enable it with JSGME.
https://www.mediafire.com/file/r0av160psvr7ji6/Test-VIIA.7z/file

I won't guarantee it works with other peoples Mods. It works with Stock GWX 3 as that is what I work with.
Other mods can have ID conflicts and all sorts of problems. That is on them. Not me.

Should they adapt the files for their Mods? That's fine and dandy but I won't be doing that.

Okay got the game to work now and tried that latest version you sent me, turm seems to have no texture blotch on it now so that works, thanks for that. I still get the texture issue on the side of the hull (saddle tanks) with what looks to be the slow to flank speed dial and the bearing dial and then looks like it patches over it self again. If your not getting these on the side of the hull then I would say it has to do with OneAlex's compilation mod as he uses some of the uboat models from the uboat compilation mod by wiese in his overhaul mod. I also use sh3 commander and see the VIIA option when i don't select use historic uboat availability dates.

Thanks for trying though and keep up the work on this...maybe you and Onealex can get together and he can add your mod here to his compilation. I will ask him if he can add it to his mega mod.

Jeff-Groves
09-06-21, 02:42 PM
Yep. Like I said this is all early work.
Still a lot to do to reach my original goal for a Playable VIIA that is historical in visual appearance.

Now should someone want the interior for a VIIA? I have the 3D models.
But I'll not be doing that work.

I'll download Onealex's mod and see what conflicts are going on.
I have GWR so may as well download another mishmash.

kyle9154
09-06-21, 02:47 PM
Actually Anvar's edit 2 posts up fixed it, I added the files from his sh3commander folder which were the Date and Cfg folders to sh3 commander and all is well now. No texture issues except a small little strip at the steps from the deck to conning tower and I still get early message stb rudder has been destroyed but his edit fixed the hull texture problems.

P.S both Anvar's and Onealex's compilation mods are the most downloaded these days so if you can get your VIIA to work in GWR and OneAlex's overhaul then that would please most peoples. I'm happy that i brought this thread back to light because in less then one day I got a working 3d model well with the rear tube anyways working, I know theres still more to do and minor details as well but hey this beats using WB's mod using a VIIB model in its place lol. Keep it up the good work Jeff!!!

Anvar1061
09-06-21, 02:50 PM
Try removing the Objects folder in the Mod.
That will leave the original 7B turm in place.
I don't recall what I did but give that a try.

The cables will not match their correct position.

Jeff-Groves
09-06-21, 02:51 PM
Cool. I'm working on the updated hull now.
After I get that the new Deck will be worked on.

Jeff-Groves
09-06-21, 02:53 PM
The cables will not match their correct position.
And as I have said. I am working on things!
If I'm not fast enough for you all?
Then feel free to jump in and do it yourself for christ sakes!
:/\\!!

Anvar1061
09-06-21, 02:53 PM
AI still get early message stb rudder has been destroyed but his edit fixed the hull texture problems.


The VIIA has one steering wheel, while the VIIB has two.

kyle9154
09-06-21, 02:54 PM
I found my old 2019 mod for GWX and removed the alpha channel. I then did not install a new water spray and crew on deck. The deck looks good now.
https://sun9-34.userapi.com/impg/pUfJ3rhizW9qew9pv15a0YwK652Q5Pmrh57v0Q/0h0onC4Wcis.jpg?size=1024x768&quality=96&sign=e0d4e08ff713251159390dd0e9474077&type=album
https://sun9-67.userapi.com/impg/DWxQqq2n2XosE1q-i9-ypmmkGWsDavMeQh_jQA/0-mGjs3baRc.jpg?size=1024x768&quality=96&sign=fc0b7b4c7c8659cd64736b094e251a5c&type=album
But there is a reflection issue that I hadn't paid attention to before. You can try this.
https://sun9-60.userapi.com/impg/wFzOcaSPOgsIFBnROMNBjdbdH6-dvR-CmX98cQ/b0WAtkeaxvs.jpg?size=1024x768&quality=96&sign=f21f8cfaf3839a3eed1386ea844ec5ba&type=album
https://sun9-2.userapi.com/impg/1v7OaLvqiLY-Wm9-l9EJZqPoOJseUE_Nbi3M3Q/DvjK-LfmI1k.jpg?size=1024x768&quality=96&sign=c76a8dd16afdd481ea4fc39e86a3d8aa&type=album
D/l link https://www.mediafire.com/file/ibrk8t3z28qc1z5/Uboat_Type_VIIA_Playable_%2528SH3_Cmdr%2529.7z
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Thanks for this soooooo much!!!

Jeff-Groves
09-06-21, 02:58 PM
I work ONLY with GWX 3
Any anomalies with other Mods are NMFP!
No issues with people doing what they do but I'm not out to fix issues with the work they do.

It's called take my Mod or leave it. I really don't care and bitching at me can cause me to drop it again!

I don't get paid and do stuff for fun. When the fun ends? So does my interest!

Anvar1061
09-06-21, 02:59 PM
And as I have said. I am working on things!
If I'm not fast enough for you all?
Then feel free to jump in and do it yourself for christ sakes!
:/\\!!
Don't be angry buddy! This was not the correct quote. I just explained. what happens when the object folder is deleted. We won't bother you anymore. You can always count on me for tests. Good luck!

kyle9154
09-06-21, 03:00 PM
And as I have said. I am working on things!
If I'm not fast enough for you all?
Then feel free to jump in and do it yourself for christ sakes!
:/\\!!

Hey man as I said I'm amazed what you have come up with in one day, i'm glad Anvar got involved too as that fixed the texture issue for me so no rush at all, you never rush art, as said before keep up the good work and i'm going to be promoting this mod. ;)

P.S. you can count on me for testing as well (I have a tiny bit of experience using sh3 editor), do you have discord? I'm on the subsim discord too

Jeff-Groves
09-06-21, 03:04 PM
Pictures work better then saying this don't fit.
It's been a work in progress that got set aside due to lack of feed back YEARS ago.
I'm sorry I got upset with you all and hope you can forgive me.

You Guys bringing this thread back alive has motivated me more then you realize.

kyle9154
09-06-21, 03:07 PM
All good bro, I sent you my discord on PM if you want to add me for easier communication, i'm willing to help you with whatever you need. I'm not working these days (nursing the ol' man) so I got the time as well.
I tried using Gyazo taking a screenshot while in game but it just freezes it or doesn't work, I need to find another program to take screenshots while in game but it looked like the reflection that anvar is talking about with those colors and some weird speed and bearing dial decals on the hull itself, he was able to fix the visual on the hull but not the reflection from it. The water streams or some other mod causing conflict I guess with the texture me thinks.

Anvar1061
09-06-21, 03:12 PM
except a small little strip at the steps from the deck to conning tower

http://images.vfl.ru/ii/1522333489/3c3d75bc/21163740.jpg
https://upload.wikimedia.org/wikipedia/commons/7/71/Bundesarchiv_Bild_101II-MW-6434-20%2C_St._Nazaire%2C_U-Boot_einlaufend_Recolored.jpg
https://uboat.net/media/gallery/models/u558/u558_03.jpg

kyle9154
09-06-21, 03:15 PM
Ahh okay so that's normal the texture by the steps...thanks for the pic Anvar

Man this mod and thread has gone very far in one day, I found it hidden in the archives while looking up WB's VIIA non 3d mod

Jeff-Groves
09-06-21, 03:16 PM
I don't do Discord.
Reflections are easy to fix. Delete the 3D model and assign reflections to the main model.
Then you have less file size and don't need to worry about texture issues.
Plus saves ID numbers.
Then delete all SHD objects and such.
There are no Dynamic Shadows in SH3 so anything related is a waste.
Since the reflection controller can use the main model? Why have the lesser 3D object in the files?
Back when SH3 was released? Probably was a better way to do things. Today? We run so fast that is actually a bottle neck.

kyle9154
09-06-21, 03:18 PM
I don't do Discord.

All good, prolly for the better so your not bugged all the time hehehehehe.

Anvar1061
09-06-21, 03:19 PM
Ahh okay so that's normal the texture by the steps...thanks for the pic Anvar

I don't know why this was done. Any suggestions?

kyle9154
09-06-21, 03:20 PM
I don't know why this was done. Any suggestions?
well it seems the historical photo has it there so I'd say leave it, unless you want to make it the same texture color as rest of the hull.

Anvar1061
09-06-21, 03:23 PM
There is also a white stripe on the ladder. What function did they perform?

kyle9154
09-06-21, 03:25 PM
There is also a white stripe on the ladder. What function did they perform?
Not sure, I'm not really knowledgeable about all the parts of the hull, just the different types of U-boats from what i've read on uboat.net and also some documentaries. You guys would know more then me ;)

Jeff-Groves
09-06-21, 03:33 PM
What white strip?
That last test I posted does not have any stripe I can see.
If you mean in the image you posted?
That is where black paint has been worn off by using the ladder.
And that is just a Model someone built.

kyle9154
09-06-21, 03:39 PM
What white strip?
That last test I posted does not have any stripe I can see.
If you mean in the image you posted?
That is where black paint has been worn off by using the ladder.

We're talking about the file that Anvar edited and posted here, he put the correct stripe in as it is historical if you look at the photographs he posted of a VIIA colorized.
If it was due to wear as you say then maybe its best as one color, you guys know better then me. ;)

Jeff-Groves
09-06-21, 03:46 PM
U-32 was the only one photographed with a white stripe on the side of the Turm.
And that stripe was not near the ladder but forward from it.
Probably pre-war.

If one wants wear on the ladder? edit the TGA to show it.
Might require a small UV edit but it could be done.

Anvar1061
09-06-21, 03:59 PM
Try this version.

https://sun9-20.userapi.com/impg/4Url1fvJWRS06xiRIcl2O2VuJD5IWxal_8GUNw/ZIRdQ9CFMWI.jpg?size=1024x768&quality=96&sign=0c25e5c1dc82070ddba16170bee8da82&type=album
https://sun9-4.userapi.com/impg/H1zsr4AJ2vbBNgymYuWjsrtIZIuZwx3_PUURSQ/tCnjGVYS8ck.jpg?size=1024x768&quality=96&sign=bb893a1160aa4bb2171538101a3bafc9&type=album
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

Anvar1061
09-06-21, 04:02 PM
U-32 was the only one photographed with a white stripe on the side of the Turm.


I know this band. It was applied on training u-boats. We're talking about the lane on the ladder.
Does it seem to me or have we really deviated from the topic of discussion?

kyle9154
09-06-21, 04:05 PM
https://sun9-20.userapi.com/impg/4Url1fvJWRS06xiRIcl2O2VuJD5IWxal_8GUNw/ZIRdQ9CFMWI.jpg?size=1024x768&quality=96&sign=0c25e5c1dc82070ddba16170bee8da82&type=album
https://sun9-4.userapi.com/impg/H1zsr4AJ2vbBNgymYuWjsrtIZIuZwx3_PUURSQ/tCnjGVYS8ck.jpg?size=1024x768&quality=96&sign=bb893a1160aa4bb2171538101a3bafc9&type=album
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

This is the texture glitch I was referring too when I was using your newest version before I used Anvar's edit which seemed to fix it.

Jeff-Groves
09-06-21, 04:19 PM
VIIA early should also not have the lower spray deflector.
Wasn't till around 1940 that was added.
The Bronze Eagle was removed prior to August 1939.
Prior to the Winter of 1939/1940 the 20mm was on the deck behind the Turm.

Jeff-Groves
09-06-21, 04:21 PM
I know this band. It was applied on training u-boats. We're talking about the lane on the ladder.


Actually that Band was on the VIIA during the Spanish Civil War.

I think we are all on the right track. We want a good VIIA that looks correct.
By talking about that We reach a good version.

kyle9154
09-06-21, 04:37 PM
Actually that Band was on the VIIA during the Spanish Civil War.

I think we are all on the right track. We want a good VIIA that looks correct.
By talking about that We reach a good version.

HERE..HERE... and yes your are absolutely correct and is essential that the deck gun is behind the turm (rear part of the sub), they had the flak gun in front the same as a Type II iirc.

Jeff-Groves
09-06-21, 04:49 PM
The Turm should look much more like the 2A Turm in 1939
And the 20MM AA behind it on the deck.
Forward was a Deck gun.

So I should really look into a proper version of the Turm for early years.

kyle9154
09-06-21, 04:52 PM
Looks like I had it the opposite way around lol, but yeah i'm liking what i'm seeing and anvar's file (https://www.mediafire.com/file/ibrk8t3z28qc1z5/Uboat_Type_VIIA_Playable_%2528SH3_Cmdr%2529.7z/file) there is enough to hold me over until you finalize more....can't wait to see the results bro, keep up the great work Jeff. :Kaleun_Thumbs_Up::Kaleun_Party:

Anvar1061
09-06-21, 11:31 PM
I know when the Eagle of the Reich was removed. In the GWR 21 version, this is done via .eqp and I01 works. Good luck Jeff!

kyle9154
09-07-21, 05:22 AM
I know when the Eagle of the Reich was removed. In the GWR 21 version, this is done via .eqp and I01 works. Good luck Jeff!

I can't get the UZO to work for surface firing with this edited version of the VIIA, are you and Anvar getting the same issues? if not probably has to do with me running Onealex's compilation mod as he has an option where you press shift + U to bring up the UZO but pressing just U (vanilla key) should make me enter it in surface firing but nothing happens when pressing that either.

Anvar1061
09-07-21, 09:31 AM
I'm not testing the Mod on OneAlex

kyle9154
09-07-21, 09:37 AM
I'm not testing the Mod on OneAlex

Yea all good, i'm going to wait for Jeff to finalize the VIIA model first and then i'll get with Onealex to see if he can add it to get it working with his compilation mod. I'll just play VIIB early campaigns for the time being until its ready.

Jeff-Groves
09-07-21, 12:15 PM
Working on welding the verts for the new front drain hole patches on the hull.
I'll probably fix the UV issues in that area after that is done.

Then I'll move to the rear torpedo tube and redo that whole area!
It's so NOT RIGHT!
:doh:

Will rip the Turm from SH5 so We'll have a proper (Well more proper) Turm.

Anvar1061
09-07-21, 04:38 PM
I redid the highlights to work in GWX Onealex Edition 1.49.
https://sun9-44.userapi.com/impg/rnDthZ-AYHUEkdJl7G86dS0no2rNIfy1uo08IA/CqYZgBASJ4Y.jpg?size=1024x768&quality=96&sign=8b2a4ad53f49e96f5f46c67ea17c0c0a&type=album https://sun9-19.userapi.com/impg/W9WiiwCi84aUvgIGvEZdVRDc-9EXhVxBq0m-uQ/06-ugOkbLZs.jpg?size=1024x768&quality=96&sign=e396dd735ad06ccb6b4dcde31fa29a04&type=album
Much needs to be calibrated, but I don't have much time.
Download link https://www.mediafire.com/file/ibrk8t3z28qc1z5/Uboat_Type_VIIA_Playable_%2528SH3_Cmdr%2529.7z

kyle9154
09-07-21, 07:47 PM
I redid the highlights to work in GWX Onealex Edition 1.49.
https://sun9-44.userapi.com/impg/rnDthZ-AYHUEkdJl7G86dS0no2rNIfy1uo08IA/CqYZgBASJ4Y.jpg?size=1024x768&quality=96&sign=8b2a4ad53f49e96f5f46c67ea17c0c0a&type=album https://sun9-19.userapi.com/impg/W9WiiwCi84aUvgIGvEZdVRDc-9EXhVxBq0m-uQ/06-ugOkbLZs.jpg?size=1024x768&quality=96&sign=e396dd735ad06ccb6b4dcde31fa29a04&type=album
Much needs to be calibrated, but I don't have much time.
Download link https://www.mediafire.com/file/ibrk8t3z28qc1z5/Uboat_Type_VIIA_Playable_%2528SH3_Cmdr%2529.7z

See what's weird is if I select use historic uboat availability in sh3 commander it works but if I have it unselected in Sh3Commander options then it crashes it upon red loading bar to main menu. I load it through jsgme as told, is there something i'm missing because even your last file you posted here (texture issues were fixed except reflection but UZO wouldn't work) did the exact same thing I could load up a campaign if I had that option selected in sh3 commander but if I didn't it would not let me start up the game anymore. Whats even more weird is when I unload it out of jsgme you'd think all would be well and can start up a normal Onealex career...nope it corrupts my whole install forcing me to do a fresh Onealex install. Like I can't even load the game up through sh3.exe even, still crashes.

Also Anvar, choosing use historic u-boat availability option that allows me to use this mod gives me option of only choosing VIIB in sh3 commander but if I have it unselected then I get VIIA option for all flotillas but this option crashes/corrupts my game. Try it out for yourself and see what I mean, if you don't have these issues then I can take screenshots. So I can play with the VIIA model but wording on the menus such as when you upgrade equipment on your u-boat or look at crew screen it will still say VIIB.

Another note - When I activate the UZO it appears on the bridge but then when I click the icon to remove it or ctrl + U then it comes off the stand but appears to the left just outside of the conning tower and stays there for good. Even submerge its there just to the left of the conning tower, but as you said much needs to be calibrated so its a good start.

Anvar1061
09-07-21, 11:52 PM
I spent a lot of my time on this. Is that all you noticed? You yourself have replaced your U-boat VIIB with VIIA and you can no longer choose VIIB because it is no longer there. from the word "ABSOLUTELY". The Commander does not know the actual Type VIIA service. You have other Main.cfg settings in the save folder. 28 team members instead of 32 and others.

kyle9154
09-08-21, 05:25 AM
I spent a lot of my time on this. Is that all you noticed? You yourself have replaced your U-boat VIIB with VIIA and you can no longer choose VIIB because it is no longer there. from the word "ABSOLUTELY". The Commander does not know the actual Type VIIA service. You have other Main.cfg settings in the save folder. 28 team members instead of 32 and others.

The only .cfg I edit is Uboat aces.cfg and I add up to 39 there to have early war aces show up more on the aces list. I edit sensors.dat in library to reduce visually seen on surface by enemy down to 150 (Onealex has it up to 300 from default 100 in GWX), I also edit the Scene.dat file and bring the wave heights back down to GWX levels because Onealex has them increased and my uboat was dipping fully under the water too much on surface cruise mode during rough weather. This doesn't have anything to do with the u boat features itself.

As I said when I don't select 'use historic u boat availability' option in SH3 commander I get the VIIA options and only that type 7 option throughout all the flotillas (1st,2nd and 7th as if VIIA replaced the VIIB) when I say select VIIA in 2nd flotilla name it u-31 and start a campaign with random career name generated in sh3 commander-crashes on red loading bar to main menu. Now when I select use historic u-boats options I don't see any VIIA option so I select VIIB as I normally would do in a campaign but it works and I got reduced speed, fuel, torpedoes, 3D sub model and all but under name of VIIB so its a VIIA in all but name basically and I'm wondering if I can get it to show as say VIIA in crew selection screen etc or wherever its displayed in game (mainly UI stuff). I'll provide screenshots if your confused as to what I mean.

Also you do realize that Onealex had a hotfix for his newest version and if you didn't make the VIIA work with that then I can see issues arising possibly https://i.gyazo.com/8ec4f537812d9692c8f8cf192e91d4c0.png - you can get it from his youtube page

Anvar1061
09-08-21, 10:34 AM
You're not listening to me carefully. I don't do Onealex settings. And I will not interfere with Jeff in his work. The only thing I will check is the animation of the new UZO. Or I'll leave the earlier version.

Jeff-Groves
09-08-21, 01:10 PM
All I will do is insure MY work is compatible with GWX 3.0 as released by The Grey Wolves.
If one wishes to take that and rework it for other Mods? Have at it.

At that point where you want compatibility with other mods?
NMFP!

Not My Freaking Problem!
:haha:

kyle9154
09-08-21, 01:27 PM
Yea no worries guys, appreciate all the work you managed to do so far and getting it to work, once Jeff has the model fully complete/fleshed out I will then get Onealex to look at it and test it with his mod. As I said as long as I choose the right option in sh3 commander it works just fine with Onealex. Also Anvar did you notice that UZO going to the left just outside of the of conning tower as if its floating in the air when you deselect it by pressing ctrl + U or U, I just want to see if your getting the same thing on your end?

Jeff-Groves
09-08-21, 01:32 PM
How would he know if he does not use Onealex?
:hmmm:

You may as well ask why it don't work in Dark Waters for SH4.

kyle9154
09-08-21, 01:39 PM
How would he know if he does not use Onealex?
:hmmm:

You may as well ask why it don't work in Dark Waters for SH4.

Because he said he had something going on with the UZO that he had to look at and a few things to touch up/calibrate and I was just wondering if the UZO going to the left after being deselected was one of the things that needed calibrating.

Anvar1061
09-08-21, 01:46 PM
Because he said he had something going on with the UZO that he had to look at and a few things to touch up/calibrate and I was just wondering if that was one of the things that needed calibrating.

You need to calibrate water flows. This is the most time consuming. Lower the cable from the pennants just below the periscope and raise the lower end of the cable. where it is tied to the turm fencing. The upper conning tower hatch must open and close. Naturally UZO and other things that I might not have noticed.
https://sun9-62.userapi.com/impg/0lLAUpF9xKPfjAmi1mFHDHJcHnrmrCDWCf4E1Q/voMrp3Dfa-c.jpg?size=1024x768&quality=96&sign=cd8610467554cc763c6d391f3aa18191&type=album
https://sun9-16.userapi.com/impg/qiDAC9ZM33SEpxBcwb3BkHL0oR1CHKcqMGmQxA/Kx43-q6JANM.jpg?size=1024x768&quality=96&sign=4b8c7e0aa87a4acb5e0123fdd3405855&type=album
https://sun9-64.userapi.com/impg/fHsLvuhP9IZPdjskUsE26JlvYRSp6wJUC6kFNg/nbv9_nV7o-8.jpg?size=1024x768&quality=96&sign=c0b70c20facddafb22b1b55610093bb9&type=album

kyle9154
09-08-21, 01:49 PM
You need to calibrate water flows. This is the most time consuming. Lower the cable from the pennants just below the periscope and raise the lower end of the cable. where it is tied to the leer. Naturally UZO and other things that I might not have noticed.

Yeah, its coming along really nice and very playable as it is right now. I know you never rush art so looking forward to seeing more updates on this in the future. :Kaleun_Applaud:

Anvar1061
09-08-21, 02:42 PM
Now working on...
https://sun9-4.userapi.com/impg/jLCAlrHRQkbJhJvkA_XQlunwvFrEHmEQGVWMhA/dSDyGcGFank.jpg?size=1024x768&quality=96&sign=d3c1cf9f2323941c6ddb7ea23aae172b&type=album
https://sun9-27.userapi.com/impg/YM2AxiqcNCAh-1cq_UB3exllRk1vzYdlTL-fBQ/kvCk4G40YwI.jpg?size=1024x768&quality=96&sign=4f66066898318a49661290a6c07bb6a6&type=album
https://sun9-45.userapi.com/impg/Lz7vYBRqJiAlHPdkiEcwQ1T1JTIzXnTo2nY0_Q/XCSslgIg7mU.jpg?size=1024x768&quality=96&sign=130da1fc9407fe4bbf9a5fd9a42f3a9b&type=album

Jeff-Groves
09-08-21, 02:56 PM
And when I release the next version?
You start all over again!
:har:

Anvar1061
09-08-21, 04:11 PM
Type VIIA Playable Submarine from GWX Onealex Edition
https://sun9-67.userapi.com/impg/FWJ5j6r9sQ8jOgO3vXw1_MWja7tebgFfAj2XEA/CaaUbQJnweE.jpg?size=499x355&quality=96&sign=8e15a85f8c218e508ba8e4d3e3ad80f7&type=album
D/l
https://www.mediafire.com/file/ibrk8t3z28qc1z5/Type_VIIA_Playable.7z

Anvar1061
09-08-21, 04:13 PM
And when I release the next version?
You start all over again!
:har:

I will make copy-paste.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif

Jeff-Groves
09-08-21, 05:14 PM
If I don't see co-operation and nice play?
I will use every trick I know to make your work harder!
DO NOT threaten me with copy paste!
I can break that in a split second.
I am the rare breed that can do things you only imagine in dreams!
I can break files so S3D will not open them.
I can scatter files so far and wide it would take months to figure it out.
The 7A 3D model is MY Mod! I will not be handing it over lightly!
I don't give a flying **** if it works for any mod other then GWX 3
All other mod adaptations are just rip offs so why would I care?
Push me just a LITTLE more and I'll see how good you really are!
I'd like nothing more then a challenge!

Anvar1061
09-08-21, 11:36 PM
I am not an Anvart that is capable of such things. I just want to have YOUR mod as part of GWR. And no more. Thank you for your work, Jeff!

kyle9154
09-09-21, 06:18 AM
I appreciate everything your doing Jeff and having more helping hands from people like Anvar can only help. No one is claiming anything and this wouldn't even be a thought/possibility if it wasn't for your genius modding work, lets get back on subject shall we so the community can have a well made VIIA 3D model, helping each other test and communicate because that's how projects get done. Keep it up gentleman :Kaleun_Thumbs_Up:

Anvart
09-09-21, 07:16 AM
I will make copy-paste.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
If I don't see co-operation and nice play?
I will use every trick I know to make your work harder!
DO NOT threaten me with copy paste!
I can break that in a split second.
...

I am not an Anvart that is capable of such things. ...
Did you say that about yourself, collector of other people's mods, who forgets to write credits to mod authors? :haha:
Or is your "amazing" English again to blame?
Tell everyone that I borrowed from you for my mods.

P.S.
I advise you to count how many of my mods and solutions you borrowed for your "hodgepodge".
:har:

Silent James
09-09-21, 08:00 AM
:k_confused:Did you say that about yourself, collector of other people's mods, who forgets to write credits to mod authors? :haha:
Or is your amazing English again to blame?
Tell everyone that I borrowed from you for my mods.

P.S.
I advise you to count how many of my mods and solutions you borrowed for your "hodgepodge".
:har:
One click and you are not the author :Kaleun_Wink:
https://i.imgur.com/vClJjAg.jpg

Anvar1061
09-09-21, 10:08 AM
Did you say that about yourself, collector of other people's mods, who forgets to write credits to mod authors?

I always say that I learn from you. Like many others, great modders also learn from you. I don't know of a single big supermode where your mods are not used. I am probably the one who collected them all. And I recommend the others too.
Good luck brother Alex!
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif

Anvar1061
09-09-21, 11:59 PM
Keep it up gentleman :Kaleun_Thumbs_Up:
I'm not a 3D designer. I cannot change the shape of the body. The crew has a controller to be invisible underwater. I have not touched the hydrophone files. The water spray needs to be properly positioned over the holes. This is a very painstaking job. I'll wait for Jeff to do it for me.

Jeff-Groves
09-10-21, 01:00 PM
I will NOT be doing water spray.
All I will do is finish some 3D work to make it look much more like a real 7A.
Not the very wrong looking SH5 version!

Anvart
09-10-21, 01:45 PM
I always say that I learn from you. Like many others, great modders also learn from you. I don't know of a single big supermode where your mods are not used. I am probably the one who collected them all. And I recommend the others too.
Good luck brother Alex!

Hi, buddy.
I hope you understood how ambiguous your phrase addressed to me sounded in the context of what you and Jeff said above?
(Типа копипастить это моя тема... Write competently and enough for an unambiguous understanding.)
Therefore, I could not resist and had a little fun. :03: I hope you are not offended.
Even a bilge rat (who does not know nothing about the modding history) climbed out onto the deck to squeak the stupidity...
By the way, you still haven't changed Your Famous Brand to the name of the original author of this file.

Good luck. :salute:

Jeff-Groves
09-10-21, 02:04 PM
Isn't fun to watch people beg for more Mods and then make a name on hard work by others?
:haha:

Only reason I even go back to this work is that I want to finish it after such a long time.
Not for others but to make myself happy.

Anvart
09-10-21, 02:12 PM
Jeff, I'm kidding... :haha:

Jeff-Groves
09-10-21, 02:13 PM
:03:

Don't you like the way I kid with people?
:har:

I think I may just release the 3D files and let others do all the import work to whatever hodgepodge dat they have managed to toss together.

https://i.pinimg.com/originals/34/f6/84/34f684dd1556a837bbf96c859b24948d.gif

Anvart
09-10-21, 02:19 PM
:03:

Don't you like the way I kid with people?
:har:
Sorry, Jeff.
Did I write about this somewhere?? :06:

Jeff-Groves
09-10-21, 02:20 PM
You and I are good My Friend.
:up:

Anvart
09-10-21, 02:33 PM
You and I are good My Friend.
:up:
Reciprocally, Jeff. :yep:

Anvar1061
09-10-21, 02:38 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttps://www.subsim.com/radioroom/images/smilies/Kaleun_Cheers-1.gif


https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Jeff-Groves
09-10-21, 03:57 PM
I'm nearing the finish point for the bow area work.
I did find a place just behind the forward planes that needs some holes added.
I'll finish that stuff and release.
Then I'll move to the stern work.

Anvar1061
09-10-21, 04:18 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif

Jeff-Groves
09-11-21, 11:35 AM
Had to do some more chopping of the 3D model to adjust a few things in the bow area.
Tested some new UV work and it looks pretty good.
But I'll need to edit the textures a bit now also.

Anvar1061
09-11-21, 12:16 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif

kyle9154
09-11-21, 12:22 PM
Had to do some more chopping of the 3D model to adjust a few things in the bow area.
Tested some new UV work and it looks pretty good.
But I'll need to edit the textures a bit now also.


Awesome man, can't wait to see it!

Jeff-Groves
09-11-21, 01:46 PM
It's funny to go back and see all the 3D mistakes I made 6 years ago!
As I said before? I've learned a lot and gotten much better at this kind of work.
I almost cringe when I look at things like the River or even the Maunsell Forts.
Looking at all the files for the 7A? What the hell was I thinking back then?
:har:

DasKaptain
09-12-21, 05:26 AM
Looking forward it to coming out. It will be good to have one in the game eventually :)

:Kaleun_Cheers:

kyle9154
09-12-21, 06:38 AM
Looking forward it to coming out. It will be good to have one in the game eventually :)

:Kaleun_Cheers:

There's already a fully playable version with only a few minor adjustments to make that's compatible with GWX courtesy of Jeff - https://www.mediafire.com/file/r0av160psvr7ji6/Test-VIIA.7z/file

Also Anvar made an adaptation to work with Onealex mod, he also has one in his GWR compilation mod - https://www.mediafire.com/file/ibrk8t3z28qc1z5/Type_VIIA_Playable_Submarine_from_GWX_Onealex_Edit ion.7z/file

kyle9154
09-18-21, 06:34 AM
It's funny to go back and see all the 3D mistakes I made 6 years ago!
As I said before? I've learned a lot and gotten much better at this kind of work.
I almost cringe when I look at things like the River or even the Maunsell Forts.
Looking at all the files for the 7A? What the hell was I thinking back then?
:har:

Hey Jeff, I just wanted to check how progress is coming along on the finalization of the VIIA?

Jeff-Groves
09-19-21, 09:59 AM
All I've gotten finished is to stop the notice of a destroyed rudder.

Here's the change I made to the Basic.cfg in the Submarine 1 section


Comp8=8; SternTorpedo
Nb8=6; This was 7
Subs80=SternDivePlanes
SternDivePlanes=19; E_SternDivePlanes,
TimeRecovery80=3
Subs81=RudderFort
RudderFort=20; E_Rudder, notice a rudder was removed and things renumbered
TimeRecovery81=3
Subs82=PropellerFort
PropellerFort=22; E_PropellerFort,
TimeRecovery83=3
Subs83=PropellerStarboard
PropellerStarboard=23; E_PropellerStarboard,
TimeRecovery84=3
Subs84=SternTorpedoTubes
SternTorpedoTubes=18; E_SternTorpedoTubes
TimeRecovery85=2
Subs85=Decoy_Launcher
Decoy_Launcher=42; E_Decoy_Launcher
TimeRecovery86=1

kyle9154
09-19-21, 10:30 AM
All I've gotten finished is to stop the notice of a destroyed rudder.

Here's the change I made to the Basic.cfg in the Submarine 1 section


Comp8=8; SternTorpedo
Nb8=6; This was 7
Subs80=SternDivePlanes
SternDivePlanes=19; E_SternDivePlanes,
TimeRecovery80=3
Subs81=RudderFort
RudderFort=20; E_Rudder, notice a rudder was removed and things renumbered
TimeRecovery81=3
Subs82=PropellerFort
PropellerFort=22; E_PropellerFort,
TimeRecovery83=3
Subs83=PropellerStarboard
PropellerStarboard=23; E_PropellerStarboard,
TimeRecovery84=3
Subs84=SternTorpedoTubes
SternTorpedoTubes=18; E_SternTorpedoTubes
TimeRecovery85=2
Subs85=Decoy_Launcher
Decoy_Launcher=42; E_Decoy_Launcher
TimeRecovery86=1

Right on man, i'll be keeping tabs on this thread.

Jeff-Groves
09-19-21, 10:42 AM
I do have time today and plan to do more 3D work.
Real life has me so busy that today is the first time in days I even turned on my system!
:o

kyle9154
09-19-21, 01:18 PM
I do have time today and plan to do more 3D work.
Real life has me so busy that today is the first time in days I even turned on my system!
:o

Ahh right on man, totally understandable and i'm looking forward to your next update. :Kaleun_Thumbs_Up:

Anvar1061
09-19-21, 02:04 PM
Ahh right on man, totally understandable and i'm looking forward to your next update. :Kaleun_Thumbs_Up:

+1
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salute-1.gif

Aktungbby
09-26-21, 03:35 PM
DasKaptain! on the surface after a long silent run!:up::Kaleun_Salute:

kyle9154
10-01-21, 07:41 AM
I do have time today and plan to do more 3D work.
Real life has me so busy that today is the first time in days I even turned on my system!
:o
Hey Jeff, just giving another check to see if you've made any more progress or had a chance to finish some more of your VIIA model? your so close to finishing it...that I can taste it.

kyle9154
06-05-22, 06:29 PM
Seeing that this mod is very interesting to me, going to bring this thread to life again and see if this model has been completed or if it can be. I know a lot of people would like to see a properly modeled VIIA in game to use in early war campaigns, iirc Jeff was close to having a finalized version of this (a functioning external rear torpedo hatch, Type VIIA Turm, VIIA speed and fuel stats etc he had already done). Any chance of starting this work up again Jeff? If you need people to test a WIP model for you in patrols then count me in, whatever helps it move along to a full release. ;)

Jeff-Groves
06-05-22, 06:34 PM
Seeing that this mod is very interesting to me, going to bring this thread to life again and see if this model has been completed or if it can be. I know a lot of people would like to see a properly modeled VIIA in game, iirc Jeff was close to having a finalized version of this, any chance of starting this work up again Jeff?
I actually had the 3D models open today to check where I was at!
I retired from my Job so have LOTS more time to work on some old stuff.
:yeah:

I have a few things to finish the front of the Hull for a next release.
Then going to rebuild the rear torpedo tube area and add some animation work there.

kyle9154
06-05-22, 06:35 PM
I actually had the 3D models open today to check where I was at!
I retired from my Job so have LOTS more time to work on some old stuff.
:yeah:

I have a few things to finish the front of the Hull for a next release.
Then going to rebuild the rear torpedo tube area and add some animation work there.

Bro that's awesome news, congrats on your retirement!!!! i'll be following this thread very closely in anticipation.
PM anytime if you need extra bodies to test things. :Kaleun_Applaud::Kaleun_Thumbs_Up:

Jeff-Groves
06-05-22, 06:47 PM
I'm a bit OCD about adding stuff so it's not detectable from a true SH model as released.
I'll also add water drain stuff to the next release. I have all that just need to plant it in the file and do the ID stuff.

kyle9154
06-05-22, 06:48 PM
I'm a bit OCD about adding stuff so it's not detectable from a true SH model as released.
I'll also add water drain stuff to the next release. I have all that just need to plant it in the file and do the ID stuff.

right on man sounds good, I like your approach :Kaleun_Salute:

P.S. aww would you just look at that....apparently i'm a Jap now according to my avatar lol

Jeff-Groves
06-05-22, 06:54 PM
My first new Unit for SH3 was the River Class.
That was a kit bash from other stuff.
The 7A started from the SH5 7A.
That thing is SO WRONG that I started modding it to look more accurate.
Once done for SH3? I'll port it to SH4 then update SH5's version.

kyle9154
06-05-22, 06:59 PM
My first new Unit for SH3 was the River Class.
That was a kit bash from other stuff.
The 7A started from the SH5 7A.
That thing is SO WRONG that I started modding it to look more accurate.
Once done for SH3? I'll port it to SH4 then update SH5's version.

Yeah man, that's good news indeed...just make sure I get first dibs on testing when you feel the SH3 model is ready :D

kyle9154
06-25-22, 03:56 PM
Hey Jeff, just seeing if you made any new progress on the type 7A in the last three weeks?

Jeff-Groves
07-06-22, 06:27 PM
You can play with this one for now.
It has some improvements but still has areas that need addressed.
https://www.mediafire.com/file/h8xjx1kyrh8nswh/WB's+VIIA+(SH3)-Peek-2022.7z/file

Anvar1061
07-06-22, 11:54 PM
You can play with this one for now.
It has some improvements but still has areas that need addressed.
https://www.mediafire.com/file/h8xjx1kyrh8nswh/WB's+VIIA+(SH3)-Peek-2022.7z/file
NSS_Uboat7b.dat not opening from S3D
https://sun9-west.userapi.com/sun9-16/s/v1/ig2/fcN5wLHeBD5bbz67OZaRci0Z4k8scipgeg_IfNyMFA-yOHpS9-Tdu4rl9FI-ppfrOY86_Md71hvO_fxGscbWjG0-.jpg?size=501x501&quality=95&type=album
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

Anvart
07-07-22, 12:55 AM
That's the way it should be!
:haha:
:Kaleun_Cheers:

Jeff-Groves
07-07-22, 12:55 AM
Yes. That was done intentionally.
:haha:

kyle9154
07-07-22, 06:06 AM
You can play with this one for now.
It has some improvements but still has areas that need addressed.
https://www.mediafire.com/file/h8xjx1kyrh8nswh/WB's+VIIA+(SH3)-Peek-2022.7z/file

My pc couldn't download it as it says Trojan Virus detected, is that a false positive?

Anvar1061
07-07-22, 06:15 AM
Yes. That was done intentionally.
:haha:
But I need to add my Crew on the deck.
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

Jeff-Groves
07-07-22, 08:54 AM
My pc couldn't download it as it says Trojan Virus detected, is that a false positive?
False Positive.

Jeff-Groves
07-07-22, 09:37 AM
This version is just to show some of the work finished and still needed.
I'll unlock the dat when I progress a bit further.

Untill then? Stay with the earlier version.

Anvar1061
07-07-22, 12:44 PM
This version is just to show some of the work finished and still needed.
I'll unlock the dat when I progress a bit further.

Untill then? Stay with the earlier version.

https://www.subsim.com/radioroom/images/smilies/Kaleun_Salivating.gif

Anvart
07-07-22, 03:34 PM
:Kaleun_Cheers:

Jeff-Groves
07-07-22, 04:15 PM
Then I guess I'll not release anything more.
You people can't keep your hands off my work untill it's finished?
Do it yourself.

And I was just about to upload a newer dat with a bunch of fixes.

Anvar1061
07-07-22, 04:27 PM
I can not wait. I used available Turm.

Jeff-Groves
07-07-22, 04:45 PM
Forward lower plates welded in and UVed.
(Those were not in the last dat file.)

UV fixed on the sides near stern.
(That was where the exhaust was wrong.)

Texture adjusted for the 4 drain holes near Bow deck.
(Rust stains moved)

Torpedo doors forward re-uved and adjusted.

Anvar1061
07-07-22, 11:47 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Salivating.gif

Anvart
07-08-22, 04:31 AM
Then I guess I'll not release anything more.
...
I don't understand the reason for Jeff's anger..?
Why did you post the link? for players to download and watch your work at this point, I think. Anvar1061 wanted to check how the mod "Crew On Deck" will look on your object. As I understood, he faced the difficulty... He couldn't upload the locked boat file in to S3D for to put 'crew' on the boat. Anvar1061, made the bypass maneuver (good move)... he 'tied' "Crew On Deck" to the turm of the submarine.
Anvar1061 took a screenshot and placed it here to show how the mod looks on the new object...
What are the problems? I don't see any problems...

@Anvar1061
In the view from above, I saw strange things on the water-protective visor of the turm... similar to petals... I was not involved in the development of GWR. I've never tested GWR... maybe I didn't understand something..?

Anvar1061
07-08-22, 05:47 AM
@Anvar1061
In the view from above, I saw strange things on the water-protective visor of the turm... similar to petals... I was not involved in the development of GWR. I've never tested GWR... maybe I didn't understand something..?
I don't know what the are. Stiffeners?
https://sun9-east.userapi.com/sun9-42/s/v1/ig2/7lJk0Ebuzg3RV_W10CR23CZdHhnsqnwjTfshLtKGtfnLFvIfDt Kccexl8GpOfJA9xJsqQ-ngVuuVfI-Q9MdkAafJ.jpg?size=1272x455&quality=95&type=album

Anvart
07-08-22, 05:04 PM
I don't know what the are. Stiffeners?
...
Apparently Yes. But then, I see strange, not optimal (not technologic) design of the turm..?
:hmmm:

@Jeff
I heard the big hurricane was in Ohio? How are you?
:doh:

Jeff-Groves
07-08-22, 05:56 PM
I didn't do the Turm. It's one of Wise's just trimmed back as a placer for now.



No Hurricane here. I'm way to far from the open Oceans to get much effect aside from rain at times.

Tornadoes don't come to close to me but some really heavy Thunder storms at times!
Several weeks ago the wind took the top off of one of my trees!

kyle9154
07-09-22, 03:06 PM
I didn't do the Turm. It's one of Wise's just trimmed back as a placer for now.



No Hurricane here. I'm way to far from the open Oceans to get much effect aside from rain at times.

Tornadoes don't come to close to me but some really heavy Thunder storms at times!
Several weeks ago the wind took the top off of one of my trees!

Really looking forward to the finished project, your so close to the finish line.

Jeff-Groves
07-09-22, 04:24 PM
Rebuilding the Stern section now. That gets a proper slope and a new torpedo houseing. The deck gets adjusted there also.
Then it's hole punching time to get drain holes looking more like they should.

Anvar1061
07-09-22, 10:53 PM
I noticed the absence of rails and antenna wires.

Jeff-Groves
07-09-22, 11:15 PM
It will be ready when it's ready.
The list of things to fix is slowly shrinking.

kyle9154
10-25-22, 03:58 PM
Hey Jeff, its been a long time buddy. Just seeing if you made any progress on the VIIA since we last spoke in this thread.

https://makeameme.org/meme/i-am-once-a1b7b81307

FUBAR295
10-25-22, 04:33 PM
Hey Jeff, its been a long time buddy. Just seeing if you made any progress on the VIIA since we last spoke in this thread.

https://makeameme.org/meme/i-am-once-a1b7b81307

I think he is busy with the new GWX project. Just maybe that model will show up in there. :)

kyle9154
10-25-22, 05:12 PM
I think he is busy with the new GWX project. Just maybe that model will show up in there. :)

Ahh good to hear, I was worried that maybe the project was abandoned because lack of attention to the thread but there's a lot of potential here.

Jeff-Groves
06-11-23, 03:01 PM
I think he is busy with the new GWX project. Just maybe that model will show up in there. :)

I have nothing to do with that project.
MY VIIA is coming along nicely with a complete interior and animations.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=13223

kyle9154
06-12-23, 04:55 AM
Ahh very nice interior work, any eta when you'll have a release ready for the public or are you a long way off from that?

Mister_M
06-12-23, 06:25 AM
I have nothing to do with that project.
MY VIIA is coming along nicely with a complete interior and animations.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=13223


It looks like very complexe. Good luck for finishing this! :up:

FUBAR295
06-12-23, 07:54 AM
I have nothing to do with that project.
MY VIIA is coming along nicely with a complete interior and animations.
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=13223


Jeff,


Sorry, I can not fathom you not on that team. :doh:


Anyway, really fine, nicely done work there. Look forward to the finished model. :up:


FUBAR295

Jeff-Groves
06-12-23, 12:31 PM
I retired last year from Working and just don't have the urge to work on a Major Mod anymore. I did start with them but decided to walk away.
I don't believe there's anything I can do that the Team can't. They are some Smart people!

The Animations stuff takes more of my time anyways and not willing to give that up. Got to many years invested in the SH3/4/5 animation stuff!

The VII A is a side line thing that I do a bit on when I feel like it. It's folder is still on my desktop. However I'll not release any preview versions. Maybe a video someday but it's not a priority.

FUBAR295
06-12-23, 01:47 PM
I retired last year from Working and just don't have the urge to work on a Major Mod anymore. I did start with them but decided to walk away.
I don't believe there's anything I can do that the Team can't. They are some Smart people!

The Animations stuff takes more of my time anyways and not willing to give that up. Got to many years invested in the SH3/4/5 animation stuff!

The VII A is a side line thing that I do a bit on when I feel like it. It's folder is still on my desktop. However I'll not release any preview versions. Maybe a video someday but it's not a priority.


Well, thank you for your efforts. :salute:


Enjoy your retirement! :)

Jeff-Groves
06-12-23, 02:14 PM
There are 1,301 Character Animations in SH5.
Imagine a way to convert those to SH4 and even SH3!
The conversion to SH4 alone is something never before done!
I'm not talking about MeshAnimation stuff but a true SH4 animation!

How could I ever walk away from something like that?

Jeff-Groves
06-12-23, 02:56 PM
Here's a early example of what my Tools can do with Animations.
I have removed details on how to export and process for SH4/SH3
That's for me only to know at this time!
I'm following the same reasons ref did for not releasing Tools or information.
I will say that NO original Devs for SH series of Games were harmed nor released information to assist me.
https://www.youtube.com/watch?v=Fz55lQpttNc

Now picture Charaters like that in SH3 with animations!

Anvar1061
06-12-23, 03:15 PM
https://dasart.ru/userdata/image/b7/64/b7645a12427587fc713d51b7f890c550.jpg

Kal_Maximus_U669
06-12-23, 04:29 PM
:doh:D"Jeff:yeah:
I already see functional interiors where I have visions :har::har::timeout:
https://media.tenor.com/niC6wk8TvlkAAAAC/kozhi-nuclear-bomb.gif