View Full Version : [REL] SH5 Liberty Ship for SH3
Kendras
03-24-17, 03:10 AM
Hello,
After many hours of work and tests, I'm pleased to release this Liberty ship converted from SH5. It replaces the one you already have in your stock game files, so they will appear in your campaign !
Features :
- Very nice and detailed model from SH5 ! Strange light reflections corrected by the_frog.
- The ship can break in two parts.
- All guns' and searchlights' nodes fixed, traverse parameters all corrected.
- Reworked cargos : tanks and trucks correctly scaled, reworked textures, new aircrafts (Wildcats), biggest load of crates and oil barrels. The ship's deck is now fully loaded with special nodes. To change the cargo type, you have to change the "loadout definition", the "external storage" is no more working. By default, the deck is loaded with crates.
- Textures reworked by me.
- Detailed flag (by Testpilot).
http://i.imgur.com/J8lZbqw.png
D/L link : ........ http://www.mediafire.com/file/tlhmbedl86bbb7v/Kendras%27_SH5_Liberty_Ship_for_SH3.zip
.
Kendras
03-24-17, 04:17 AM
http://yoursmiles.org/tsmile/banana/t0250.gif
Anvar1061
03-24-17, 04:27 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gifhttp://www.subsim.com/radioroom/images/smilies/Kaleun_Applaud-1.gif
Simply.. Wonderful.
cheers:Kaleun_Cheers:
Kendras
03-24-17, 07:58 AM
Now, I'm trying to add weapons, but I have inexplicable CTD ... :damn::damn::damn::damn::damn::damn::damn::damn:
HanSolo78
03-24-17, 08:01 AM
Great! I also have a bunch of more detailed units from SH5 and else that wait for a conversion.
Keep Up your good work!
You bring some new life to the SH3 Modder Scene :Kaleun_Thumbs_Up:
Kendras
03-24-17, 08:08 AM
Great! I also have a bunch of more detailed units from SH5 and else that wait for a conversion.
Keep Up your good work!
You bring some new life to the SH3 Modder Scene
Could you tell me what SH5 ships you have converted ? I would not like to do the work again for nothing ! :lol:
HanSolo78
03-24-17, 05:01 PM
Could you tell me what SH5 ships you have converted ? I would not like to do the work again for nothing ! :lol:
Sure!
These Sh5 ships I have that were converted:
Bismarck
Tirpitz
King George
Hood
Nelson
Sovereign
Queen Elisabeth
Warspite
Gneisenau
Scharnhorst
Ark Royal
Glorious
Illustrious
Casablanca
Long Island
Fletcher
V&W destroyer
Schleswig Holstein
Tanker Ranger
Kendras
03-24-17, 05:08 PM
Sure!
These Sh5 ships I have that were converted:
Bismarck
Tirpitz
King George
Hood
Nelson
Sovereign
Queen Elisabeth
Warspite
Gneisenau
Scharnhorst
Ark Royal
Glorious
Illustrious
Casablanca
Long Island
Fletcher
V&W destroyer
Schleswig Holstein
Tanker Ranger
Hahahaha ! I wanted to start conversion of KGV ! And it's already done ! :D
Did you convert these units yourself, or did you "find" them, and where ? I badly want the SH5 KGV for years ! :D
mikey117us
03-24-17, 06:08 PM
The V&W I would love to do that ship. They filled an important role in the early war destroyer shortage as escort leaders for convoys. rowi58 and the_frog gave me permissions for the SHV import Flower Class Corvette, and they were attached at the hip in the early years to V&Ws as in "The Cruel Sea" Movie. ( I apologize for shameless promotion screenshot since I have yet to start several wip threads )
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img4-3-2017_20.8.53_12_zpsaykupxmd.jpg
http://i1298.photobucket.com/albums/ag43/mikey117us/SH3_Mods/SH3Img4-3-2017_20.14.9_78_zps8ysie5si.jpg
Jeff-Groves
03-24-17, 06:10 PM
Was Kovall the one who did the conversions or Rowi?
Kendras
03-24-17, 06:29 PM
Now, I'm trying to add weapons, but I have inexplicable CTD ... :damn::damn::damn::damn::damn::damn::damn::damn:
OK. Solved this. It appears that the M01 is not allowed for merchant ships. I have to write S01 instead. Good to know.
the_frog
03-24-17, 07:02 PM
The V&W I would love to do that ship.
... the V&Ws had much in common with the Leader destroyers ...:03:
Meaning: I am thinking from time to time to prepare an all new V&W model. Unfortunately, there a plenty of options what to do: only the original V&Ws or also the modified 4.7" version, the WAIRs, the LREs, the SREs ... the ones I like best are the WAIRs ... so, probably only those ... :hmmm:
Let's see.
Kovall converted the SH5 model. It is basically an upgraded SH3 model, with still not fully correct hull and superstructures. And the camouflage on the AO map is an USN Ms. 31/32 scheme ...
the_frog
03-24-17, 07:08 PM
OK. Solved this. It appears that the M01 is not allowed for merchant ships. I have to write S01 instead. Good to know.
Most merchant ships have M01 nodes and they work well. Just check the equipment files ...
You use a rather vanilla version of SH3, right? Consider that the original gun library used textures of the ships (the "normal"--"complete" thing). That caused plenty of problems and has been eliminated in the modded versions of the gun libraries.
P.S.: The imported Liberty cargo looks fine. You did it :up:
Kendras
03-24-17, 07:13 PM
Results from tests :
http://i.imgur.com/hHhvBQY.png
http://i.imgur.com/1VPJ9cg.png
Bad edges splitted effect, in particular on the propeller http://www.subsim.com/radioroom/images/icons/icon9.png :
http://i.imgur.com/f0O97wn.png
mikey117us
03-24-17, 07:30 PM
@the_Frog
... the V&Ws had much in common with the Leader destroyers ...
Meaning: I am thinking from time to time to prepare an all new V&W model. Unfortunately, there a plenty of options what to do: only the original V&Ws or also the modified 4.7" version, the WAIRs, the LREs, the SREs ... the ones I like best are the WAIRs ... so, probably only those ...
Let's see.
Kovall converted the SH5 model. It is basically an upgraded SH3 model, with still not fully correct hull and superstructures. And the camouflage on the AO map is an USN Ms. 31/32 scheme ...
Very Nice! Very good to know your future plans.
:Kaleun_Thumbs_Up:
Kendras
03-24-17, 08:53 PM
Final test : air attack during the night. All is OK. I think she's ready. I've deleted external storages.
http://i.imgur.com/P34hNfU.png
Kendras
03-25-17, 01:58 AM
Testing new cargo !
:Kaleun_Salute:
http://i.imgur.com/ii6NSbC.png
http://i.imgur.com/lw1Yy4X.png
http://i.imgur.com/HlxYrM4.png
http://i.imgur.com/S14OGWC.png
http://i.imgur.com/uc0XLZi.png
Here a cloned Liberty without cargo, note the waterline's position.
http://i.imgur.com/AIqOmLN.png
the_frog
03-25-17, 05:07 AM
[QUOTE=Kendras;2474888]Testing new cargo !
[SPOILER="pics"]
A few commnets:
- Liberty cargos had steel but not wood deck.
- Deck planking is always longitudinal. You changed the deck texture from steel to wood, right?
- Liberty cargos did not sport colourful peace time scheme, they were all grey and few even carried camouflage.
- Undesired edge effects are common with the SH5 models but that can be adjusted. Did you manage to get rid of the undesired hard edges?
Kendras
03-25-17, 05:47 AM
A few commnets:
- Liberty cargos had steel but not wood deck.
Yes, I read that, and I'm about to correct this.
- Deck planking is always longitudinal. You changed the deck texture from steel to wood, right?
No, original texture (I just changed the color to something darker).
- Liberty cargos did not sport colourful peace time scheme, they were all grey and few even carried camouflage.
OK. Too bad, I like colors ! :03:
- Undesired edge effects are common with the SH5 models but that can be adjusted. Did you manage to get rid of the undesired hard edges?
I don't know how to do for yet. I have to learn ! :hmmm:
Kendras
03-25-17, 07:08 AM
Here with a grey hull and a metal deck. :rock:
http://i.imgur.com/uKHzzzv.png
Kendras
03-25-17, 02:17 PM
@ the_frog :
Could you rework the propeller in order to remove edges splitted please ?
File sent in PM !
:Kaleun_Salute:
Kendras
03-27-17, 05:09 AM
The ship is ready. First post updated.
I'm just waiting for an answer from the_frog, to know if he wants to correct the propeller aspect.
Cheers.
:salute:
the_frog
03-28-17, 01:06 PM
Kendras, please check your file drop ... I sent the new version of the propeller on sunday or so.
Kendras
03-29-17, 12:04 PM
Thank you very much my friend !
I have other problems :
http://i.imgur.com/8D6wZ2v.png
http://i.imgur.com/ER4ELKV.png
I've downloaded Meshlab. How can I cure these problems with this software ? It seems very hard to understand ! :oops:
the_frog
03-29-17, 03:12 PM
Kendras, check PM
:salute:
I have other problems :
http://i.imgur.com/8D6wZ2v.png
http://i.imgur.com/ER4ELKV.png
I've downloaded Meshlab. How can I cure these problems with this software ? It seems very hard to understand ! :oops:
Hi Kendras, :salute:
my suggestion is you to use Mod Tool for that particular task. Mod Tool is the free version of Autodesk Softimage; it features most of the functions and tools of the main version, but it can only be used for non commercial purposes. Both versions of the program are now discontinued, but you can still download Mod Tool from this link:
http://www.moddb.com/downloads/autodesk-softimage-mod-tool-75
You will also need a plugin to export from it in obj format:
http://www.moddb.com/groups/softimage-rs/downloads/mod-tool-75-obj-exporter
Once you got Mod Tool installed and working, load in Wings3D the model whose edges you want to weld. In body selection mode, select the edge-splitted geometry, right click and choose "Separate". This command will separate non-contiguous meshes in the original object (including faces that were erroneously splitted during the export process), putting each in a separate object. At this point, you should press the space bar to clear your current selection, and (again in body selection mode), select only the objects which need to be welded. When you have finished, choose "Export Selected" from the File menu, and save as obj.
Import the resulting file in Mod Tool, and select all the imported meshes by dragging the mouse on one of the viewports (a selection square will appear). If you did everything correctly, now you should be ready to use the "Merge" tool. Refer to the following instructions on its usage:
http://softimage.wiki.softimage.com/xsidocs/polys_BlendingandMergingPolygonMeshes.htm
Please note tha if you used the "Blend" command instead, you would get a result similar to "Merge", but some new faces would be generated which would cause problems when importing the object in game, so make sure that you use the "Merge" tool. For tolerance factor using something between 0.001 and 0.0001 (10 to 1 mm in model's scale) should be okay. The smaller this value, the lesser likely that the model gets distorted due to wrong edges being welded together, but it is also higher the chance that some edges will remain splitted, in case their vertex coordinates are not identical (for splitted edges they should be identical though). Optional: using the same tool you can also weld splitted UV map edges. Not required for solving the hard edges issue, but recommended for saving file size :03:
Kendras
03-30-17, 12:18 PM
Hi Kendras, :salute:
my suggestion is you to use Mod Tool for that particular task. Mod Tool is the free version of Autodesk Softimage; it features most of the functions and tools of the main version, but it can only be used for non commercial purposes. Both versions of the program are now discontinued, but you can still download Mod Tool from this link:
http://www.moddb.com/downloads/autodesk-softimage-mod-tool-75
You will also need a plugin to export from it in obj format:
http://www.moddb.com/groups/softimage-rs/downloads/mod-tool-75-obj-exporter
Once you got Mod Tool installed and working, load in Wings3D the model whose edges you want to weld. In body selection mode, select the edge-splitted geometry, right click and choose "Separate". This command will separate non-contiguous meshes in the original object (including faces that were erroneously splitted during the export process), putting each in a separate object. At this point, you should press the space bar to clear your current selection, and (again in body selection mode), select only the objects which need to be welded. When you have finished, choose "Export Selected" from the File menu, and save as obj.
Import the resulting file in Mod Tool, and select all the imported meshes by dragging the mouse on one of the viewports (a selection square will appear). If you did everything correctly, now you should be ready to use the "Merge" tool. Refer to the following instructions on its usage:
http://softimage.wiki.softimage.com/xsidocs/polys_BlendingandMergingPolygonMeshes.htm
Please note tha if you used the "Blend" command instead, you would get a result similar to "Merge", but some new faces would be generated which would cause problems when importing the object in game, so make sure that you use the "Merge" tool. For tolerance factor using something between 0.001 and 0.0001 (10 to 1 mm in model's scale) should be okay. The smaller this value, the lesser likely that the model gets distorted due to wrong edges being welded together, but it is also higher the chance that some edges will remain splitted, in case their vertex coordinates are not identical (for splitted edges they should be identical though). Optional: using the same tool you can also weld splitted UV map edges. Not required for solving the hard edges issue, but recommended for saving file size :03:
Oooooh ! :o OK I see ! :yeah:
Kendras
04-01-17, 07:17 AM
@ the_frog : tested the reworked model by you, and it's perfect ! Thank you ! :salute:
Testing destructible cargo :
http://i.imgur.com/sLW8FNJ.png
Kendras
04-01-17, 07:29 AM
The ship is ready to be downloaded. First post updated !
The water reflection may be not correct, I can't check that myself as this effect is broken due to my graphics card. Let me know ...
:Kaleun_Salute:
Very nice model mate!
:Kaleun_Applaud:
Just a thing: ship appear to be "mute" (no sound effect) in my installation.. it's just because i've a heavy modded sh3, or there's an address problem?
:doh:
Kendras
04-01-17, 09:50 AM
Very nice model mate!
:Kaleun_Applaud:
Just a thing: ship appear to be "mute" (no sound effect) in my installation.. it's just because i've a heavy modded sh3, or there's an address problem?
:doh:
I think you have a mod that changed the NLL_ files and the IDs in them.
I think you have a mod that changed the NLL_ files and the IDs in them.
Yeah!
Found and solved, thanks!
Precedent Liberty i use wasn't original one, so..
Best regards,
Vd
the_frog
04-01-17, 03:15 PM
Kendras,
set all translation x, y, z valies of the reflection nodes 0 and the reflections will be fine.
Cheers
Kendras
04-02-17, 05:59 AM
May I ask the MODERATOR to change the prefix of this thread to "REL" ?
Sailor Steve
04-02-17, 10:16 AM
Done! :sunny:
Kendras
04-04-17, 12:03 PM
These Sh5 ships I have that were converted:
Bismarck
Tirpitz
Gneisenau
Scharnhorst
Schleswig Holstein
King George
Hood
Nelson
Sovereign
Queen Elisabeth
Warspite
Ark Royal
Glorious
Illustrious
Casablanca
Long Island
Fletcher
V&W destroyer
So, what is from SH4, and what is from SH5 ?
I already know that the King is from SH4 ... :lol: :O:
Hi pal
I have a small prob. My torps goes through. Whats the solution for this?
Cheers
Kendras
04-30-17, 06:21 AM
Hi pal
I have a small prob. My torps goes through. Whats the solution for this?
Cheers
I had tested torpedo attacks on the ship before release, and I didn't encounter this problem, sorry ...
The problem may come from a (super)mod which changes the IDs of the NLL_ files. To be sure, disable my mod, open your current NLL_.dat (in data\Sea\NLL_) with S3Ditor and check if the main node ID is 0xfffffffff62cd9a0
Hi!
Yes the node of the of the shop is the one you wrote@
Waiting for orders
Cheers
Kendras
05-01-17, 02:55 PM
Hi!
Yes the node of the of the shop is the one you wrote@
Waiting for orders
Cheers
So, this should work ! :D
Sorry i didn't undetstood. Can you be more specific?
Cheers
Kendras
05-02-17, 05:37 PM
Hi!
Yes the node of the of the shop is the one you wrote@
Waiting for orders
Cheers
Could you explain what you have done more specifically ?
Hi
i disabled your ship ,opened the orig NLL dat with s3d and checked the main node if it was the one you wrote. Save and exit
Thats all
cheers
Kendras
05-04-17, 08:13 AM
I'm sorry, but I can't explain your problem.
Does anybody else faced this? ( ghost ship)
cheers:ping:
Kendras
07-04-17, 01:30 PM
Does anybody else faced this? ( ghost ship)
cheers:ping:
If you download teamviewer, I could have a look into your installation, and maybe solve the problem.
:salute:
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