View Full Version : [WIP] Type IX for sh5
Like the title says IX`s in our sim, (hopefully)
progress is a little slow, (real life does get in the way) plus this is all new ground for me.
https://s19.postimg.org/nhk1nzoqb/SH5_Img_2017-10-15_20.33.49.png (https://postimages.org/)
https://s19.postimg.org/l08agppeb/SH5_Img_2017-10-15_20.50.38.png (https://postimages.org/)
https://s19.postimg.org/bfonu0fjn/SH5_Img_2017-10-15_20.41.14.png (https://postimages.org/)
still not totally happy with the hull yet, specular highlight is too big, and specular colour is too light, but at least I know how to fix it now.
The models are made by Wise and Kovall for the sh3 sim, so all the credit for the eye candy belongs to them.
All i am doing is the porting to sh5, having a little fun, and learning new stuff along the way
vdr1981
10-15-17, 04:07 PM
:o
mkiii, I really don't know what to say. I am really impressed! :up:
I don't need to tell you how many people would be very perfectly happy to have type IX even in state visible on your screen shots...:yep:
Keep up a good work mate!
I don't know much about GR2 editor (just some basic stuff, nodes rotation ect) and wings 3D, but I learned a lot about other game files and dependencies. I 'll keep an eye on this thread and jump in occasionally if I could be of any help...:yep:
Once again, I must say that I'm very happy because you use TWoS as a base for your work because this is the the main idea behind my megamod in the first place. To have unified expansion for the game which will serve as a base for new modders.
Its still a 7C41 as far as the game is concerned yet, it was easier than trying to get it in as a IX at this stage.
but once I start altering conning towers, and other files I will have to make it a IX,
Can`t play without TWOS Vecko, it makes the game much, much better, its a huge effort on your part:Kaleun_Salute:
THEBERBSTER
10-15-17, 05:56 PM
Hi Guys
This is a big jump in the right direction and looks like an exciting proposition.
To have a fully operational Type IX in SH5 must be every players dream to have a proper fleet boat with a large torpedo load.
The main reason I like to play LSH3-2015 is being able to command a Type IX.
Peter
skin-nl
10-17-17, 11:32 AM
The type IX looks amazing :up:
Great work mkiii :salute:
If SH 5 gets TYPE IX i will leave sh 3 and join SH 5 :D
Like the title says IX`s in our sim, (hopefully)
progress is a little slow, (real life does get in the way) plus this is all new ground for me.
Keep up the good work but don't rush on it :up:
still not totally happy with the hull yet, specular highlight is too big...
Try increasing material's glossiness
...and specular colour is too light
Increasing material's specular strenght parameter or the luminosity of the specular texture should do the trick.
Finding the right balance might take several trial and error cycles. Should you want to foresee your changes without having to enter the game every time, Goblin Editor is your friend on that.
All in all, when GR2Editor asks you if you want to update material properties from the materials defined in the models you are importing, my advise is to say no and to keep stock material properties. You are alway in time for doiung some slight material adjustments at a second stage :salute:
thanks Gap :up:, been playing around with the materials, but like you suggest adjusting what is already there seems to be the best way with the editor.
tried to add a set of maps, and it just bombed the file, ended up layering 2 textures together and altered the uv`s to suit the new texture, it was more work, but less frustrating.
got the fx bones pretty much done, still need a few tweaks here and there, but the bow wave is now at the front, and the wake at the back, deck splashes diving and surfacing seem ok.
the props now spin without going all over the place, and the rudders and dive planes now stay on their respective centres when moving.
doing the torp doors inner and outer at the moment,nearly ready to import
hopefully the animations will still work when they are in.
had a look at the conning towers :o lots more bones, cfg nodes, and other things,
vdr1981
10-21-17, 02:12 PM
got the fx bones pretty much done, still need a few tweaks here and there, but the bow wave is now at the front, and the wake at the back, deck splashes diving and surfacing seem ok.
the props now spin without going all over the place, and the rudders and dive planes now stay on their respective centres when moving.
doing the torp doors inner and outer at the moment,nearly ready to import
hopefully the animations will still work when they are in.
had a look at the conning towers :o lots more bones, cfg nodes, and other things,
:up: :up::up:
Muckenberg
10-22-17, 02:54 AM
Hello
So, that's wonderful and I hold my thumbs to make your work come to a successful conclusion.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up: Since I do not know English very well, I did not understand if the submarine would be just like AI or even a new playable? I apologize for my English.
Hello
So, that's wonderful and I hold my thumbs to make your work come to a successful conclusion.:Kaleun_Thumbs_Up::Kaleun_Thumbs_Up: Since I do not know English very well, I did not understand if the submarine would be just like AI or even a new playable? I apologize for my English.
the goal is for playable IX types in sh5, if everything goes to plan with this IXB, the C, C40, AND D2 versions should be easier to do.
Muckenberg
10-22-17, 07:36 AM
Could you showcase some of the interiors for SH3 for your work?
Could you showcase some of the interiors for SH3 for your work?
not done any interior modifications yet, at the moment getting the exteriors working is enough of a task.
vdr1981
10-22-17, 10:20 AM
Could you showcase some of the interiors for SH3 for your work?
not done any interior modifications yet, at the moment getting the exteriors working is enough of a task.
Even that "minor" task has been proven to be very difficult and time consuming which is the exact reason why it was avoided by many modders during past years. Finally we have maverick modder who is willing to step up the task so we shouldn't be greedy at all.
Stock SH5 interior with type IX exterior and one conning tower is perfectly fine for a start and there are ton of people which would be very happy with it...:yep:
finished the torp doors, good news is the animations still work with the imported meshes, the rear inner and outer are perfect. the fronts however are not. the inners fold backwards instead of forwards, and the outers fold outwards instead of inwards. I think I mixed up the meshes, or mirrored them. hopefully swapping the bones will remedy the issue,
lesec74
10-22-17, 10:30 AM
finished the torp doors, good news is the animations still work with the imported meshes, the rear inner and outer are perfect. the fronts however are not. the inners fold backwards instead of forwards, and the outers fold outwards instead of inwards. I think I mixed up the meshes, or mirrored them. hopefully swapping the bones will remedy the issue,
hello from,france,
it's a good news for for this IX type, I will come after few years, many thanks for your job and sorry for my English:Kaleun_Cheers:
https://s19.postimg.org/dzwabj8lv/SH5_Img_2017-10-23_01.10.40.png (https://postimages.org/)
https://s19.postimg.org/s6c16rr6r/SH5_Img_2017-10-23_01.11.49.png (https://postimages.org/)
https://s19.postimg.org/c83bgo79f/SH5_Img_2017-10-23_01.12.40.png (https://postimages.org/)
hull done, fx done, torp doors done. conning towers next, progressing quite nicely. just a few tweaks to do on the materials, but that can be done later.
Muckenberg
10-22-17, 10:56 PM
:Kaleun_Thumbs_Up::Kaleun_Applaud::up:
OldCoder
10-23-17, 02:24 AM
Great work!!!
THEBERBSTER
10-23-17, 04:03 AM
I can SH5 picking up some SH3 players when this is completed.
It will be a fantastic achievement :Kaleun_Salute:.
Peter
excel4004
10-23-17, 06:48 AM
Beautiful work!! :D
Great work !!!
Looking forward to Type IX in SH5 !!!
:Kaleun_Salute:
Txema
vdr1981
10-23-17, 09:14 AM
hull done, fx done, torp doors done. conning towers next, progressing quite nicely. just a few tweaks to do on the materials, but that can be done later.
Outstanding mkiii...:o And I still can not quite believe this is actually for real...After all these years...I always knew that the only thing it takes for "impossible" tasks is just one maverick modder.:yep:
I expect some compatibility problems when your type IX is ready to be imported as a completely new playable sub (not only VIIC/41 replacement as it is now) caused by potentiality duplicated UPCGE entries and bone names but, I think I'll be able to help in this area since I've learned few things while I was working on playable U-flak for SH5...:yep:http://www.subsim.com/radioroom/showthread.php?t=224498
Outstanding mkiii...:o And I still can not quite believe this is actually for real...After all these years...I always knew that the only thing it takes for "impossible" tasks is just one maverick modder.:yep:
I expect some compatibility problems when your type IX is ready to be imported as a completely new playable sub (not only VIIC/41 replacement as it is now) caused by potentiality duplicated UPCGE entries and bone names but, I think I'll be able to help in this area since I've learned few things while I was working on playable U-flak for SH5...:yep:http://www.subsim.com/radioroom/showthread.php?t=224498
I was looking into that thread already vecko, I figured making the sub was the easy part....LMAO
Any help will be gratefully accepted. I need to start looking into that side of the problem.
vdr1981
10-23-17, 11:31 AM
I was looking into that thread already vecko, I figured making the sub was the easy part....LMAO
Any help will be gratefully accepted. I need to start looking into that side of the problem.
Don't worry...We'll fix everything. :yep: I actually expect that type IX will be more strait forward because You wont have to use ubisoft's scraped parts as we had (U-Flak conning tower) plus, there are no uncommon flipped front AA guns on board instead of deck gun ect ...:yep:
Cyborg322
10-23-17, 01:29 PM
Hello MKiii
Could you do A Type 1 D UBoat next ?
Best Regards
Simon
:subsim:WOLVES OF STEEL MEGAMOD
Hello MKiii
Could you do A Type 1 D UBoat next ?
Best Regards
Simon
:subsim:WOLVES OF STEEL MEGAMOD
You mean a IXD ? If so i have already got all the meshes from sh4, its a good model as well. have also got the IXC40 with the narrow deck made by Wise and Kovall, a very good model that one.
But not getting ahead of myself, we will see how this works out first.
Cyborg322
10-23-17, 08:19 PM
You mean a IXD ? If so i have already got all the meshes from sh4, its a good model as well. have also got the IXC40 with the narrow deck made by Wise and Kovall, a very good model that one.
But not getting ahead of myself, we will see how this works out first.
Hi mkii
No this is a Type 1 D
Simon
Suppose it could be an XD :03:
Hi mkii
No this is a Type 1 D
Simon
Suppose it could be an XD :03:
see post #2
I don`t make them,
I need a copy of granny viewer v2,8.33.0, has to be this version, I have scoured the web and cannot locate it, and its not avaliable for download at Granny`s website anymore (they probably pulled it because it was a goldmine of information of their GR2 format)
also some earlier versions of TDW`S GR2 Editor
ps, Gap empty your inbox mate ;)
I need a copy of granny viewer v2,8.33.0, has to be this version
No, sorry, on my HD I have v2.9.1.0. Found v 2.8.38.0 at this link (https://www.inforge.net/xi/resources/release-granny-viewer.7496/)
you might ask for help in some of the Civilization forums maybe :hmm2:
I have scoured the web and cannot locate it, and its not avaliable for download at Granny`s website anymore (they probably pulled it because it was a goldmine of information of their GR2 format)
Shhh... hopefully they don't read us :O:
also some earlier versions of TDW`S GR2 Editor
No problem on that.
I have the following versions:
1.1.272.1, 1.1.320.1, 1.1.332.1, 1.1.374.1, 1.1.400.1, 1.1.403.1, 1.1.404.1, 1.1.415.1, 1.1.418.1, , 1.1.447.1, 1.1.451.1, 1.1.453.1
Should I pack them all and send them your way?
ps, Gap empty your inbox mate ;)
:roll:
Hi mkii
No this is a Type 1 D
Simon
Suppose it could be an XD :03:
From the look of it, it doesn't seems its hydrodinamic design was very advanced. In game, what would we be supposed to do with it (besides sinking)? :hmm2:
PS: I think wikipedia calls that 1D thingy "Brandtaucher (https://en.wikipedia.org/wiki/Brandtaucher)"
No, sorry, on my HD I have v2.9.1.0. Found v 2.8.38.0 at this link (https://www.inforge.net/xi/resources/release-granny-viewer.7496/)
you might ask for help in some of the Civilization forums maybe :hmm2:
Shhh... hopefully they don't read us :O:
No problem on that.
I have the following versions:
1.1.272.1, 1.1.320.1, 1.1.332.1, 1.1.374.1, 1.1.400.1, 1.1.403.1, 1.1.404.1, 1.1.415.1, 1.1.418.1, , 1.1.447.1, 1.1.451.1, 1.1.453.1
Should I pack them all and send them your way?
:roll:
yes please Gap.
The granny is for decompressing a file, as far as I know that is the only version that works with the editor for that. tried all the versions I have found and none of them work
yes please Gap.
I have found a few more versions of the editor than I said before. Here they are:
https://www.mediafire.com/file/cb609abpmobtbys/GR2EditorViewer_vv_1_1_265_1_to_1_1_453_1.7z
The granny is for decompressing a file, as far as I know that is the only version that works with the editor for that. tried all the versions I have found and none of them work
Try sending a PM to Jeff Groves. He might have that version of the viewer or he might point you in the right direction :yep:
Cyborg322
10-25-17, 05:51 PM
From the look of it, it doesn't seems its hydrodinamic design was very advanced. In game, what would we be supposed to do with it (besides sinking)? :hmm2:
PS: I think wikipedia calls that 1D thingy "Brandtaucher (https://en.wikipedia.org/wiki/Brandtaucher)"
Hi GAP
Yes you are correct it's a "Brandtaucher"
Please don't take me so Seriously about making a Model for SH5 it was a joke. I thought it was obvious, but I'm really starting to regret it !
Mkiii My Pal I love you and your IX
Simon xxx :up:
Hi GAP
Yes you are correct it's a "Brandtaucher"
Please don't take me so Seriously about making a Model for SH5 it was a joke. I thought it was obvious, but I'm really starting to regret it !
Mkiii My Pal I love you and your IX
Simon xxx :up:
Hi Cyborg322,
no reason to regret. I think your British humour was pretty obvious, but not the same can be said about my sarchasm lol :O: :up:
I have found a few more versions of the editor than I said before. Here they are:
https://www.mediafire.com/file/cb609abpmobtbys/GR2EditorViewer_vv_1_1_265_1_to_1_1_453_1.7z
Try sending a PM to Jeff Groves. He might have that version of the viewer or he might point you in the right direction :yep:
Many thanks Gap.....That`s one file off the won`t open list, the other is compressed, hopefully Jeff will be able to help out with that.
the last one is sensors gr2, which is a lost cause, TDW knew what the problem was but never got round to sorting it out.
been looking at the files involved in putting the IX in game, as a uboat under its own name, apart from everything in the sub folder, I have
Roster....easy enough
Flotilla....should be easy enough
upcdatage....not to sure about this one
those are the obvious ones, are there any not so obvious ones that I have missed (highly likely)
Many thanks Gap.....That`s one file off the won`t open list, the other is compressed, hopefully Jeff will be able to help out with that.
the last one is sensors gr2, which is a lost cause, TDW knew what the problem was but never got round to sorting it out.
Yep, to the best of my knowledge no version of GR2 editor can open that file. Besides that, what other file(s) are you trying to open?
I hope no new guns are required for the upcoming Type IX, because unfortunately animations are still a big no-no :yep:
been looking at the files involved in putting the IX in game, as a uboat under its own name, apart from everything in the sub folder, I have
Roster....easy enough
Flotilla....should be easy enough
upcdatage....not to sure about this one
those are the obvious ones, are there any not so obvious ones that I have missed (highly likely)
Vecko is your man here :03:
Yep, to the best of my knowledge no version of GR2 editor can open that file. Besides that, what other file(s) are you trying to open?
I hope no new guns are required for the upcoming Type IX, because unfortunately animations are still a big no-no :yep:
the compressed file is ct periscope +anim.....may need to move the mesh, but can probably work around this if necessary.
no new guns, will use the stock ones. (but I may redo the textures) a lot of the in game textures look fugly on a 55" screen :yep:
I can open the sensors file, just can`t save it, something to do with datatype definitions in sec 6. and I seem to remember TDW altered that file for something and said not to let anything overwrite it, otherwise bad things would happen
the compressed file is ct periscope +anim.....may need to move the mesh, but can probably work around this if necessary.
IIRC that file contains interior's periscope models. Wjat do you need to change in it? :hmmm:
no new guns, will use the stock ones. (but I may redo the textures) a lot of the in game textures look fugly on a 55" screen :yep:
Textures are not a problem. :up:
I can open the sensors file, just can`t save it, something to do with datatype definitions in sec 6. and I seem to remember TDW altered that file for something and said not to let anything overwrite it, otherwise bad things would happen
I remember now. The reason for most GR2 Editor versions not being able to open that file, and no version being able to save it, is a checksum error. The error itself only affects TDW version of the file: he had hex edited it long before he could figure out most of the knowledge that GR2 Editor is based on. If memory serves me well, his only change to thesaid file, was removing the RWR equipment linking node from the telescopic snorkel. Today, you can do the same using the editor, with no checksum errors on saving. Just work on the stock file instead of messing with TDW's bugged file :03:
not much of a change really, its just both of the scopes are in the ct on the IX, I can open and save the obs scope now, so moving it into the ct should be no problem, add a new bone in the ct for it, and delete the bone in the cr.
but I will probably have to move the attack scope a bit, It all depends on if the position in the ct is determined by the bone, or position info in the mesh.
either way it should work out ok.
I have decided to do a quick job on the cr, ct, and tra, just so things are reasonable from the start, after all we do need the scopes in their correct places, and 2 tubes in the aft torpedo room, and when we lower the obs scope we don`t want it hanging out of the cr ceiling do we :haha:.
In the greater scheme of things its not that much work. and using the tools is getting easier, so work progresses better, with less muck ups.
Jeff-Groves
10-26-17, 04:59 PM
I have Granny Viewer 2.8.33.0
It is the version TDW sent to me. Very special version.
Waiting for your message to my e-mail.
Jeff-Groves
10-26-17, 05:30 PM
gap.
Check your e-mail.
vdr1981
10-27-17, 10:00 AM
been looking at the files involved in putting the IX in game, as a uboat under its own name, apart from everything in the sub folder, I have
Roster....easy enough
Flotilla....should be easy enough
upcdatage....not to sure about this one
those are the obvious ones, are there any not so obvious ones that I have missed (highly likely)
There shouldn't be so much work with UPCGE files after all, few ID designations here and there but that should be it. You'll get a good idea what is going on if you merge VIIC/41 and U-Flak's (NSS_Uboat7c41F) upcge files from TWoS in Winmerge or some other text editor with compare function...:yep: In this case, you can ignore entries differences which are dedicated for radar upgrades but torpedo differences will be important since type IX carries much more torpedoes on board.
It will be also necessary to rename main 3D models names inside gr2 files it self because the game will confuse if you get awarded and upgrade from VIIC41 to type IX in the same playing session.
For example, your new IX hull should not be named NSS_Uboat7c41 anymore, conning tower should be renamed from Conning_7c41_01 to Conning_9D_01 ect...
We shouldn't forged all necessary adjustments in sim, zon and other controllers files as well...
In short, day or two of modding work but since we actually know what and how it should be done, this shouldn't be much of the problem...:yep:
Once you have fully working version of type IX replacement for VIIC41 it will be honor for me to do all the performances, campaign and file adjustments...:yep:
There shouldn't be so much work with UPCGE files after all, few ID designations here and there but that should be it. You'll get a good idea what is going on if you merge VIIC/41 and U-Flak's (NSS_Uboat7c41F) upcge files from TWoS in Winmerge or some other text editor with compare function...:yep: In this case, you can ignore entries differences which are dedicated for radar upgrades but torpedo differences will be important since type IX carries much more torpedoes on board.
It will be also necessary to rename main 3D models names inside gr2 files it self because the game will confuse if you get awarded and upgrade from VIIC41 to type IX in the same playing session.
For example, your new IX hull should not be named NSS_Uboat7c41 anymore, conning tower should be renamed from Conning_7c41_01 to Conning_9D_01 ect...
We shouldn't forged all necessary adjustments in sim, zon and other controllers files as well...
In short, day or two of modding work but since we actually know what and how it should be done, this shouldn't be much of the problem...:yep:
Once you have fully working version of type IX replacement for VIIC41 it will be honor for me to do all the performances, campaign and file adjustments...:yep:
Thanks Vecko, the job will be yours,:salute:
I have already started renaming the files internally, and am looking at the other files, The sim file is pretty straight forward, already tinkered around in there to get the hull sitting in the water a bit lower
I have Granny Viewer 2.8.33.0
It is the version TDW sent to me. Very special version.
Waiting for your message to my e-mail.
file sent Jeff, lol fell asleep last night, working 12hr days at the moment, and its catching up with me
Jeff-Groves
10-27-17, 12:02 PM
No problem Mate.
8.2.33.0 sent in return E-mail.
Hope it does what you need. If not? Just e-mail me.
vdr1981
10-27-17, 12:05 PM
Thanks Vecko, the job will be yours,:salute:
I have already started renaming the files internally, and am looking at the other files, The sim file is pretty straight forward, already tinkered around in there to get the hull sitting in the water a bit lower
"Draught" value, Unit Submarine (stock TWoS value for VIIC41, 4.95 m) ...:yep:
Muckenberg
10-27-17, 12:26 PM
Hello
I'm following this thread with great interest, and I really can not believe the SH5 is a playable submarine. You guys are really wizards. At work, he succeeds.
No problem Mate.
8.2.33.0 sent in return E-mail.
Hope it does what you need. If not? Just e-mail me.
Thanks a lot Jeff:up:
"Draught" value, Unit Submarine (stock TWoS value for VIIC41, 4.95 m) ...:yep:
obviously you spend far too much time in those files:har:
vdr1981
10-27-17, 01:04 PM
obviously you spend far too much time in those files:har:
You can bet on that...:D
gap.
Check your e-mail.
Thank you mate,
please check your in-box for my reply :salute:
Jeff-Groves
10-27-17, 01:28 PM
Done Mate. Check your e-mail
Never mind. That address bounced. Let me see if mediafire is working today.
Check your Hotmail account.
Done Mate. Check your e-mail
Never mind. That address bounced. Let me see if mediafire is working today.
Check your Hotmail account.
Done thanks!
@Jeff....worked just fine mate, thanks.
@Gap....Even the original sensors GR2 will not open, pointers before data error...not to worry. its a minor annoyance compared to what the editor does let us do.
Jeff-Groves
10-27-17, 05:55 PM
What sensors file?
data/objects/sensors/ uboot sensors GR2
it has all the scopes, uzo, kdb, ghg models in it, I think its like a library file hard coded in the exe, and the cfg nodes link to the specific model depending on year avaliability and eqp upgrades
@Gap....Even the original sensors GR2 will not open, pointers before data error...not to worry. its a minor annoyance compared to what the editor does let us do.
I am pretty sure that there is a version of GR2 Editor that can open/save the stock file thaogh I cannot tell you which version exactly: it has been a long time since I messed with that file the last time.
data/objects/sensors/ uboot sensors GR2
it has all the scopes, uzo, kdb, ghg models in it, I think its like a library file hard coded in the exe, and the cfg nodes link to the specific model depending on year avaliability and eqp upgrades
Why do you think it is hardcoded? I don't think that file to have any special role assigned in the game code. You can store new sensors in any new library file; it will work just fine as long as you make eqp and upc files to point to it. The_Beast did that for some new sensors added with his Fixed Ubpat equipment mod, and I did the same with the GHG sensor, for making it destroyable (for Vecko's Reworked Uboat Damage Mod) :yep:
Why do you think it is hardcoded? I don't think that file to have any special role assigned in the game code. You can store new sensors in any new library file; it will work just fine as long as you make eqp and upc files to point to it. The_Beast did that for some new sensors added with his Fixed Ubpat equipment mod, and I did the same with the GHG sensor, for making it destroyable (for Vecko's Reworked Uboat Damage Mod) :yep:
something I read in a post. could very well be wrong,
I will have a play around with doing just that, but not today, conning tower day today
something I read in a post. could very well be wrong,
I will have a play around with doing just that, but not today, conning tower day today
Okay :up:
Talking about that, what do you know on the different Type IX variants and on the conning towers that could be fitted on them?
uboat.net (https://uboat.net/types/), uboataces.com (http://www.uboataces.com/uboat-type-ix.shtml), u-historia.com (https://www.u-historia.com/uhistoria/tecnico/uboots/9/9.htm), and wikipedia (https://en.wikipedia.org/wiki/German_Type_IX_submarine) have information on hull variants and their specs. Some additional information could probably be digged from uboatarchive.net (http://uboatarchive.net/). Some decent technical drawings (https://www.u-historia.com/uhistoria/tecnico/esquemas/esquemas.html) of the different hull variants are also available from u-historia.com. What we miss at the time being, is information on the conning towers used ad different stages of the war, as detailed as we have for the type VII :hmmm:
Will-Rommel
10-28-17, 06:33 AM
Good work :ping:
Okay :up:
Talking about that, what do you know on the different Type IX variants and on the conning towers that could be fitted on them?
uboat.net (https://uboat.net/types/), uboataces.com (http://www.uboataces.com/uboat-type-ix.shtml), u-historia.com (https://www.u-historia.com/uhistoria/tecnico/uboots/9/9.htm), and wikipedia (https://en.wikipedia.org/wiki/German_Type_IX_submarine) have information on hull variants and their specs. Some additional information could probably be digged from uboatarchive.net (http://uboatarchive.net/). Some decent technical drawings (https://www.u-historia.com/uhistoria/tecnico/esquemas/esquemas.html) of the different hull variants are also available from u-historia.com. What we miss at the time being, is information on the conning towers used ad different stages of the war, as detailed as we have for the type VII :hmmm:
I have got all those sites bookmarked Gap, plus I managed to get a copy of Eberhard Rossler`s "The U_boat" off ebay, without paying an extortionate ammount of £ for it, plus assorted other info in pdf format
I have got all those sites bookmarked Gap, plus I managed to get a copy of Eberhard Rossler`s "The U_boat" off ebay, without paying an extortionate ammount of £ for it, plus assorted other info in pdf format
Good :up:
BTW: are you planning to add in game just one of the type IX versions, or more than one? :)
Good :up:
BTW: are you planning to add in game just one of the type IX versions, or more than one? :)
If everything works with this one, and we manage to get it in game, which looks quite likely now, this will be IXB, To be followed by C, C40, AND D2 which I have got all the models for.
the B and C are basically the same, just details a bit different. The C40 and D2 are completely different, although they will be able to share the ct`s from the others, so will be a little less work.
from a quick look through the books, there are only 3 conning tower versions
also I was thinking it would be better using the most closely matching ct versions from the type VII, for flak gun nodes etc then it will be just moving bones around, rather than deleting unnecessary bones, (less you change,less to go wrong)
Jeff-Groves
10-28-17, 04:52 PM
data/objects/sensors/ uboot sensors GR2
it has all the scopes, uzo, kdb, ghg models in it, I think its like a library file hard coded in the exe, and the cfg nodes link to the specific model depending on year avaliability and eqp upgrades
No hard codeing involved. Just a non-standard GR2 file.
There are a lot of ways to whack the GR2 format to avoid tampering.
The early attempts started with editing the check sum. We figured that out so that was dumped by a lot of Game devs. Not just for Silent Hunter.
:haha:
Next many went to a custom format like in SWTOR. Seems a few people broke that format also.
:hmmm::03:
Haven't looked close at the sensor file to see what is going on but I'd just rip 3d models and add them to another file that can be opened and worked with easily.
If everything works with this one, and we manage to get it in game, which looks quite likely now, this will be IXB, To be followed by C, C40, AND D2 which I have got all the models for.
the B and C are basically the same, just details a bit different. The C40 and D2 are completely different, although they will be able to share the ct`s from the others, so will be a little less work.
from a quick look through the books, there are only 3 conning tower versions
also I was thinking it would be better using the most closely matching ct versions from the type VII, for flak gun nodes etc then it will be just moving bones around, rather than deleting unnecessary bones, (less you change,less to go wrong)
Sounds like a good plan, though I foresee problems with the interiors, where there are animated parts like the engine room. I have read that the IXD2 was powered by two pairs of 6-cylinder Diesel engines, but we will be probably forced to use type VII's engine room, with the standard engine configuration :hmm2:
No hard codeing involved. Just a non-standard GR2 file.
:sign_yeah:
There are a lot of ways to whack the GR2 format to avoid tampering.
The early attempts started with editing the check sum. We figured that out so that was dumped by a lot of Game devs. Not just for Silent Hunter.
:haha:
Next many went to a custom format like in SWTOR. Seems a few people broke that format also.
:hmmm::03:
:haha:
Haven't looked close at the sensor file to see what is going on but I'd just rip 3d models and add them to another file that can be opened and worked with easily.
Possiblle: I have already done that many times :up:
That's not just a possibility though. Since one of the limitation of GR2 Editor is that we cannot add new models to a granny file, putting any new sensor in a separate file is also the way to go, unless you want to replace one of the yet existing equipments / equipment upgrades with the new one (a few of them aren't actually used in game).
well these conning towers are a nightmare, I don`t know how they are different than the hull, but as soon as I changed a texture path got section errors.
I am now using 2 versions of the editor at each step, 1 to change the meshes, and 1 to alter the material bindings, which gives me a file that will open in goblin without crashing. (how long it took to find the right combination of versions was depressing)
not tried it in game yet though, just in case I lose my temper and throw the pc through the window (believe me, its been close a few times)
@Gap not got any really clear pics of the IX diesels, but what I have, seem to show covered valve gear, in which case the animations are irrelevant, that is for the 9cyl engine though
Sounds like a good plan, though I foresee problems with the interiors, where there are animated parts like the engine room. I have read that the IXD2 was powered by two pairs of 6-cylinder Diesel engines, but we will be probably forced to use type VII's engine room, with the standard engine configuration :hmm2:
unless it is possible to clone the engines and animations, and import 2 sets of engines into the engine room(obviously it would have to be made bigger first), but that is a problem for another day
https://s1.postimg.org/1gt2cs21of/IXB_copy.jpg (https://postimages.org/)
16hrs and finally got a conning tower on the hull, still a few things to move around bones, collision meshes, more or less all the stuff you don`t see in game, the ct looks darker because I have used different material settings, to test which looks better in game,
well these conning towers are a nightmare, I don`t know how they are different than the hull, but as soon as I changed a texture path got section errors.
I am now using 2 versions of the editor at each step, 1 to change the meshes, and 1 to alter the material bindings, which gives me a file that will open in goblin without crashing. (how long it took to find the right combination of versions was depressing)
not tried it in game yet though, just in case I lose my temper and throw the pc through the window (believe me, its been close a few times)
I know, materials and material bindings have always been a PITA for me. Something I have learned is that, before deleting an unused material, you better save the file after having made sure that it is no more bound to any of the meshes found in the file. After that, you close the file, re-open it, and only at this point you can remove the material, but not before having crossed your fingers with one hand and knocked wood with the other :O:
@Gap not got any really clear pics of the IX diesels, but what I have, seem to show covered valve gear, in which case the animations are irrelevant, that is for the 9cyl engine though
That would be one problem lesser though, if I am not mistaken, the 6-cyl used on Type VII u-boats and the ones fitted on the IXD2 were different engines...
unless it is possible to clone the engines and animations, and import 2 sets of engines into the engine room(obviously it would have to be made bigger first), but that is a problem for another day
Who knows, maybe we can stick models contained in different files using prt files (sort of what is done in SHIII with 'placement' nodes) :hmmm:
https://s1.postimg.org/1gt2cs21of/IXB_copy.jpg (https://postimages.org/)
16hrs and finally got a conning tower on the hull, still a few things to move around bones, collision meshes, more or less all the stuff you don`t see in game, the ct looks darker because I have used different material settings, to test which looks better in game,
Amazing! :yeah:
Don't forget the emblem faces/materials :03:
vdr1981
10-30-17, 11:10 AM
https://s1.postimg.org/1gt2cs21of/IXB_copy.jpg (https://postimages.org/)
16hrs and finally got a conning tower on the hull, still a few things to move around bones, collision meshes, more or less all the stuff you don`t see in game, the ct looks darker because I have used different material settings, to test which looks better in game,
Outstanding! Respect! :o:Kaleun_Applaud::Kaleun_Applaud::Kaleun_Applaud:
I know, materials and material bindings have always been a PITA for me. Something I have learned is that, before deleting an unused material, you better save the file after having made sure that it is no more bound to any of the meshes found in the file. After that, you close the file, re-open it, and only at this point you can remove the material, but not before having crossed your fingers with one hand and knocked wood with the other :O:
I save after doing anything now gap, then if something is bad, its no great loss. learned that lesson early, renaming the main bone screws the file as well as crashing the editor, going to try it on an unmodded file....see what happens.
That would be one problem lesser though, if I am not mistaken, the 6-cyl used on Type VII u-boats and the ones fitted on the IXD2 were different engines...
will do some reading, although a 6cyl, is a 6cyl. it will have to do.
Who knows, maybe we can stick models contained in different files using prt files (sort of what is done in SHIII with 'placement' nodes) :hmmm:
no I was thinking clone the mesh in max, then put 4 of them into a single file....worth a shot.
Amazing! :yeah:
Don't forget the emblem faces/materials :03:
I was more surprised than amazed tbh, already done Gap, dont know why the black square shows in that shot, I could not see it when I grabbed it, and its good in Goblin as well :yeah:
@Vecko .....looks good enough to me as well:up: although its a good job I don`t do it for a living.....otherwise I would be on 3p an hour and eating grass :har:
adrien89
10-30-17, 10:12 PM
it will really be 75 meters instead of 45 meters?
THEBERBSTER
10-31-17, 05:01 AM
A Warm Welcome To The Subsim Community > adrien89
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Aktungbby
10-31-17, 12:42 PM
adrien89!:Kaleun_Salute:
Well I can rename the main (model) bone in the hull and ct files, as long as they are not modded. the hull with a changed texture sometimes works sometimes not.
the ct with a changed texture however seems to work, and will reload in the editor, but in goblin there is nothing there, no model shown at all, and only one collision mesh shown in the file tree (thats a fail then)
in both cases the editor throws an unhandled exception, but if you continue and save the file it is fine and reloads ok, and everything shows up in Goblin
@Gap a quick look in Rosslers book... says the IXD2 had 1 pair of the original 9cyl diesels plus a pair of 6cyl 1500hp diesel/electrics.
it will really be 75 meters instead of 45 meters?
what will?
@Gap a quick look in Rosslers book... says the IXD2 had 1 pair of the original 9cyl diesels plus a pair of 6cyl 1500hp diesel/electrics.
According to Wikipedia:
Type VIIA:
2 x MAN AG, 6 cylinder 4-stroke M6V 40/46 diesel engines
Types VIIB to VIIC/40:
2 x supercharged MAN, 6-cylinder 4-stroke M6V 40/46 or 2 x supercharged Germaniawerft 6-cylinder 4-stroke F46 diesel engines
Types IXA to IXC/40:
2 x supercharged MAN, 9-cylinder M9V 40/46 diesel engines
As long as the the latter (9-cyl) engine had its valves covered, and we can recycle the 6-cylinder diesels featured in stock U-boat interiors as additional engine for the IXD2, we should be okay :up:
adrien89
10-31-17, 02:19 PM
sorry on english and no ****
i was wondering if all the submarine will be redone or just know a uboot VII that will look like uboot IX
I go on this forum 1 faith per year to see the new mod etc .. and your subject attract me
sorry on english and no ****
i was wondering if all the submarine will be redone or just know a uboot VII that will look like uboot IX
I go on this forum 1 faith per year to see the new mod etc .. and your subject attract me
as much as possible it will be redone, the end result will be the best I can do with the available tools.
No need to be sorry. I was just unsure what you were asking
According to Wikipedia:
Type VIIA:
2 x MAN AG, 6 cylinder 4-stroke M6V 40/46 diesel engines
Types VIIB to VIIC/40:
2 x supercharged MAN, 6-cylinder 4-stroke M6V 40/46 or 2 x supercharged Germaniawerft 6-cylinder 4-stroke F46 diesel engines
Types IXA to IXC/40:
2 x supercharged MAN, 9-cylinder M9V 40/46 diesel engines
As long as the the latter (9-cyl) engine had its valves covered, and we can recycle the 6-cylinder diesels featured in stock U-boat interiors as additional engine for the IXD2, we should be okay :up:
the valves were covered Gap. just endured a u505 tour on youtube, another point worth note was the control room layout was very similar to the VII CR,
Jeff-Groves
10-31-17, 05:18 PM
just endured a u505 tour on youtube
I toured the U- 505 a few years ago and went inside.
I toured the U- 505 a few years ago and went inside.
I saw the U534 at Birkenhead docks in 2002 when some preservation trust had it, it was an imposing piece of steelwork.
a few years later the local authority bought it, chopped it up into five pieces
and put it on display at woodside ferry terminal as a sort of museum. never went to see it there.
adrien89
11-01-17, 07:29 PM
hanks to you for doing this mod i can not wait to see the inter
I will follow this subject in silance XD
Jeff-Groves
11-02-17, 04:42 PM
we cannot add new models to a granny file
Just to update you.
That is no longer true.
:03:
Just to update you.
That is no longer true.
:03:
More details:)
Jeff-Groves
11-02-17, 05:19 PM
Send me a file you want a new 3D object in and I'll give you a preview.
emailed one Jeff, not got the laptop handy its just a file I grabbed out of the subs folder, stick anything you want in it
Jeff-Groves
11-02-17, 05:41 PM
emailed one Jeff, not got the laptop handy its just a file I grabbed out of the subs folder, stick anything you want in it
Roger that.
Jeff-Groves
11-02-17, 06:48 PM
Kind of a test file for you sent.
Kind of a test file for you sent.
well that,s something you don`t see everyday
Jeff-Groves
11-03-17, 05:46 PM
well that,s something you don`t see everyday
Was the only file I had handy.
:haha:
https://s19.postimg.org/okjq1yto3/SH5_Img_2017-11-05_21.36.14.png (https://postimages.org/)
https://s19.postimg.org/7k0tta177/SH5_Img_2017-11-05_21.35.21.png (https://postimages.org/)
not had much time this weekend, but got the ct on the sub, after a lot of trials and many more errors.
you will have to excuse the obvious discrepancies, like I said not much time.
but at least a little progress.
vdr1981
11-06-17, 03:05 PM
not had much time this weekend, but got the ct on the sub, after a lot of trials and many more errors.
you will have to excuse the obvious discrepancies, like I said not much time.
but at least a little progress.
Looking awesome mkii, outstanding job! :up::up::up:
Moving crew and equipment bones around in GR editor should be the easy part...:yep:
Looking awesome mkii, outstanding job! :up::up::up:
Moving crew and equipment bones around in GR editor should be the easy part...:yep:
yes no problems there Vecko, done most of them, its getting closer.
one thing I had not thought about until tonight was the tdc, it will need an extra set of buttons for the extra stern tube.
that`s a whole new problem though,
btw I got it in game sat in the bunker, but the conning tower did not show up, hopefully now I have redone the ct it will work, will be ready for a new test soon
SS Norholm
11-07-17, 07:59 AM
Nice one mkiii, looking forward to this! She's a big old boat.
Keep up the good work man.
John. :Kaleun_Cheers:
one of the limitation of GR2 Editor is that we cannot add new models to a granny file
Just to update you.
That is no longer true.
:03:
Awesome :yeah:
For the future: should we always bother you when we need to add a new model, or that's something we can do ourselves? :03:
not had much time this weekend, but got the ct on the sub, after a lot of trials and many more errors.
Well done :up:
skin-nl
11-07-17, 12:53 PM
Great work mkiii
Can't wait to start hunting with the type IX :yeah:
Michael
after rebuilding both the ct and hull, and still not getting a ct in game as a IXB I loaded the lot in golin, and merged both the sim files, WTF are all those lost controllers doing in there. lol that would be why it don`t show in game then. so job for tomorrow is build a couple of new sim files.
There is more to this playable sub business than you would think.:hmmm:
https://s19.postimg.org/fojjzh6n7/SH5_Img_2017-11-10_10.52.45.png (https://postimg.org/image/8lbojv17j/)
https://s19.postimg.org/c4xm9mlwz/SH5_Img_2017-11-10_10.52.07.png (https://postimg.org/image/lph8wib8v/)
Good news is things are progressing :)
Bad news is due to inexperience I made a fundamental mistake right at the very begining, which means doing everything again from scratch. :hmmm:
OldCoder
11-11-17, 01:07 PM
Must be gutting to have to start again if necessary, but just as some encouragement the screenshots look incredible! :Kaleun_Cheers:
https://s19.postimg.org/mi01j2v1v/SH5_Img_2017-11-11_17.31.37.png (https://postimg.org/image/dzqleqoj3/)
ok needed a break from bones and meshes, and Brest!
so I renamed all my 7c41 files to IXB, did roster names flotillas etc, and loaded it with mod enabler.
problem 1....still no conning tower on the sub, even tried putting it in the objects folder and linking to that....still no joy:hmmm:
problem 2 ...why is it screwing up my ui, on the face of it there is nothing in there that should do this, it must be a script thing,
on a positive note, it did not crash the engine, so not a complete disaster
disable the mod, all is back to normal.
on a stock game just get the no conning tower thing.
vdr1981
11-12-17, 03:29 PM
This must be a minor mistake in some file , I'm sure of it...
At the beginning of submarine upcge file you'll find few lines which defines stock and other available conning towers. Did you see them?
I can't copy paste parts of code. sorry, posting from phone...
This must be a minor mistake in some file , I'm sure of it...
At the beginning of submarine upcge file you'll find few lines which defines stock and other available conning towers. Did you see them?
I can't copy paste parts of code. sorry, posting from phone...
yes vecko seen those, Ihave altered everything that seems to need altering.
as a 7c41 the ct loads fine as you have already seen,
but as a ix using the same files no ct, I get the hull in the bunker and a messed up ui instead.
no time for it now, shower and bed, up at 5am for the start of nother glorious work week:har:
@ Vecko
[UnitPart 1]
ID= VIIC41Tower1
Type= VIIC41ConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= VIIC41c1-Conning-Name
Info=VIIC41c1-Conning-Info
Notes=VIIC41c1-Conning-Notes
UnitPartInterval=NULL, NULL
ExternalLinkName3D= Conning_7c41_01,data\Submarine\NSS_Uboat7c41\Subma rine Parts\Conning_7C41_01
HullTextureNameOverride=NULL
HullLightmapTextureNameOverride=NULL
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= data\Textures\TNormal\tex\7C.dds
ImageIndex=2
TrackingID=103
each sub has its own numbered unitspart file 7c41 is unitparts3VIIC41
I made a new file called unitparts6IXB (next number in sequence after last sub in list)
my changes for IXB
[UnitPart 1]
ID= IXBTower1
Type= IXBConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= IXB-Conning-Name
Info=
Notes=
UnitPartInterval=NULL, NULL
ExternalLinkName3D= Conning_IXB_01,Data\submarine\NSS_UboatIXB\Submari ne Parts\Conning_IXB_01
HullTextureNameOverride=NULL
HullLightmapTextureNameOverride=NULL
HullNormalmapTextureNameOverride= NULL
MenuSilhouetteTextureNameOverride= NULL
ImageIndex=2
TrackingID=103............I ALSO TRIED WITH THE LAST 2 ENTRIES DELETED, MADE NO DIFFERENCE
I loaded SH5 and if it CTD, I just went and looked through all the files again for any I had missed, until it loaded. FYI....even 1 wrong/missed entry in a single file would cause CTD
going to run file access monitor when sh5 loads, see if it throws any light on the situation,
qiaoyech
11-13-17, 07:07 PM
Don't remember much but [UnitPart 1] sounds like trouble. I seem to recall the IDs have to be unique.
Edit: nvm this is inside a different file.
ExternalLinkName3D= Conning_IXB_01,Data\submarine\NSS_UboatIXB\Submari ne Parts\Conning_IXB_01
You sure this node is correct? Has to exist in dat/zon i think.
vdr1981
11-14-17, 02:17 AM
Mkii, I'm afraid I wont be able to Involve actively for next 10 days or so because I'll use only my phone for internet access. After that I'll ask you to upload the files so we can start digging together...
vdr1981
11-14-17, 02:31 AM
Don't remember much but [UnitPart 1] sounds like trouble. I seem to recall the IDs have to be unique.
Edit: nvm this is inside a different file.
ExternalLinkName3D= Conning_IXB_01,Data\submarine\NSS_UboatIXB\Submari ne Parts\Conning_IXB_01
You sure this node is correct? Has to exist in dat/zon i think.
I don't think that Objects IDs are the problem here because we are dealing with playable sub which can be rendered only once all the time. It is more likely that the problem is somewhere in between upc/upcge and 3d object files, bones designations ect...
Don't remember much but [UnitPart 1] sounds like trouble. I seem to recall the IDs have to be unique.
Edit: nvm this is inside a different file.
ExternalLinkName3D= Conning_IXB_01,Data\submarine\NSS_UboatIXB\Submari ne Parts\Conning_IXB_01
You sure this node is correct? Has to exist in dat/zon i think.
the node is Z01. its defined in another file, that is just the file link, actually moved z01 around in the mesh to position the tower on the new hull better, don`t think thats an issue.
Mkii, I'm afraid I wont be able to Involve actively for next 10 days or so because I'll use only my phone for internet access. After that I'll ask you to upload the files so we can start digging together...
:up: no problem, still lots of other stuff to do vecko, lol I ran process monitor whilst loading sh5, got 14,434.200 file access events, about 12 million are sh5. it produced a 4.4 gb log file, got as far as the roster files last night, nothing is missing, all sub files loaded successfully, going to look for the conning tower entries later.
also need to figure out how to debug script files, because the default hud py file is reading something in the IX files, that is making it load what looks like the sh4 interface and freezing all the other parts on screen.
well I knew there was a lot of sh4 stuff left in all the folders, but going through the file listings sh5.exe is actually looking for data/library/ sh4 guns and radars. (it can`t find it coz its not there, but its still in the code to look for it)
propbeanie
11-14-17, 01:03 PM
There's liable to be leftovers from SH3 in there also, if it's anything like SH4... :o
Jeff-Groves
11-14-17, 08:49 PM
Python files can be viewed with a text editor.
Note pad or whatever you prefer. I use SweetScape 010 myself.
I scanned all the files in SH5 with 010 and can find no calls to the data/library/sh4 stuff you mention.
Granted it could be coded so a hex scan does not see it but it's easy to test.
Just put the called file in place and do a few edits to test it.
Python files can be viewed with a text editor.
Note pad or whatever you prefer. I use SweetScape 010 myself.
I scanned all the files in SH5 with 010 and can find no calls to the data/library/sh4 stuff you mention.
Granted it could be coded so a hex scan does not see it but it's easy to test.
Just put the called file in place and do a few edits to test it.
its reading everything in the data folder Jeff, if it needs it or not, probably gets flushed further along in the code.
scrapped it all again,
renamed all the bones in the stock 7c41 sub to reflect the new type,(does not create errors with the smaller file size, no idea why)
same with the ct,
the cfg nodes had no designation apart from z01 d01 etc, either they do not need one or they inherit from the parent, either way it should be good now.
got to go through all the files again to double check entries (found 1 I had missed but it made no difference)
so time to import all the meshes again (getting pretty good at this now)
vdr1981
11-25-17, 06:08 PM
scrapped it all again,
renamed all the bones in the stock 7c41 sub to reflect the new type,(does not create errors with the smaller file size, no idea why)
same with the ct,
the cfg nodes had no designation apart from z01 d01 etc, either they do not need one or they inherit from the parent, either way it should be good now.
got to go through all the files again to double check entries (found 1 I had missed but it made no difference)
so time to import all the meshes again (getting pretty good at this now)
When you are ready mkii you can upload VIIC/41=>IX replacement files so I can start digging end testing how to implement it as a new playable unit...:yep:
https://s19.postimg.org/hbo5rfwdv/SH5_Img_2017-11-26_16.52.55.png (https://postimg.org/image/qjge853fz/)
https://s19.postimg.org/al7oi01ib/SH5_Img_2017-11-26_16.53.30.png (https://postimg.org/image/47ileqwm7/)
@Vecko I have made a little more progress, in the bunker at Memel, beginning of campaign, complete with a conning tower :Kaleun_Cheers:
clear some pm`s out your box...its full
vdr1981
11-26-17, 12:26 PM
@Vecko I have made a little more progress, in the bunker at Memel, beginning of campaign, complete with a conning tower :Kaleun_Cheers:
Looking great!
clear some pm`s out your box...its full
Done!
Wow, it fills the bunker up! Looking great mkiii!!!
Aquelarrefox
11-27-17, 09:28 AM
this would be in teresting upgrade to considere left for a time sh3...
big work, inderible idea
Brett Sinclair
11-27-17, 11:16 AM
As great as Silent Hunter V - with TWoS mod - is, it always lacked the variety of submarines.
While the "lesser" U Boot Typen are less interesting, due to lack of numbers, strictly coastal operations, or lack of operation all together, the Typ IX is truly missed.
To see it in the game - possibly even in time for me to start the parts of the campaign where I "need" the Typ IX? - would be a dream come true.
Thank you so much for your hard work! I cannot wait to be sunken in this one:salute:.
Best,
Brett
its as the saying goes....it will be done when its done, that's if all the problems can be solved, or even solved to an acceptable level.
getting the meshes into gr2 files was bad enough, but solved within acceptable limits.
getting it into the sim as a nine, was challenging, but getting a fully functioning playable sub the same as the type VII, will be harder than you would imagine.
Brett Sinclair
11-28-17, 04:24 PM
No hurries =) - that's not what I meant.
Even without knowing the technicalities, I am amazed that you tackle this and make something that most, or even all, of us, would have never expected, possible.
Best,
Brett
Take all the time you need mkiii, we have waited this long, a little while longer won't kill us.
@Vecko.... sent the wrong sim file for the conning tower. I deleted the new one and sent the old one :hmmm:
you should be able to get the new one from the link I sent you before, if not I will send another link
vdr1981
11-30-17, 06:55 PM
@Vecko.... sent the wrong sim file for the conning tower. I deleted the new one and sent the old one :hmmm:
you should be able to get the new one from the link I sent you before, if not I will send another link
Rgr that mkiii.:up:
@ Vecko. still no stern tubes or deckgun, but I got 6 bow tubes now.
https://s19.postimg.org/3lsc7g6jn/SH5_Img_2017-12-03_00.36.29.png (https://postimg.org/image/6smvr2qzj/)
the problem is in the script side of things, everything else is ok, eqp files, sim file upcge file, all nodes are set up ok, stern tubes are in the sim +extra reserves they just don`t show up in game.
or on second thought, the scripts are obviously trying to do something, we have got six bow tubes, maybe the problem is how I have renamed the files.
NoMaDEviL
12-03-17, 04:21 AM
Like the title says IX`s in our sim, (hopefully)
[...]
Long time Lurker here, you cannot believe how much I want this mod to happen! You deserve my first post! Keep at it!
THEBERBSTER
12-03-17, 05:28 AM
A Warm Welcome To The Subsim Community > NoMaDEviL
Subsim <> Make A Donation <> See The Benefits <> Support The Community
Tutorials And Other Information Links In My Signature Below
vdr1981
12-03-17, 06:29 AM
@ Vecko. still no stern tubes or deckgun, but I got 6 bow tubes now.
the problem is in the script side of things, everything else is ok, eqp files, sim file upcge file, all nodes are set up ok, stern tubes are in the sim +extra reserves they just don`t show up in game.
or on second thought, the scripts are obviously trying to do something, we have got six bow tubes, maybe the problem is how I have renamed the files.
Did you check these lines from upcge file?
[UserPlayerUnit 1.Compartment 7.Bunker 1] ; Forward Torpedo Room
ID=BowTorpedoRoom
Capacity=6 ; internal reserves
IDLinkAmmunitionIntervalDefault1= NULL, 1943-10-31, T1Torpedo, 6
IDLinkAmmunitionIntervalDefault2= 1943-10-31, 1944-06-31, T1Torpedo, 2, T2Torpedo, 4
IDLinkAmmunitionIntervalDefault3= 1944-07-01, 1945-01-31, T1Torpedo, 2, T2Torpedo, 1, T2Torpedo, 3
IDLinkAmmunitionIntervalDefault4= 1945-02-01, NULL, T1Torpedo, 1, T2Torpedo, 2, T2Torpedo, 3
[UserPlayerUnit 1.Compartment 7.Bunker 2] ; Deck reserves
ID=BowTorpedoReserves
Capacity=1 ; external reserves
IDLinkAmmunitionIntervalDefault1= NULL, NULL, T1Torpedo, 1
ExternalReserves=Yes
They should control number of available external and internal reserves IIRC...
Regarding deck gun, did you use U-flak upcge file as a base for type IX? maybe there is a problem since U-flan doesn't have one (I removed it's deckg gun upgrade pack in upcge file).
already done the bunker entries vecko, I think know what the problem is, another play in the menu editor will either fix it or break the menu again :doh:
the deck gun was my fault, the upgrade pack was there so I just skipped over it, after a proper look and replacing NULL with a date and a gun we have
https://s19.postimg.org/48dxb35xf/SH5_Img_2017-12-03_14.13.16.png (https://postimages.org/)
off to break my game again now. its no problem though, a complete copy of everything restores a shiny new twos in about 3 mins
1...Reserve torpedos not showing= fixed
2...No stern tubes= Not fixed
all the sub controls, teleporting, gun stations, and all the other sub functions seem to be ok.
EXCEPT FOR THIS
https://s19.postimg.org/v0i199y8z/SH5_Img_2017-12-04_18.11.03.png (https://postimg.org/image/svxo86wm7/)
So why do I get 3 crew and the captain and nothing else. it is turning into a proper headache.
vdr1981
12-04-17, 05:12 PM
So why do I get 3 crew and the captain and nothing else. it is turning into a proper headache.
Probably error in submarines upcge file, I guess...:hmmm:
All crew is "defined" in this file if I'm not mistaken, but there are also a ton unused lines of code which are just a leftover from SH3/SH4 era...:hmmm:
I think its the pages themselves vecko, been having a look at the menu editor, and some things are just missing, ie the stern tubes, and the crew, I think renaming the files to type9 or ix changes things. everything in the hud is tied to type 7 nothing else. I am going to make a new page for the 9 and see if that works in game,
there are a few tuts on the forums, for the menu editor, all the images are long gone, but there is enough in the text to get a good idea how it works.
as for the upcge file for the sub, tried leaving all the crew entries as VIIC41 and the result is the same.
seems that renaming the file does a lot more than just rename the file.
same as renaming the ct model bone is ok. but renaming the hull model bone just causes an immediate ctd.
it was never going to be easy, otherwise we would have had new subs ages ago
Been poking around with the menu editor, and other ingame tools.
if I load the game with menu debug info turned on and go to the choose torpedo page I get this
https://s19.postimg.org/9hp134i2b/SH5_Img_2017-12-05_19.20.19.png (https://postimg.org/image/9hp134i27/)
which shows that the extra torps are all ok, and the stern tubes have been added, so I can assume that the upcge file is ok.
The problem is without menu debug turned on, the choose upgrades and choose torpedo lines are greyed out.
start mission and check torpedos on board and we get this
https://s19.postimg.org/vgvfqdomr/SH5_Img_2017-12-05_19.22.29.png (https://postimg.org/image/de2cz5srz/)
all the extras are here but the stern tubes have been moved to the Bow.
and the crew is still AWOL.
So making a new torps page and crew page will possibly sort the problem out.
excel4004
12-05-17, 04:31 PM
So making a new torps page and crew page will possibly sort the problem out.
A big thanks for all your energy here. Go for it, it would be fantastic when we ever would have the chance to play this type of UBoat in the sim. :yep:
:subsim:
new menu made no difference at all, so i am at a loss what to do,
Santini
12-07-17, 01:33 PM
Wait a tic, the type IX had 4 fore tubes, yeah? Not 6?
Wait a tic, the type IX had 4 fore tubes, yeah? Not 6?
yeah, I kinda noticed that already,
but in the bunker gamestate it has 4, in the mission gamestate 6.
now if you could solve the problem, you would be at the top of my xmas card list.
OldCoder
12-08-17, 11:38 AM
I don't know much about those pages or how they're constructed but it might be worth running with the script debugger enabled so you can see if any scripts are outputting warnings or experiencing fatal errors).
I don't know much about those pages or how they're constructed but it might be worth running with the script debugger enabled so you can see if any scripts are outputting warnings or experiencing fatal errors).
Tried that already. only script errors were related to the disabled flakgun node.
In mission shot of torps page VIIA, Altered sim file, and altered menu page to allow extra torps to show on screen.
https://s19.postimg.org/b5xewu57n/SH5_Img_2017-12-09_21.23.30.png (https://postimages.org/)
these are the exact same adjustments I made for the IXB, the only difference is all the tubes are in the right places, and the crew is present and correct,
the periscope page is set up for the new stern tube automatically,
https://s19.postimg.org/7rf8gnccz/SH5_Img_2017-12-09_22.48.18.png (https://postimg.org/image/71wg4abtb/)
as soon as I rename files and bones, all this goes bye bye, I have tried every way I can think of to get around it but nothing works.
Jeff-Groves
12-09-17, 11:09 PM
Could you send me your files?
That would help me to try to help you.
Could you send me your files?
That would help me to try to help you.
will get a fresh set together Jeff, got to sort all the junk out, my file organization has gone bye bye along with my sanity/patience.
but tbh I don`t think the files are the problem. I think its the sim itself, its what goes on behind the scenes during mission load, when the gamestate changes from bunker to mission. involving script manager native,dll/script manager wrappers.dll. (I think)
I had a look at the menu pages in sh4 (which is essentially the same so far as the file system is concerned)
all the different subs VII, IXD2, XVIII used variations of the same page.
but but if the menu page had to be specifically for 1 class. there could be 3 different material id entries 0, 1, 2 each with a .dds file for whatever sub class was being used. if a listbox or bitmap array was not needed it was simply made invisible.
sh5 only has 1 sub class, so this functionality is not being used, but I think it is still in the files ,
putting a new sub into sh4 was the same as i am doing here.
but 1 step was giving the dat a random id then tying the sim zon dsd etc to the dat.
because of gr2 the only way I can see of changing the id is by changing the name of the skeletons model bone, when you do this the sim no longer works you have to make a new one tied to the new model.
that`s how I got the conning tower to work on the hull.
but if I rename the model bone for the hull and make a new sim its all ok in goblin. it loads up to the main menu in game, you can start a new career and during the load from there you get ctd.
so as it stands the IX HULL IS STILL VIIC41 as far as the game is concerned that is why it does not work as it should. its loading IXB conning tower VIIC41 hull and trying to make sense of wtf is going on.
I am amazed it actually loads at all.
Jeff-Groves
12-11-17, 09:28 PM
I'll need to see your files just as you load them with JSGME.
I'll need to see your files just as you load them with JSGME.
pm`d a link Jeff
Jeff-Groves
12-13-17, 07:08 PM
You've got me confused.
In post #121 you state
"renamed all the bones in the stock 7c41 sub"
The files I have show no renaming of bones.
You've got me confused.
In post #121 you state
"renamed all the bones in the stock 7c41 sub"
The files I have show no renaming of bones.
it ctd`s as soon as you change the sub bones Jeff, the only way I could get it to load was leaving the hull bones alone, and just renaming the main bone in the conning tower. I did mention it further along. I should have put a txt in saying what I had tried, but I forgot, sorry.
Jeff-Groves
12-15-17, 04:41 PM
I caught the post where you did say that. My bad for missing it.
:doh:
Gonna try a few things and see if anything stands out to me.
Now we are working with the stock Game right?
I caught the post where you did say that. My bad for missing it.
:doh:
Gonna try a few things and see if anything stands out to me.
Now we are working with the stock Game right?
no I am using the wolves of steel latest version Jeff,
but I think it probably won`t make much difference really, the playable subs are the same apart from the uflak which vecko and gap did (still a type 7)
and the way the sim determines what to load still has to be the same,
Had one of those good days today, working on a backup for the IX, done a conning tower, added all new materials, deleted old materials, renamed bones, did a mousemask (don`t know if it works yet), what made it a good day was did it all with no errors, no corrupted files, and they open in gr2 editor, granny viewer, and goblin editor. need to make new sim files and then its game test time. the hull works, already tried that.
@ Gap, how do I get a specular map in game, when I can only add Diffuse, AO, and Bump in GR2 editor,
sorted now Gap, learned about alpha channels today.
Result of todays efforts
https://s19.postimg.org/lk152ruib/TURN0_copy.jpg (https://postimages.org/)
vdr1981
12-21-17, 01:24 PM
Result of todays efforts
https://s19.postimg.org/lk152ruib/TURN0_copy.jpg (https://postimages.org/)
Looking wonderful mkii! :Kaleun_Applaud:
CPTLTJASON
12-21-17, 03:15 PM
this is absolutely amazing just seeing the screenshots get me excited keep up the fantastic work:Kaleun_Cheers:
skin-nl
12-24-17, 12:00 PM
Very very nice mkiii :salute:
vdr1981
12-26-17, 05:09 PM
Mkii, can you please upload latest compilation of your files together with the list of remaining problems? I could try to fix some of them if possible...:hmm2:
Didn't have much time to dive deep into your files since last time but hopefully I'll be able to do so during the holidays.
Mkii, can you please upload latest compilation of your files together with the list of remaining problems? I could try to fix some of them if possible...:hmm2:
Didn't have much time to dive deep into your files since last time but hopefully I'll be able to do so during the holidays.
Been working on a backup plan while jeff has been looking at the files, just in case the issues with the torps and crew cannot be sorted.
basically I am using the 7a, the first version broke the torpedo page again, but the crew was ok. so today I had an experiment day, change 1 file, load into mission, check the torps and crew, if they were ok, move onto the next file, etc etc
1... change sim for extra rear tube, reserves, and external reserves,
alter speeds and ranges, and displacement values. Result....all ok.
2 change cfg file, extra salvo position 5+6, change sub dimensions
Result......All ok
3 altered roster german sub VIIA date to cover whole of war. Result all ok
4 Altered upcge file in sub folder to reflect date covering whole of war
Result all ok
that is as far as I have got with the testing.
the new uzo station works, the mousemask is fine and when you click on it
it takes you to the uzo page.....quite pleased with that
the compass dial and telegraph needle are causing problems, in gr2 editor they are fine, in game they are behind the conning tower floating in thin air......I think this is the original mesh extended data, I did not alter it, I think I should have zeroed out the x,y,z before importing the new meshes and then reposiioned them, got to try this yet.
the final 3d problem is crap, the external tower hatch, when repositioned and rotated, is good until you close it, it then appears upside down in front of the tower. because gr2 editor cannot touch animation,
I seem to have 2 choices
1....Move all the rooms, this could be really easy, or really really a lot of work.
2 import the hull foreward, and lower than its current world position, and hopefully compensate the positional change wth the draft and f+r ratio in the sim......A LOT LESS WORK, but I have no idea if it will work or not.
So for now I`m afraid there is nothing for you to do.
the 7A has only 1 deck flak gun, and 1 conning tower, this works.
adding another tower option with flak guns may not work without breaking something,
vdr1981
12-27-17, 07:30 AM
OK, no problems mkiii...:up:
Regarding problematic dials...In SH5 deck compass, dials, uzo and other stuff are taken from "data\Objects\Sensors\UBoot_Sensors.gr2" and placed on assigned bones trough the appropriate eqp file entries.
[Equipment 4]
NodeName=I01
LinkName=Compass_Type1,data\Objects\Sensors\UBoot_ Sensors
StartDate=19000101
EndDate=19990631
[Equipment 5]
NodeName=I02
LinkName=Telegraf_Type1,data\Objects\Sensors\UBoot _Sensors
StartDate=19000101
EndDate=19990631
[Equipment 6]
NodeName=I04
LinkName=Helm_Post,data\Objects\Sensors\UBoot_Sens ors
StartDate=19000101
EndDate=19990631
[Equipment 7]
NodeName=I03
LinkName=UZO_Type1_Soclu,data\Objects\Sensors\UBoo t_Sensors
StartDate=19000101
EndDate=19990631
You are aware of this I guess?:hmm2:
One more thing...You have probably noticed that in SH5 player has to go bellow the deck (manually) at least once in order to "wake up" teleport function, otherwise game may CTD. That's why it is quite important to allow more or less normal manual passage from the deck to CT interior. After that teleport can be used safely. Is this feasible?
OK, no problems mkiii...:up:
Regarding problematic dials...In SH5 deck compass, dials, uzo and other stuff are taken from "data\Objects\Sensors\UBoot_Sensors.gr2" and placed on assigned bones trough the appropriate eqp file entries.
[Equipment 4]
NodeName=I01
LinkName=Compass_Type1,data\Objects\Sensors\UBoot_ Sensors
StartDate=19000101
EndDate=19990631
[Equipment 5]
NodeName=I02
LinkName=Telegraf_Type1,data\Objects\Sensors\UBoot _Sensors
StartDate=19000101
EndDate=19990631
[Equipment 6]
NodeName=I04
LinkName=Helm_Post,data\Objects\Sensors\UBoot_Sens ors
StartDate=19000101
EndDate=19990631
[Equipment 7]
NodeName=I03
LinkName=UZO_Type1_Soclu,data\Objects\Sensors\UBoo t_Sensors
StartDate=19000101
EndDate=19990631You are aware of this I guess?:hmm2:
One more thing...You have probably noticed that in SH5 player has to go bellow the deck (manually) at least once in order to "wake up" teleport function, otherwise game may CTD. That's why it is quite important to allow more or less normal manual passage from the deck to CT interior. After that teleport can be used safely. Is this feasible?
yes, disabled the link for the stock dials, because they are part of the conning tower meshes in the new stuff, just added dials and dial controlles
but gr2 editor, goblin, and the game cant agree where the dials are positioned, (makes things difficult).
got the hatch sorted it needed a rotation flag adding to its extended data, so it opens the correct way now,
working on the portals and ladders now, to enable the manual walk below decks.
nothing is easy or straightforward to do, altering 1 thing, affects something else, so the work gets bigger instead of smaller
vdr1981
12-27-17, 10:42 AM
nothing is easy or straightforward to do, altering 1 thing, affects something else, so the work gets bigger instead of smaller
I know what You're talking about...:doh:
Keep up and happy holidays! :salute:
I know what You're talking about...:doh:
Keep up and happy holidays! :salute:
you to vecko:up:
https://s19.postimg.org/52mibv01f/SH5_Img_2017-12-30_00.23.51.png (https://postimg.org/image/9br8e13an/)
got the dials and needle sorted more or less!
https://s19.postimg.org/nuydfgbv7/SH5_Img_2017-12-30_00.21.22.png (https://postimg.org/image/5fdwi1xqn/)
torps all present and correct
https://s19.postimg.org/rrbpbfp4z/SH5_Img_2017-12-30_00.21.42.png (https://postimg.org/image/8m8g1oagv/)
crew all present and correct
https://s19.postimg.org/kbcfpngv7/SH5_Img_2017-12-30_00.21.33.png (https://postimg.org/image/w0gfdm7tr/)
needs a new image, as does the torps page.
all pics are in mission,
found out that incorrect bone names on the torp doors will break the torpedo page.
still don`t know what broke the crew page though.
working on the portal system and ladders and suchlike now,
Hmmm....just discovered the torp doors animation works and at the same time does not work.
when you move the bones and meshes they stay where you put them, as static meshes.
but when the animation triggers they move back to their original positions, when it stops they go back where you put them.
I kinda understand why it happens, keyframes and mesh deformation in the animation info. sadly there is nothing I can do about it gr2 editor does not play with animation at all.
its not a deal breaker, unless you use the external view or event cam you will never see the doors disappear and reappear. the tubes themselves function as thy should in single shot and salvo
after trying to make the walk below decks work till 3am this morning, I finally realized why I was stuck on the ct ladder....the collision mesh for the deck passes through the ct, and some idiot forgot to cut a hole in it ( that would be me then), so we can now do the walk below decks ok :up:
got to modify the meshes for the room ct and conning deck mesh to line things up properly now
wow altering meshes is hard when you have little idea what you are doing.
for example doing a boolean cut does really horrible things to the mesh,
figured it out in the end, add vertice and edges, then delete polys, result pretty good hole after a bit of adjustment, got the con decks done,
have to rebuild the ct now, can`t delete a mesh subset without screwing the file
It will be the last build though, everything is in place and working in the last version, just needed a hole for the hatch.
no pics (you should all know what a hole looks like:03:)
Jeff-Groves
01-05-18, 02:51 PM
Hmmm....just discovered the torp doors animation works and at the same time does not work.
when you move the bones and meshes they stay where you put them, as static meshes.
but when the animation triggers they move back to their original positions, when it stops they go back where you put them.
I knew that was coming. :haha:
Also the following posts about cutting the hole.
Open Bunker was the same kind of thing. Only I did it all in a hex editor.
:o
Been busy with some SH4 animation stuff but I'll look at the SH5 animations again soon.
:03:
I'm thinking you can't open or work with the animation file for the torps?
I knew that was coming. :haha:
Also the following posts about cutting the hole.
Open Bunker was the same kind of thing. Only I did it all in a hex editor.
:o
Been busy with some SH4 animation stuff but I'll look at the SH5 animations again soon.
:03:
I'm thinking you can't open or work with the animation file for the torps?
I can open them and stick new meshes in Jeff, but the animation itself is no go in gr2 editor, I may have a workaround for it, its a bit of a bodge but may work, not tried it yet been too busy butchering geometry.
well there you have it shipmates, a fully functional IX, with a full crew, torpedo tubes and torps in the right places and working, still a few bugs to iron out, telegraph needle goes the wrong way round, compass dial is off,(I think this is image related, tried everything else)
need to work up some decent alpha maps for specularity, and modify the ct (again) for better hatch position,
need to get the snorkel mask and snorkel equipment into a gr2 file and linked up to eqp nodes, the rest is just fine tuning bone positions (tedious)
https://s19.postimg.org/qjmsa0677/SH5_Img_2018-01-07_16.42.01.png (https://postimages.org/)
https://s19.postimg.org/ds8m3h1k3/SH5_Img_2018-01-07_16.43.43.png (https://postimages.org/)
https://s19.postimg.org/fk1kydsmr/SH5_Img_2018-01-07_16.43.53.png (https://postimages.org/)
https://s19.postimg.org/c0fn8mncz/SH5_Img_2018-01-07_16.45.05.png (https://postimages.org/)
:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers:
TheLetterR
01-07-18, 02:16 PM
Mark this day folks as a blessed day for SH5. Great work
propbeanie
01-07-18, 04:00 PM
Very nice mkiii! :yeah:
Have fun with the "fine tuning"! :salute:
Jeff-Groves
01-07-18, 04:58 PM
Have you got the torp doors animations adjusted?
Have you got the torp doors animations adjusted?
no jeff, that`s on the to do list, thinking of using 2 sets of the file, one for the back doors and one for the fronts, and just stick some really low poly meshes in the doors that are not being used,(just to lower the file size)and setting the extended data to hide them, then give the main bone a position flag and move the whole thing backwards or forwards into position, in theory the doors will still have the same offset to the main bone so should stay where they are..... time will tell, and like I said its a bit of a hack job
Just done the first mission from memel, everything worked fine, had a ctd leaving the harbour, which I thought was ominous, but on reload it went great, tried tc up to 128 no crashes, it seems it was just a random event,
dive times are horrible at the moment, the ballst figures and drag need tuning, got the f+r balance dialed in spot on, (took bloody ages) but the rest needs work, 1 min 5 sec( surface to 12m) at 18knots. I read in 1 of my books it should be around 25_30 seconds at full speed with the ballast valves wide open.
need sleep now, first day back to work in 3.5 hrs, lol I have become obsessed.
vdr1981
01-08-18, 11:52 AM
This year has a great start! :) Mkiii:up::Kaleun_Applaud::up:
Wow, mkiii, great news !!!
Thank you very much for all your efforts !!!
:Kaleun_Salute:
Txema
vdr1981
01-10-18, 04:39 PM
Can we expect test type IX mod any time soon Mkiii ? :hmm2:
Can we expect test type IX mod any time soon Mkiii ? :hmm2:
will upload one for the weekend Vecko, just finishing off the ct
Muckenberg
01-12-18, 04:16 AM
I would also like to thank you for your unbelievable work until recently. :Kaleun_Salute::Kaleun_Salute::Kaleun_Thumbs_Up::K aleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Applaud:
This is going to be one of those monumental need-to-have mods, gamechanger for sure.
It can open up the way for other boats too and really give SH3 a run for the money with TWOS and this addition.
Thank You MKiii for making a true IX for SH5 !!!
test uploaded Vecko, same link as before should work,
feel free to do whatever you think needs doing
just looking
https://s19.postimg.org/5uzf45apv/SH5_Img_2018-01-14_22.39.52.png (https://postimages.org/)
vdr1981
01-14-18, 06:09 PM
Thanks Mkiii! The boat looks great despite few remaining glitches here and there. :yep:
You've really done outstanding job!
https://s6.postimg.org/edzsnud1d/SH5_Img_2018-01-14_23.39.45.png
Thanks Mkiii! The boat looks great despite few remaining glitches here and there. :yep:
You've really done outstanding job!
https://s6.postimg.org/edzsnud1d/SH5_Img_2018-01-14_23.39.45.png
still working on those Vecko, compass is sorted now, nearly sorted the telegraf out, the hatch area is a work in progress, just altering the meshes a little more, it just takes time. its going a lot better than I thought it would in the begining
THEBERBSTER
01-15-18, 06:10 AM
Hi mkiii
Keep up the good work, :Kaleun_Salute: take your time, :Kaleun_Thumbs_Up: no pressure.:k_confused:
The silent majority is waiting with baited breathe.:Kaleun_Applaud:
Peter
CaptJulius
01-15-18, 05:22 PM
mkiii , This looks awesome! No pressure man , take your time :up: :subsim:
what does this sim use as positional reference for its 3d models?. in game everything seems to line up reasonably well, load it into goblin or gr2 editor
and things move out of position, makes no difference if its a stock model, or a modified model, things change position. so setting things up is a nightmare. you have as much chance of being right by pure guesswork as you do spending ages trying to get it right in the editor, or 3d modeling app.
desertstriker
01-22-18, 04:34 PM
Good work. I might actually start playing SH5 again because of this mod.:Kaleun_Cheers:
scissors
01-28-18, 11:05 AM
what does this sim use as positional reference for its 3d models?. in game everything seems to line up reasonably well, load it into goblin or gr2 editor
and things move out of position, makes no difference if its a stock model, or a modified model, things change position. so setting things up is a nightmare. you have as much chance of being right by pure guesswork as you do spending ages trying to get it right in the editor, or 3d modeling app.
I can only imagine how difficult a time you are having , i imagine every little thing is like finding a needle in a haystack .
If it were easy someone would have done it already .
Much respect .
not much to update, limited time at the moment, fixed the telegraf needle, it now goes the right way, mesh needed mirroring in x before importing, had to do this with a lot of things, got a hatch position I am happy with (at last)
got a couple of glitches still, main one is inside the ct (need to modify the deck to sort this out) still a wip,
but small progress, is still progress I guess.
So to get rid of the conning tower glitch I had to carve a hole in the deck, simple enough now I know how to do it, problem it destroys the uv`s, obvious really with hindsight, so learn how to do uv`s, not hard really, just time consuming, and skull crushingly boring, then channel 2 uv`s, took a while to figure this out because .obj can only have 1 set of uv`s, then bake an AO map for the new uv`s, few false starts here but got there in the end.
result
https://s19.postimg.org/mv2f4z82b/NEW_DECK_copy.jpg (https://postimages.org/)
such a lot of work for a hole, the good bit was having to rebuild the hull again, because deleting mesh subsets keeps giving me errors. and to top it all off I have not tried it in game yet, so it may not even sort out the glitch, but we live in hope.
vdr1981
02-04-18, 06:52 AM
:Kaleun_Cheers:
well the hole in the deck gets rid of the glitch, just needs to be bigger, I had to move the room ct to get a good position in the conning tower, so now I have to move the control room to match up again, and then all the other rooms to line up with them, :(
which would be a whole lot easier if they had put the hatches in the rooms, instead of in the hull.
but I think this is the last of the big works, after this its just small things.
Aktungbby
02-05-18, 05:18 PM
This is going to be one of those monumental need-to-have mods, gamechanger for sure! NYX87!:Kaleun_Salute:
THEBERBSTER
02-05-18, 06:34 PM
A Warm Welcome To The Subsim Community > NYX87
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You are absolutely awesome. Keep up the excellent work.
The Milkman
02-07-18, 12:03 AM
Id be more than happy to get you any reference material on the U-505 since its near my home. I know its a type IXC but Im pretty sure theyre very similar. Its like a 20 min drive away.
well the laptop gave up yesterday, which if I am being honest is no great loss,
32bit, limited everything else, so quick look on fleabay, and I should have
a Dell workstation in my hands tommorow, 2.7 intel 4 core, 32gb ram 2x 500gb ssd and a 1TB storage drive 17" screen and a quadro graphics card with 4gb of ddr5, should make building u-boats a little easier :) its pre-owned, but it cost less than a mediocre new one.
Id be more than happy to get you any reference material on the U-505 since its near my home. I know its a type IXC but Im pretty sure theyre very similar. Its like a 20 min drive away.
I have loads of info, pics, plans etc, the only pics that I am short of is inside the conning tower, and I don`t think there is public access in there. but thanks for the offer,
vdr1981
02-07-18, 11:54 AM
well the laptop gave up yesterday...
My hart just stopped mate! I thought you've lost your work...:D
Keep up a good work! :salute:
My hart just stopped mate! I thought you've lost your work...:D
Keep up a good work! :salute:
no its all backed up on the main pc, I was using the laptop so I can have the tv on whilst modding, the main pc uses the 55" tv as a monitor,
even if I had lost it all, I have re-done it that many times now I could probably do it in my sleep.
sylwesterp
02-07-18, 08:50 PM
Like the title says IX`s in our sim, (hopefully)
progress is a little slow, (real life does get in the way) plus this is all new ground for me.
https://s19.postimg.org/nhk1nzoqb/SH5_Img_2017-10-15_20.33.49.png (https://postimages.org/)
https://s19.postimg.org/l08agppeb/SH5_Img_2017-10-15_20.50.38.png (https://postimages.org/)
https://s19.postimg.org/bfonu0fjn/SH5_Img_2017-10-15_20.41.14.png (https://postimages.org/)
still not totally happy with the hull yet, specular highlight is too big, and specular colour is too light, but at least I know how to fix it now.. Hi I have a question I'm doing the 1940 campaign now but can I get a different boat to go out and also how many boats are playable I see the type xxI in the upgrade section of the game
sylwesterp
02-07-18, 08:52 PM
Hello I'm getting along in the 1940 campaign but my question is how many playable subs do we have and how can I get a different boat I've seen the type xxI in the upgrade section
Aktungbby
02-07-18, 09:23 PM
sylwesterp!:Kaleun_Salute:
THEBERBSTER
02-08-18, 04:32 AM
A Warm Welcome To The Subsim Community > sylwesterp
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
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Various types VII only currently.
Upgrade in Total Germany from VIIA to VIIB should appear depending on your mission performances.
Post #64 Open Horizons II > Campaign Dates > Bases > U-Boats > An Essential Guide (http://www.subsim.com/radioroom/showpost.php?p=2201543&postcount=64)
back in business again. I had forgotten how much time it takes to install everything on a pc, not had ssd`s before, they are very quick, may switch over to them on the main pc now,
Ashikaga
02-14-18, 04:33 PM
Stupid question perhaps but has the IX also the possibility to lay mines ?
Would be epic if you could get mine laying to work in SH5
Stupid question perhaps but has the IX also the possibility to lay mines ?
Would be epic if you could get mine laying to work in SH5
Real ones did ;)
not sure if it will work in game though, when I have got it all working properly as a playable sub I will have a look
Ashikaga
02-15-18, 03:08 PM
That would be super cool !
Kumando
02-18-18, 06:44 PM
Can you do something about the interior? Type 7s and 9s are different inside like both periscopes in the type 9 are inside the conning tower.
Can you do something about the interior? Type 7s and 9s are different inside like both periscopes in the type 9 are inside the conning tower.
at some point yes I probably will, I have tried modifying the ct room already, but I keep getting errors importing it back into the file, so I have put rooms on the back burner for the time being,
I have a lot of Real life demands on my time at the moment, work, New Granddaughter, and more besides, so modding gets squeezed in as and when I can manage it
Kumando
02-19-18, 12:26 PM
at some point yes I probably will, I have tried modifying the ct room already, but I keep getting errors importing it back into the file, so I have put rooms on the back burner for the time being,
I have a lot of Real life demands on my time at the moment, work, New Granddaughter, and more besides, so modding gets squeezed in as and when I can manage it
Thanks thats great news.:Kaleun_Salute:
CPTLTJASON
02-20-18, 03:49 PM
Here is a picture of a type IXD2 conning tower
Source: Google.com
CPTLTJASON
02-20-18, 03:56 PM
More "Detailed" shot of an IXD2 conning tower
hope these help:Kaleun_Salute::Kaleun_Cheers:
still working, after altering meshes to get rid of glitches it is partially working, problem is to get it fully working means altering the room meshes also, and if you alter one, it follows you have to alter the one that joins up with it, so at a minimum it is the ct and cr rooms.
I was hoping to leave this till later, but the glitch really annoys me now, at first I was telling myself it was good enough, but now if its not right its rubbish, guess its a pride thing creeping in.
More "Detailed" shot of an IXD2 conning tower
hope these help:Kaleun_Salute::Kaleun_Cheers:
Thanks....I have got loads of exterior and interior shots, deck and hull plans, frame lines, and all manner of other plans, the only thing I am coming up short with is interior shots of the conning tower,
vdr1981
02-24-18, 03:57 PM
still working, after altering meshes to get rid of glitches it is partially working, problem is to get it fully working means altering the room meshes also, and if you alter one, it follows you have to alter the one that joins up with it, so at a minimum it is the ct and cr rooms.
I was hoping to leave this till later, but the glitch really annoys me now, at first I was telling myself it was good enough, but now if its not right its rubbish, guess its a pride thing creeping in.
One way or another, your mod will be the best type IX for SH5 ever released. :D
Keep up the good work mate! :salute:
Ashikaga
02-24-18, 04:51 PM
Are you using the U-505 interior as an example?
Are you using the U-505 interior as an example?
yes, as well as others, the existing interior models are pretty good really, obviously simplified for the game engine and poly budget, but pretty accurate layout wise. the IX was fairly similar to the VII layout wise, so not much will need changing
the main thing for now is getting rid of the glitch, but while I am altering the 2 rooms to do that I may as well do the alterations to make it more IX like.
CPTLTJASON
03-05-18, 02:20 PM
I’ve only been able to find these 2 photos of type IXC U-505’s conning tower interior
Try the book “Typ IX”
CPTLTJASON
05-10-18, 09:38 PM
Here are some shots of the interior of U-505
desepticon
05-11-18, 06:22 AM
Any screenshots? There are none in this thread.
CPTLTJASON
05-21-18, 01:42 PM
some more shots of U-505
CPTLTJASON
06-23-18, 01:29 PM
Haven't been able to find more HQ pictures of IX conning tower interiors you might try the uboot archiv good luck :Kaleun_Salute::Kaleun_Cheers:
Nothing from the author for 4 months? Hope everything is okay with him.
CPTLTJASON
07-10-18, 03:40 PM
Any news ?
Abdulov
07-14-18, 09:56 AM
Probably he died.(
THEBERBSTER
07-14-18, 11:19 AM
A Warm Welcome To The Subsim Community > Abdulov
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Aktungbby
07-14-18, 11:32 AM
Abdulov!:Kaleun_Salute:
CPTLTJASON
07-31-18, 08:22 AM
Any news on the mod?
Hjalfnar
08-06-18, 03:32 AM
Dammit, I was so happy to find out someone was working on a Typ IX...and now the modder is just gone. What a bummer...
CPTLTJASON
08-06-18, 10:47 PM
Yeah its quite unfortunate
skin-nl
08-08-18, 07:12 AM
Maybe it's a private thing that he doesn't visit the site no more..
Let's hope for the best :yep:
CPTLTJASON
08-08-18, 06:07 PM
Hopefully or maybe its a surprise :Kaleun_Salute:
The Geth
09-08-18, 05:04 PM
Pleeeeeease tell me this is still in the works. I've recently found how much fun SH5 is with The Wolves of Steel, and having a Type IX would be the ultimate icing on the cake.
CPTLTJASON
09-08-18, 05:25 PM
its months since hes posted anything but still keeping my hopes up :Kaleun_Salute::Kaleun_Cheers:
The Geth
09-08-18, 05:28 PM
Same! Gosh, would it be fun to have a IXD2 available for the North African theatre. 😥
He hasn't been on since March 2 of this year, it doesn't look good.
Aktungbby
09-08-18, 06:54 PM
The Geth!:Kaleun_Salute:
The Geth
09-08-18, 08:13 PM
The Geth!:Kaleun_Salute:
Hallo da!
THEBERBSTER
09-09-18, 04:28 AM
A Warm Welcome To The Subsim Community > The Geth
Subsim <> Make A Donation <> See The Benefits <> Support The Community (http://www.subsim.com/radioroom/showpost.php?p=2027002&postcount=1)
SH3 – 4 - 5 Tutorials > downloads > Other Useful Information > See Links in My Signature Below
CPTLTJASON
09-09-18, 12:50 PM
Welcome Geth:Kaleun_Cheers::Kaleun_Cheers::Kaleun_Cheers:: Kaleun_Salute:
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