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scissors
11-26-18, 09:54 PM
Since my very first play-through there is one thing that has bothered me, maybe not the most but its just always there .
when at dock ,and in every dock , There is a fellow with a hammer and he is beating unceasingly on a welding machine .This is no service manual made where this is proper operational procedure and i can only assume he is some sort of infiltrator who is there to destroy equipment .
The welder is there , But he is down the dock hovering over an oil barrel .
Anyway , its not a game-breaking thing and i admit im nitpicking the game , but after some years of this needling me i needed to get it off my chest .

Jeff-Groves
11-27-18, 06:12 PM
Try going to bunker_animation_info.txt in the Characters\Animations folder
and remove the
BK_G_work_06 39.2799 39.2799 line

scissors
11-28-18, 11:41 PM
Try going to bunker_animation_info.txt in the Characters\Animations folder
and remove the
BK_G_work_06 39.2799 39.2799 line


Tried it and it didnt work at least the first time i loaded in , No worries tho , i have played with text files before and they didnt take the first load in but later on they did , IDK why . I think im in the right folder .
Anyways , Jeff your time is far too important for such a minor issue as this .
Your supposed to be designing a japanese sub with bomber airplanes for the new japanese campaign . JK , but for real thank you i wouldnt bother you with such a thing , thank you for the heads up on which folder to look in .I iwll dig around some more and see what happens .

Jeff-Groves
11-29-18, 08:00 PM
waypoint_info.txt
Terrain\Locations folder.
Line 37:
BK_G_work_06 offset 0 0 0 actions BK_G_WORK_06_IDLE01 end_actions

try deleting that also.

It's no trouble for me to look and think about stuff like this.
:salute:

I had planned to change some things like that after I did the Open Bunker but lost the files.
Again.

scissors
11-30-18, 12:17 AM
waypoint_info.txt
Terrain\Locations folder.
Line 37:
BK_G_work_06 offset 0 0 0 actions BK_G_WORK_06_IDLE01 end_actions

try deleting that also.

It's no trouble for me to look and think about stuff like this.
:salute:

I had planned to change some things like that after I did the Open Bunker but lost the files.
Again.

That did it ! Thank you VM .
This is just one of those things that has always made me wonder what were they thinking ? When they already had the welder .

If someone were to place him and the welding machine someplace where you could see it but couldn't get close to inspect really closely , and place a light source that would glow and stop , glow and stop , illuminating the surrounding area . Instant welder at work.
In any case Thank you very much for taking the time , the real thing is you have educated me a little bit and for that i am grateful .

Jeff-Groves
11-30-18, 09:14 PM
Here's the thing to think about.....
How many other animations can you change now?
Understanding those files you could add or delete animations to suit your wants.
For lower end systems with in Bunker problems? Remove animations.
Higher end systems? Those marching Guards would be cool in other areas.

It's your Game. Do what you want.

Now if I could get the Open Bunker file I did I'd fix a lot more.

scissors
11-30-18, 11:48 PM
Here's the thing to think about.....
How many other animations can you change now?
Understanding those files you could add or delete animations to suit your wants.
For lower end systems with in Bunker problems? Remove animations.
Higher end systems? Those marching Guards would be cool in other areas.

It's your Game. Do what you want.

Now if I could get the Open Bunker file I did I'd fix a lot more.

!!! /mind explodes
TY Jeff .

scissors
12-02-18, 07:54 PM
Here's the thing to think about.....
How many other animations can you change now?
Understanding those files you could add or delete animations to suit your wants.
For lower end systems with in Bunker problems? Remove animations.
Higher end systems? Those marching Guards would be cool in other areas.

It's your Game. Do what you want.

Now if I could get the Open Bunker file I did I'd fix a lot more.

Where do you get the info on which file does what ?, I was frankly amazed that you were able to pull that particular file out of your hat the way you did , I imagine you are just familiar with them but is there some directory or such ?
I will look into them a bit further but without some sort of system , some key to address what each listing is actually i dont know who from who without actually deleting a file and loading the game to see who is missing now .
I guess what im asking is do you have any suggested reading because i have way to many questions for anyone to be able to actually answer them all .
Edit , ok , i take it the bk prefix signifies that its a bunker character , is the number at the end of the entry location information ?

Jeff-Groves
12-03-18, 11:31 AM
Using Granny viewer?
I load the CharacterBodyParts.GR2
Then I load the animations in the animations folder 1 at a time and watch what they are doing.

That's how I found the Mad Hammerer.
Then it was just check a few files here and there.
:)

If I wanted to see what the numbers do? I'd just change them some and run the Game. Trial and error is how many of us figure things out.
:D

gap
12-03-18, 12:03 PM
@ Jeff

OT here, but since we are talk about inspecting files, do you happen to know what is this SH5 Vegetation Export Settings.ges found in the data\Terrain\Textures_and_Vegetation? The file extension doesn't tell anything to me, and after opening the file in an hex editor I must admit that I am totally clueless :hmmm:

Jeff-Groves
12-03-18, 12:08 PM
:har:

Funny you should ask!
I was just looking at that file!
(Based on your thread)

I scanned every file in SH5 and got no clue as to what calls it. (Yet)
I'm still looking into it.
:03:

Jeff-Groves
12-03-18, 12:19 PM
I'm wondering if it is used by the Terrain Editor?

gap
12-03-18, 12:19 PM
:har:

Funny you should ask!
I was just looking at that file!
(Based on your thread)

I scanned every file in SH5 and got no clue as to what calls it. (Yet)
I'm still looking into it.
:03:

Wow, that's what they call 'telepathy', I guess lol :D

Have you read my remarks on the apparently hardcoded features relative to SH5 trees (size and textures, post #2 in the EcoMod thread)? I suspect that the said file might have something to do with that.
Let me know in case you find anything; in the meanwhile I will move the file elsewhere and see if anything changes :hmm2:

gap
12-03-18, 12:21 PM
I'm wondering if it is used by the Terrain Editor?

That's another valid hypothesis. It might as well be a leftover by the devs with no function in the final game...

Jeff-Groves
12-03-18, 12:25 PM
That post is what got me interested in said file.
The Devs were notorious for giving the file extensions a meaning full name at times.
So WTH does ges stand for in Romanian?
:har:

gap
12-03-18, 12:48 PM
That post is what got me interested in said file.
The Devs were notorious for giving the file extensions a meaning full name at times.
So WTH does ges stand for in Romanian?
:har:

:rotfl2:

Is any of the devs still active on subsim? I owe to Pintea most of what I know about enviroment, climate, terrain, etc. files. I has been long since our last exchange of PM's, but I didn't read any forum post by him in a long time either...

At first 'ges' made me think of GIS technology and geolocation, but fantasy carries my on at times :O:

Jeff-Groves
12-03-18, 01:00 PM
I still exchange e-mails with Dan (elanaiba).
Pintea is Mihai Gosa who is now with Dan at Killhouse Games.
Shoot him a message. He helped me understand animations in SH4.
:03:
Bogdan George Patrascu as far as I know is still at Ubi Romania.
He was the 3D artist for SH4/SH5 and I have seen other Ships by him for an unnamed project a few years ago!
Submitted: 25th July 2014
https://cdn.cgsociety.org/t/g76/547676/1205002_53330_large.jpg

gap
12-03-18, 01:07 PM
I still exchange e-mails with Dan (elanaiba).
Pintea is Mihai Gosa who is now with Dan at Killhouse Games.
Shoot him a message. He helped me understand animations in SH4.
:03:

Two fine gentlemen I must say. Apparently, the last time Mihai logged in on subsim was in March 2017. I will try sending a PM his way, but since you have Dan's e-mail, maybe it easier for you to get an answer by him :D

Jeff-Groves
12-03-18, 01:21 PM
Go to http://inthekillhouse.com/ and drop them a message.

Mihai Gosa was on facebook also. I may need to request a friend thing with him again but I hate FB!

OK. Sent Mihai a message.

gap
12-03-18, 01:45 PM
Go to http://inthekillhouse.com/ and drop them a message.

[...]

OK. Sent Mihai a message.

:up:


Mihai Gosa was on facebook also.

https://i.imgur.com/2AZBlrU.png


I may need to request a friend thing with him again but I hate FB!

Are you making excuses for not accepting my friendship request? :hmmm:

Jeff-Groves
12-03-18, 01:49 PM
Did you send one?

And it would be the one in Bucarest.

Now WTH is Bogdan doing British ships for back in 2014?
:hmmm:

HMS Rajputana
Was sunk off Iceland 13 April 1941
Completed in 1925 it ain't for a WWI Game!

gap
12-03-18, 02:01 PM
Did you send one?

And it would be the one in Bucarest.

No, I didn't know which FB profile was the right one. Should I message him? Didn't you send him a message already?


Now WTH is Bogdan doing British ships for back in 2014?
:hmmm:

HMS Rajputana
Was sunk off Iceland 13 April 1941
Completed in 1925 it ain't for a WWI Game!


Which WWI game? :06:
I would like to see that model too

Jeff-Groves
12-03-18, 02:04 PM
Yes. I sent a message through inthekillhouse.com
:haha:

I was wondering if he was doing it for IMBL in Wolves of the Kaiser for SH4 but the dates are wrong.
I really should log in at CG and ask him.
I haven't been there since they dropped support for IE. I have to fire up Chrome.

gap
12-03-18, 02:15 PM
Yes. I sent a message through inthekillhouse.com
:haha:

I was wondering if he was doing it for IMBL in Wolves of the Kaiser for SH4 but the dates are wrong.
I really should log in at CG and ask him.
I haven't been there since they dropped support for IE. I have to fire up Chrome.

Okay, so let's do like this: we will wait for answer by him on inthekillhouse.com. If he doesn't reply in a few days, I will try getting again in touch with him through FB

Jeff-Groves
12-03-18, 02:22 PM
Sounds like a good approach.
:up:

gap
12-03-18, 02:48 PM
Sounds like a good approach.
:up:

:up:


https://cdn.cgsociety.org/t/g76/547676/1205002_53330_large.jpg

:o

Wow, such a nice model... where can I rip it from? :D

Jeff-Groves
12-03-18, 02:50 PM
Wish I knew!!
:03:

He is a MASTER at that stuff!
:salute:

Jeff-Groves
12-03-18, 02:54 PM
Now. Has anyone got the .rw files extracted?

Jeff-Groves
12-03-18, 03:00 PM
:up:



:o

Wow, such a nice model... where can I rip it from? :D

NAMC_Rawalpindi.GR2
Seems to be the same 3D model

gap
12-03-18, 03:04 PM
NAMC_Rawalpindi.GR2
Seems to be the same 3D model

lol, a voice inside my head was telling me that this model looked a bit too familiar :O:

Jeff-Groves
12-03-18, 03:10 PM
There's NTR_Rawalpindi in SH5
It's just using the same 3D Model.
So the HMS Rajputana could be added the same way if not already done.

gap
12-03-18, 03:26 PM
There's NTR_Rawalpindi in SH5
It's just using the same 3D Model.
So the HMS Rajputana could be added the same way if not already done.

Okay, I have found the missing piece of information: apparently SS Rawalpindi and SS Rajputana were sister ships. There were two more sisters though: SS Ranchi and SS Ranpura. All of them were requisitioned for conversion to AMC prior to WWII and commissioned in the RN between October and December '39.

We could proxy-clone the Rawalpindi and customize her so to represent her sisters, but I think that after their conversion the four sister would have looked very similar, at the least.

https://en.wikipedia.org/wiki/HMS_Rawalpindi

Jeff-Groves
12-03-18, 03:34 PM
Good info for vdr1981

gap
12-03-18, 03:43 PM
Good info for vdr1981

Without need to set each of them as a separate unit:


[UnitClass]
ClassName=AMCRawalpindi
UnitType=13
AppearanceDate=19391001
DisappearanceDate=19430501
DisplayName=BR AMC Rawalpindi

[Texture 1]
TextureName=*mil.dds
LightmapTextureName=data\Sea\NAMC_Rawalpindi\NAMC_ Rawalpindi_AO01.dds
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1

[Unit 1]
Name=HMS Rawalpindi
DOC=19391001
DOD=19391123

[Unit 2]
Name=HMS Ranchi
DOC=19391023
DOD=19430316

[Unit 3]
Name=HMS Ranpura
DOC=19391130
DOD=19430501

[Unit 4]
Name=HMS Rajputana
DOC=19391201
DOD=19410413

;************ The End ************

This is the stock AMCRawalpindi.cfg in British roster. Devs were already aware of Rawalpindi's sisters. No changes required by vdr1981, unless we want each ship to have her own livery and equipment different from the others :yep:

Jeff-Groves
12-03-18, 03:48 PM
That would be why I stay out of some areas.
:03:

gap
12-03-18, 04:00 PM
That would be why I stay out of some areas.
:03:

Oh, no need to become demoralized here: under the historical accuracy respect, for one thing that devs got right, there are other four that need our fixes.

Have you ever thought that not all the U-boat bases had bunkers? Stripping down a bunker for making it to look like a simple jetty shouldn't be too complicated even with the unfinished GR2 Editor. Modelling a bunker, importing it in game, creating the articial lights? Tha would have been a challenge probably, but a jetty? I wonder why we have never done that :03:

Jeff-Groves
12-03-18, 04:04 PM
Oh, no need to become demoralized here: under the historical accuracy respect, for one thing that devs got right, there are other four that need our fixes.

Have you ever thought that not all the U-boat bases had bunkers? Stripping down a bunker for making it to look like a simple jetty shouldn't be too complicated even with the unfinished GR2 Editor. Modelling a bunker, importing it in game, creating the articial lights? Tha would have been a challenge probably, but a jetty? I wonder why we have never done that :03:

Speaking of the bunker......
Do you have a copy of the Open Bunker I did?
I could re-create it but if I can get a copy it would save time.

gap
12-03-18, 04:05 PM
Speaking of the bunker......
Do you have a copy of the Open Bunker I did?

No, I saw the video you posted when you first worked on it, but I don't think you sent me the files...

Jeff-Groves
12-03-18, 04:10 PM
Dang it! Of all the crap I keep? That's probably the one thing I hate having lost the most!
It proved We can edit the GR2 files in ways no one has done since.

So I suspect the terrain stuff controls where a bunker is placed?
If so maybe we should talk about that in your Mod thread?

gap
12-03-18, 04:10 PM
Dang it! Of all the crap I keep? That's probably the one thing I hate having lost the most!
I proved We can edit the GR2 files in ways no one has done since.

You have lost it? :doh:

Jeff-Groves
12-03-18, 04:13 PM
Go ahead! Rub it in!!!
:har:

However! I can recreated it and much faster with 010!

gap
12-03-18, 04:19 PM
So I suspect the terrain stuff controls where a bunker is placed?

I guess you do it in terrain editor, similar to any other terrain object (which means that for every location we can have either a bunke-base or an open-base, since terrain objects are not customizable by date), but I am far from an expert in these matters. Vecko (vdr1981) might know better, John (Trevally) knows for sure. Vecko will probably read these notes and reply to them. Trevally has seldomly visited the forum during the last few years, but I am in touch with him on FB :yep:

gap
12-03-18, 04:22 PM
Go ahead! Rub it in!!!
:har:

:rotfl2:


However! I can recreated it and much faster with 010!

That's exactly the first thing that I was going to say.
The second one is: do it and send a backup copy to me before senile dementia gets the upper hand lol :D

Jeff-Groves
12-03-18, 04:24 PM
Now your just being nice!
:O:

gap
12-03-18, 04:52 PM
Now your just being nice!
:O:

:-j :03:

vdr1981
12-03-18, 04:54 PM
...unless we want each ship to have her own livery and equipment different from the others :yep:

Equipment can differ, but proxy clones rendered in the same area (say convoy) will always have the same livery, regardless of roster cfg files settings.

gap
12-03-18, 05:09 PM
Equipment can differ, but proxy clones rendered in the same area (say convoy) will always have the same livery, regardless of roster cfg files settings.

That makes sense, I think I have already faced this problem in the past: the game treats their meshes as (identical) iterations of the same object, despite them being set as separate units. Equipments of course can be different because they are linked to the units, but they are not part of the same mesh(es). :yep:

Pity for that limitation, but I think we can live with it; I have seen worse ones...

Jeff-Groves
12-03-18, 05:13 PM
livery being texture?

vdr1981
12-03-18, 05:14 PM
livery being texture?

Paint, textures...Yes.