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View Full Version : [WIP] Fort Drum, the concrete Battleship


JapLance
05-10-22, 12:11 PM
Long ago I was working on adding Fort Drum to the entrance of Manila Bay. I moved to other stuff and forgot about it. While checking some old stuff I found it again, and thought it would be nice to finish the project, at least on a basic form.

The 3D modeling part is mostly fine. The shape is quite simple, and I reused some SH4 stock parts like the Colorado tower, US 14in turrets and the Japanese 6in guns.

https://i.imgur.com/XXlH8V7.jpg

Currently I had it added to the Sea folder and Class=110, and it seems to work. My original intention was creating a land fortification, but the island the fort was based on doesn't exist in SH4 world, so it sinks to the bottom if added that way.

There are some issues with the textures (visible in the pic) that I don't know how to fix, so if someone wants to take over from here I can send him the files.

Jeff-Groves
05-10-22, 12:34 PM
The terrain can be raised under it to stop the sinking.
Would be glad to give you a hand.
:up:

Bubblehead1980
05-10-22, 01:47 PM
Long ago I was working on adding Fort Drum to the entrance of Manila Bay. I moved to other stuff and forgot about it. While checking some old stuff I found it again, and thought it would be nice to finish the project, at least on a basic form.

The 3D modeling part is mostly fine. The shape is quite simple, and I reused some SH4 stock parts like the Colorado tower, US 14in turrets and the Japanese 6in guns.

https://i.imgur.com/XXlH8V7.jpg

Currently I had it added to the Sea folder and Class=110, and it seems to work. My original intention was creating a land fortification, but the island the fort was based on doesn't exist in SH4 world, so it sinks to the bottom if added that way.

There are some issues with the textures (visible in the pic) that I don't know how to fix, so if someone wants to take over from here I can send him the files.



Very nice!. SH 4 is such a need of a modder able to build such things. :Kaleun_Salute:

Hitman
05-10-22, 03:35 PM
Currently I had it added to the Sea folder and Class=110, and it seems to work. My original intention was creating a land fortification, but the island the fort was based on doesn't exist in SH4 world, so it sinks to the bottom if added that way.

Why don't you extend the 3D model under water so that it rests on the sea bottom?

propbeanie
05-10-22, 05:46 PM
I had made one out of "dock" parts from the HarborKit dat file, and they sat fine in the water, but I did not have the "cut-outs" for the side guns and was stuck there. I would also be willing to help out with this. I also used the same "tower" from the Library... lol, as well as a couple of buildings from the HarborKit. Yours looks WAY better than mine... lol - but if no one knew what it looked like, they'd never know the difference. Now you have ruined that... :har: - but "yes", count me in too, if you need anything! :salute:

Jeff-Groves
05-10-22, 06:10 PM
Waiting for a download link.

:)

JapLance
05-11-22, 12:49 AM
Hi guys :salute:

The terrain can be raised under it to stop the sinking.
Would be glad to give you a hand.
:up:

Thanks, but I don't think it's necessary to make it that complex. This is just eye-candy stuff, and as long as it stays above the water I'm happy with it. But make whatever you feel like with it :03:.


Why don't you extend the 3D model under water so that it rests on the sea bottom?

I built it with an "underwater hull" as if it was a proper ship, so it wasn't floating on the surface with no foundations. I could make it more irregular to mimic a proper island, but it would increase the number of polygons for very little gain.

https://i.imgur.com/JBUaxE1.jpg

Very nice!. SH 4 is such a need of a modder able to build such things. :Kaleun_Salute:

Oh, it's a very simple 3D model. I'm sure many people in this community could do something similar. I made a search before starting the project, but couldn't find anything other than USS Drum so I decided to try it.

I had made one out of "dock" parts from the HarborKit dat file, and they sat fine in the water, but I did not have the "cut-outs" for the side guns and was stuck there. I would also be willing to help out with this. I also used the same "tower" from the Library... lol, as well as a couple of buildings from the HarborKit. Yours looks WAY better than mine... lol - but if no one knew what it looked like, they'd never know the difference. Now you have ruined that... :har: - but "yes", count me in too, if you need anything! :salute:

:haha: :up: :salute:

Waiting for a download link.

:)

Still need to model and add the crane, re-texture the underwater parts and find out what should I do to fix the weird look in the textures, but if you want a test version with the current files:

https://mega.nz/file/58I33DYZ#b-xeMTdO8HTwUIbcfuywbx68zfpDIQ5PNo-o96q7GJA

I've tested it under the stock game, and also with GFO mod.

astvitaliy1982
05-11-22, 03:54 AM
Hello) I read your post and I want to help you a little.
I redid the square E120N015

https://i.postimg.cc/5N4fTvPY/Caballo-Island.jpg (https://postimg.cc/s1LFZBCs)

Now there is a piece of land (+4m above sea level) for placing Fort Drum on it.
And added Caballo Island (maximum height +116m)

Download:

https://drive.google.com/file/d/16F_7arsdE5GGms493dUtGarRoYV9S8cR/view?usp=sharing

:Kaleun_Wink:

JapLance
05-11-22, 05:47 AM
Hello) I read your post and I want to help you a little.
I redid the square E120N015

https://i.postimg.cc/5N4fTvPY/Caballo-Island.jpg (https://postimg.cc/s1LFZBCs)

Now there is a piece of land (+4m above sea level) for placing Fort Drum on it.
And added Caballo Island (maximum height +116m)

Download:

https://drive.google.com/file/d/16F_7arsdE5GGms493dUtGarRoYV9S8cR/view?usp=sharing

:Kaleun_Wink:

Excellent. Thank you very much. I'll try to install it and see how it works.

Jeff-Groves
05-11-22, 07:26 AM
Files Downloaded.
:up:

Will check the texture issue and correct.
:salute:

astvitaliy1982
05-11-22, 08:39 AM
I was glad to help you )

propbeanie
05-11-22, 09:21 AM
Excellent team work! I volunteer as guinea pig for testing purposes also!!! lol - fantastic terrain work astvitaliy1982. Whether we include Fort Drum in FotRSU or not, can we include your terrain work there, with proper credits to you, of course? I'll probably have to change some traffic patterns in the area a bit, since we do not want anyone running aground... lol

In the meantime, Fort Drum was also known as USS No-Go... lol :salute:

merc4ulfate
05-11-22, 09:36 AM
Never knew this story ... very interesting.

https://youtu.be/2RYoK0zmUM0

propbeanie
05-11-22, 09:39 AM
Are those fuel tanks "aft"??? exposed?? lol

merc4ulfate
05-11-22, 09:55 AM
Are those fuel tanks "aft"??? exposed?? lol

no

All that was inside along with about 250 men.

Jeff-Groves
05-11-22, 09:55 AM
Water storage tanks.

Read the PDF included with the files

What was the Stock, in Game depth in the area of Ft. Drum?

propbeanie
05-11-22, 10:23 AM
Stock and FotRSU both have the area as roughly -19m to -20m, but it might go slightly shallower. Kind of tough to say in the ME, even fully zoomed. With astvitaliy1982 Terrain file added, there is the usual "square" that shows on the map, but its southwest corner, by where USS No-Go would have been, registers upwards to +4m for a pinch of a "blip" once, but usually I could only get 1-2m. I have not viewed it in the game yet. :salute:

JapLance
05-11-22, 10:33 AM
Tested with astvitaliy1982's new terrain files:

https://i.imgur.com/0qTbpn4.jpg

Now working properly as a land fort :yeah:.

Jeff-Groves
05-11-22, 10:55 AM
Looks good! Will re-work model to fix texture issues.

:yeah:

propbeanie
05-11-22, 10:57 AM
Oooohhh - nice JapLance... Here are my Terrain Test screen grabs without Fort Drum placed yet:

https://i.imgur.com/UPBLTEz.jpg
Bataan Peninsula in the distance, viewed over Corregidor, which in turn is viewed over Astvitaliy 1982's version of Caballo Island...


https://i.imgur.com/gQ5tmcf.jpg
View from the bridge of the Sargo of Caballo Island at about 356


https://i.imgur.com/N58TxUX.jpg
USS Marblehead (CL-12) leaving Manila Bay with one of several escorts pre-war, November 24, 1941 with TF-5 headed for Tarakan. USS Houston (CA-30) and others trail. Astvitaliy 1982's Fort Drum terrain is in the distance, just ahead of and above the Clemson near the horizon line, but not actually visible.


https://i.imgur.com/hR3lkFa.jpg
The view from the shallows behind Astvitaliy 1982's Fort Drum terrain, looking at the Clemson and Marblehead as they pass. Player boat in the distance

Jeff-Groves
05-11-22, 11:14 AM
I'd say add some nodes to allow placing eqp and such.
That way one could have things appear and disappear at roughly proper dates.

I'll work the 3D model to fix the odd looking texture issue.

Would anyone object to custom Guns built for this?

Another thing I can do is scan ID's from what We do and cross check my Data base of used ID's to insure no ID conflicts.

Jeff-Groves
05-11-22, 11:42 AM
I've set up a place to upload and download Ft. Drum files.
I have a Pro account at MediaFire.
If this is OK with others? I'll give access.

JapLance
05-11-22, 11:48 AM
I didn't think about adding the buildings to the .dat since they were eliminated as soon as war was on. But seeing how propbeanie has made pre-December 7th screenshots, maybe it's a good idea to add them as a library instead, with the rest of items (watertanks, main guns and the tower).

Here is the test 2 version:


-Minor changes to the 3D model, to adjust it to the new terrain.
-Set up as a 403 class (land fortification).

https://mega.nz/file/Q5hlDb6b#KfrW1tZ0eqnsnjPzbOhJs3qIMcN8OhlZoqbzF-qJhD4

Mad Mardigan
05-11-22, 11:55 AM
I didn't think about adding the buildings to the .dat since they were eliminated as soon as war was on. But seeing how propbeanie has made pre-December 7th screenshots, maybe it's a good idea to add them as a library instead, with the rest of items (watertanks, main guns and the tower).

Pre Dec. items, would also be a good idea, especially if using this in say... Bubbleheads TMO v2.5 rework... just saying. Just a suggestion.

Would also say, Jeff's idea of adding in nodes for equip, would also be a good idea, as well.




:Kaleun_Salute:


M. M.

Jeff-Groves
05-11-22, 11:59 AM
You can pull buildings and water tanks from the Harbor kit dat file.
Just make a Node in the Ft Drum Dat and link them in the eqp file.
If they are not quite correct? Then We build a new dat for custom parts.

As I work on the 3D model, I'm changing the UV's and working on custom textures.
That Volley Ball court will be included.
We can also alter the textures in the Roster files to show damages by date settings.

Want something really wild? It could be set up to show the demolition and recapture from the Japanese forces.

Got your newest files.

JapLance
05-11-22, 01:36 PM
Tried the harbor Kit buildings, but they look a bit too large. The water tanks seem fine if you don't mind the colours :haha:.

https://i.imgur.com/OjRpr4b.jpg

propbeanie
05-11-22, 03:46 PM
Where is the swimming pool? We HAVE to have a swimming pool, else the rank and file will not have enough to do while off-duty! :har:

The barracks were destroyed at the outbreak of war, and the tower toppled and all pushed into the sea in late December, 1941, from what I read. The guns were sand-bagged and then fired for destruction on the day of surrender. None of the crew were killed in action, but very few survived their POW experiences... sad sad history.

Captain Wreckless
05-12-22, 02:56 PM
Where is the swimming pool? We HAVE to have a swimming pool, else the rank and file will not have enough to do while off-duty! :har:


It's all around you.:Kaleun_Cheers:

merc4ulfate
05-12-22, 04:08 PM
It's all around you.:Kaleun_Cheers:

There was a swimming pool to the right of the forward gun lol.

propbeanie
05-12-22, 06:07 PM
Yes, a "Sharkless" model... lol - we don't care too much 'bout salt water, but we sure do want to keep our appendages... and lives :haha: :salute:

JapLance
05-13-22, 02:53 AM
Fort Drum Test3

https://mega.nz/file/19pzCZZQ#rGcYKyE9mxDXcuQohRP-oidmlOaLpgfEYeeiicaj6eo

-Added 3D model for the crane,
-Tower, buildings, crane and water tanks moved to an external library.
-Added a third AA gun in the stern area once the top of the fort has been cleared (January 1942).

https://i.imgur.com/VOJyiDp.jpg

https://i.imgur.com/22bbl9t.jpg

Had a CTD when a Japanese convoy appeared and combat started, but I suspect the problem was in one of the Japanese ships rather than the fort. I was watching the combat and the crash happened just as a Fubuki-class DD was hit.

EDIT: More CTD when in combat. There must be something wrong somewhere.

propbeanie
05-13-22, 11:07 AM
Are those naval guns on the Land object? Could that be the issue?

JapLance
05-14-22, 04:57 AM
Apparently it's related with the damage files. I fired myself at the fort and the game crashes, sometimes immediately and sometimes after a few impacts :hmmm:.

But I can't find what's wrong with the .zon file.

Edit: a left over from when it was a ship. I've removed the ColisionableObject controller and apparently no more crashes.

JapLance
05-14-22, 02:44 PM
Fort Drum, test4

https://mega.nz/file/40xQQSqC#12naY_sxTY4m_6maxWiq9WsZ0snlRLrfFro-p_1qGhQ

-Moved vents to the library.
-Removed the red paint in the underwater section.
-Hopefully fixed the .zon file.
-Added a .mis file which includes the fort to the Campaign/Campaigns folder. You still have to manually add it to Campaign.cfg.

propbeanie
05-14-22, 03:19 PM
Alright! Good show! No crashes in FotRSU after removing the Collisionable also. However, it will not engage a ship until 850-8600 yards, whereas the guns on Corregidor do so at 9600+. Most likely something in FotRSU. I have yet to add guns to Caballo or Caraboa (not represented yet) Islands (Forts Hughes and Frank, respectively).

Mad Mardigan
05-14-22, 04:16 PM
Fort Drum, test4

https://mega.nz/file/40xQQSqC#12naY_sxTY4m_6maxWiq9WsZ0snlRLrfFro-p_1qGhQ

-Moved vents to the library.
-Removed the red paint in the underwater section.
-Hopefully fixed the .zon file.
-Added a .mis file which includes the fort to the Campaign/Campaigns folder. You still have to manually add it to Campaign.cfg.

Usable... with TMOverhauled v2.5 BH v2, by chance...???

:hmmm: :hmmm: :hmmm: :hmmm: :hmmm:

JapLance
05-15-22, 12:55 AM
it will not engage a ship until 850-8600 yards

Is that a typo and you meant 8500-8600, or is the fort that blind sometimes?. It uses the stock AI_Visual sensor, and the main guns range is like 17km.

Usable... with TMOverhauled v2.5 BH v2, by chance...???

:hmmm: :hmmm: :hmmm: :hmmm: :hmmm:

It's only been tested under GFO over the stock game. From this point on it's on the creators of the mega-mods to adapt it.

But if you just can't wait, just load it and see what happens :haha:. It's a pretty simple add-on.

Jeff-Groves
05-15-22, 10:52 AM
Doing some re-uv work on the newest version.
The big building is now sided with steel siding as was the real building.
Also have usable schematics of the 2 main Batteries. Wilson and Marshall.

Jeff-Groves
05-17-22, 03:36 PM
Working on adding all the windows and shutters to the big building.
Also more details like the stairs and such.
I'll re-uv and adjust the other buildings as well.

Water towers will be done as wooden like they actually were.

The main concrete body is going to be adjusted also.
There's several areas that need corrected.

I took the video below and ripped images from it to work with.

https://www.youtube.com/watch?v=2RYoK0zmUM0

Jeff-Groves
05-19-22, 09:44 AM
Spent last night welding a LOT of verts on the main body.
That made it easier to move and adjust areas to get it closer to reality.
I'm down to the last little bit of adjusting and moving things.
Then I'll seperate things and start the UV work.
:up:

Mad Mardigan
05-19-22, 10:04 AM
Spent last night welding a LOT of verts on the main body.
That made it easier to move and adjust areas to get it closer to reality.
I'm down to the last little bit of adjusting and moving things.
Then I'll seperate things and start the UV work.
:up:

Sweeeet... :Kaleun_Cheers: :Kaleun_Thumbs_Up: :Kaleun_Applaud:

Much appreciation, to all... :yep: :shucks: :up:




:Kaleun_Salute:

Jeff-Groves
05-19-22, 11:29 AM
Getting ready to add the steps that go down from the upper deck to the lower deck now.
Then adjusting the Roberts and McCrea Batteries area.

Jeff-Groves
05-20-22, 05:09 PM
Imported the work at this point and checked it in S3D.
There's a few places I need to 'Flip Faces' but it looks good so far.

Have to say this is the 1st Misfit model I've seen in YEARS!
:03:

Jeff-Groves
05-20-22, 05:12 PM
Imported the work at this point and checked it in S3D.
There's a few places I need to 'Flip Faces' but it looks good so far.

Have to say this is the 1st Misfit model I've seen in YEARS!
:03:

I spent a lot of hours gathering images and checking close to get things as real life like as possible.

I've seen several Models of this and compareing them to photos? They are NOT correct!

Here's one of the biggest areas I had to track and verify.
Photos of that area after the War show it was blown to hades!
https://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=12528

JapLance
05-21-22, 05:42 AM
Have to say this is the 1st Misfit model I've seen in YEARS!
:03:

It's a simple enough program for a simple mind like mine :haha:. I could never figure out programs like Blender.

Since it seems like Jeff-Groves has been working hard on this, I'll just stop it now and move to other stuff. My part is done already! :up:

Jeff-Groves
05-21-22, 08:11 AM
I've kept your 3D models. I'm just tweeking things.
:up:

Mad Mardigan
05-21-22, 10:43 AM
It's a simple enough program for a simple mind like mine :haha:. I could never figure out programs like Blender.

Since it seems like Jeff-Groves has been working hard on this, I'll just stop it now and move to other stuff. My part is done already! :up:

Way I see if, JapLance... it's, a collaberative effort...

You got it on its feet... & all the others have joined up, to help get it on the right path...


Which is greatly appreciated, very much... by Me.


I can't speak for all & not going to try to... but, I will say, that I am sure there are plenty more that share My sentiment. :shucks:

To all of you... :Kaleun_Cheers: :Kaleun_Applaud: :Kaleun_Thumbs_Up: :Kaleun_Wink:

A hearty, heartfelt thanks... for all you do. :Kaleun_Wink:





:Kaleun_Salute:


M. M.

Jeff-Groves
05-21-22, 11:32 AM
Being retired now? This is giving me something to do between working on projects here at home.
:yep:

Heck. I may do a 3D model with the interior rooms at some point.

Another thing I'm going to do is create some new animations in SH4 format to add some life to the place.
NOT SH3 animations! But TRUE SH4 type animations.

KaleunMarco
08-21-22, 12:45 PM
i was following this string tangentially and not long ago i was in Manila Bay while working in TMO_BH, June 1941, and noticed that there was no Ft. Drum, which was surprizing.

was this mod released for use with any of the modsets? (Stock, GFO, FOTRSU, RFB, RSRD, either TMO versions)

JapLance
08-21-22, 01:16 PM
The version available in this thread was created together with GFO mod.

I know it was going to be included in FOTRSU, but haven't checked that mod lately. Currently tangled with Dark Waters.

propbeanie
08-21-22, 01:30 PM
Yes, it is in FotRSU, and was practically a drop-in, with minimal work, since it uses its own Library and mis file. About all we did was check for ID conflicts and moved the mis into one of the FotRSU layer files... I do not remember which one though... lol

KaleunMarco
08-21-22, 03:14 PM
Yes, it is in FotRSU, and was practically a drop-in, with minimal work, since it uses its own Library and mis file. About all we did was check for ID conflicts and moved the mis into one of the FotRSU layer files... I do not remember which one though... lol

thanks PB and japlance.
i'll try it with GFO next break i have.

is it functional? will it recognize enemies and fire? or is it just eye candy (really big eye candy)?

p.s. is test 4 the latest version or is there a later one?

propbeanie
08-21-22, 06:37 PM
Oh, in the parlance of Doug Marcaida on Forged in Steel: "It will kee-ell"... lol I saw flashes on the horizon, and then a bit later, heard the "sssssss-sh-BOOM!!!" as it was shooting at IJN DD outside the harbor entrance... I took measurements in JapLance's test mission, but do not remember the distances... but it was quite impressive.

JapLance
08-22-22, 12:55 AM
thanks PB and japlance.
i'll try it with GFO next break i have.

is it functional? will it recognize enemies and fire? or is it just eye candy (really big eye candy)?

p.s. is test 4 the latest version or is there a later one?



It definitely shoots at enemies.

Test4 is the latest available for download in this thread. The one in FOTRSU is a test5 version that I never made public.

KaleunMarco
08-22-22, 08:19 AM
It definitely shoots at enemies.

Test4 is the latest available for download in this thread. The one in FOTRSU is a test5 version that I never made public.

great!

if test 5 is embedded within FOTRSU then i don't need it. :-)

thanks for confirming.

luminarycrush
02-26-25, 03:58 AM
'wake up, thread!'


The Mega links are all dead for this model. Where did it end up? I didn't see it in the downloads section.

I was going to model one from scratch but came across this here...

JapLance
02-26-25, 08:59 AM
'wake up, thread!'


The Mega links are all dead for this model. Where did it end up? I didn't see it in the downloads section.

I was going to model one from scratch but came across this here...

Try this one:

https://mega.nz/file/k0ZwFbgJ#FjwQpiPXklaOUSEj24igoCgBIm29vozLNS6hGBwqD Bg

luminarycrush
02-26-25, 07:17 PM
That worked, thanks so much for the quick reply!

BTW, what was it originally modeled in? I want to bring it into Blender. TBH I'm not modding for SH now, I'm modding for War on the Sea (Killerfish Games), which is a pretty great WW2 tactical with strategic overlay naval simulator - surprised there isn't a forum for it here.

Having OBJ or FBX would make importing/assembling it a lot easier...

JapLance
02-27-25, 01:32 AM
It's in .obj format. You can get the diferent 3D files inside the Documentation folder.

But bear in mind that it's a very basic 3D model. I'm not a profesional 3D modeller. Only learnt a bit to have my favourite ships inside SH4.

Aktungbby
02-27-25, 02:33 AM
luminarycrush!:Kaleun_Salute:

propbeanie
02-27-25, 02:41 PM
That worked, thanks so much for the quick reply!

BTW, what was it originally modeled in? I want to bring it into Blender. TBH I'm not modding for SH now, I'm modding for War on the Sea (Killerfish Games), which is a pretty great WW2 tactical with strategic overlay naval simulator - surprised there isn't a forum for it here.

Having OBJ or FBX would make importing/assembling it a lot easier...
Be sure you give JapLance proper credit if you get it fixed-up for a WotS mod. :salute:

luminarycrush
02-27-25, 06:45 PM
It's in .obj format. You can get the diferent 3D files inside the Documentation folder.

But bear in mind that it's a very basic 3D model. I'm not a profesional 3D modeller. Only learnt a bit to have my favourite ships inside SH4.


Thanks, I didn't think to look in the documentation :-) It saves a lot of time doing scratch stuff and is super appreciated. I will probably add some stuff to it. We have a lot of cargo ships and some warships from SH3/4/5 imported into WotS by various modders (incl me).

There are no 'fortifications' in WotS but we think we have a way now to add some, albeit sea-only forts (the game engine currently refuses to spawn any interactive assets on land.... baby steps). I'm going to build Maunsell forts for our forthcoming "Battle of the Atlantic" mod and will then revisit the Pacific theater and do Fort Drum. I was looking for models of forts and saw your Fort Drum :yeah:

We'll certainly credit you as the original model author when it is released. If you want a website or anything tagged in the credits LMK. It will be awhile we get back to Pacific but when I see something interesting I like to get ahold of it before I forget where I saw it ;-)


Cheers and thanks again!

JapLance
03-01-25, 03:40 AM
If you want a website or anything tagged in the credits LMK.

It would be nice if you added Subsim forums, since it was a team effort with other members helping a lot, specially astvitaliy1982 with the new land patch where the fort stands.

:salute: