View Full Version : [REL] How to make periscopes turn
Mister_M
04-05-23, 04:40 AM
Maybe you've noticed that the periscopes don't rotate in SH3 while you're actually scanning the horizon with them...
To make them rotate and get them to point exactly where you are watching with them, here is how to proceed :
With S3D, open any Turm.DAT file in the Objects folder and find the two nodes finishing with "_periscop B_High" (attack periscope) and "_periscop F_High" (observation periscope).
For each of these nodes, follow this procedure :
1. Make the model unvisible by unmarking the little square "Visible" of the node (here at index 93).
https://i.imgur.com/I0Ldr2F.png
2. Add a child node. I've called it "z rotation". Its rotation on Z axis must be -90°.
https://i.imgur.com/NjzuHBP.png
3. Add a child node. I've called it "ROTATION DIAL".
https://i.imgur.com/vbINcPR.png
4. Add a child "Dial" controller with the proper parameters.
https://i.imgur.com/thvxNXy.png
5. Add a child node. I've called it "model". It will be the visible model of the periscope. Its rotation on Z axis must be +90°. In the linked model area, copy-paste the ID of the original model (at index 92) and add the proper material(s).
https://i.imgur.com/XjB30DC.png
6. In the corresponding Turm.ZON file, find the node whose parent ID equals to the ID of the node of the original model (here at index = 93). Replace this parent ID by the one corresponding to the "model" node (here at index 107).
:salute:
Wow... I think some modder will use this manual. :Kaleun_Thumbs_Up:
Excellent find MisterM :up:
Never paid attention to this periscope rotation thing…
Will add it soon :yep:
:Kaleun_Cheers:
Borgneface
04-05-23, 06:33 AM
Salute Mister_M;
Honestly I have never noticed that the periscope did not rotate:hmmm:
Thank you for sharing this with us!:up:
One question , if I may can you give me more info about "S3D" software? I'd very much like to get it and try to fix the scope with your instructions
Merci
:Kaleun_Applaud:
Wolfstriked
04-05-23, 07:36 AM
:subsim:
A video would be amazing while we wait:DThere is two other issues in regards to scopes that you might take a peek at since your in the mix.
Sorry,I don't know who but a modder fixed the scopes not fully lowering into the enclosure but did not touch the blackout texture.When you raise the scope slightly it shows its out of its enclosure when your standing on the conning deck but in scope view the view is still blacked out.I Searched for hours to find this texture but I could not.
Second is when in interior command room and I press key to raise periscope fully I see the scope rise up but when I enter the scope view its still lowered fully.
Ok, tried it and it works nice :up:
Only little thing (but it’s SH3 limitation) is both periscopes are not independent …
Meaning when you leave observation periscope in certain position, and take the attack one, it’s resetting the observation :yep:
:Kaleun_Salute:
Mister_M
04-05-23, 08:13 AM
can you give me more info about "S3D" software? I'd very much like to get it and try to fix the scope with your instructions
S3D = Silent 3ditor. I think you can easily find it here in subsim DL section, or with Google. But it requires a bit of practice to get familiar with it...
a modder fixed the scopes not fully lowering into the enclosure but did not touch the blackout texture. When you raise the scope slightly it shows its out of its enclosure when your standing on the conning deck but in scope view the view is still blacked out.I Searched for hours to find this texture but I could not.
I guess that you have to lower the 3D models of the scopes in the Turm.dat files. I don't get what texture you're talking about...
Second is when in interior command room and I press key to raise periscope fully I see the scope rise up but when I enter the scope view its still lowered fully.
I'm not using this mod, so I don't how it works and if what you are asking for is even possible...
Only little thing (but it’s SH3 limitation) is both periscopes are not independent … Meaning when you leave observation periscope in certain position, and take the attack one, it’s resetting the observation
Don't use both periscopes at the same time ! :O:
Wolfstriked
04-05-23, 08:20 AM
S3D = Silent 3ditor. I think you can easily find it here in subsim DL section, or with Google. But it requires a bit of practice to get familiar with it...
I guess that you have to lower the 3D models of the scopes in the Turm.dat files. I don't get what texture you're talking about...
I'm not using this mod, so I don't how it works and if what you are asking for is even possible...
Don't use both periscopes at the same time ! :O:
Go into a scope view and raise the scope slightly but that its still black and you cant see anything.Then go on conning deck and you will see the scope head has been raised out of the enclosure so you should be able to see.....but when you go back in scope view its still black.
Wolfstriked
04-05-23, 08:24 AM
One other thing since you know your way around S3D editor.Is it possible to have it so when you enter a new view you have control of camera?This bothers me to no end!
:k_confused:
What I am talking about is when you say click F4 to go to conning deck you then have to click the mouse button to take control of the camera.Its counter intuitive though and would feel more fluid if you had control at each new view as default.
Borgneface
04-05-23, 08:24 AM
Thank you very much :Kaleun_Salute:
Mister_M
04-05-23, 09:41 AM
One other thing since you know your way around S3D editor.Is it possible to have it so when you enter a new view you have control of camera?This bothers me to no end!
:k_confused:
What I am talking about is when you say click F4 to go to conning deck you then have to click the mouse button to take control of the camera.Its counter intuitive though and would feel more fluid if you had control at each new view as default.
VPHC (very probably hard coded)...
Wolfstriked
04-05-23, 09:46 AM
Yeah I thought same thing just figured I would ask.:up:
Mister_M
04-06-23, 02:33 AM
If anyone ask for, I can explain how to speed up the work (there are 12 turms to modifiy + the XXI type... so it makes 26 periscopes...)
Borgneface
04-06-23, 03:17 AM
If anyone ask for, I can explain how to speed up the work (there are 12 turms to modifiy + the XXI type... so it makes 26 periscopes...)
To Mister_M: That would be great. I finally found S3D and will try to do the modification. Any help will be greatly appreciated.
Thank you :Kaleun_Thumbs_Up:
Mister_M
04-06-23, 04:32 AM
Download this little NEW_LINES.dat file : https://filebin.net/6ydf6o8fikkdg206#
It contains the extra lines needed for each periscope.
We will do the same procedure as explained in my first post, but now steps 2, 3, 4, and partially 5 will be very easy and fast to do.
Note that my explanations below are in 2 different colors :
- orange : we are in the Turm.DAT file
- blue : we are in the NEW_LINES.dat file
With S3D :
- Open NEW_LINES.dat
- Open any Turm.DAT file in the Objects folder, and find the two nodes finishing with "_periscop B_High" (attack periscope) and "_periscop F_High" (observation periscope).
For each of these nodes, follow this procedure :
1. Make the model unvisible by unmarking the little square "Visible" of the node (here at index 93).
https://i.imgur.com/I0Ldr2F.png
2. In NEW_LINES.dat, click on the menu item Tools and select Remap Id's.... Click on Random to create a random key, and click on OK. Now, all the IDs in NEW_LINES.dat have been remapped.
3. The parent ID of the very first line (index 0) is 0x0000000..., you have to change this with the ID of the node of the periscope : go in Turm.dat, copy the ID of the node (at index 93), and paste it in the parent ID section of the first node of NEW_LINES.dat.
4. Now, you are good to copy paste the entire block of new lines. Click on the first node (index 0), and hit the shortcut CTRL + SHIFT + C.
5. Click on the last line of the periscope paragraph (here, it is at index 100).
https://i.imgur.com/p1aAUUU.png
Then, paste the new lines with CTRL + V shortcut..
6. Click on the node called "model". In the linked model area, copy-paste the ID of the original model (at index 92) and add the proper material(s) (same as the ones visible at index 93).
https://i.imgur.com/CH9C3H1.png
7. In the corresponding Turm.ZON file, find the node whose parent ID equals to the ID of the node of the original model (here at index = 93). Replace this parent ID by the one corresponding to the "model" node (here at index 107).
____________
REPEAT from 1. for each periscope...
:salute:
If you give new Id to periscope node, don’t forget to change the extensible Id also in Sim.dat! :03:
:Kaleun_Salute:
It's like at school, you have to pay attention and you can learn something. Sincerely
Mister_M
04-06-23, 07:39 AM
If you give new Id to periscope node, don’t forget to change the extensible Id also in Sim.dat! :03:
The ID of periscope nodes are not modified, so you don't have to change anything in the Turm.sim files.
The ID of periscope nodes are not modified, so you don't have to change anything in the Turm.sim files.
Oh sorry, I certainly misunderstood then; it’s was reading this:
« 2. In NEW_LINES.dat, click on the menu item Tools and select Remap Id's.... Click on Random to create a random key, and click on OK. Now, all the nodes have been remapped. »
Readed too fast
:Kaleun_Salute:
Mister_M
04-06-23, 10:05 AM
Oh sorry, I certainly misunderstood then; it’s was reading this:
« 2. In NEW_LINES.dat, click on the menu item Tools and select Remap Id's.... Click on Random to create a random key, and click on OK. Now, all the nodes have been remapped. »
Readed too fast
I'm going to correct to make even clearer : "Now, all the IDs in NEW_LINES.dat have been remapped." :03:
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