View Full Version : Tutorial on how to clone objects by Chris aka Orzel
THE_ORZEL
07-18-05, 04:11 PM
Ok I will provide all the info that you need to successfully clone sh3 object. This maybe confusing but I will help you if you have any questions.
As an example I will use simple object such as Stuka dive bomber. Make an exact copy of ADB_JU87Stuka folder located in the default directory
C:\Program Files\Ubisoft\SilentHunterIII\data\Air\ADB_JU87Stu ka
and rename it to anything you want. For this example I will use my own copy that I’ve made to show you. I’m going t rename ADB_JU87Stuka to DBJU87.
So by now you should have folder named DBJU87 in it name everything as fallows:
DB_JU87.cfg
DB_JU87.dat
DB_JU87.dsd
DB_JU87.eqp
DB_JU87.sim
DB_JU87.sns
DB_JU87.zon
DB_JU87_en.log
DB_JU87_ge.log
DB_JU87_shp.tga
So far so good :) Now in hexeditor open DB_JU87.dat, DB_JU87.dsd, DBJU87.sim and DBJU87.zon.
To make things easy I will provide you all the necessary id strings that need to be changed. Now the key word here is sets of id what you probably did before was to replace all the id with unique number but this isn’t so.
You must replace sets of id with different number. For example you may have something like this JU87Stuka.tga inside the hexeditor this tga has 1 id in multiple places inside the dat file that needs to be replaced with a different id set. You may have 3 or 4 or more sets of the same id number string that needs to be changed. So you would change it all the sets of id with the same different id set. In hex editor select replace type the original string and then type replacement string (new id) and click replace all. All id string are in 8 byte format for example string 12 33 FF DD 19 55 88 AD with 3 or 4 sets of the same id will be changed to anything that is different and not the same string like to this 99 33 FF DD 19 55 88 FF Note I changed first an last numbers.
How do I find an id string in my object? Well I built for myself a little tool that allows me to find and replace id in objects and I‘m building more powerful dat editor. But what you can do is this. There are several ways of finding id strings using hexeditor. One way the most simple way but not the most accurate is to simply type in for this case we will use Stuka as an example.
In hexeditor go to find and type in stuka make sure that you select search entire file. Now you should arrive at JU87Stuka.tga to find the correct string may take you a little time and practice but you should look for separators like this 00 00 00 usually after this should be your id string. It is 8 byte strings you could use other ways to find it but I would just have to write a very long tutorial and I just can’t spend that much time. I will write more ways of finding id later on.
I will submit the strings that you need to find and replace. Note what not to do.
Don’t replace individual id with different id number you would only make a mess and nothing would work. They’re sets of id that need to be replaced and not individual. Although you may find single id but you don’t usually replace them.
Later you need to change certain id strings in sim, zon,dsd, and when needed val I have provided already info on what string should be changed below.
So in conclusion:
This is and example of an id in hexeditor 24 ED 21 8B 90 41 F1 75 there maybe as many as 4 or more such id that need to be replaced with a different id. Use find and replace in hexeditor to change them all. Do not individually replace them to a different id. Big no, no :)
You also need to edit class name in DB_JU87.cfg to whatever you want as long as this very same class name will be in roster air folder. Also you need to edit EnglishNames.cfg in air folder it will work without it but then you want the correct name etc.
Ok I did that now I’m tired you all owe me one thing please share more info among yourself that way sh3 would grow and not diminish. Sending secret pm’s and e-mails between few is not the way true mod community works.
Ok just to give you hands on experience I have submitted the strings you need to replace for ADB_JU87Stuka.
NO means this string isnot found in zon, sim or dsd etc.
A0699484AB20D29C TO New String NO
F836293DBF589F8A TO New String YES SIM,ZON,DSD
C0789484AB20D29C TO New String NO
CA15BDAF49EB0B4E TO New String YES ZON
FD3FC21854EC288A TO New String NO
3130D962ED2A7614 TO New String YES SIM
0AAB53B1A328162C TO New String NO
718744DDDFD33635 TO New String NO
085C7A06EB81B680 TO New String NO
5F56FCDDD2CE1FC2 TO New String NO
751EFC0C0B271556 TO New String YES SIM
B17A9B754F2AAC4E TO New String NO
5289683E9669C502 TO New String YES ZON
4E105E2CD38A05C6 TO New String YES ZON
718644DDDFD33635 TO New String NO
B18644DDDFD33635 TO New String NO
6B1EFC0C0B271556 TO New String YES SIM
6936289D54589D8A TO New String NO
37D3234A56EC288A TO New String NO
B0AA7245EF6BE2FE TO New String YES ZON
F18644DDDFD33635 TO New String NO
34D3234A56EC288A TO New String NO
0924A8DED7C4FD03 TO New String YES ZON
318744DDDFD33635 TO New String NO
FBBD64DACCD0A79B TO New String NO
FBBD6452CCD0A79B TO New String NO
FBBD64BACCD0A79B TO New String NO
36D3234A56EC288A TO New String NO
PS. If all else fails and you still can’t do it. To do this use my string sets above and in hex editor use replace type in first string and for replacement type different number that you come up with. For example 6936289D54589D8A TO EE36289DD4589D84 do the same for all but use diffrent 8 byte number for each string.
Lets see if you guys can do it now :damn:
Chris aka Orzel
Great work! :up:
I will try it and post to you later.
Rubini.
THE_ORZEL
07-18-05, 04:54 PM
Ok I can see how it can be confusing now. Just corrcted added this because it was confusing.
For example 6936289D54589D8A TO EE36289DD4589D84 do the same for all but use diffrent 8 byte number for each string
So for each string set you will use different id (8 byte) make sure you replace sets of pair or more of the same id with unique number.
Lest say you may have 5 sets of this id 33 AA DD 31 AF 17 66 A1 and you need to replace 5 sets with say for example DD DD 31 AF 17 66 BB
Ok I did that now I’m tired you all owe me one thing please share more info among yourself that way sh3 would grow and not diminish. Sending secret pm’s and e-mails between few is not the way true mod community works.
Thanks for tutorial. Will try it later.
THE_ORZEL,
NO means this string is not found in zon, sim or dsd etc.
A0699484AB20D29C TO New String NO
F836293DBF589F8A TO New String YES SIM,ZON,DSD ...
You want to say that NO is related to dat file only?
Rubini.
macstu23
07-18-05, 09:28 PM
First person that can post a screenshot of 'Tirpitz' in the SH3 Museum roster wins...a pat on the back, and much respect from the community.:D
Then we can work out how to reskin it. I hope Type941 is reading this thread.
Oh no, that hat again... :-j
Please macstu23 don't even sleep, only post, post and post :lol:
Rubini.
THE_ORZEL
07-19-05, 12:00 AM
Rubini,
Well, yeah that is what I’ve meant I did this to ease the editing for you guys. The idea of this tutorial here is so that you can recreate the same thing what I’ve done. That way you will be able to have some idea how things work.
If you guys going to clone Tripitz prepare yourself :) for big replacement and even the possibility of losing your mind :) but if you do succeed the victory will be sweet. :rock:
I think you should practice first on objects less complicated like aircraft and then work your way up. But hey this just my opinion ;)
I’ve made clones of most ships and some aircraft for my mod, but that won’t count as I cheated I used a little simple program I wrote as soon as I figured more or less what was what in dat, zon, sim, dsd, val. I bet that in the near future you will have a nice dat, zon,sim,dsd,val etc. editor and 3D model exporter. I personally reluctantly release tools as they require constant support for which I don’t have time and patience.
However I can offer you my help whenever I can and to share info with you on how to edit or do something. I love to figure things out in fact this is what keeps me busy in mod. Once I figure enough things I move to another project.
SH3 was build on a solid code but it seems it wasn’t entirely finished. There is sign of other possible things in this game like tanks (vehicles) that can move on land more realistic submarines, surface supply ships, supply subs, supply ships and the list goes on. I wonder if the programmers and UBI soft will add these features or perhaps not add but complete them. Well I definitely like SH3 I play it at 1280x1024 using Kegetys DX9res v1.0 and I love it.
I wish the best of hex edit and if you need help try posting on this forum, I will try to help in limited way.
Chris a.k.a. Orzel
THE_ORZEL
07-19-05, 12:11 AM
I Hope this tutorial although made in 15 minutes and in a hurry will help you and guide you in successfully cloning new ships.
Of course I bet the next question you will have after cloning is how to create new objects using existing in-game objects aka what Sergbuto is doing. Once you guys finish with this I’ll post tutorial on moving, renaming, deleting, objects and sort of pasting them in to create new objects based on existing in-game objects. More complex and requires some hex editing skills but never the less it’s doable.
Or perhaps someone else would but if not you can count on me.
Signing out,
Chris a.k.a. Orzel
I no longer play SH and never finished my tool, but anyone interested in playing with .dat files can download this little app, it shows all those ID's and even extracts the 3D models (requires .NET Framework):
http://cursos.usal.es/~felipe/dc/datconvert.zip
lurbz,
Thanks a lot for the program. I will download now and will contact you later. When you go back to SH3 I think that you will find a better game by the modders community.
Greetings,
Rubini.
Shadow9216
07-19-05, 08:07 AM
I can't wait to try this out! Since my project was an aircraft clone to begin with, this should get me on my way.
I look forward to the next installment, mixing and matching pieces from different models, as that's the second part of my pet project.
:up:
Hi guys,
This is a major improviment to SH3 commnuty! It's work!!! :sunny:
Shadow, Jace, Sergei, THE_ORZEL and all guys that want to work on new ships, uboats and aircraft: today is our day! :up: :up: :up:
Thanks lurbz, and come back to SH3!
Rubini.
Syxx_Killer
07-19-05, 09:06 AM
If anyone decides to do a Tirpitz clone, would it be possible to add a flak gun to her B turret?
This is the weapon she had:
http://www.bismarck-class.dk/technicallayout/armament/artillery20mgc38.html
You can see where the gun was mounted here:
http://www.kbismarck.com/tirp44.gif
That was how she looked in March 1944 while in Norway.
I'd try this myself but this hex stuff is Greek to me. I think it will be a while before I get this hex stuff down. :doh: :hmm:
HundertzehnGustav
07-19-05, 11:49 AM
good read, thank you for a package of VALUABLE information-
jhust the info one needs to get emself started modding :up:
iambecomelife
07-19-05, 12:24 PM
This is really great news. If I manage to get the hang of this it will be easy to release the Merchant Variety Pack with paint schemes based on nationality. I'll try this ASAP.
well, having a go but not finding it easy to follow
Having trouble finding the identifiers, no prob once I have found them, as there are 23 other instances of it, but finding them is tricky. I assume, if you miss ANY at all, or get it wrong, it will fail and CTD when you run the museum to view it...
Jeez, this is so hit and miss... How do you know the total number. That tool of lubz, does it work? Can it find all the IDs? what is Net.Framework?
iambecomelife
07-19-05, 03:55 PM
BTW, I can't wait until you post the instructions on how to hex edit (minor) changes to the 3d models. I have some ideas for new merchants, and it would be great to finally add them to the game :up:
Jace,
I only open a few dat files with lubz's dat tool and it's show to you all the ids for all the 3D parts of the object. Net framework is a microsoft tool, it's also necessary, for example, to run Shoot voice commander or to use the last ATI drivers.
I notice that lubz dat tool is a unfinish work, it only shows the basics but is the only one and the best for now.
Only when we use it a lot we will see all it's potencial. :hmm:
Rubini.
I guess Net Framework is like Java then or VB, I need an end user version to run Lurbz application?
Ill have a look for it..
its seems very big file and i'm on slow modem, any chance you could run the tool using the Evarts class, and post me the IDs it produces.. :)
Jace,
Yes it's a big file. I find it (and download&install) at microsoft update site. I think that you have to look at lubz dat tool by your self because it's really a good thing. I don't have time now, but if you really need it I will look in Evarts class to you.
Rubini.
oh well, i'll leave it till Chris finishes his editor. I now understand how to do it, just need better tools.
Also, what about text strings, unit names that appear in the dat, sim etc? I noticed in the Southampton mod, names are changed from "Fiji" to "Town" INSIDE the dat file. Can you rename like that if Name length differs or not? Do you need to do anything else?
Shadow9216
07-20-05, 06:29 AM
Well, I can't figure out what I did wrong. I used the dat convert tool to look at all the codes for the Liberator, made a nice spread sheet, then changed the hex codes. Next I did a find and replace using 010 editor, changing all the codes from the old value to my new value. I looked for recurrences of code strings from the dat file in the sim, dsd, and zon files, changing those. Finally I copied the Liberator.tga in tlowres and changed the name to my new file.
Loaded the game, loaded museum, it gets halfway across and freezes. Previously, I got the museum to load and work until I clicked on my clone, when it would crash; now it won't even load.
I think I'm on the right track, but it's hanging up somewhere. Here's my questions:
1) Do I need to change the name from Liberator to Privateer (my clone) in the dat file? Where it says Liberator_small_wing for example, does that need to become Privateer_small_wing?
2) Do I change the chunk id in the zon/sim/dsd, or just those id strings common to the dat file?
3) Does it matter how much of the string I change, or what I change it to? If the string is E3 65 A1 B0 DD 67 00 C5, does F4 56 A2 B0 DD 67 00 C4 work, or do I need to change more/less?
4) For files that change only one character, should I keep the change the same across the board? Using my above example, if 5 files differed merely by one character (in the same position), should I use my changed string, modifying that one character, for each?
Not really qualified to say, as I havent done it successfully yet, but,
Should be ok to rename, serg did it in his files. Same length name so find and replace should work. If you rename the tga in the dat, you have to rename the tga in the texture folder too then. Or if you are importing the tga "INTO" the dat, probably need to get name and file size right.
As I believe the goal is uniqueness for each ID, need to change more than one character I think to be safe.
Shadow9216
07-20-05, 07:15 AM
http://home.comcast.net/~yoda9216/liberator_dat.xls
http://home.comcast.net/~yoda9216/Image3.jpg
Here's what I tried to do. First one to fix my screwup gets a steak dinner (must travel to Baltimore to redeem prize).
Shadow,
After make a comparative with THE_Orzel first post and the Stuka dat file using the dat tool I think that is easy to do and find what to change, because these two are planes and the structure of the files are the same. Then make the comparative stuff and the things will be more clear to you.
If I have some time I will try it with you.
Rubini.
THE_ORZEL
07-20-05, 09:25 AM
Shadow from what I can see if I’m not mistaken. From your pic do you mean to say that you replaced?
E3 17 79 34 F6 ED 5B 86 (id) and 00 00 00 00 00 00 00 00 (this doesn’t count an empty tag) and D0 F5 B6 D1 1D A1 EC 9C and AA 9C D0 07 98 80 02 81 you replaced it with this F3 17 79 34 E6 ED 5C AE
If you did that you did it wrong! This is what I’ve been talking about. Guys I will use this above example to finally explain it to you.
E3 17 79 34 F6 ED 5B 86 this is one of multiple id’s in the dat file needs to have unique id !
00 00 00 00 00 00 00 00 This ignore it .
D0 F5 B6 D1 1D A1 EC 9C This is another id and it may have as many as 20 such id’s in the dat file needs unique id
AA 9C D0 07 98 80 02 81 This needs to be replaced with unique id
Now what you did it Shadow is you’ve just made a very strong tequila shot but not unique clone object. You made it worse than it was, it will never work that way.
If you want I can post all the strings from the liberator for you to replace.
Chris a.k.a. Orzel
Shadow9216
07-20-05, 09:34 AM
Yeah, that occurred to me as well...here's my results:
Copied ORZELs strings as he posted them. Changed them by a one up system (ie: AE 5F 09 becomes BF 6A 10). Used the 010 editor to find and replace the originals with the new ones I created.
First attempt:
Copied ADBJU87Stuka to DBJU87Stuka, changed file names from ADBJU87Stuka.dat to DBJU87Stuka.dat, etc. Changed all character strings. Edited en_names, roster/german/air to include DBJU87Stuka. Result: CTD
2nd attempt: Changed all instances of JU87Stuka to JU87Sturmvogel, all other steps same as previous.
Result: CTD
3rd attempt:
Same as 2nd attempt, but left JU87Stuka.tga in the JU87Stumvogel.dat file, all other steps as in 2 (above)
Result: CTD
I'm running out of ideas. Even Ghandi would be saying "I'm starting to get seriously p*ssed here!"
Help me Orzel-Wan Kenobi! You're my only hope.
What am I missing here? I see the following things that are variables:
a) The hex strings themselves. These need to be changed to something new.
b) References in the dat/sim/dsd/zon to the old model, ie: B24engine (a sound file), JU87Stuka.tga (image file), etc.
c) The names of the modifies files themselves- do they need a completely new name?
d) The cfg file in the country roster- this seems pretty minor
e) The en_names/ge_names which list the model- again pretty minor.
What am I missing? :damn: :damn: :damn:
THE_ORZEL
07-20-05, 09:41 AM
Shadow did you read my post above yours?
You only need to change 1 number from the original string to make it work example below
11 22 33 44 55 66 77 88 TO 01 22 33 44 55 66 77 88
Of course there is slight one in a million chances that other people may have the same string so you may change more than one number to be on a safe side for future mod.
Chris a.k.a. Orzel
Shadow9216
07-20-05, 09:49 AM
We must've cross-posted. :D
Sorry, should've explained my diagram- the column on the left ONLY was replaced by the column on the right. thus:
E3 17 79 34 F6 ED 5B 86
was replaced by
F3 17 79 34 E6 ED 5C AE
That was all I replaced. The chart was just for me to try and figure out what was what and where...I understand what you mean and what needs to be changed.
So, knowing that I've ONLY changed the id, what am I doing wrong?
THE_ORZEL
07-20-05, 10:02 AM
Revised and complete listing of ids for Stuka
1. 8869450B8E80A380 TO NEW ID DAT
2. F4FA7906E081B680 TO NEW ID DAT
3. 1E63F9A00B610281 TO NEW ID DAT
4. F25FC8A00B610281 TO NEW ID DAT
5. D0417C06E281B680 TO NEW ID DAT
6. FBBD64BACCD0A79B TO NEW ID DAT
7. FBBD6452CCD0A79B TO NEW ID DAT
8. FBBD64DACCD0A79B TO NEW ID DAT
9. 2AAC52A00D610281 TO NEW ID DAT
10. 0924A8DED7C4FD03 TO NEW ID DAT, ZON
11. 6B1EFC0C0B271556 TO NEW ID DAT, SIM
12. 751EFC0C0B271556 TO NEW ID DAT, SIM
13. FCB36419EC600281 TO NEW ID DAT
14. F0119384A820D29C TO NEW ID DAT
15. FD3FC21854EC288A TO NEW ID DAT
16. CA15BDAF49EB0B4E TO NEW ID DAT, ZON
17. 36D3234A56EC288A TO NEW ID DAT
18. 34D3234A56EC288A TO NEW ID DAT
19. 37D3234A56EC288A TO NEW ID DAT
20. ACBB7A06E781B680 TO NEW ID DAT
21. 0CD4420B8480A380 TO NEW ID DAT
22. 0CB97906E781B680 TO NEW ID DAT
23. 2A6E63E5F7808481 TO NEW ID DAT
24. 6936289D54589D8A TO NEW ID DAT
25. 4E105E2CD38A05C6 TO NEW ID DATA, ZON
26. EAF9EA9E01610281 TO NEW ID DAT
27. C0789484AB20D29C TO NEW ID DAT
28. A0699484AB20D29C TO NEW ID DAT
29. 3130D962ED2A7614 TO NEW ID DAT, SIM
30. B0AA7245EF6BE2FE TO NEW ID DAT, ZON
31. D8CB83B4DA006BA2 TO NEW ID DAT
32. 085C7A06EB81B680 TO NEW ID DAT
33. 5289683E9669C502 TO NEW ID DAT, ZON
34. 5F56FCDDD2CE1FC2 TO NEW ID DAT
35. A2080A9F05610281 TO NEW ID DAT
36. 70477A06ED81B680 TO NEW ID DAT
37. 318744DDDFD33635 TO NEW ID DAT
38. F18644DDDFD33635 TO NEW ID DAT
39. 28EB9384A020D29C TO NEW ID DAT
40. B18644DDDFD33635 TO NEW ID DAT
41. 718644DDDFD33635 TO NEW ID DAT
42. B17A9B754F2AAC4E TO NEW ID DAT
43. 9C28470B8B80A380 TO NEW ID DAT
44. 718744DDDFD33635 TO NEW ID DAT
45. 0AAB53B1A328162C TO NEW ID DAT
46. F836293DBF589F8A TO NEW ID DAT, ZON, SIM, DSD
47. E0449484A220D29C TO NEW ID DAT
THE_ORZEL
07-20-05, 10:04 AM
Shadow try Stuka and replace all of those strings. See if that works for you keep trying.
Chris a.k.a. Orzel
Shadow9216
07-20-05, 12:57 PM
Nope, still crashes...
Here's what I did:
Took your values and pasted them into my spreadsheet. I could see there were many strings which didn't overlap, and after searching with lubz's tool, I figured out most of them were the 3D Id number. There were 4 strings which I couldn't identify though.
Anyway, went into the 010 editor and replaced the stock values with new values. So I've got a folder in Data/Air named DB_JU87, filled with files called DB_JU87. Now what? What changes do I need to make to the EnglishNames file and the Roster/German/Air folder?
Shadow,
When using dat tool you may notice that some ID (about Chris post) are in "txtrref" box. And they need to be change too.
Rubini.
Shadow9216
07-20-05, 01:12 PM
Thanks, got those. These are the ones I can't equate:
9C 28 47 0B 8B 80 A3 80
0C D4 42 0B 84 80 A3 80
2A 6E 63 E5 F7 80 84 81
D8 CB 83 B4 DA 00 6B A2
They show up as part of the dat file when you search in 010, but I couldn't tell you what they are. I can pretty much identify what the components are now for the file, but these 4 are a mystery. Not found in ID, Parent, txtref, or 3D. Nothing for Node Label either.
THE_ORZEL
07-20-05, 01:16 PM
Create DB87Stuka.cfg in any country that you want to use it like this;
[UnitClass]
ClassName=DBJU87 <=must match with DB_87Stuka.cfg in Air folder
UnitType=302
AppearanceDate=19370101
DisappearanceDate=19480101
DisplayName=PO DB Ju-87
[Unit 1]
Name=PO DB Ju-87
DOC=19370101
DOD=19480101
Now make modification in DB_87Stuka located in
C:\Program Files\Ubisoft\SilentHunterIII\data\Air\DB_JU87
Example:
[Unit]
ClassName=DBJU87 <==same as in roster for given country
UnitType=302
MaxSpeed=255.000000
MinSpeed=70.000000
MaxRadius=750
Length=11.5
Width=13.8
RenownAwarded=50
[Loadout 1]
Name=3x500Kg Bombs
Type=3
[Loadout 2]
Name=5x250Kg Bombs
Type=2
Chris a.k.a. Orzel
Shadow,
You are rigth, they are not there in dat file. (I don't look in the zon sim dsd, but the dat file may have all the IDs...). Perhaps Chris have make a mystake here.
Rubini.
Shadow9216
07-20-05, 02:21 PM
Okay Orzel, got it to work...I now have a Stuka flying for Poland :P
But I'm confused- how is what I just did different from adding a copied cfg into a country folder WITHOUT changing the values? I've already given Brazil and Mexico PBYs and B-24s just by copying the cfg from the American folders. They display in the museum, doesn't seem to be a problem. Can you shed some light on this?
What I'd like to do is create a new version of the B-24, the PB4Y-1. This was a US Navy version- my goal is to do up a nice skin for one of the squadrons and place it at a historic base (right now I'm looking at Morocco, post-Torch).
Long term would be to modify the existing model by adding the blisters from the PBY and the vertical tail from the Sunderland (if this is even possible) to create the PB4Y-2 Privateer.
Your tutorial is obviously a step in the right direction and I appreciate your hard work and patience. If you can just help me understand the process a bit more, I'll be a truly happy camper.
Shadow,
What you said is that you made a clone without mod the IDs?
Rubini.
Shadow9216
07-20-05, 02:48 PM
Well, kinda sorta...
I took the B-24 cfg from data/roster/American/air and copied it to Brasil/air (in your honor!). I created a roundel of the Brazilian AF star and placed that in the markings folder, checked the museum and it's there! I did this months ago.
Just now I checked the cfg file and it still said US B-24, so I changed that to BA B-24 and reloaded- still works. Seemed to have a lag, but that might have been my system.
Right now Finland, Spain, Mexico, Brazil, Argentina, Colombia all have ships, aircraft, or both. They all show up in the museum just fine. None of the warships/planes are coded into the game though, so you won't see them on a mission, but that's not hard to do- you could create a Brazilian port with ships and air cover in no time flat :up:
So I wouldn't call that cloning, but I don't know what the difference is between what I did and what Orzel came up with. I know I can't have a different name for a unit right now, and that's what I need in order to have different aircraft and/or skins.
We would need a green B-24 skin, a blue/gray PB4Y skin and a Coastal Command skin for the Liberators in the game as it is right now.
Shadow,
Thanks for Lib's in Brazil! :D
The main difference between clones (#ID) and only a new folder-cfg file is about properties. Real clones (#IDs) may have different properties about how they bombing for example. To have a B24 with dive bomb propertie and another B24 with toss bomb propertie is only possible if you have differents IDs, then a real clone.
For what you have now if you mod one B24 all the others will have the same mod.
(Sorry for my english, but I think that you have understood me) :know:
Rubini.
Shadow9216
07-20-05, 03:29 PM
Yep, I understand you just fine.
So, my Brazilian Liberator can do level bombing. But if I change it to dive bombing, ALL Liberators become dive bombers- that pretty much it?
So we just need to get a firm grasp on Orzel's tutorial to take it where we need it to go.
Orzel, how do I change the model to be a new name? Whenever I've tried it, it crashed.
THE_ORZEL
07-20-05, 03:36 PM
Shadow,
Coping exiting class plus cfg to country roster folder does not create a true clone or independent unit. It only duplicates existing class and model you cannot change specs within the class folder if you do all cfg’s in any country that share this class name will have the same characteristics of that class.
If you rename folder of ship or aircraft in sea folder without creating new object id with in dat file the game will crash in museum. If you attempt to play it in game it would play but if you try to use say two objects in which one doesn’t have changed id and shares the same id properties from the other object, then only one of them would show up in the game or nothing at all.
In short if you want to have independent unit object with different specs etc you must rename id tags within dat file and in sim, zon, dsd, val where required.
As far as texture you can also have independent textures use Time-Travelers tool to import new textures after you create new tags. You can also rename any names of textures to a different name.
They should work regardless because they have new id tag. If they won’t work then you can try to rename tga names to a different name.
Chris a.k.a. Orzel
Shadow9216
07-20-05, 03:53 PM
Orzel, Chris, whatever you prefer- you rock :rock:
Thanks for the help on this. I've been working it for 8 hours now, and it's been frustrating- I'm sure it must've been frustrating for you to have to endure question after question from me on a subject you thought you had answered. :yep:
Okay, lemme see if I understand you.
To make a NEW model, with a NEW name, I need to use the process we've already done to create a clone (changing the id/txtref/3d/parent), AND I need timetraveller's tool to create a new tga to associate with it?
Do I need to change the references in the dat/dsd/sim/zon that say JU87, JU_87, JU87Stuka for example? That are on the right side in 010 editor (expressed as ascii value)?
Shadow9216
07-20-05, 06:00 PM
Orzel, can you send me the files for the Liberator? I'm sure I missed a couple. I got time traveler's dat extractor and will try to figure out how to do this. I think you're saying I need to change the ref in the dat file from liberator.tga to new_file.tga, using whatever my new tga will be?
iambecomelife
07-20-05, 07:02 PM
Hi Orzel - so far the main problem for me has simply been finding these unique id's for other units. I'm working with ships and it's been harder to find the data indicating that one of these id's is encoded. I looked at the stuka's dat file and could tell where one id was because it was "marked off" by blocks of 0's like this: 00 00 00. But for the ships the locations seem to be much less obvious, especially since there are so many big sections of 00's embedded throughout the file. Is there any easier way to find all the id's we need? Thanks.
Shadow9216
07-20-05, 07:06 PM
The tool lurbz posted in a link works pretty well- you can see most of the strings, but there seem to be a few lacking. On the Stuka there were 4 strings I was unable to locate using the tool.
Here's the link to the tool in question
http://cursos.usal.es/~felipe/dc/datconvert.zip
Shadow,
This is my hour of revenge. :fff:
That nice hat, I knew that one day it would be your... :lol:
I think that Orzel have make a mistake, that IDs is not found in the default Stuka. Or perhaps I'm wrong!
Rubini
THE_ORZEL
07-20-05, 10:32 PM
Shadow,
Just to be safe, any changes that you've made to dat you should make to respective sim, zon, dsd , val etc if and when you change or rename names "textur ref" etc. Keep record of what you rename that way you can search for it in sim, zon, dsd , val.
I'll post the Liberator strings for you in a moment.
The tool lurbz made in combination with hex editor in my opinion can help you guys in next chapter of creating new objects using existing objects aka what Sergbuto did. In time I'll post new tutorial using Stuka or Swordfish as an example.
Iambecomelife,
Well I created certain tools to help me out; however there is a way using hex editor to find out exactly where all of the strings are located. I will try to explain it later in the future where they are located in dat file using hex editor. For example I remember that In CL Dido there is 171 id to be replaced. Ship model is more complex but the idea of hex-editing it is the same as working with aircraft.
Rubini,
I gave complete list of strings for Stuka no mistake there. Of course you can make a workable clone of stuka with replacing far less id but I don’t know what effect it will have in the long run. There is a place where dat file holds all id like database that each dat file has. I have my own tools that I’ve made and my understanding maybe different from what lurbz did with his tool?
Of course lurbz was still in development his tool so…………… So far my technique works, haven’t seen any problems yet with my clones. I believe not sure but lurbz tool shows all the id etc. you just have too look deeper ;)
Chris a.k.a. Orzel
THE_ORZEL
07-20-05, 11:19 PM
Ok Shadow here is the complete list for the liberator. Now my work here is complete. You now know how to clone objects please teach and help others :)
I’m retiring to my Atlantis world, somewhere deep where I can relax and enjoy this beautiful life :)
I’ll be checking this forum and if you guys need more help I’ll try and help you as best as I can. I want SH3 community to grow and expand.
PS. Guys there is also possibility of doing SH3 to DC2 conversion. It kind of works I’ve tested it in limited way. What I mean you can pilot DC’s CL’s etc.
1. 710A0E70E7A07B62
2. 4A36FAC3AE1D1DD2
3. 80066C164540A480
4. E2C3915816D92FE0
5. E1C3915816D92FE0
6. 94C0976426216BA2
7. E143965816D92FE0
8. 8869450B8E80A380
9. E243965816D92FE0
10. 143AE22DD495EF83
11. 62C434CF4DB94F33
12. 62C4E4CE4DB94F33
13. 62C4F4CF4DB94F33
14. 4A36FAC3AE1F1CD2
15. 74DAD33F5B206BA2
16. 0A0957916AE18A7F
17. FCBFB6D11BA1EC9C
18. 4A36FAC3AE1F1DD2
19. 7066869AE0C18A7F
20. ADCCF93147A2CAF7
21. DAC1F0B09EE18A7F
22. BA27A6BC5841A480
23. ECE7859AE1C18A7F
24. CE9824BC5841A480
25. 6064859AE1C18A7F
26. A2CD9A9425917BF2
27. AA9CD00798800281
28. 8448889AE2C18A7F
29. 4A36FAC3AE111CD2
30. 40A767164940A480
31. D0F5B6D11DA1EC9C
32. E89E18225FAD4F86
33. ADF94BBB73ABCE39
34. 3CF3889AE3C18A7F
35. 4A36FAC3AE111DD2
36. 88486C164A40A480
37. 83BC2D7C49BBEABF
38. E5D6FCA5DDA145FC
39. 4A36FAC3AE131CD2
40. 9E1926BC5B41A480
41. 7871569ECA80B081
42. 3448849AE4C18A7F
43. 7C9B896F3034200B
44. 4A36FAC3AE131DD2
45. 7E9B896F3034200B
46. 92BCA6BC5C41A480
47. 1C02BB3FAD800281
48. 7D9B896F3034200B
49. 0CD4420B8480A380
50. 14B8167419B6E62F
51. FBD6FBA7DDB955E7
52. 2ADB78BB4C41A480
53. 10716C164D40A480
54. A4FEB93DAE800281
55. D423899AE7C18A7F
56. 4A36FAC3AE151DD2
57. 4A36FAC3AE051CD2
58. F458C6A6C8216BA2
59. 0855899AE8C18A7F
60. 4A36FAC3AE171CD2
61. 265178BB4E41A480
62. DA2AC398CE80B081
63. 4A36FAC3AE071CD2
64. 4A36FAC3AE171DD2
65. 2CB43140A0800281
66. E08D0B3FA0800281
67. 40AA6EA2BA206BA2
68. E3177934F6ED5B86
69. FBD6FBA71DA95963
70. 4A36FAC3AE191CD2
71. 8C3A869AEAC18A7F
72. C806B5D114A1EC9C
73. F8876C164040A480
74. 2474480E91AFD627
75. A4A6849AEAC18A7F
76. 4A36FAC3AE191DD2
77. FA4000E556A95B6D
78. F94000E556A95B6D
79. 1011869AEBC18A7F
80. 5408B7D115A1EC9C
81. F9C007E556A95B6D
82. FAC007E556A95B6D
83. 5098202E9B018B7F
84. 4A36FAC3AE1B1CD2
85. 719B467B7B87D623
86. 729B467B7B87D623
87. EE6777BB4141A480
88. 721B417B7B87D623
89. 9C28470B8B80A380
90. 711B417B7B87D623
91. B2D15652ED808481
92. 3C56C209CF018B7F
93. 817C8CDE8B43E8AC
94. E50D3936E7697768
95. 2481E8B33F6563E4
96. 2781E8B33F6563E4
97. 2092859AEDC18A7F
98. D40530A1C380B081
99. 30744F0CA1B3D639
100. 4A36FAC3AE1D1CD2
101. D239A5BC5441A480
102. 7E7F25BC5441A480
103. 4C48B6D118A1EC9C
Chris a.k.a. Orzel
Orzel,
Thanks for the reply. I thought that you made a mistake because in the first post I find all that Ids whit lurbz's dat tool. But, thanks to explain all this stuff to us. We need a dat tool to speed up the work with the clone units. It's very hard- if not almost impossible - to do this without a tool. If you finish your dat tool please post to us. :hmm:
Thanks again,
Rubini.
THE_ORZEL
07-20-05, 11:22 PM
Thanks Rubini,
Sure thing..................:)
Chris a.k.a. Orzel
Shadow9216
07-21-05, 09:55 AM
@Orzel- thanks a heap dude! If I get the clone working, I'll let you know.
@Rubini- yeah, I've got the lame hat now. My turn in the barrel :P
Shadow9216
07-21-05, 11:22 AM
@Orzel- thanks a heap dude! If I get the clone working, I'll let you know.
@Rubini- yeah, I've got the lame hat now. My turn in the barrel :P
iambecomelife
07-21-05, 03:23 PM
The tool lurbz posted in a link works pretty well- you can see most of the strings, but there seem to be a few lacking. On the Stuka there were 4 strings I was unable to locate using the tool.
Here's the link to the tool in question
http://cursos.usal.es/~felipe/dc/datconvert.zip
I hope the missing ones are easy to find without the tool. I've started using it to make a clone for the T-3, and there seem to be 40-plus ID's. It's easy enough with the data converter but I would probably have no idea where to look without it.
iambecomelife
07-22-05, 01:51 PM
BUMP
Hmm, sorry for not following this thread as most of what's said here is far out of my areas of modding expertise, but...
I wonder if by cloning and somewhat modifying certain equipment and weapons files we could mod, say, Squid and Fido into the game (by putting a T-V on planes, and modifying the performance of a K-gun and putting it in forward position.)
Hmm... :hmm:
Yeah, this cloning thing is a bit beyond me too. I had great plans for it aswell. The tutorial is bit hit and miss. The most difficult bit is finding the IDs. The tool apparently doesn't find them all and we really need to know how to find the rest of them. Unfortunatly only a few people know how to find them all and that isn't explained very well in the tutorial so you have to ask them to find them for you, as seen in the list above.
I think that defeats the object of a tutorial, if you can't do it all yourself with only half the instructions.
The moving of objects around a boat may be explained sometime in the future I hope.
A fully functioning tool would be the ultimate goal but I have given up on this for now.
iambecomelife
07-22-05, 03:20 PM
Orzel, if you're still here I'd really really like to learn how to move and add objects on the ships. Perhaps another tutorial...? :lol:
Shadow9216
07-22-05, 04:29 PM
I'm almost done changing all the tags for the B-24...all 103!!!
Once that's done I'll see if it creates a new instance of the model. If THAT works, I'll see about changing the name to something else.
If all of THAT :doh: works, I'm going to start experimenting with different layouts. It's a very hit or miss procedure right now, and coming up with the ids is only half the problem. :damn:
Ok some stuff about DAT files and my tool.
-AFAIK, all chunk IDs should show up in the chunk list, but maybe some models have chunk types that I didn't decode, the tree is just to see the 3d part hierarchy.
-I'd try cloning starting with a simpler model: Headgear (helmets, caps). A nice project: a separate white officers' cap to have one officer pose as kaleun.
-I have received some requests for the source code of my tool. I don't particularly like releasing it, because it is extremely crappy, just a testbed while I was decoding the file, quick, dirty, ugly... you name it. On top of that it's C#, and I was learning the language as I was typing. All said... here you are, a full copy of my VS project, the meaty bits are in Form1.cs...
Consider it all public domain.
http://cursos.usal.es/~felipe/dc/datconvertsrc.zip
-About moving ship parts: this is quite easy, just locate the desired chunk using my tool, hex edit the x,y,z coordinates, and you're set (look at type 4 chunks in the notes below).
-Finally, here are the notes I took about the file format, they are not complete, but can help anyone who whishes to keep at it:
SH III DAT FILE FORMAT
Skip the first 20 bytes they seem to be always the same.
Next 4 bytes are a long with the header string lenght.
Next is the author name and the "using Kashmir" stuff, total lenght as read above.
Next, file is made of "chunks". All chunks are like this:
ChunkType 4 bytes
Chunk Subtype/Version 4 bytes
chunk_size long (4 bytes)
Data (chunk_size bytes)
Chunk types and internal structure of each one:
type 0: EMPTY chunk
it's just 12 "00" bytes, so type, subtype and size are 0
type 1: 3D chunk
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
???????: 1 byte //don't know about this one
nverts: 4 byte long //number of vertices
vertex data: nverts * 3 floats// these are vertices, 3 floats per vertex
ntri: 4 byte long //number of triangles;
triangle data: there are ntri triangles and their texture mapping, each one is as follows
vertex1: unsigned 2-byte int
vertex2: unsigned 2-byte int
vertex3: unsigned 2-byte int
texture coord1: unsigned 2-byte int
texture coord2: unsigned 2-byte int
texture coord3: unsigned 2-byte int
????????????: one byte
ntxcoords: 4 byte long //number of texture coordinates
texture coords data: ntxcoords * 2 floats // texture coordinates are 2D
some objects end here, but some have "TMAP" and a bunch of floats after this, dunno what is that yet so I skip it
type 2: TEXTURE REFERENCE?
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this part inside the file. References usually found inside NODE (type 4) chunks
then a bunch of bytes that I haven't figured yet, usually ending with a texture filename.
type 3: TGA FILE
these are the TGA files, just packed after the type, subtype and chunk size.
type 4: NODE (these tell us how parts are related to each other, in a tree-like hierarchy)
after the Chunk type, subtype/ver and size, format of the data part is like follows:
chunk_id: 8 bytes //this is used to reference this node inside the file. References usually found inside NODE (type 4) chunks
parent_id: 8 bytes //reference to the "parent" node. root nodes have 00 00 00 00 00 00 00 00 as parent
3dpart_id: 8 bytes //reference to the 3d part managed by this node, 00 00 00 00 00 00 00 00 if this is a "dummy" node with no visible 3d part
????????: 1 byte, seems to be always 00.
????????: 1 byte, seems to be related to the number of different type 2 nodes referenced from this one.
x offset: 4 bytes float //x offset from parent node
y offset: 4 bytes float //y offset from parent node
z offset: 4 bytes float //z offset from parent node
then comes the type 2 chunk references and some stuff I don't yet understand
type 6: DATA?
these are children of type 10 chunks, they seem to hold effects, commands, interactions, etc...
first 8 bytes are the reference to the type 10 parent. rest is strings and numerical values.
type 8: LABEL
these are used to label other nodes
format is:
8 byte parent chunk reference
string with label
type 10: DATA?
these seem to group type 6 chunks and attach them to type 4 nodes
first 8 bytes: id of this chunk
second 8 bytes: id of parent node
then comes some data, usually strings and numbers.
type 102: SCALE?
these come usually near the end of the files, they are a bunch of floats, probably some global scaling, have to test it
type 1001: INDEX
this one seems to be an index, there are chunk ID's and the corresponding file postition, might have to update this if some chunk has its size altered, but some tries suggest this doesnñr affect loading.
There are more chunk types, haven't had time to check them
Seeadler
07-22-05, 05:23 PM
On top of that it's C#, and I was learning the language as I was typing.
I'm with you, I had to learn the basics of C# in the last weeks also, because this is demanded in my current real life project :cool:
Shadow9216
07-22-05, 05:33 PM
@Orzel- can you identify which strings need to be changed in zon, sim and dsd? REALLY appreciate it if you can.
Thanks Lurbz, maybe one of the resident programmers here will pick up on it.
Canaris
07-22-05, 07:33 PM
Hm, that is known and i'm working as quick as i can.
http://img329.imageshack.us/img329/8898/fletcher9eg.th.jpg (http://img329.imageshack.us/my.php?image=fletcher9eg.jpg)
But their are some problems concerning the second and maybe third texturstage.
http://img307.imageshack.us/img307/461/torpedo2je.th.jpg (http://img307.imageshack.us/my.php?image=torpedo2je.jpg)
Detailmaps aren't be shown correct while lightmaps seem to be right.
http://img183.imageshack.us/img183/4277/subpen5ec.th.jpg (http://img183.imageshack.us/my.php?image=subpen5ec.jpg)
But like the "Kaiser" said: "Schaun mir mal."
MfG
Canaris
Er, hello there...
Wir haben ein miracle worker...
I recognise the name from somewhere..
German forum or 9th Flotilla?
Canaris
07-23-05, 02:38 AM
Jace11, maybe german ubi-forum, but 9th flotilla is very chilly. :yep:
lurbz, no way! Keep up the good work, because i will do this tool in first to be used by 3DArtists. These people don't need to know everything like these damn 64 bit ID.
In germany, we would say "the sparrow in your hand is better than a pigeon on the roof". :up:
The problems concerning the textures is only the first part, the next are the datanodes(6 and 11) and the 3ds fileformat. :-?
Shadow9216
07-23-05, 06:52 PM
Hey, multiple-skin creators...how do I create files to support the multiple skin format? I presume it's the dat file, do I just repack it with a new tga (the desired skin)? Do I make any other changes to the dat file? Or is it more than that.
I could compare the multiple skin warship mod against the stock files, but I'm afraid I might overlook a small detail. If you could shed some light it would help me greatly.
iambecomelife
07-25-05, 01:22 AM
Bump
Shadow9216
07-29-05, 02:17 PM
Orzel, can you help me identify the files in zon/sim/dsd for the liberator? In case I miss one?
Jace11, maybe german ubi-forum, but 9th flotilla is very chilly. :yep:
lurbz, no way! Keep up the good work, because i will do this tool in first to be used by 3DArtists. These people don't need to know everything like these damn 64 bit ID.
In germany, we would say "the sparrow in your hand is better than a pigeon on the roof". :up:
The problems concerning the textures is only the first part, the next are the datanodes(6 and 11) and the 3ds fileformat. :-?
How are you getting on with your editing program?
Canaris
08-01-05, 07:30 PM
Hm, i see you are in hurry. :D
I wil do a little description what i have done last week.
To export and import models correctly, you have to understand how SH3 uses the data from dat files.
Simpler things like vertexformat, indexformat and texturecoordinatsformat are known, but how puts SH3 all these individually saved modelparts together?
First step: lets simply render the entire tree.
http://img226.imageshack.us/img226/5959/plain0eo.th.jpg (http://img226.imageshack.us/my.php?image=plain0eo.jpg)
That looks like crap. :o
But vertices can be moved forth and back along 3 axis. Hm that should be easy. :hmm:
added translation:
http://img244.imageshack.us/img244/4630/withtranslation4ae.th.jpg (http://img244.imageshack.us/my.php?image=withtranslation4ae.jpg)
No! That isn't right! :roll:
But if there are axis, there have to be something rotated. Hm takes me a smile. :hmm:
added rotation:
http://img292.imageshack.us/img292/8687/withrottrans9uf.th.jpg (http://img292.imageshack.us/my.php?image=withrottrans9uf.jpg)
No! That was the next shot! :stare:
After some coffee and a little bit later...
I've read somewhere that in 3ds files, there is the manipulation from parentmodelnode is taken over to childnode. Let's have a look. :hmm:
added values from parent:
http://img226.imageshack.us/img226/1479/transrotparent1ti.th.jpg (http://img226.imageshack.us/my.php?image=transrotparent1ti.jpg)
NO! NO! NO! :shifty:
Lets play a little. Rotation away, rotation added....
That ****ty litle plane rotates in wrong direction! :x
Lets rotate the entire **** to the other direction.
http://img282.imageshack.us/img282/9211/transrotparent8sq.th.jpg (http://img282.imageshack.us/my.php?image=transrotparent8sq.jpg)
Ahhhhh! :)
But what's this?
http://img159.imageshack.us/img159/1383/butnow2dl.th.jpg (http://img159.imageshack.us/my.php?image=butnow2dl.jpg)
What does this little stupid chap there! :o
...
Long baba, short sense: That isn't finished today and not tomorrow.
Maybe one day... ;)
MfG
Canaris
Nice to see how you are doing it. Good luck.
martes86
08-01-05, 10:30 PM
Your progress is excellent, please continue. :up:
Still keen to clone the evarts and create a captain class sloop. However, I cant find all the IDs in all the files. If anyone can list them for me, I'd be grateful for any help.
I'll do the rest of it, though the IDs are the important bit..
Hi Jace:
1.- AB 45 C3 93 D0 81 74 BB
2.- 1B C1 6A D1 F0 24 74 20
3.- 6B 32 C5 98 5E 4F 92 8A
4.-. 6B 12 C5 F0 5E 4F 92 8A
5.- 6B 72 C5 F0 5E 4F 92 8A
6.- 6B 72 C5 F8 5E 4F 92 8A
7.- 6B 72 C5 08 5E 4F 92 8A
8.- 6B 72 C5 98 5E 4F 92 8A
9.- 6B 32 C5 F0 5E 4F 92 8A
10.- 6B 12 C5 98 5E 4F 92 8A
11.- 6B D2 C5 98 5E 4F 92 8A
12.- 6B 72 D5 28 5E 4F 92 8A
13.- A1 F6 3F EE 13 AC 16 0D
14.- D3 5E 68 12 B2 46 2B 41
15.- 19 98 5E 85 57 46 2B 99
16.- 78 D4 4D 13 EE 95 D3 71
17.- 71 9B 0E FD 8F FB 04 AB
18.- 76 9B 0E FD 8F FB 04 AB
19.- 7A 89 A1 57 68 2B 30 32
20.- 56 8E A1 97 3E 1D 86 8B
21.- 6B B2 0B A7 5E 4F 92 8A
22.- 70 FE FF 27 58 2D 1A 9E
23.- 7F D2 DD ED 5B 3E 30 5F
24.- 42 CF 9A 74 7F EF 18 53
25.- 1B C1 9A F4 D2 83 74 20
26.- B7 7F B8 9D 6F 09 56 8B
27.- 7A 4B C0 B8 13 52 84 94
28.- B4 7F B8 9D 6F 09 56 8B
29.- 7A 2B C0 B8 13 52 84 94
30.- D2 8C 3D CE 6B 52 87 94
31.- B4 84 9B 9F 77 09 56 8B
32.- 09 37 3F EF 12 AC 16 0D
33.- 73 F2 EF EC 4B 3E 90 C1
34.- 30 D7 19 43 A7 E3 5D 82
35.- 6B 72 C5 00 5E 4F 92 8A
36.- 6B 72 C5 B0 5E 4F 92 8A
39.- 6B 72 C5 88 5E 4F 92 8A
40.- 6B 72 C5 E8 5E 4F 92 8A
41.- 1F C1 6A D1 F0 24 74 20
42.- 74 15 38 5F 7E 09 56 8B
43.- 6B 92 C5 98 5E 4F 92 8A
44.- 6B F2 C5 98 5E 4F 92 8A
45.- 6B 52 C4 98 5E 4F 92 8A
46.- 6B B2 C5 98 5E 4F 92 8A
47.- 6B 72 C5 30 5E 4F 92 8A
48.- 6B 12 C5 08 5E 4F 92 8A
49.- 6B 12 C5 F8 5E 4F 92 8A
50.- 6B 72 C4 28 5E 4F 92 8A
51.- 6B F2 C5 28 5E 4F 92 8A
52.- 6B B2 C5 28 5E 4F 92 8A
53.- 6B 72 C5 28 5E 4F 92 8A
54.- 6B D2 C5 28 5E 4F 92 8A
55.- 6B 92 C5 28 5E 4F 92 8A
56.- 6B 52 C4 28 5E 4F 92 8A
57.- 6B 12 C5 28 5E 4F 92 8A
58.- 6B 32 C5 28 5E 4F 92 8A
59.- 6A 95 7A 5E DE 09 56 8B
60.- 77 9B 0E FD 8F FB 04 AB
61.- 16 8E F8 7E A0 18 92 94
62.- 7A EB 9B E5 6B 6A 92 94
63.- 18 AA 9F 65 D2 84 7B E5
64.- 57 9E 01 12 D8 22 4F 1C
65.- 74 9B 0E FD 8F FB 04 AB
66.- 46 CF 9A 74 7F EF 18 53
67.- 1F C1 9A F4 D2 83 74 20
68.- 6B 52 D5 28 5E 4F 92 8A
69.- D2 0C 3D CE 6B 52 87 94
70.- 77 EC B8 22 A0 4A 84 0C
71.- 0D 37 3F EF 12 AC 16 0D
72.- D2 EC 29 DD 4F 5C 91 94
73.- 6B 72 C5 E0 5E 4F 92 8A
74.- 6B 72 C5 D0 5E 4F 92 8A
75.- A3 E4 0C 96 52 AB E8 72
76.- BD E4 0C 96 52 AB E8 72
77.- 9A 27 12 41
78.- FC 2B 50 40
I think that this are all ID 's If you have any problem i can clone this ship for you. Now i'm working in Fido, Dido , Black Swan... to make spanish fleet but I NEED THIS 3D EDITOR to remake the superstructure.
Sorry my english :oops:
Commander1980
08-26-05, 02:17 PM
The tool lurbz posted in a link works pretty well- you can see most of the strings, but there seem to be a few lacking. On the Stuka there were 4 strings I was unable to locate using the tool.
Here's the link to the tool in question
http://cursos.usal.es/~felipe/dc/datconvert.zip
I downloaded that tool, but it doesn't work (".... could not be initialised"). Whats wrong? :-?
I downloaded that tool, but it doesn't work (".... could not be initialised"). Whats wrong?
You need the microsoft net framework first. ;)
Rubini.
Commander1980
08-26-05, 03:17 PM
huaaa, i don't found it on my computer, i get a framework pass, but nothing happened. Where can i get this and is it free?
ommander1980,
I don't know the exact link, but it's free and it's in the microsoft site. Go there and make a search.
Perhaps someone here have the link...
Rubini.
Commander1980
08-26-05, 03:46 PM
ah thx, i found it :)
Hi Jace:
1.- AB 45 C3 93 D0 81 74 BB
2.- 1B C1 6A D1 F0 24 74 20
3.- 6B 32 C5 98 5E 4F 92 8A
4.-. 6B 12 C5 F0 5E 4F 92 8A
5.- 6B 72 C5 F0 5E 4F 92 8A
6.- 6B 72 C5 F8 5E 4F 92 8A
7.- 6B 72 C5 08 5E 4F 92 8A
8.- 6B 72 C5 98 5E 4F 92 8A
9.- 6B 32 C5 F0 5E 4F 92 8A
10.- 6B 12 C5 98 5E 4F 92 8A
11.- 6B D2 C5 98 5E 4F 92 8A
12.- 6B 72 D5 28 5E 4F 92 8A
13.- A1 F6 3F EE 13 AC 16 0D
14.- D3 5E 68 12 B2 46 2B 41
15.- 19 98 5E 85 57 46 2B 99
16.- 78 D4 4D 13 EE 95 D3 71
17.- 71 9B 0E FD 8F FB 04 AB
18.- 76 9B 0E FD 8F FB 04 AB
19.- 7A 89 A1 57 68 2B 30 32
20.- 56 8E A1 97 3E 1D 86 8B
21.- 6B B2 0B A7 5E 4F 92 8A
22.- 70 FE FF 27 58 2D 1A 9E
23.- 7F D2 DD ED 5B 3E 30 5F
24.- 42 CF 9A 74 7F EF 18 53
25.- 1B C1 9A F4 D2 83 74 20
26.- B7 7F B8 9D 6F 09 56 8B
27.- 7A 4B C0 B8 13 52 84 94
28.- B4 7F B8 9D 6F 09 56 8B
29.- 7A 2B C0 B8 13 52 84 94
30.- D2 8C 3D CE 6B 52 87 94
31.- B4 84 9B 9F 77 09 56 8B
32.- 09 37 3F EF 12 AC 16 0D
33.- 73 F2 EF EC 4B 3E 90 C1
34.- 30 D7 19 43 A7 E3 5D 82
35.- 6B 72 C5 00 5E 4F 92 8A
36.- 6B 72 C5 B0 5E 4F 92 8A
39.- 6B 72 C5 88 5E 4F 92 8A
40.- 6B 72 C5 E8 5E 4F 92 8A
41.- 1F C1 6A D1 F0 24 74 20
42.- 74 15 38 5F 7E 09 56 8B
43.- 6B 92 C5 98 5E 4F 92 8A
44.- 6B F2 C5 98 5E 4F 92 8A
45.- 6B 52 C4 98 5E 4F 92 8A
46.- 6B B2 C5 98 5E 4F 92 8A
47.- 6B 72 C5 30 5E 4F 92 8A
48.- 6B 12 C5 08 5E 4F 92 8A
49.- 6B 12 C5 F8 5E 4F 92 8A
50.- 6B 72 C4 28 5E 4F 92 8A
51.- 6B F2 C5 28 5E 4F 92 8A
52.- 6B B2 C5 28 5E 4F 92 8A
53.- 6B 72 C5 28 5E 4F 92 8A
54.- 6B D2 C5 28 5E 4F 92 8A
55.- 6B 92 C5 28 5E 4F 92 8A
56.- 6B 52 C4 28 5E 4F 92 8A
57.- 6B 12 C5 28 5E 4F 92 8A
58.- 6B 32 C5 28 5E 4F 92 8A
59.- 6A 95 7A 5E DE 09 56 8B
60.- 77 9B 0E FD 8F FB 04 AB
61.- 16 8E F8 7E A0 18 92 94
62.- 7A EB 9B E5 6B 6A 92 94
63.- 18 AA 9F 65 D2 84 7B E5
64.- 57 9E 01 12 D8 22 4F 1C
65.- 74 9B 0E FD 8F FB 04 AB
66.- 46 CF 9A 74 7F EF 18 53
67.- 1F C1 9A F4 D2 83 74 20
68.- 6B 52 D5 28 5E 4F 92 8A
69.- D2 0C 3D CE 6B 52 87 94
70.- 77 EC B8 22 A0 4A 84 0C
71.- 0D 37 3F EF 12 AC 16 0D
72.- D2 EC 29 DD 4F 5C 91 94
73.- 6B 72 C5 E0 5E 4F 92 8A
74.- 6B 72 C5 D0 5E 4F 92 8A
75.- A3 E4 0C 96 52 AB E8 72
76.- BD E4 0C 96 52 AB E8 72
77.- 9A 27 12 41
78.- FC 2B 50 40
I think that this are all ID 's If you have any problem i can clone this ship for you. Now i'm working in Fido, Dido , Black Swan... to make spanish fleet but I NEED THIS 3D EDITOR to remake the superstructure.
Sorry my english :oops:
Ohh thanks. Been away a while. Will have a look at this when I get time. :)
Thanks again.
Commander1980
08-27-05, 04:09 AM
When i use that DATNavigator, i click on pick file and chose a dat file, nothing happens and the program stopps with "No response"(? "Keine Rueckmeldung" in german) - or takes it a long time to wait? I nearly waited two minutes.
In the zon and sim files, i get a list in "chunk list" like this
Chunk [1]
Type: 10 (SHADERS/DATA/VARIABLES?)
Subtype/Version?: -1
Start position [91]
Data size: 30 bytes
id: c8 a5 98 b5 e5 00 40 9c
parent: b8 3d 14 64 67 a1 40 95
what binary is the ID-String i need?
stljeffbb1
08-27-05, 08:37 AM
Hi Commander1980....
I've noticed the same problem, especially for files with a lot of information (like ships .dat files).
I do wish that it worked for the .dat files, however, with some patience, I feel good about finding what I need....
DATNavigator is a cool program....I hope someone will continue these efforts!
I've been combing other games' mods boards looking for similar tools....I've found none yet, but I will surely post any that I find
-Jeff
P.S. One thing I'm going to try is to break up the .dat file into smaller chunks to see what the DATNav does with it
P.P.S. It does load! The poster below this post is right on! It just takes a little while... :oops:
Be patient...more patient. This program need more time to make the job.
Chunk [1]
Type: 10 (SHADERS/DATA/VARIABLES?)
Subtype/Version?: -1
Start position [91]
Data size: 30 bytes
id: c8 a5 98 b5 e5 00 40 9c
parent: b8 3d 14 64 67 a1 40 95
But with this program you not see all id's. My way is find a comon string; if the original name of the .dat is NPC_Black_Swan then i will to look for "Black", the id is before the string.
http://i3.photobucket.com/albums/y72/sansal/6a831155.jpg
Then you can change and replace all the references in .dat, .sim , .dsd and .val files
There are one exception with .tga the id is this position (blue mark)
http://i3.photobucket.com/albums/y72/sansal/89491a48.jpg
The dataconvert is excelent for this
http://i3.photobucket.com/albums/y72/sansal/daf3405f.jpg
I NEED A RECONVERTER :cry: :cry: :cry: :cry: :cry:
Sorry my english :oops:
Commander1980
08-27-05, 09:30 AM
Thank you, this helps a lot! :up:
And it doesn't matter to what new string i change the original?
You can change the string NPC_Black_Swan for example NPC_new_ship01 but be careful with the leng and the objects like cfg#M01_NPC_Black_Swan this control the position of the first torret you only can change NPC_Black_Swan but not cfg#M01_
Cheers,
stljeffbb1
08-27-05, 12:19 PM
Thanks for your guidance Sansal :D
Yeah, I need to know how to render these objects like you did in your program Maya 6.0....I've downloaded some similar programs, but I'm still getting a feel for how all of these things go together...
I can see how to extract objects, but I don't know yet how to view them, other than of course in SH3
Like I said, I'm a newbie!
:ping:
-Jeff
In Maya is easy; File -> Import ... select the file exportet and that's all. The 3D Studio or Softimage ( http://www.softimage.com/products/Mod/v4/ it's free) can do the same, i think.
The tool of Lurbz it's fantastic but.....only one method more...only one!!!!... and this game will be break for us; new ships, new ports, new subs... :damn: :damn: :damn: :damn: :damn: :damn: I has proved to export the objects in the format's that Maya suports but no there are anything similar with UBI format :damn: :damn: :damn: :damn:
This ship are wayting for a new tool
http://i3.photobucket.com/albums/y72/sansal/c882c258.jpg
P.D. I'm a begginer too with a book "Maya 4" by Jim Lammers and Lee Gooding and the guidance of SergButo ;)
stljeffbb1
09-04-05, 12:21 AM
Hi everybody...well, I was able to clone the JU 87 using the instructions provided by THE_ORZEL and many others....pretty easy when the code is provided :/\k:
http://i13.photobucket.com/albums/a288/stljeffbb/FreedomFighterJU87.jpg
Notice the American insignia....and this is a real clone, not just a JU 87 Stuka....I suppose this should be the first clone for the clone library..I've been poking around trying to find some free web hosting and I've found a couple of suitable sites...
Now comes the even harder part of finding those ID chunks...I'm still looking for a good program to help augment the Lurbz tool.
-Jeff
Commander1980
09-04-05, 04:11 AM
Nice work :up:
I was not that successful with cloning the c-class, the dido and bismarck. I think i should concentrate on one ship :roll:
stljeffbb1
09-04-05, 08:47 AM
Hi Commander1980....
Yeah, figuring out the ID's is going to be tough.....that is why I'm looking for a different disassembler program to augment the Lurbz tool.....IDA Pro Freeware might just do the trick, but I need to look at it some more....
I have a question.....are there machine guns for airplanes in the game? I have not noticed any, and as a matter of fact, the only threads I recall seeing concerning adding guns to airplanes involve ship guns.
Perhaps another thing that can be done is when people break the code and figure out all the ID's (like THE_ORZEL did when he posted them on this thread concerning the Stuka and Liberator), if they would kindly post them to this thread....we wouldn't necessarily even need to have a library....
-Jeff
Commander1980
09-04-05, 09:09 AM
The aircraft guns seem to be implemented in the ships-dat file. To get a Hurricane fire at you, it must be armed with a ships gun.
A great ID-library would be great! :up:
stljeffbb1
09-04-05, 09:45 AM
:o
HOLY CRAP! Aircraft do certainly have machine guns!
I just ran the Naval Academy with the Stuka and Killer (my name for the cloned Stuka) to see if it would work and it worked great! I'm glad Stukas are on our side, because the turret gun on the back of the plane shot my sub up!
I never mess with airplanes in the game....if I see one, I dive, so I've never experienced being shot at....
Commander1980....if I read you right, it looks like the forward guns won't fire, however, I can certainly attest that I was being shot at....the looks I got through the binoculars appeared to have the machine gun fire coming from the rear of the plane....that sucks that the forward machine guns won't fire for some reason....
Another issue I have is separate textures for the real and cloned Stuka....I've read about different textures on some different threads, and its kind of odd....I used the Chessmaster .tga extractor and edited separate files for each plane, and when I re-extract, the .tga files are different, but for some reason, the Museum shows only one texture for both...I'll have to figure that one out.
:up:
-Jeff
Commander1980
09-04-05, 10:44 AM
jep, i meant the forward firing machineguns, not those defense-guns ;)
In "Das Boot", the U96 is attacked by that machinegun fire from a Spitfire or Hurricane. Unfortunately, when arming a SH3-Hurricane with a ships machine gun, it works like a turret...
To allow different textures for your Killer, you have to "place a link" in the dat-file and place your new texture in the data/textures/TNormal/tex folder. But i do not know, how to make this exactly. Sergbuto was successful in that with the additional merchants and the Soutampton-class.
Try rename all stuka-textures entries in the dat file to Killer.tga (or something like that, same number of latters than the original) and place the stuka.tga in the textures folder...maybe it works...
stljeffbb1
09-04-05, 12:03 PM
Well, I attempted to clone the DE Evarts, and the clone shows up, but when I tried to click on the original, it causes a CTD.....
I think this means that not quite all of the IDs were copied to the above list......well, I'm almost out of time for this weekend, so this will have to wait
:cry:
-Jeff
:o
Another issue I have is separate textures for the real and cloned Stuka....I've read about different textures on some different threads, and its kind of odd....I used the Chessmaster .tga extractor and edited separate files for each plane, and when I re-extract, the .tga files are different, but for some reason, the Museum shows only one texture for both...I'll have to figure that one out.
-Jeff
You need re-change the id-tga of your clone every time that you pack a new version of the tga. In other words, when you pack a tga in a dat file the chessmaster reset the original tga-id.
Well, I attempted to clone the DE Evarts, and the clone shows up, but when I tried to click on the original, it causes a CTD.....
I think this means that not quite all of the IDs were copied to the above list......well, I'm almost out of time for this weekend, so this will have to wait
Sorry about this. This week I have been working in the tool that we need for change the 3d vertex and it can list all chunks in few seconds...one day more, only one :)
Salutes,
Commander1980
09-05-05, 06:49 AM
Sorry about this. This week I have been working in the tool that we need for change the 3d vertex and it can list all chunks in few seconds...one day more, only one :)
Salutes,
:up: That would be great - i will name ship after you :D
stljeffbb1
09-05-05, 11:02 AM
Hi everyone....
Sansal....yes! Having your tool would be AWESOME! And thanks for the tip on the .tga stuff....
We WILL make this game into what we want! Of course, there are a lot of different "we's" out there!
-Jeff
Hi boys:
It's ready the chunk's list and the masive export data (obj and tga's). The program can identifity the chunks in cam, sim, val and zon files The list of chunks is in this format
List of 294 chunks in NPC_Eolo.dat
Obj:1
Type: 1/101
id: D88A41D133816E95 Label: NPC_Eolok_Swan
size: 224202 Position:82
==================
Obj:2
Type: 2/0
id: 8646C726E7A06E95 Label: normal
size: 58 Position:224284
==================
Obj:3
Type: 3/0
id: 0 Label: NPC_Eolok_Swan512.tga
size: 1048620 Position:224342
==================
Obj:4
Type: 8/0
id: 8646C726E7A06E95 Label: normal
size: 15 Position:1272962
I need the total reconstruction of the dat file to include a modified 3d object. It's a big puzzle :) ..but i'm in the way :arrgh!:
The .dat creator works fine, the final .dat is valid but
For this change
http://i3.photobucket.com/albums/y72/sansal/72e8d4f9.jpg
It do something surrealist :)
http://i3.photobucket.com/albums/y72/sansal/7829d06d.jpg
:sunny:
iambecomelife
09-09-05, 11:54 PM
http://wmilitary.neurok.ru/wwii/emily.gif
http://www.flyingclippers.com/postflight/pfimages/AM269-AR.jpg
Great news, guys - I followed Orzel's instructions and just managed to clone the Short Sunderland. I'm planning on using it as a Japanese H8K flying boat for the Pacific mod we're tentatively planning. I was SO amazed when I went into museum and didn't get a CTD - :rock:
It took maybe 2 & 1/2 hours to find everything but I got it right on the first try. The Sunderland had about 130 ID's; the ships so far seem to have between 300 and 400. If several of us could spend a week or so just cloning we could add a ton of new units to the game. Just teach me how to make some of those worthless Mk XIV torps and we'll have a Pacific expansion in no time. Many thanks !
iambecomelife
09-09-05, 11:57 PM
The .dat creator works fine, the final .dat is valid but
For this change
http://i3.photobucket.com/albums/y72/sansal/72e8d4f9.jpg
It do something surrealist :)
http://i3.photobucket.com/albums/y72/sansal/7829d06d.jpg
:sunny:
Er - yeah; I guess Dali would be proud of a ship like that. What type of unit are you trying to create? Hope it works out... :damn:
stljeffbb1
09-10-05, 08:38 AM
Great Job iambecomelife!
Would you be interested in posting the ID's to the forum or sending me the ID's, or even sending me the folders? :D
Would love to add it to the cloning library! :know:
Also, do you have any hints concerning finding those ID strings? I haven't spent a lot of time trying to dechiper the hex values, but it looks like sometimes these IDs are surrounded by other values other than "00"
Today, I will attempt to clone the liberator based on the ID's on page 2 of this thread! :up:
Sansal....those pics remind me very much of a graphics glitch I have occasionally seen in the game Mafia....something is up! ;)
-Jeff
stljeffbb1
09-10-05, 10:48 AM
OK, I found something interesting while entering the code for the Liberator clone:
http://i13.photobucket.com/albums/a288/stljeffbb/LibHex.jpg
EDIT: This is a .dat file, and its the only file with ALL root ID's
Looking at this pic (sorry its small.....perhaps right click then copy and open in viewer to enlarge), one can see the edited strings in red......very nice and symmetrical....the first string comes after the words "Liberator_Mk03" and then some other data....also, it seems that either "0D 00" or "0C 00" immeaditely preceeds the ID strings (except for the first one which is highlighted).....interestingly, there are 103 different strings listed on the forum, but I counted 107 from the beginning of the sequence...perhaps some doubling up on equipment or something....
I also wonder about the other pieces of data that appear in between the strings....since it doesn't matter what we change the Hex digits to, I consider these ID's as if they are pathways or roads to the different data that makes up the parts of the airplane (or whatever)......
OK, I will see if Cloned Liberator works in the game! :up:
-Jeff
stljeffbb1
09-10-05, 11:10 AM
Woohoo....cloned the Liberator!
http://i13.photobucket.com/albums/a288/stljeffbb/ClonedLiberator.jpg
Tried to add a Leigh Light, but it didn't show up.....
:up:
Also, I am going to take a peek at some other .dat files to see if the ID strings are lined up nice and neat...I suspect they are.
-Jeff
iambecomelife
09-10-05, 03:28 PM
Great Job iambecomelife!
Would you be interested in posting the ID's to the forum or sending me the ID's, or even sending me the folders? :D
Would love to add it to the cloning library! :know:
Also, do you have any hints concerning finding those ID strings? I haven't spent a lot of time trying to dechiper the hex values, but it looks like sometimes these IDs are surrounded by other values other than "00"
Today, I will attempt to clone the liberator based on the ID's on page 2 of this thread! :up:
Sansal....those pics remind me very much of a graphics glitch I have occasionally seen in the game Mafia....something is up! ;)
-Jeff
I can send you the DAT file. Be warned that I didn't write down the changes to the ID's I made, so it won't be possible to reclone the unit by finding and replacing the ID's. I remember that all of the necessary stuff could be located using the search tool that was posted earlier. This was a pleasant surprise, since I'd heard that it might miss some of them. I remember that in datconvert.exe some of the id's are written up with the prefix [id:] instead of [Chunk ID:]. These must be changed as well. Some crashes might be caused by people forgetting to change these id's, which mainly seem to govern unit shading and camera effects.
stljeffbb1
09-10-05, 03:39 PM
Hi iambecomelife I will email you with my email address....I would be interested in your .dat file.
You say the DATNavigator (or datconvert.exe) did find all of the necessary Chunk ID's? That is good news, at least for this plane.....
I can say for sure that the DATNavigator did miss the rear tripod mast of the Revenge BB when I used it and then rendered it.....however, checking back at my previous post where I show which ID's are edited for the Liberator, you can see that all of the strings were nice and neat right next to each other....it didn't look the same for the Revenge when I looked at it, but I sure we can eventually figure out that pattern as well!
Keep up the good work! :up:
-Jeff
stljeffbb1
09-10-05, 08:36 PM
OK, even more good news! I'll try to put this in as plain English as I can....
Refering to page three of this thread, earlier today I cloned the B24 Liberator.....then, iambecomelife announced that he had cloned the Sunderland ( :up: )....
iambecomelife's comments about being able to use the Lurbz DATNavigator tool and having all of the IDs showing up on the program got me wondering if the Liberator had all of them.....
Using the DATNavigator, I pulled all of the id, txtrref, and 3D ID strings from the Liberator.dat file and made a reference chart...I then entered the strings into the Hex Workshop program and got this result:
http://i13.photobucket.com/albums/a288/stljeffbb/LibHexusingDATNmissingIDs.jpg
I apologize for the smallness of the pic, but if you look at the red sections and compare it to my pic from a couple of messages ago, you will notice some gaps....there IS data missing when using the DATNavigator tool....however, I hoped that by filling the missing data from THE_ORZEL's list, it would fill right in....here is the chart with the numbers missing using DATNav written out:
IDs followed by a space, then ORZEL’s NUMBER
710A0E70E7A07B62 1
4A36FAC3AE1D1DD2 2
80066C164540A480 3
E2C3915816D92FE0 4
E1C3915816D92FE0 5
94C0976426216BA2 SIX
E143965816D92FE0 7
8869450B8E80A380 EIGHT
E243965816D92FE0 9
143AE22DD495EF83 10
62C434CF4DB94F33 11
62C4E4CE4DB94F33 12
62C4F4CF4DB94F33 13
4A36FAC3AE1F1CD2 14
74DAD33F5B206BA2 FIFTEEN
0A0957916AE18A7F 16
FCBFB6D11BA1EC9C 17
4A36FAC3AE1F1DD2 18
7066869AE0C18A7F 19
ADCCF93147A2CAF7 20
DAC1F0B09EE18A7F 21
BA27A6BC5841A480 TWENTY-TWO
ECE7859AE1C18A7F 23
CE9824BC5841A480 TWENTY-FOUR
6064859AE1C18A7F 25
A2CD9A9425917BF2 26
AA9CD00798800281 27
8448889AE2C18A7F 28
4A36FAC3AE111CD2 29
40A767164940A480 30
D0F5B6D11DA1EC9C 31
E89E18225FAD4F86 32
ADF94BBB73ABCE39 33
3CF3889AE3C18A7F 34
4A36FAC3AE111DD2 35
88486C164A40A480 36
83BC2D7C49BBEABF 37
E5D6FCA5DDA145FC 38
4A36FAC3AE131CD2 39
9E1926BC5B41A480 FORTY
7871569ECA80B081 41
3448849AE4C18A7F 42
7C9B896F3034200B 43
4A36FAC3AE131DD2 44
7E9B896F3034200B 45
92BCA6BC5C41A480 FORTY-SIX
1C02BB3FAD800281 47
7D9B896F3034200B 48
0CD4420B8480A380 FORTY-NINE
14B8167419B6E62F 50
FBD6FBA7DDB955E7 51
2ADB78BB4C41A480 FIFTY-TWO
10716C164D40A480 53
A4FEB93DAE800281 54
D423899AE7C18A7F 55
4A36FAC3AE151DD2 56
4A36FAC3AE051CD2 57
F458C6A6C8216BA2 FIFTY-EIGHT
0855899AE8C18A7F FIFTY-NINE
0855899AE8C18A7F 59
4A36FAC3AE171CD2 60
265178BB4E41A480 SIXTY-ONE
DA2AC398CE80B081 62
4A36FAC3AE071CD2 63
4A36FAC3AE171DD2 64
2CB43140A0800281 65
E08D0B3FA0800281 66
40AA6EA2BA206BA2 SIXTY-SEVEN
E3177934F6ED5B86 68
FBD6FBA71DA95963 69
4A36FAC3AE191CD2 70
8C3A869AEAC18A7F 71
C806B5D114A1EC9C 72
F8876C164040A480 73
2474480E91AFD627 74
A4A6849AEAC18A7F 75
4A36FAC3AE191DD2 76
FA4000E556A95B6D 77
F94000E556A95B6D 78
1011869AEBC18A7F 79
5408B7D115A1EC9C 80
F9C007E556A95B6D 81
FAC007E556A95B6D 82
5098202E9B018B7F 83
4A36FAC3AE1B1CD2 84
719B467B7B87D623 85
729B467B7B87D623 86
EE6777BB4141A480 EIGHTY-SEVEN
721B417B7B87D623 88
9C28470B8B80A380 EIGHTY-NINE
711B417B7B87D623 90
B2D15652ED808481 NINETY-ONE
3C56C209CF018B7F 92
817C8CDE8B43E8AC 93
E50D3936E7697768 94
2481E8B33F6563E4 95
2781E8B33F6563E4 96
2092859AEDC18A7F 97
D40530A1C380B081 98
30744F0CA1B3D639 99
4A36FAC3AE1D1CD2 100
D239A5BC5441A480 HUNDRED-ONE
7E7F25BC5441A480 HUNDRED-TWO
4C48B6D118A1EC9C 103
Upon filling in the missing strings, the Hex Workshop pic looks EXACTLY like the one a couple messages ago (except I did not change any of the digits like I would when cloning)!
Why is this a big deal? Well, because if all of the .dat files have the data lined up nice and neat like above, then we can use the DATNav tool to find most of the strings and then fill in the rest by seeing (literally) what needs to be filled in!
:/\rlz:
(I've been waiting to use that emoticon!)
It is possible that we might be seeing a whole lot of clones very soon!
My next cloning attempt will be an object that does not have the IDs posted by anyone, using only the DATNav tool and then the ideas stated above. If it works, I will then post a thread dealing with how to clone, but in version of English that is more plain to help facilitate understanding.
:o
-Jeff
stljeffbb1
09-11-05, 12:13 PM
WHO's YOUR DADDY NOW!?!?!
:rock:
I have been able to clone the Fishing Boat!
http://i13.photobucket.com/albums/a288/stljeffbb/ClonedFishingBoat.jpg
I added a 20mm MG for extra defense when fishing ;)
I will remove the MG when I post the cloned file to the library.....
It appears that my theories about the file structure were correct.....I will be posting a new guide for cloning wih many thanks to all who have added to this thread!
One somewhat minor problem is that no French flag appeared....I've seen this issue before, but I'm not yet sure how to resolve it....
:know:
-Jeff
Commander1980
09-11-05, 12:32 PM
Great work jeff! Looking forward! :up:
Super super work guys. Maybe someone can maje a cloner that will pick up all the ID's now.
I started the Evarts but I read that someone else has tried and failed..
I wonder if an ID is missing anywhere. Anyway I have only done 10 IDs out of 70 and it got a bit tiresome.
stljeffbb1
09-11-05, 01:15 PM
Hi Jace.....check out some of my earlier posts in this thread....I will also very shortly be creating a "new" version of this cloning thread....
-Jeff
stljeffbb1
09-11-05, 02:41 PM
Happy to report that both cloned and stock fishing boats work well in Naval Artillery training mission....even perhaps too well when I added the 20mm MG to the cloned version to help tell them apart....damn thing listed on its side and would not sink, all the while MGunner shot me up!
OK, working on new clone thread!
:up:
-Jeff
stljeffbb1
09-11-05, 02:43 PM
Hello everyone, here are the ID strings necessary to clone the Fishing Boat....the ones below the dotted line DO NOT show up in the DATNav tool:
0B0FA403CAC5FEFF
78AB0C61D501599A
9436DDD3F3A10796
E9A787D3F0F440B9
BC602B637CA10796
29300F4FF2F440B9
60DA0C61D101599A
C4DB2B6374A10796
EAA787D3F0F440B9
D4542C637CA10796
2A300F4FF2F440B9
C8D02C637FA10796
988667E1E18072B1
50482D6371A10796
B7FB3B877A4B0031
7CC32D6378A10796
B7975EE4E1807231
E83B2E6378A10796
B79D6617B17864A0
48B32E637FA10796
17068407CAC5FEFF
6C50A70304A00796
669FE92901C4400B
2075FD030BA00796
F3128407CAC540BB
CC87410403A00796
AB7D2D0826A18212
109E306370A10796
137CD03545C440CE
0D08032203E562FF
78AB0C61D501599A
689031637FA10796
F7B0CF14940062A0
680B326379A10796
BC37CEF302E562A0
ECF1336372A10796
0DCD46D100E562FF
A06C34637DA10796
7A96C92D01C4400B
38E7346371A10796
EF1BA403CAC540BB
F460356372A10796
96A15615B160221A
C30048D38064401B
0E0456844E8F340F
96A13601A2442C0C
A21C6DA279401A0F
8456366375A10796
B99907F5B05C58A0
AD7ED03545C440AC
CD5CC563618072B1
B98AC7C200E562FF
BD8AC7C200E562FF
D37CD03545C440CE
6E34A6E1597838A0
78920A61DD01599A
72D4EDFECEA1DE12
48F40B61DB01599A
6ED4EDA5177938A0
24790C61DE01599A
--------------------------------------------------------------------------
8C7205CB07E15A9A
D82D78DEC3E05A9A
443E00E3A441A794
C87633637CA10796
4C4C59DA1C41A794
98E22BBA0C41A794
84BCDA600641A68A
BCE1071EEA41A794
0484D7FAB940A794
6C8332637FA10796
C0D70E29E8815F9F
9E45C4F302E562FF
EC17316371A10796
581E482E8940A794
C0ADB8D88941A794
F027152F4640A794
B77D2D53FF7964A0
702F27262640A794
8C30E9350F40A68A
7014FDDA7C40A794
00BB0C61D001599A
B8432F80D240A794
C8D20A748D41A794
2F7A092203E562A0
4036319ED441A794
60C38FE429805F9F
E43BA9841B41A794
64FD08C5950062A0
DCFB32637BA10796
E0C90C61D601599A
Happy Cloning!
-Jeff
Charlie901
09-12-05, 02:17 AM
Anyway, through cloning, to add a "Helmsman" to those darn ELCO Torpedo Boats.
They look so silly cruising around without anyone behind the wheel. :rotfl:
iambecomelife
09-13-05, 06:24 PM
Another thing - since we're starting to get the hang of this it would be nice to know what units people would be most interested in seeing. Since I created the Sunderland clone in about 2 1/2 hours and a battleship only has 2-3 times more ID's we should be able to add quite a few new craft relatively quickly. I'm planning on doing a British BB soon but I might take a crack at cloning the Bismarck for a more accurate "Tirpitz" if someone else could provise the skins and weaponry information.
stljeffbb1
09-14-05, 12:30 AM
Well, I'll list here what my weekend project will be for September 16-17,
1) Do a clone of a Liberator B24 from a vanilla copy of SH3 1.4b
2) Do a clone of the DE Evarts
3) Do a full clone of the BB Revenge so I may make it into the BB Sao Paulo!
I have computed that I can convert an ID string every thirty seconds, so that can give a rough estimate of the time it will take.
-Jeff
Bon chance! Good Luck! Viel Gluck!
stljeffbb1:
Your fishing boat with machine gun is not historically incorrect. From about 1940, Churchill (as navy head) began issuing all small British vessels with armament to protect against air attacks.
iambecomelife:
http://www.german-navy.de/kriegsmarine
for all your kriegsmarine related info, if you haven't been to that site already.
(Does make you realise how barren the ship selection in SH3 is compared to history!)
stljeffbb1
09-14-05, 07:54 AM
Hi oRGy....
Cool! I just added it for fun.....glad I can be historcal too! :|\
However, I still need to figure out the "flag problem".... :oops:
-Jeff
iambecomelife
09-14-05, 07:26 PM
stljeffbb1:
Your fishing boat with machine gun is not historically incorrect. From about 1940, Churchill (as navy head) began issuing all small British vessels with armament to protect against air attacks.
iambecomelife:
http://www.german-navy.de/kriegsmarine
for all your kriegsmarine related info, if you haven't been to that site already.
(Does make you realise how barren the ship selection in SH3 is compared to history!)
Thanks for the link. My current project seems to be going ok. It's a KGV clone for the battlecruisers "Renown" and "Repulse". I was looking at my copy of Conway's "All the World's Fighting Ships" and noticed that the profiles were almost identical. Plus, there's already a 15" twin turret, so making a fairly accurate clone will be easy. There are some problems - Repulse's bridge apparently never got the KGV-esque bridge structure of Renown, the lack of a flush deck, etc - but at least most of the other features are alike. I'm about halfway through the ID's for this thing - can't wait till I'm done.
That sounds like a good idea - very little would have to be changed in the silhouette of the KGV to resemble the Renown/Repulse (the funnels would have to be moved slightly, for example). Even if it were just a direct clone, that would be good too. The one major problem is that the KGV class is over 20 metres shorter than the Renown class.
As for moving around objects on the model and combining parts from other models, maybe Sergbuto can help with that. What merchant would you make first, besides the T3 whale factory? (BTW, if you did continue with that whale factory, I would recommend adding the bridge from the T2 to the T3 model instead of using the T3 bridge, just a suggestion).
I was also wondering - what parts can you take from each ship. For example, if you wanted to use parts of the transport's bridge with the T2's bridge, could you delete parts until you just had the section that you wanted? I don't know the specifics of this.
iambecomelife
09-14-05, 10:30 PM
That sounds like a good idea - very little would have to be changed in the silhouette of the KGV to resemble the Renown/Repulse (the funnels would have to be moved slightly, for example). Even if it were just a direct clone, that would be good too. The one major problem is that the KGV class is over 20 metres shorter than the Renown class.
As for moving around objects on the model and combining parts from other models, maybe Sergbuto can help with that. What merchant would you make first, besides the T3 whale factory? (BTW, if you did continue with that whale factory, I would recommend adding the bridge from the T2 to the T3 model instead of using the T3 bridge, just a suggestion).
I was also wondering - what parts can you take from each ship. For example, if you wanted to use parts of the transport's bridge with the T2's bridge, could you delete parts until you just had the section that you wanted? I don't know the specifics of this.
I'm not sure that thatlast example would work, because the T-2 bridge seems to be an integral part of the 3d hull model. I could be wrong, though. The basic concept is definitely sound - you'll notice that the "Southampton" cruiser Sergbuto made has the slanted funnels taken from the "Dido" class on a "Fiji" hull.
Other new merchants I am considering are a German merchant/flak ship and an allied rescue ship. A Great Lakes ore freighter would be nice too - several of these were sunk during the war while sailing to ore-rich Caribbean countries. I would really like to create a medium merchant of a size appropriate to 3500 - 5000 tons but I can't think of an appropriate hull to use.
BTW, I think that the best way to put Merchants in a sub sim would be to have a number of interchangable parts - hull segments, funnels, and bridges - that could be randomly placed together once the game engine needs to generate a merchant. This would allow for a huge variety of shipping appropriate to the time period, since many shipping companies had non-standardized merchants in their fleets, not mass produced c-2's and t-3's. There could be saved configurations for particular vessels (i.e., bridge 30 attached to hull 2) plus, there could be flags to prevent, say, a freighter bridge on a tanker. I'd love a system like that for SH4 but this is probably years away...
iambecomelife
09-14-05, 11:43 PM
More good news - I just finished copying the ID's, loaded up my cloned "Renown" in museum, and it worked! Now it's just a matter of editing minor files once again and creating a skin - much more fun than scanning for ID's. It should be available in no time. :arrgh!:
We'll all be anxiously awaiting your Renown :D :up:
About the merchants - anything over 4000 tons would need a new hull, but could a 3500 ton freighter use the small merchant hull? Of course, I don't know what parts can be removed and/or deleted, so maybe this is more difficult than I imagine. A coastal merchant hull would suit a lake ship however, if you could arrange the superstructure in the correct manner.
http://uboat.net/allies/merchants/2116.html
If you really pushed it, a 5700-6000 ton freighter could probably use the C2 hull, assuming the superstructure can be removed.
http://uboat.net/allies/merchants/2981.html
http://uboat.net/allies/merchants/387.html
A "Large Merchant" of about 7200-8000 tons could be another good idea, IMO. It could use either the C3, or preferably the Liberty or Victory hull, and different parts of other ships superstructures (I don't know what can be removed). A good example of the design I am thinking of is the SS Rose Castle.
http://uboat.net/allies/merchants/2356.html
An Ocean class freighter should be easy to make from a Liberty Ship - the main changes would be to move the superstructure forward and rearrange the masts.
I can't find a picture on uboat.net, but I have a picture of one in one of my WW2 books.
BTW - Doesn't this look like the Large Cargo? Too light in tonnage though...
http://uboat.net/allies/merchants/2300.html[/url]
If anyone has yet to visit uboat.net, (which has been recommended before by others), I suggest you have a look as there are too many good ships here to list.
BTW - Doesn't this look like the Large Cargo? Too light in tonnage though...
http://uboat.net/allies/merchants/2300.html
It looks a LOT like it. I may tone down the tonnage value after seeing that page. SH3 already has too many huge tonnage monsters as it is.
iambecomelife
09-15-05, 01:16 PM
That's correct. Many skippers accumulated tonnage by sinking large numbers of 2000 - 5000 tonners, instead of a handful of huge (by WWII standards) ships.
I just added the armament to "Renown" and started work on the early war skin. I'm also going to produce a late war, splotched-camo version, since she changed her paint scheme radically after a wartime refit. Everything's going great :D .
BTW, does anyone else know how to move the objects that appear on the decks of ships? I think that the location data appears in the datconvert but I haven't been able to manipulate it. It would also be nice if someone could tell us how to add new ship parts onto existing models.
iambecomelife
09-15-05, 04:15 PM
Some WIP shots of the early war skin, which still needs work. Note the false flush deck I had to create at the stern.
http://img396.imageshack.us/img396/420/untitled21copy1oq.jpg
http://img396.imageshack.us/img396/3200/untitled22copy9rr.jpg
A bow shot. I'm substituting 4.7" destroyer guns for the 4.5" secondary armament.
stljeffbb1
09-16-05, 09:27 PM
Hi iambecomelife......looks great! I especially like the flush deck...I'll need to learn how to do that if I want to model the BB Sao Paulo.
:up:
-Jeff
iambecomelife
09-16-05, 09:29 PM
Check the "cloning objects in plain English" thread to see some more recent shots, including the splotch-camo version.
sandbag69
04-12-07, 01:17 PM
Some WIP shots of the early war skin, which still needs work. Note the false flush deck I had to create at the stern.
http://img396.imageshack.us/img396/420/untitled21copy1oq.jpg
http://img396.imageshack.us/img396/3200/untitled22copy9rr.jpg
A bow shot. I'm substituting 4.7" destroyer guns for the 4.5" secondary armament.
That aint HMS Renown. Looks like Repulse tho. Renown had a superstructure similiar to HMS Nelson as her superstructure was totally rebuilt between the wars.
bigboywooly
04-12-07, 02:00 PM
:o wow a post after a year and a half dead
jmjohnson36
04-12-07, 02:36 PM
I do it a different way for Sh4...much easier
bigboywooly
04-12-07, 02:53 PM
I do it a different way for Sh4...much easier
It wasnt before pack3d
It was all hexediting the changes :o
iambecomelife
04-12-07, 07:32 PM
Well, the Renown project is dead, in any case. I don't want to release a vessel that's basically a crude edit of the existing KGV class, especially when certain other modelers have created superbly detailed warships like the "Lutzow" and "Graf Zeppelin". Also, SH3 and SH4 need cargo vessels much more than heavy units. If I ever release any warships it will probably be some allied cruisers - the HMAS "Sydney" (70-75% complete and on hiatus), the USS "New Orleans" (not yet started), and the USS "Atlanta" (20% complete and likely to be discarded & restarted).
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