View Full Version : First imported model: Vosper
sergbuto
09-28-05, 03:31 PM
Thanks to wonderful Sansal's tool, I succeeded to import entirely new external model to SH3 which happened to be British PT boat Vosper. :D Below are a couple of screenshots of it. Textures and the damage model need some work, otherwise it is functining fine.
http://usx218.fysik.uu.se/users/Sergei/files/Vosper01.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Vosper02.jpg
:o :o :o :o :o
:rock: :rock: :rock: :rock: :rock:
MASTER!!!!!!
Managing to import a whole new model will really open this sim up now I have a feeling.
Axlwolf
09-28-05, 03:38 PM
Ahh!
Now i see the light!
Good work man!
:rock:
Sailor Steve
09-28-05, 03:46 PM
Sergei, if I didn't think you'd hit me I would kiss you. Anyone who's been here for awhile knows this is something I've complained about since the game was released. The Elco 80-foot PT boat is a favorite of mine, but the thing didn't exist until November 1942 and as far as I know the British never used them!
A real live Vosper 73-footer?
I LOVE YOU, MAN! :cool: :up: :sunny: :rock:
Marhkimov
09-28-05, 04:07 PM
Holy crap... I love the sweet smell of ships in the morning :lol:
Niiiiiiiiiice!
rulle34
09-28-05, 04:11 PM
Nice work sergbuto :up:
Kpt. Lehmann
09-28-05, 04:36 PM
Yahoo!!!! :up:
It's happened. It's finally happened!!!!! :huh: :o :up:
:D :D :D :D :D :D
Congratulations, Sergbuto, you have taken the first step of any of us in expanding the SH3 roster to include whatever we want and in filling in the ommissions of the developers (no offence to them, they did a good job with the ships they did put in). I just don't know what else to say - I was so shocked to see this thread I really wasn't expecting it so soon. :) :D :D
Now, if only Ubisoft doesn't care. :-? It's too late to stop the work though - the tool has already been developed by Sansal. So I think we should just proceed as we like. I assume we will soon see ships from Sergbuto, Iambecomelife, Cdr Gibbs, and others. :hmm:
BTW - Is there any way to protect these new creations? I don't want to see X1 get themselves a whole new roster of ships. :o :hulk: I believe I have heard of something called a "poor man's copyright", wherein you send a letter of copyright to yourself through the mail and it becomes official. I thought I heard of something like this when some guy sued Britney Spears over the song "Sometimes," saying he had filed this type of copyright and it was legitimate. I don't really know...
Anyway...NEW SHIPS!!!!! :rotfl: :rotfl: :rotfl:
Marhkimov
09-28-05, 04:55 PM
From a non-technical and more general point of view, I'm just curious... I'm sure we ALL are!
1. When you say that the damage model needs work, do you mean that it doesn't blow up quite nicely yet? Or that it doesn't incur the black scarring marks?... From a gaming standpoint, I hope you make it explode nicely... As long as it goes ka-BOOOOM, who cares about black marks (much...)?
*It would be cool if damage could deform your Vosper, but I'm being realistic in assuming you won't be able to do that...
2. Have modellers gotten to the point where they can add reflections to their models? I noticed that in your screenshots, the Vosper currently does not have a reflection. Just wondering.
3. Does a Vosper really travel that low in the water? Although I'm no Vosper expert, the waterline looks quite high.
4. As realistic and as detailed as your Vosper is, it won't be much more useful (or ahem... useless) as an Elco... I guess what I'm getting at here is: warships may be cool, but it'd be even cooler to have more merchants. Yep, so the question is, WHEN?
5. I'm running under the assumption that modellers soon will be able to import more things than just ships, such as airplanes, subs, guns, torpedoes, weapons in general, and other various objects... am I right? or am I right?? (please, I hope I'm right :lol: )
Thanks, and nice work by the way... SH3 keeps chuggin' along. :yep:
stljeffbb1
09-28-05, 05:23 PM
Excellent!
:up:
-Jeff
VON_CAPO
09-28-05, 05:50 PM
:up: :yep: :yep: :yep: :yep:
YOU DID IT AGAIN!!!!
Now it is possible, may be some day we will get the GRAF ZEPPELIN :88)
I would like to know how to create it, but I only know Autocad.
By the way, take a look to this site http://www.dreadnoughtproject.org/. There is many 3D models and blueprints :|\
http://img232.imageshack.us/img232/1856/graf5be.jpg (http://imageshack.us)
Flakwalker
09-28-05, 05:53 PM
Superb job :up: , I was planning to do it by myself but your work is great. It is one of the most widelly used MTB, are you planning to do the early versions? (not only for UK, also for Norway)
Keep the good job!
Syxx_Killer
09-28-05, 06:18 PM
Awesome!!! :rock: :rock:
Will the Vosper appear in the campaign when and where our little friend the Elco shows up? Can the Elco be taken away from the Bitish and fully replaced with the Vosper?
Can the Elco be taken away from the Bitish and fully replaced with the Vosper?
That's what I'd like to know, too.
Excellent job on this model!:yep:
thasaint
09-28-05, 07:13 PM
so wait, this means there can be new ship models in SH3?
:/\rlz:
Hunterbear
09-28-05, 07:56 PM
You RULE Sergbuto!!!!
Along with the congratulations, will you give a laymans tutorial on how to import new models using Sansals new tool so we can all contribute models?
I'm sure you'll be flooded with more questions from us eager beavers so just answer what you like, if any.
How many polys did you use?
What scale (if any) do the models need to adhere to to appear at correct size ingame?
Do we just follow the suggested polycount mentioned in the 'Ubisoft need new model thread'?
Can you export existing objects such as funnels,hulls,guns,etc to cut down having to remake the same things to use on other new ships?
Can we finally get a uboat with a flagstaff?
Either way, excellent news! Finally a real breakthrough in the game!
Excellent Serbuto!
:up:
Syxx_Killer
09-28-05, 08:12 PM
Another thing I was wondering, will the Vosper be able to be skinned with different schemes?
thasaint
09-28-05, 11:19 PM
any idea for a reasonable poly level in this game?
Sergbutooooooooooooooooooooooooooooooooooooooooooo ooooo.......YOU DO IT !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :rotfl: :rotfl: :rotfl: :up:
I guess that the windowed version will be released next friday.
This game is us now :rock:
:rock:
Oh the possebilitys from this turn of development! :88) :up:
Kpt. Lehmann
09-29-05, 01:44 AM
I guess that the windowed version will be released next friday.
This game is us now :rock:
Sansal... you are THE MAN!!! :rock: :rock: :rock: Way to go!
Charlie901
09-29-05, 01:51 AM
UNBELIEVABLE!!!!!!!!!!!!
AWESOME JOB!!!!!!!!!!!!
:rock: :rock: :rock: :rock: :rock: :rock: :rock: :rock:
Woof1701
09-29-05, 02:57 AM
You made my day. :up: :up: :up:
I love blasting those little Elcos with the deck gun and I'm sure I'll love the Voster too ;-)
BTW: Is there a way to equip the Elcos and the Voster with virtual torpedos from the Wolfpack Mod?
pontius
09-29-05, 04:03 AM
JUST GREAT !!! :sunny: :sunny: :up:
Col7777
09-29-05, 04:04 AM
I've got to add my two cents,
Great piece of work again Serg' you have my fullest admiration.
Now where's my list of models I want importing? :-j
Seriously I'm sure there will be more models coming from the Sergbuto workshop in all good time, well done mate. :up:
Seeadler
09-29-05, 05:37 AM
Is a texture uvw map which comes with an OBJ model also correctly importable?
Nippelspanner
09-29-05, 06:44 AM
All i can say: "Smoke on the Horizon Captain!"
:up:
Is a texture uvw map which comes with an OBJ model also correctl importable?
If this uv map works with only one tga, yes. In fact, the airplanes and land units works in this form; there are only one tga.
sergbuto
09-29-05, 08:31 AM
1. When you say that the damage model needs work, do you mean that it doesn't blow up quite nicely yet? Or that it doesn't incur the black scarring marks?... From a gaming standpoint, I hope you make it explode nicely... As long as it goes ka-BOOOOM, who cares about black marks (much...)?
Yes it should blow up as a whole thing. I meant damage for separate parts like cabin, mast, pipes, etc.
2. Have modellers gotten to the point where they can add reflections to their models? I noticed that in your screenshots, the Vosper currently does not have a reflection. Just wondering.
I did not work in detail with this yet. As to screenshots, it is not possible to see reflections on the wakes.
3. Does a Vosper really travel that low in the water? Although I'm no Vosper expert, the waterline looks quite high.
These are maybe not the best screenshots. In any case, things like this can be corrected.
5. I'm running under the assumption that modellers soon will be able to import more things than just ships, such as airplanes, subs, guns, torpedoes, weapons in general, and other various objects... am I right? or am I right?? (please, I hope I'm right :lol: )
Importing guns may not be easy, if possible at all. I have some suspisions after working on "virtual torpedo" mods. But this requires more tests, maybe I am wrong after all.
martes86
09-29-05, 08:34 AM
1st class excellent work, Sergbuto. :up:
sergbuto
09-29-05, 08:38 AM
Will the Vosper appear in the campaign when and where our little friend the Elco shows up? Can the Elco be taken away from the Bitish and fully replaced with the Vosper?
Most of Elco entries in the campaign are scripted in by Class. I guess the easiest way to get Vosper instead of Elco is to use Wordpad's ReplaceAll option for PTElco for the whole campaign file provided there are no American Elco entries in the game.
sergbuto
09-29-05, 08:40 AM
so wait, this means there can be new ship models in SH3?
:/\rlz:
You do not need to wait. That is exactly it. :D
sergbuto
09-29-05, 08:46 AM
Along with the congratulations, will you give a laymans tutorial on how to import new models using Sansals new tool so we can all contribute models?
Too early yet. Wait for the window version of Sansal's tool.
How many polys did you use?
If I remember correctly the model has about 74000 polys.
What scale (if any) do the models need to adhere to to appear at correct size ingame?
Decameters
Can you export existing objects such as funnels,hulls,guns,etc to cut down having to remake the same things to use on other new ships?
Yes.
Can we finally get a uboat with a flagstaff?
I suppose.
sergbuto
09-29-05, 08:49 AM
You made my day. :up: :up: :up:
I love blasting those little Elcos with the deck gun and I'm sure I'll love the Voster too ;-)
BTW: Is there a way to equip the Elcos and the Voster with virtual torpedos from the Wolfpack Mod?
Get my "PT-boats with virtual torpedoes" mod and the next Elco you see in the game might vapourise you.
http://www.subsim.com/phpBB/viewtopic.php?t=42110&highlight=
sergbuto
09-29-05, 09:01 AM
Is a texture uvw map which comes with an OBJ model also correctly importable?
Yes, uvw coordinates are imported correctly. The Vosper model used for tests has poor uv mapping, most of the parts do not have any at all. But I also worked with other model with appropriate uv mapping and it renders in SH3 exactly as it should be.
The tool limitation is that each 3D object can use/have a reference to only one texture plate, as already mentioned by Sansal.
OakGroove
09-29-05, 09:10 AM
Outstanding work!
Hats Off to you and Sansal. :up:
Seeadler
09-29-05, 09:20 AM
The tool limitation is that each 3D object can use/have a reference to only one texture plate, as already mentioned by Sansal.
That's the problem, I need for my historic subpens more than one texture map per model :roll: But I will give it a try with one tiled 1024x1024 texture this weekend :smug:
Kpt. Lehmann
09-29-05, 11:28 AM
2. Have modellers gotten to the point where they can add reflections to their models? I noticed that in your screenshots, the Vosper currently does not have a reflection. Just wondering.
Sergbuto wrote:
I did not work in detail with this yet. As to screenshots, it is not possible to see reflections on the wakes.
3. Does a Vosper really travel that low in the water? Although I'm no Vosper expert, the waterline looks quite high.
Sergbuto wrote:
These are maybe not the best screenshots. In any case, things like this can be corrected.
Does this tool allow you to fix or substitute a reflection for the Type II sub?
Do you think you could try to fix it?... It has been a thorn in our side for sooo long.
I love the stuff you are doing! :rock: :rock: :rock:
... and the idea of having FLAGS on our subs that go away when submerged just totally rocks!
You are THE MAN Sergbuto! :yep:
FAdmiral
09-29-05, 12:39 PM
Like I said long ago (during the SH2 days), if a game can be
modded, our modding guys WILL find a way. I never doubted
their ability once we had SH3 in our hot little hands...
Fantastic Work !!!
JIM
... and the idea of having FLAGS on our subs that go away when submerged just totally rocks!
Yeah...just what you need a big red sign that says "Here I Am Shoot Me" to every destroyer and aircraft ROFLOL :D
Not me..I'll take no flag thank you.
Kpt. Lehmann
09-29-05, 02:10 PM
... and the idea of having FLAGS on our subs that go away when submerged just totally rocks!
Yeah...just what you need a big red sign that says "Here I Am Shoot Me" to every destroyer and aircraft ROFLOL :D
Not me..I'll take no flag thank you.
:rotfl:
Maybe it can be triggered for when you request your DD escort on RTB.
Man... I can't tell ya how bad I want the Type II to have a reflection though... even if it has to be a substitute S-Boot reflection.
sergbuto
09-29-05, 02:55 PM
Does this tool allow you to fix or substitute a reflection for the Type II sub?
Maybe. I do not know exactly. I have not looked at that.
Kpt. Lehmann
09-29-05, 02:57 PM
Does this tool allow you to fix or substitute a reflection for the Type II sub?
Maybe. I do not know exactly. I have not looked at that.
Sergbuto, if you find a way to fix that and release it as a mod... I will swim to Sweden and mow your grass with scissors. :yep:
Woof1701
09-29-05, 03:18 PM
You made my day. :up: :up: :up:
I love blasting those little Elcos with the deck gun and I'm sure I'll love the Voster too ;-)
BTW: Is there a way to equip the Elcos and the Voster with virtual torpedos from the Wolfpack Mod?
Get my "PT-boats with virtual torpedoes" mod and the next Elco you see in the game might vapourise you.
http://www.subsim.com/phpBB/viewtopic.php?t=42110&highlight=
Scary :) Must've missed that. Everytime I'm away from this forum for a few days I miss important news like that :)
Thanks a lot. Will try it asap :up:
Kpt. Lehmann
09-29-05, 03:28 PM
Does this tool allow you to fix or substitute a reflection for the Type II sub?
Maybe. I do not know exactly. I have not looked at that.
Sergbuto, if you find a way to fix that and release it as a mod... I will swim to Sweden and mow your grass with scissors. :yep:
....While singing "Uber Alles" and wearing lederhosen. :o
*gets out 3d max*
Bloody good work - give me the plans and I will make any model u want
Hunterbear
09-29-05, 07:03 PM
Hi Sergbuto,
Thanks for the replys to all the questions.
Does anyone recommend a source for good 3 view drawings or decent 3 view photos for various ships of that era we can model for SH3. Most of the stuff I find on the net is not satisfactory to use. I guess I'll have to check out the local library for books.
Thank you again for this great piece of work!
:D
Happy hunting!
:arrgh!:
Incendiary Lemon
09-29-05, 08:57 PM
Maybe just woot?
Anyone :D
There are a few diagrams and photos on this page which may be helpful to someone.
http://warships.web4u.cz/staty.php?language=E
No merchants here though.
VON_CAPO
09-30-05, 09:42 AM
Does anyone recommend a source for good 3 view drawings or decent 3 view photos for various ships of that era we can model for SH3. Most of the stuff I find on the net is not satisfactory to use. I guess I'll have to check out the local library for books.
By the way, take a look to this site http://www.dreadnoughtproject.org/.
There is many 3D models and blueprints :|\
Check that out :yep:
The tool limitation is that each 3D object can use/have a reference to only one texture plate, as already mentioned by Sansal.
That's the problem, I need for my historic subpens more than one texture map per model :roll: But I will give it a try with one tiled 1024x1024 texture this weekend :smug:
You can use a 2048 x 2048 texture or any size that you need.
Wow - that's giving SHIII a whole new perspective! Awesome work, sergbuto! :up:
Cpt Haddock
09-30-05, 06:27 PM
sergbuto thats brilliant, which tools do you use too import/export the models with by Sansal, and what 3d rendering package do you use??
sergbuto
09-30-05, 06:32 PM
sergbuto, which tools do you use too import/export the models with by Sansal, and what 3d rendering package do you use??
Wings3D and Sansal's tool.
Sulikate
09-30-05, 07:08 PM
I'm stunnished :rock: :rock: :rock: :rock: :rock: I'll put my 3dsmax to work now!!!!
http://rapidshare.de/files/5729597/Pack3D.jar.html
Copy in sh3 folder....tomorrow the manual :zzz:
If I remember correctly the model has about 74000 polys.
Congrats for releasing the first model, but I assume you noticed in the "SH3 devs want mods" thread that it says:
The developers have sent word through the Subsim.com grapevine that they are putting the call out to the mod community for high-quality mods and 3D models for possible inclusion in a future version of the game. Here are the restrictions for 3D models:
For ships and planes, these are the restrictions:
Battleships - 35,000 poly
Destroyers - 25,000 poly
Merchants:
- 10,000 poly - small
- 15,000 poly - medium
- 20,000 poly - large
Planes - 3,500-4,000 poly
In this context, 74000 is too much and will result in extreme framerate chugging with more than one or two on screen.
In my experience it's always better to create detail with texture-mapping and using the polys for basic structure.
Sorry if that sounds negative or anything! Just some people might not be aware of this.
sergbuto
10-01-05, 08:24 AM
Sure. Go ahead and follow Devs instructions on this matter, I do not mind. And I will follow experience, results of testing, what my computer can handle and what I like after all.
If people followed the Devs instructions to the letter for SH2 and DC at the time, the games would still have only crappy models.
Those poly counts from the Dev team do not seem reasonable to me - If a Battleship can have 35000, then shouldn't a freighter work with the same amount. They probably had different reasons fot those limits. I would prefer more detailed models, as long as they don't slow down my computer (the models in SH2 were not really detailed enough). Of course, I might not know what I'm talking about at all... :doh:
There were a couple of models from SH2, that I did like a little, such as the Troop Transport, Slow Cargo, and Oil Tanker. Can these be imported with Sansal's tool? Also, some of the others could have more details added and then be imported.
Those poly counts from the Dev team do not seem reasonable to me - If a Battleship can have 35000, then shouldn't a freighter work with the same amount. They probably had different reasons fot those limits. I would prefer more detailed models, as long as they don't slow down my computer (the models in SH2 were not really detailed enough). Of course, I might not know what I'm talking about at all... :doh:
There were a couple of models from SH2, that I did like a little, such as the Troop Transport, Slow Cargo, and Oil Tanker. Can these be imported with Sansal's tool? Also, some of the others could have more details added and then be imported.
There were a couple of models from SH2, that I did like a little, such as the Troop Transport, Slow Cargo, and Oil Tanker. Can these be imported with Sansal's tool? Also, some of the others could have more details added and then be imported.
I think that is best make new ships with externals obj. There are a lot of 3d modelers here (Cdr G¡bs have finished a Gato) and this SH2 models have poor quality. It's only my opinion.
This Gato :o
http://www.git.com.au/~voyager_tek/Gato.jpg
Schultzy
10-01-05, 10:03 AM
Think you've opened the flood gates mate!!
Absolutely brilliant work!
Hut ab!
35,000 polygons is more than enough to make a detailed model. Not everyone has high-powered systems.
You can rubbish me all you want, of course.
sergbuto
10-01-05, 10:11 AM
35,000 polygons is more than enough to make a detailed model.
Yes, I agree. Just do it. No point to complain.
I'm not complaining - I'm suggesting. I have a full time game development job and keeping IuB updated is quite enough work for me.
And I'm also issuing a friendly warning - the detailed model might be great but if drags down the framerate you'll get howls of complaints from all and sundry.
Those poly counts from the Dev team do not seem reasonable to me - If a Battleship can have 35000, then shouldn't a freighter work with the same amount. They probably had different reasons fot those limits. I would prefer more detailed models, as long as they don't slow down my computer (the models in SH2 were not really detailed enough). Of course, I might not know what I'm talking about at all... :doh:
The reason a BB has more polygons allotted is for a couple of reasons I think. The first is that the superstructure is bigger and more complicated than your average merchant. The other reason is that you only see a couple of BB's at any one time (or even throughout the game), whereas you can see a lot of merchants, for example in convoy.
On my system - an AMD 3200+ with a GeForce 6600 - just looking at a battleship full with wake particles visible slows the framerate noticeably, whereas doing the same with a merchant does not.
Yeah, we probably don't need SH2 models, but I thought some of them could be used as stopgap measures while others were being made. Of course, there are probably a lot of models out there which are ready to import already - does anybody have a list of their completed 3d models? I suspect there are not many merchants which are ready to import however, but hopefully I an wrong (I probably am).
This poly count issue has me concerned - I have a good system which has perfromed fine thus far, but I don't know how it would perform with the new high-poly models:
Processor: P4, 2.4 Ghz
Motherboard: DFI PM12-TL
RAM - PC 3200 400Mhz, 1.6GB
Video Card - ATI Radeon 9250, 256MB
Sound Card - Onboard.
Of course, some other people may have an even worse system. However, maybe there will be no problems - someone should run some tests on completed ships first before we all panic.
sergbuto
10-01-05, 11:01 AM
I'm not complaining - I'm suggesting. I have a full time game development job and keeping IuB updated is quite enough work for me.
And I'm also issuing a friendly warning - the detailed model might be great but if drags down the framerate you'll get howls of complaints from all and sundry.
Certainly, it did not sound to me as a suggestion but a lecture. And before issuing a friendly warning, it helps to at least ask what testing was done in this respect and what specs the computer had.
sergbuto
10-01-05, 11:17 AM
Yeah, we probably don't need SH2 models, but I thought some of them could be used as stopgap measures while others were being made. Of course, there are probably a lot of models out there which are ready to import already - does anybody have a list of their completed 3d models? I suspect there are not many merchants which are ready to import however, but hopefully I an wrong (I probably am).
This poly count issue has me concerned - I have a good system which has perfromed fine thus far, but I don't know how it would perform with the new high-poly models:
Processor: P4, 2.4 Ghz
Motherboard: DFI PM12-TL
RAM - PC 3200 400Mhz, 1.6GB
Video Card - ATI Radeon 9250, 256MB
Sound Card - Onboard.
Of course, some other people may have an even worse system. However, maybe there will be no problems - someone should run some tests on completed ships first before we all panic.
Do not let scare yourself before even any of new models came in. :) I have much worse specs but not very worried. I think there will be enough models around to choose from which would suit your specs better.
Sergbuto wrote
Do not let scare yourself before even any of new models came in. I have much worse specs but not very worried. I think there will be enough models around to choose from which would suit your specs better.
Sounds good to me - I will try out new ships before making any judgements. There probably won't be any problams anyway.
Sergbuto, when will the Vosper be ready for 'launching', and what other new models do you have? I realize that it will take time to get everything right though - I'm just wondering.
sergbuto
10-02-05, 04:04 PM
Vosper was rather a test. Unfortunately, the model does not have appropriate UV mapping, so I guess it'll take time to finish it.
I can't type in here all the model available for import to SH3 because the list is relatively long. It will take long time to import them all so I have to make some choices.
I hope that Seacondor who has made many models of German warships and guys from Betasom with quite a number of Italian models will soon start porting those models to SH3.
Kpt. Lehmann
10-02-05, 05:44 PM
Does this tool allow you to fix or substitute a reflection for the Type II sub?
Maybe. I do not know exactly. I have not looked at that.
Sergbuto, if you find a way to fix that and release it as a mod... I will swim to Sweden and mow your grass with scissors. :yep:
Looks like I'll be swimming to Sweden... How short do you like your grass Sergbuto?
sergbuto
10-02-05, 05:58 PM
Looks like I'll be swimming to Sweden... How short do you like your grass Sergbuto?
Iam afraid you are getting away with this for now. I do not have grass in my yard which is unfortunate. But I hope to buy nicer house with a garden so hopefully you will get plenty work to do. :D
Kpt. Lehmann
10-02-05, 06:06 PM
Looks like I'll be swimming to Sweden... How short do you like your grass Sergbuto?
Iam afraid you are getting away with this for now. I do not have grass in my yard which is unfortunate. But I hope to buy nicer house with a garden so hopefully you will get plenty work to do. :D
Well sir I wish I could buy you a cup of coffee just the same. :sunny:
I sent you a PM with something neat.
Way to go man! Way to go! U-Boat party at Kpt. Lehmann's house. :arrgh!:
I am making HMS Arethusa light cruiser of Dido. I have edit the haul in Maya 5.0 by cutting waste dacks, but as it is my first work with 3d editor i need some help.
1. How can I add poligons to the model?
2. How can I put back cutten poligons if they are nessesary?
3. Hoe can I export edited object from Maya to SHIII .obj?
4. How can I reposition nodes for turrets deeper in the haul to put 6'' ones from Nrlson?
sergbuto
10-03-05, 03:13 AM
Unfortunately, I do not use Maya. I only tried once to read in 3DS file and export it to the OBJ format with Maya using its OBJ exporter.
Charlie901
10-04-05, 11:52 PM
Sergbuto,
Whats the status on this model and can you consider maybe doing some Italian Crusiers or Battleships next?
Big :up: on the missing Uboat Reflections B.T.W.!
Marhkimov
10-05-05, 12:02 AM
WARships are not imperative to most of us subsimmers... MERCHants on the other hand, are requested... ;)
WARships are not imperative to most of us subsimmers... MERCHants on the other hand, are requested... ;)
Very much so..more merchants first then add the warships.
Especially since merchants should be easier to manage as you don't have to mess with all that tricky weapon placement. And they're supposed to be mostly ugly, anyway.
Come on. :up:
Flakwalker
10-05-05, 01:55 PM
Unfortunately, I do not use Maya. I only tried once to read in 3DS file and export it to the OBJ format with Maya using its OBJ exporter.
And worked ok?, I mean if texture coordinates became right ingame?
sergbuto
10-17-05, 04:21 AM
Especially since merchants should be easier to manage as you don't have to mess with all that tricky weapon placement. And they're supposed to be mostly ugly, anyway.
Come on. :up:
It only seems to be easier. Although merchants do not have many weapons, one needs to do positioning of various cargo. Anyway, I have an ongoung project on some merchants. Below is a screenshot of the 98m cargo with tonnage of about 3500 along with pics of various ships of the same class existed in reality.
http://usx218.fysik.uu.se/users/Sergei/files/NAGR02.jpg
http://usx218.fysik.uu.se/users/Sergei/files/oostdijk.jpg
http://usx218.fysik.uu.se/users/Sergei/files/ruurlo.jpg
http://usx218.fysik.uu.se/users/Sergei/files/winterswijk.jpg
http://usx218.fysik.uu.se/users/Sergei/files/bellatrix.jpg
Commander1980
10-17-05, 06:47 AM
Looks good :up:
Hod did you manage to downscale the NAMC?
sergbuto
10-17-05, 09:58 AM
Yes, the bow and maybe the bridge need some work.
One can resize when importing or exporting the files in Wings3D. There is also option "Scale" in the Object Menu. Both methods work fine for me.
Commander1980
10-17-05, 10:19 AM
One can resize when importing or exporting the files in Wings3D. There is also option "Scale" in the Object Menu. Both methods work fine for me.
Interesting. it works for me with all objects, but not for the hull and the two hull-halfs. Did you nothing more than scaling them down and then import them with pack3d?
sergbuto
10-17-05, 10:33 AM
Nothing else.
With this new ship, I agree that it might be better if the bridge was changes slightly. Are there any parts of any other ships which can be used. And is it now possible to delete part of an object (example - delete a bridge that's attached to a hull)?
The Large Cargo is a good parent unit for new merchants though - it has a general appearance for a freighter. Are there any other merchants which could be made from other units with the methods now available?
UBOAT234
10-17-05, 11:36 AM
GREAT SERGBUTO!!!
NOW IS THE MOMENT FOR YOUR PERSONAL TUTORIAL
FOR WE AND OUR HAPPINESS!
:sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny: :sunny:
Commander1980
10-17-05, 11:42 AM
Nothing else.
I always thought there is some kind of magic in the mods you are doing :lol: ;)
Well then, it is much encouraging that it is possible in some way and i hope i'll find my errors. :roll:
sergbuto
10-17-05, 11:46 AM
With this new ship, I agree that it might be better if the bridge was changes slightly. Are there any parts of any other ships which can be used. And is it now possible to delete part of an object (example - delete a bridge that's attached to a hull)?
The Large Cargo is a good parent unit for new merchants though - it has a general appearance for a freighter. Are there any other merchants which could be made from other units with the methods now available?
It is like 3D modelling, one can do anything but in many cases the UV-remapping will be neccesary. The important issue as a result of all the modelling-remodelling though is to get the damage model/system correct for new models/parts.
Commander1980
10-17-05, 12:01 PM
The important issue as a result of all the modelling-remodelling though is to get the damage model/system correct for new models/parts.
yep this is true. I noticed when shooting on the Mahan, the second funnel explodes when you hit the bridge, because there was originally the object that the 2nd funnel replaced. So i think i have to replace another object, that is close to the position, where the new funnel is placed. And of course, one with more hitpoints.
UBOAT234
10-17-05, 12:03 PM
WATH IS YOUR PREFERED SOFTWARE FOR YOUR AHCK?
HOW TO= SOFTWARE
HOW TO= REMAP TEXTURE
HOW TO= ADD AND SUBTRACT NODE
A VERY TUTORIAL FOR NOVICE AND NO.
BEST REGARDS
iambecomelife
10-17-05, 04:38 PM
Especially since merchants should be easier to manage as you don't have to mess with all that tricky weapon placement. And they're supposed to be mostly ugly, anyway.
Come on. :up:
It only seems to be easier. Although merchants do not have many weapons, one needs to do positioning of various cargo. Anyway, I have an ongoung project on some merchants. Below is a screenshot of the 98m cargo with tonnage of about 3500 along with pics of various ships of the same class existed in reality.
http://usx218.fysik.uu.se/users/Sergei/files/NAGR02.jpg
http://usx218.fysik.uu.se/users/Sergei/files/oostdijk.jpg
http://usx218.fysik.uu.se/users/Sergei/files/ruurlo.jpg
http://usx218.fysik.uu.se/users/Sergei/files/winterswijk.jpg
http://usx218.fysik.uu.se/users/Sergei/files/bellatrix.jpg
Looks excellent. As I said on the other thread, that's exactly the type of vessel we need to keep tonnages realistic. Since you've gotten the 3d scaling thing to work I think I'll give it another shot myself.
iambecomelife
10-17-05, 10:07 PM
BTW, Sergbuto, could you explain how you handle texturing in Wings3d? I still keep running into the problem of Wings3d using the deck texture as the hull texture. I've tried setting the hulls' components to the material named cfg#TXR_[unitname], but this almost always keeps pack3d from letting me import it.
Thanks.
Are those the booms that you are going to use on the finished model? They look like they belong on a heavier ship to me - is there another type you could use?
BTW - What about the Vosper class (the original subject of this thread)? Will they be ready soon? And is there an ETA for the 3,500 ton freighter? Maybe you should post a preview on your website.
I keep looking at the Transport, and thinking that something could be made from that too. Maybe I'll try again on the weekend to do something to help.
iambecomelife
10-18-05, 06:54 PM
BUMP
Anyway, I have an ongoung project on some merchants.
I just realized that you are working on more than one. :huh: Do you have a couple of pictures of the others too?
UBOAT234
10-21-05, 01:13 PM
Mah... but Bump!
Type941
10-21-05, 06:03 PM
Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!! :up:
UBOAT234
10-23-05, 07:25 AM
Bump
sergbuto
10-27-05, 03:44 PM
BTW, Sergbuto, could you explain how you handle texturing in Wings3d? I still keep running into the problem of Wings3d using the deck texture as the hull texture. I've tried setting the hulls' components to the material named cfg#TXR_[unitname], but this almost always keeps pack3d from letting me import it.
Thanks.
If a few texture plates applied to the same 3D object (such as f.e. hull with deck), the Wings3D - Pack3D chain may change the order in which they are applied in to the 3D object, compared to the original. That is why f.e. the hull gets the deck texture and vice verse. You may try to exchange textures although they are often used with somewhat different settings for ambient/diffuse background colours and specular effects. I prefer to do post-processing hexediting to fix that.
sergbuto
10-27-05, 03:48 PM
Are those the booms that you are going to use on the finished model? They look like they belong on a heavier ship to me - is there another type you could use?
There were some 4000-tonners which used twin masts if that is what you mean. But I was thinking to exchange for single ones.
sergbuto
10-27-05, 03:51 PM
BTW - What about the Vosper class (the original subject of this thread)? Will they be ready soon? And is there an ETA for the 3,500 ton freighter? Maybe you should post a preview on your website.
No ETA yet.
sergbuto
10-27-05, 03:55 PM
I just realized that you are working on more than one. :huh: Do you have a couple of pictures of the others too?
They are still in an ugly shape with parts flying around.
sergbuto
10-27-05, 04:00 PM
NOW IS THE MOMENT FOR YOUR PERSONAL TUTORIAL
Sorry. Not enough time to write tutorials. Especially when English is not my native language.
sergbuto
10-27-05, 04:04 PM
Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!! :up:
Arbitrary scaling will lead to the inappropriate damage model.
Yeah, I was talking about the cranes - there are several types in the game which could work but I'm sure you can pick the one which is most realistic. :up:
Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships? Tonnage and parent models?
BTW - I recently tried to clone the Transport, but the library crashed when I put it in the game. I made sure to rename every file to "freighter1", preserving file extensions, then opened the .dat file in pack3d and clicked "clone". Do I need to click on and clone every 3d object?
iambecomelife
10-27-05, 08:55 PM
Yeah, I was talking about the cranes - there are several types in the game which could work but I'm sure you can pick the one which is most realistic. :up:
Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships? Tonnage and parent models?
BTW - I recently tried to clone the Transport, but the library crashed when I put it in the game. I made sure to rename every file to "freighter1", preserving file extensions, then opened the .dat file in pack3d and clicked "clone". Do I need to click on and clone every 3d object?
Some possible causes:
1) Did you add an entry for the new ship in englishnames.cfg?
2) Did you make sure that the abbreviation for the ship was the same in englishnames.cfg, [unit].cfg in the ship's data\sea folder, and the data\roster\[nation]\sea\[unit].cfg? The designations for "classname" must be consistent.
3) Did you use the "extrude" function to alter your model in Wings3d?
4) Did you give the new unit a name with the same number of characters as the old unit? For instance, my ore freighter, as a descendent of the vessel NKGN (4 characters) is called NKOC (again, four characters). BTW, I'm not absolutely certain that this last thing needs to be done, but it appears to have been the cause of otherwise mysterious crashes.
iambecomelife
10-27-05, 08:56 PM
Also, you just need to click on the dat file and press clone in Pack3d; you don't need to clone individual objects.
In answer to your four questions.
1. Yes.
2. Yes.
3. Didn't change the model. For some reason, I couldn't even see it in wings 3d - when I exported from pack3d the file size was 0kb. I am new to this after all. :oops:
4. No, the new name has a completely different number of letters; this is probably my problem :hmm: . I will give it a four letter name (the Transport's designation is NPTR) and try again tonight.
It worked! That was the problem; when the new unit received the same number of letters in its name as the parent, both units work together. A point to remember, I guess.
Thanks.
sergbuto
10-30-05, 04:39 AM
Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships?
For now, it is one more 4000-ton freighter and a coal carrier but the results will greatly depend on tests about the damage model for the first merchant.
eleanor
10-31-05, 06:57 AM
Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!! :up:
I hoping for something like the beautiful RMS Aquitania which acted as a troop ship in both Wars.
http://www.bryking.com/aquitania/aquitania.jpg
A must better troop ship type than the 50's looking "passenger liner" in the game.
Those older style passenger liners were really good looking, but I think the emphasis right now is on typical freighters and tankers which would have been encountered on a regular basis. Very vew large passenger liners were sunk during the war.
BTW - Sergbuto, are you still working on your Russian Type 7 DD?
sergbuto
11-02-05, 07:28 AM
At least, I still have plans for it. The DD needs some 3d changes. Now when quite accurate modelling is possible I do not think there is any point to release approximated things.
:up: Yes, that's absolutely true. I would rather wait and have a better model than have a less-accurate one right now.
iambecomelife
11-02-05, 06:58 PM
AG124, are you experiencing any texturing problems with your transport model? Fos some reason I was able to make changes to the hull of the NKGN merchant (hence the ore carrier), but altering the hull object of a stock vessel like the Liberty or C-2 gives me that deck-hull texture mixup. I believe the problem occurs as soon as the altered hull is imported with Pack3d. I'd really like to try alterations to other ships' hulls...
I had to go back to university before I could get any major 3d changes made - I eliminated some small parts of the superstructure though. I will try the ship in the game when I go home on Friday. Did you say earlier there was an option I should use when making 3d changes? (I am using Wings 3d).
Three 3000 word assingments really interfere with attempts at mod-making :( , but now those are nearly completed :).
MouseNo5
11-10-05, 12:19 AM
What i am interested to know is whether it is possible in the future to replace the uboat(s) with a destroyer model and eventually create a mod that fully (as much as possible) encompasses the abilities of a destroyer or larger vessel. Just imagine having a destroyer instead of a sub! But i can imagine this would be near on impossible to fully implement.
Good work, real good work.
bigboywooly
07-20-06, 10:01 AM
What ever happened to the Vosper ?
sergbuto
07-20-06, 11:16 AM
KIA? :lol:
bigboywooly
07-20-06, 11:22 AM
:hmm: just as long as the Upholder doesnt suffer the same fate :rotfl:
sergbuto
07-20-06, 11:36 AM
As I said before, the Vosper model has poor texturing and does not look very good when imported to SH3. It needs UV re-mapping.
sergbuto
07-30-06, 07:57 AM
Finally, it is ready
http://usx218.fysik.uu.se/users/Sergei/files/Vosper10.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Vosper20.jpg
along with this one
http://usx218.fysik.uu.se/users/Sergei/files/HSL02.jpg
However, they need image files for the ID book in SH3. It may take quite some time for me to make those. It would be great if someone helped with this.
bigboywooly
07-30-06, 10:21 AM
Wow Serg :o
Whats the little one ?
If you have some screenshots from the museum in different angles low down I will give it a go
sergbuto
07-30-06, 03:14 PM
It is RAF high-speed launch. I will use it for harbor and coastal traffic.
I am going to be very busy next week. PM me with your e-mail address and I will send you the boat files so that you can make all the necessary screenshots.
bigboywooly
07-30-06, 03:23 PM
It is RAF high-speed launch. I will use it for harbor and coastal traffic.
I am going to be very busy next week. PM me with your e-mail address and I will send you the boat files so that you can make all the necessary screenshots.
Have PM you with it :up:
Sailor Steve
07-31-06, 08:28 PM
Yay!!:rock:
sergbuto
08-14-06, 09:07 AM
The New PT boat units mod is available for download on my site.
The mod includes new British units: torpedo boat Vosper and RAF high speed launch. These are the original 3D models. The 3D model of the launch was made by Bruno "brunosk" Escaravage.
Besides new guns made for the launch, both units have proper reflections and most importantly the damage model which was adjusted to fit the 3D profiles of these units.
Vosper uses AI torpedoes as in the Wolfpack mod v2.0. The files in the data\Library folder in the download are also recommended for usage with my PTboats mod instead of old ones.
Screenies of Vosper are posted above. Below are a couple of more screenshots of the RAF high speed launch and sil images of both units.
http://usx218.fysik.uu.se/users/Sergei/files/HSL01.jpg
http://usx218.fysik.uu.se/users/Sergei/files/HSL03.jpg
http://usx218.fysik.uu.se/users/Sergei/files/HSL_sil.jpg
http://usx218.fysik.uu.se/users/Sergei/files/Vosper_sil.jpg
sh3rules
08-14-06, 09:56 AM
Wow, nice! :up:
bigboywooly
08-14-06, 04:30 PM
Round of applause :rock:
Kudos Serg :yep:
Very sexy and about time Britain had the Vosper :yep:
bookworm_020
08-14-06, 10:00 PM
Great work on the vosper. I wish this could have been in the game from day one.
The RAF launch is beautiful, it adds more to the game with it there.
Keep up the good work:up:
Safe-Keeper
08-15-06, 03:36 AM
I love the RAF Launch, it's just so different from all the other boats (the colour scheme, the plexi-glass "ball turrets", everything!).
Really, really nice work.
gerd peter meyer
08-15-06, 07:43 AM
The New PT boat units mod is available for download on my site.
:up:
It looks very special and my crew will see them earlier or not ?? Thanks...:know:
This DD I´m looking for since april2006: 4. Russian Type 7 destroyer:
Can you help me, please ???
Safe-Keeper
08-15-06, 10:52 AM
I think he can, it's on his site;).
sergbuto
08-15-06, 05:07 PM
I love the RAF Launch, it's just so different from all the other boats (the colour scheme, the plexi-glass "ball turrets", everything!).
The launch was used by the RAF on most theaters for the rescue of downed pilots. The number 107 boat which is displayed on the sil image was based in Malta during the siege and rescued a number of pilots.
sergbuto
08-15-06, 05:21 PM
The New PT boat units mod is available for download on my site.
:up:
It looks very special and my crew will see them earlier or not ?? Thanks...:know:
They need to be scripted in if you want to see them in the campaign. It is actually very easy to put in Vospers as a replacement for Elcos. One can simply use the "Replace" option in Wordpad and exchange PTElco for PTVosper. F.e. in a stock campaign there are no American Elcos scripted in. All of the Elcos are British.
This DD I´m looking for since april2006: 4. Russian Type 7 destroyer:
Can you help me, please ???
It is not ready yet.
The New PT boat units mod is available for download on my site.
..................
Has looked now NPT_HSL. Good cannon implementation.
I would like that cannon turret rotated around of a vertical axis.
:up:
mr chris
08-19-06, 03:25 PM
Do you have to add anything to the english names file, for the vosper? Followed your guide serg to replace the elctro with the vosper in the campagin SCR.
Thanks very much for yet any other lovely looking ship.:up:
IrishUboot
08-19-06, 03:47 PM
Can I make a request for a couple of Irish Navy Vospers as they acquired some at the onset of war? If I could have some Irish vospers it would be like an early Christmas for me.
From the history of the Irish Navy (see http://www.military.ie/naval/history.htm)
In May 1939 an order was placed with Vospers UK for two Motor Torpedo Boats (MTB's). The outbreak of war in September that year spurred the Government to set up the Marine and Coastwatching Service. Ireland's neutral stance further highlighted the necessity for Ireland to have its own Navy to uphold its neutrality. Following the outbreak of war, the order for MTBs was increased from two to six. By 1941 the Service consisted of a force of 6 MTBs and 4 assorted craft and manned by about 300 all ranks. The task during the war years focused on port control duties such as mine laying (Cork and Waterford), regulation of merchant shipping, upkeep of navigational aids and fishery protection. At the end of the war in 1945, the Coastwatching Service was disbanded and the Marine side was wound down.
BTW, wonderful work. The modding here is just fantastic.
IrishUboot
08-19-06, 04:00 PM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
mr chris
08-19-06, 04:02 PM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
They are not included in GW 1.1a. Dont know if they are going to be in the add on that is in the making.
IrishUboot
08-19-06, 05:44 PM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
They are not included in GW 1.1a. Dont know if they are going to be in the add on that is in the making.
Thanks. I'll have a look about adding them into my game and getting some for the Irish navy too. BTW, how would I go about adding Vospers for the Irish Navy after downloading? Which files would need edited and so forth? Apologies for being a noob when it comes to modding SHIII.
mr chris
08-20-06, 07:35 AM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
They are not included in GW 1.1a. Dont know if they are going to be in the add on that is in the making.
Thanks. I'll have a look about adding them into my game and getting some for the Irish navy too. BTW, how would I go about adding Vospers for the Irish Navy after downloading? Which files would need edited and so forth? Apologies for being a noob when it comes to modding SHIII.
You need to add the vosper in the Irish roster folder and to see it in a campagin you need to add a entry for it in your SCR campagin file. Hope this helps
bigboywooly
08-20-06, 11:59 AM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
They are not included in GW 1.1a. Dont know if they are going to be in the add on that is in the making.
Thanks. I'll have a look about adding them into my game and getting some for the Irish navy too. BTW, how would I go about adding Vospers for the Irish Navy after downloading? Which files would need edited and so forth? Apologies for being a noob when it comes to modding SHIII.
You will need to add them to the Campaign.scr which you can find in
C:\Program Files\Ubisoft\SilentHunterIII\data\Campaigns\Campa ign
Your best bet would be to add them thru thru the mission editor for Ireland
The British ones are just a matter of replacing the Elco entry with the Vosper
You can leave the late war Elco entries if you like as Britain were using them as well then
What game are you running ? Stock\GW\NYGM or another ?
IrishUboot
08-20-06, 06:36 PM
I'm running GW1.1a + SH3 Commander 2.6.
IrishUboot
08-21-06, 01:57 AM
I have no experience in this kind of thing, but I opened the campaign scr file just to have a look at what it contains. Would I be correct in saying that this file is what allows the game to generate ships, etc in certain locations and decides things like probability of appearance, dates of appearance, etc? As I said, this is all a bit new to me so don't give me too much of a hard time. So, would I have to make changes to this folder even just to place the British Vospers in the game, let alone the Irish I intend to put in? We only had 6 of them by 1941 so I'd have to put a very low entry in. Any help would be great and thanks to mr chris and bigboywooly for the help already given. :up:
mr chris
08-21-06, 02:27 AM
They need to be scripted in if you want to see them in the campaign. It is actually very easy to put in Vospers as a replacement for Elcos. One can simply use the "Replace" option in Wordpad and exchange PTElco for PTVosper. F.e. in a stock campaign there are no American Elcos scripted in. All of the Elcos are Briti
Irish all you need to do to add the vospers to the english side is to copy the folders to corect locations then open the campaign SCR file with wordpad go to edit click on "Replace" and exchange PTElco for PT Vosper. save this and now you should have vospers instead of elcos for the britsh during your campagin.
IrishUboot
08-21-06, 03:11 AM
They need to be scripted in if you want to see them in the campaign. It is actually very easy to put in Vospers as a replacement for Elcos. One can simply use the "Replace" option in Wordpad and exchange PTElco for PTVosper. F.e. in a stock campaign there are no American Elcos scripted in. All of the Elcos are Briti
Irish all you need to do to add the vospers to the english side is to copy the folders to corect locations then open the campaign SCR file with wordpad go to edit click on "Replace" and exchange PTElco for PT Vosper. save this and now you should have vospers instead of elcos for the britsh during your campagin.
That seems straightforward enough. I can do this mid career? Adding some to Ireland is a tricky proposition you think? Thanks.
mr chris
08-21-06, 05:34 AM
They need to be scripted in if you want to see them in the campaign. It is actually very easy to put in Vospers as a replacement for Elcos. One can simply use the "Replace" option in Wordpad and exchange PTElco for PTVosper. F.e. in a stock campaign there are no American Elcos scripted in. All of the Elcos are Briti
Irish all you need to do to add the vospers to the english side is to copy the folders to corect locations then open the campaign SCR file with wordpad go to edit click on "Replace" and exchange PTElco for PT Vosper. save this and now you should have vospers instead of elcos for the britsh during your campagin.
That seems straightforward enough. I can do this mid career? Adding some to Ireland is a tricky proposition you think? Thanks.
You can do it mid career but do not do it mid patrol always add mods when you are in port only. And make sure you roll back SH3 Commander first.
As for adding them to Ireland just copy the vosper file you placed in the Britsh roster to the Irish one. Then they should show up in your musuem on the Irish side as well. But when it comes to adding them to your campagin SCR so they show up during your camapgin on the Irish side as well, I think this could be done using the mission editor but am not 100% sure. BBW helped me add a ship to harbour a while back so he might be able to help you with that matter.:up:
IrishUboot
08-21-06, 11:54 AM
I'm midpatrol right now but I'm returning to Kiel and should get back there in a few days. With your help I now feel confident that I should be able to add the Vospers to the British side. I'll hold out on adding them to Irish until I've got a better idea of what to do. I'll wait on information from BBW if he's about. This is my first time adding ships and I've probably taken a pretty hefty task to begin with. I downloaded the Hood and a couple others but haven't added them yet either.
Every ship requires changes to the campaign scr file?
mr chris
08-21-06, 12:08 PM
Every ship requires changes to the campaign scr file?
Not every ship requires changes to the SCR file just the ones that i have found that are not already scrpited in.
To add the BB Hood that you have to the game just change this in the SCR.
(Thank BBW for this bit of help of the hood as he help me out with the same problems your having.)
[Group 5]
GroupName=Hood (Revenge7) <-------- Delete the bracketed stuff
CommandUnitName=Hood
Category=0
RandStartRadius=0.000000
DeleteOnLastWaypoint=true
EvolveFromEntryDate=true
[Group 5.Unit 1]
Name=Hood
Class=BBRevenge <--------- Change to BBHood
Type=11
Origin=British
Side=1
Commander=0
CargoExt=-1
CargoInt=-1
CfgDate=19380101
Hope this helps:up:
IrishUboot
08-21-06, 12:45 PM
That's a huge help. I'll get the Hood in there also when I'm back in port. Thanks again.
bigboywooly
08-21-06, 02:23 PM
Will add some Vosper patrols to Ireland for you and you can just copy and paste to the bottom of your SCR
Your running GW so the unit numbers will be ok
@Irishuboat and mr chris
Copy and paste this to the end of the scr of mine you are using
Added 3 Irish Vosper patrols around Ireland and 3 HSL routes - 1 in the channel\1 in the North sea and 1 up the top of Scotland
http://rapidshare.de/files/30255158/Irish_Vosper_plus_HSL.txt (http://rapidshare.de/files/30255158/Irish_Vosper_plus_HSL.txt)
IrishUboot
08-21-06, 03:41 PM
I can never manage to download from rapidshare. It always gives me a failed message and now it's saying that I'm a bot for trying too many times to download. I don't have a premium account, probably the reason.
Which file exactly would I enter this in? I have a few files in the campaign folder. Would it be campaign_scr or GW_nominefield_campaign_scr? Not sure what that second one is about.
Thanks BBW for your efforts. This is great stuff.
mr chris
08-22-06, 02:25 PM
I can never manage to download from rapidshare. It always gives me a failed message and now it's saying that I'm a bot for trying too many times to download. I don't have a premium account, probably the reason.
Which file exactly would I enter this in? I have a few files in the campaign folder. Would it be campaign_scr or GW_nominefield_campaign_scr? Not sure what that second one is about.
Thanks BBW for your efforts. This is great stuff.
Have uploaded file to filefront for you hope this works.
http://hosted.filefront.com/mrchris99/
Enter it into your campaign SCR.
IrishUboot
08-22-06, 02:57 PM
Thanks, mr chris. BBW sent me a PM where I could upload the file. He also gave me a link to a consolidated lighted ships mod by Anvart. I'll work on getting both in the game tonight and let you know if I have any problems. Thanks again.
I found this oil painting which features an Irish Vosper and the Irish Poplar. There are some nice examples of Irish merchants on the site (http://www.irishseamensrelativesassociation.org/).
http://www.irishseamensrelativesassociation.org/images/SS%20Irish%20Poplar.jpg
sandbag69
08-24-06, 11:55 AM
Just installed the Vosper.....Outstanding work!
Whats your next project Serg.
Wish u would publish a step by step guide to making ships....then we would have hundreds.
this my friends ... seems to me a very big step on the way to something big .
VERY NICE WORK
:rock: :rock: :rock:
mfg lupo!:cool:
sergbuto
08-25-06, 04:52 AM
Do you have to add anything to the english names file, for the vosper? Followed your guide serg to replace the elctro with the vosper in the campagin SCR.
Thanks very much for yet any other lovely looking ship.:up:
It is not really necessary to add something to EnglishName.cfg for the ship to work. But to make it nicer, you can add something like
PTVosper=Vosper Torpedo Boat
sergbuto
08-25-06, 04:56 AM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
It's an old thread but newly made ships. Took a while.
I was away for a week and was not able to answer your questions but I hope you worked out all the things by now with the help of other guys.
mr chris
08-25-06, 02:06 PM
Do you have to add anything to the english names file, for the vosper? Followed your guide serg to replace the elctro with the vosper in the campagin SCR.
Thanks very much for yet any other lovely looking ship.:up:
It is not really necessary to add something to EnglishName.cfg for the ship to work. But to make it nicer, you can add something like
PTVosper=Vosper Torpedo Boat
Cheers Serg have added to EnglishName.cfg. Thanks for a top new ship model for the game i tip my hat to you:up:
IrishUboot
08-28-06, 07:36 AM
Didn't notice this is a pretty old thread. Are these vospers included in the newest GW mod?
It's an old thread but newly made ships. Took a while.
I was away for a week and was not able to answer your questions but I hope you worked out all the things by now with the help of other guys.
They took real good care of me. Hats off to you serguto for such a wonderful boat, and to bigboywooly and mr chris for all the help. Sorry to bump this thread up again but I've been a bit off sorts lately (end of summer bug) and couldn't drag myself on the computer. I've yet to sail a patrol with the vosper in there but once I get some other things sorted out I'll do so. Have a nice day all. :sunny:
dont be too bad , im more used to making skins for IL2
you can see some here http://www.freewebs.com/jmackworks/
and im trying to make one for this HSL rescue launch , its work in progress still but some advices and critics could be helpfull http://www.freewebs.com/jmackworks/hsl.jpg
bigboywooly
08-31-06, 12:46 PM
Thats actually very good :up:
padmack
01-26-10, 01:15 PM
Gentlemen;
1. I just found out my PtVosper has a small texture issue (see pics). Any ideas how this can be fixed? The RAF HSL and PT Elco are all installed and runnnig properly.
2. Also, i wonder if somebody could re-up (of PM) the camapign.scr lines for scripting the Irish Vosper into camapign as mentioned earlier in this thread as the old links are dead now.
http://i930.photobucket.com/albums/ad146/padmack/SH3Img26-1-2010_175536_875.jpghttp://i930.photobucket.com/albums/ad146/padmack/SH3Img26-1-2010_175520_859.jpg
pontius
01-26-10, 01:27 PM
Good to see such a Topic again after some years :)
Oh what a breakthrough this was! :up:
padmack
01-26-10, 04:15 PM
Anybody got any problems with the PTVosper Skin??? Itsa driving me mad! I know it has something to do with the .tga's but my trial and error is not working!!!
Can somebody even send me a zipped copy of theirs which i can try overwriting???
:damn::damn::damn::damn::damn::damn::damn::damn:
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