View Full Version : WIP's - Generic tanker and Two Merchants
I am now working on three more ships - a general generic tanker based off of no particular design, a coastal passenger/cargo vessel inspired by the beached SS Kyle (which I showed in the Rose Castle thread) and a Heavy Merchant based on the AOD Heavy and Light Merchants.
Here are a couple of screenshots of the Generic Tanker. It still looks too much like the T2 though. I am satisfied with the new bridge and stern superstructure, but I need to change the masts and cranes.
http://img501.imageshack.us/img501/1952/generictanker010hb.png
http://img297.imageshack.us/img297/9186/generictanker026bq.jpg
Any thoughts thus far?
I don't have screenshots of any other ships yet. I have temporarily suspended work on the Lord Strathcona, and am also planning to do a Hog Islander, and a couple of others.
BTW - The ship in the shots is using a skin from Iambecomelife's MVP.
What I really need right now is more help in getting rid of deck cargo for specific ships. I have opened the .dat's in Datconvert, but can't find the K nodes.
sergbuto
11-26-05, 11:30 AM
I guess those are noted like this (f.e. for NLL)
cfg#K05_NLL
Try to change them to something like
cfg#M05_NLL or cfg#A05_NLL
to get rid of crates. Make sure that numbering is different from other AA or deck gun nodes.
OK I'll have another look. :up:
And here is a screenshot of the AOD Heavy Merchant so far. The superstructure has been completely changed, but the masts still need work.
http://img376.imageshack.us/img376/6120/heavymerchant018fz.png
I may soon have screenshots of the Kyle and Belize freighters as well.
BTW - The skin is from Iambecomelife's MVP. I have yet to make my own, because they would probably be utter crap. I will try later though.
I am trying to get rid of some crates now, but Datconvert will not let me change the names of nodes. I found one node I needed, cfg#K02_NKSQ, and tried to rename it to cfg#A04_NKSQ (there was no node of this designation). But there was no button to change the designation to the new one, and clicking enter did nothing either. All this probably sounds stupid, but I have never deleted a node before - does anyone have any idea exactly what I am doing wrong?
No luck with the crate nodes.
Also, here is another ship which needs the rear crate removed, the Norwegan freighter Belize. This isn't one of my better ships - Only the bridge has really good changes. The funnel and masts are from the Coastal Merchants. The ship is the only one currently crashing the game, but I can view her so here is a shot.
http://img116.imageshack.us/img116/2796/belize016pr.png
There will be some better ones coming up soon.
Hudsonhawk
11-26-05, 10:28 PM
They look GREAT! :up:
Wulfmann
11-26-05, 11:06 PM
Great stuf AG. IMO, more merchants is more important than new warships but then I generally follow what U-Boats tried to do. Stop the supplies. I look forward to the added variety your efforts promise. Much appreciated.
Has anyone tried changing the stack on Serg's big cargo. It is such a give away at long range. It would also be nice for that to be scaled down to about half the tonnage (although I made that 4400 tons and the transport 3800 in an effort to reduce the high scores I was getting)
Wulfmann
Has anyone tried changing the stack on Serg's big cargo. It is such a give away at long range. It would also be nice for that to be scaled down to about half the tonnage (although I made that 4400 tons and the transport 3800 in an effort to reduce the high scores I was getting)
Scaling down the funnel would be really easy. Scaling down the rest of the ship would take some work, but it can be done.
I may do something like that, but right now I have started another tanker. This one will look completely different from the parent ship, as the parent ship is the Troop Transport.
chris911
11-27-05, 09:42 AM
Scaling down the ship is best done with the vertics option of pack 3d . Another thing are the nodes cause thats not so easy to readjust.
I usually just nullify all the nodes under the .eqp file. I would like it if I could change them though, as none of my ships are currently armed.
coronas
11-27-05, 12:42 PM
Looks great! Very good work! Thanks
I have now fixed the stern mast on the Belize so that it is higher. I also fixed a part of the superstructure and adjusted the size of the vents. The ship has now been sent to Der Teddy Bear to be sent to the Developers. Maybe they can keep her from crashing the game. :-?
Ag124
Great work! You can't change nodenames by Datconvert, use any hexeditor!
Great work! You can't change nodenames by Datconvert, use any hexeditor!
What is the best one to use then? Thanks.
iambecomelife
11-28-05, 06:49 PM
Nice work, especially the heavy merchant. Just a suggestion - you might want to shrink the tanker's bridge, but whatever floats your boat.
BTW, have you tried to see if your cloned units appear in game with more than one skin? Correct me if I'm wrong, but it looks like only one skin ([unitname]_T01.tga) is applied to the units.
Yes, I am going to lower the bridge, but I am also going to widen the top. My biggest concern is the masts - I don't know what new ones to use. I am still thinking about it. I will also replace the cranes with ones from the Large Cargo and move them, and straighten the bow more.
The only ship I have had a chance to test in the game has been the Ammunition Freighter. It was night, and thus I am not sure what skin she was in but I think it might have been the rusty looking one (stock AMC skin) instead of the one in the museum. That would mean the game chose a different skin. I don't know though, I didn't see any more of them for the rest of the patrol.
I'm going to check again when I have the chance.
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