View Full Version : Smoke Node Point? Need help.
Can someone tell me which non-3d node point represents smoke? I am about to move the smoke on my AOD Coastal Tanker, which should be ready for a Beta release in a couple of hours or less (hopefully).
If someone can tell me which node point is the right one for the smoke (the parent was the Tugboat), I can make a Beta release in the next half hour. :hmm:
Although I would also like a recommendation on armaments.
No one has any idea? :(
I tried the O and W nodes - moving them didn't do any good. Here is a pack3d screenshot with a list of non-3d nodes for the tugboat.
http://img107.imageshack.us/img107/5070/pack3daodct014pm.png
EDIT - It's too late at night where I live. I will have to check back in the morning. Hopefully then, I can release a Beta version of the ship.
sergbuto
03-03-06, 03:38 PM
There is no special node for smoke. It is always bound to the funnel/stack objects which have root "cos" in their names. Unfortunately, tugboat has an unusual bug. I am surprise the Devs have not fixed that when they worked on your ship.
The Dev team member who worked on the ship (Dan) did not have the tools to do so. The ones he had were for zoning.
Another thing - I added a gun platform, but it caused a CTD. This is the .eqp file change which I made:
Original:
;Basic loadout
[Equipment 1]
NodeName=M01
LinkName=NULL
StartDate=19380101
EndDate=19451231
Changed to:
;Basic loadout
[Equipment 1]
NodeName=M01
LinkName=PlatformL
StartDate=19380101
EndDate=19451231
What went wrong? :-? This is the first time I have edited a .eqp file.
sergbuto
03-03-06, 08:08 PM
Never encounted such a problem.
Observer
03-03-06, 10:37 PM
The Dev team member who worked on the ship (Dan) did not have the tools to do so. The ones he had were for zoning.
Another thing - I added a gun platform, but it caused a CTD. This is the .eqp file change which I made:
Original:
;Basic loadout
[Equipment 1]
NodeName=M01
LinkName=NULL
StartDate=19380101
EndDate=19451231
Changed to:
;Basic loadout
[Equipment 1]
NodeName=M01
LinkName=PlatformL
StartDate=19380101
EndDate=19451231
What went wrong? :-? This is the first time I have edited a .eqp file.
PlatformL may not be linked to your model, or node M01 may not be valid for the model? Did you try any of the other weapons configurations? Looking at the trawler, the only node listed is L01.
M01 is indeed a valid node point. But I don't know about the platform being linked to this model. I am rather unfamiliar with .eqp files. I will check back in the morning to see if I can straighten this out. If I can figure out what;s wrong, version 1.1 will be armed. :know:
Thanks Observer.
UBOAT234
03-28-06, 06:53 AM
Pleese can me a little help...
How to can move the position of smoke ship?
I have try to with NPPL_ cloned...
BEST REGARDS
UBOAT234
The only way to move the smoke is by moving the funnel with Pack3d. Sometimes, that is not very efficient (as I have found out :shifty:) but it is currently the only way possible.
The only way to move the smoke is by moving the funnel with Pack3d. Sometimes, that is not very efficient (as I have found out :shifty:) but it is currently the only way possible.
Have you check the sim file ?, If you open it with an hex editor there's an entry called obj_Funnel, with properties called smoke 8 bytes probably 2 floats and shaft (x and y ?), 4 bytes probably 1 float.
Ref
I didn't know that. :hmm: But I still have trouble with hex editing anyway. :(
UBOAT234
03-28-06, 01:02 PM
I think is a variable... but what control I do not know it... for now
http://img466.imageshack.us/img466/3917/photo0035li.th.jpg (http://img466.imageshack.us/my.php?image=photo0035li.jpg)http://img87.imageshack.us/img87/959/photo0045gm.th.jpg (http://img87.imageshack.us/my.php?image=photo0045gm.jpg)
and shipwake what control this? I have try to change valor but ctd one time and other not have yet results...
I have try to open .val file and here is a ref of Shipwake with a any control...
Have idea for edit this and what is the changement?
BEST REGARDS
UBOAT234
I didn't know that. :hmm: But I still have trouble with hex editing anyway. :(
I've been looking to the value in the sim file, and it's not related to the position, it's a reference the smoke in particles.dat file. :oops:
Ref
UBOAT234
03-28-06, 02:59 PM
Thanks for the patience with me, and for my english, just a little english,
Have modified cosh file in NPPL_ UNIT...
i have mount four in 3d, in MAYA, in appear four, bat when I shot with gun, the two that I have added are transparent... :(
where I have mistaken?
Anyone can help me?
(I am deprived of hope, every day a new problem!)
BEST REGARDS
UBOAT234
Sometimes you will get errors like that - it happens when the damage file is incorrect (I don't know how to change this, but it has affected my Coastal Tanker).
Try shooting the original two funnels - I bet that when an original one is destroyed, the new one that is a part of that .obj file will collapse too.
Unless you have replaced different objects (like unneeded vents) with the two new funnels.
UBOAT234
03-28-06, 04:22 PM
Sometimes you will get errors like that - it happens when the damage file is incorrect (I don't know how to change this, but it has affected my Coastal Tanker).
Try shooting the original two funnels - I bet that when an original one is destroyed, the new one that is a part of that .obj file will collapse too.
Unless you have replaced different objects (like unneeded vents) with the two new funnels.
Yes when I shot to the position the cosh original, they go down, just where it continues to exit the smoke... :down:
and they are lost to me... :rock:
I wonder where to go to try now?
I remember that: if you modify the original obj in measure, and deformation, but do not "add" other face or obj, i the in the same obj, this works.
in the meantime I have tried this, is a new generation of hexeditor, can be useful:
http://www.hexprobe.com/hexprobe/index.htm
however thanks I will still have need...
BEST REGARDS
UBOAT234
Yes when I shot to the position the cosh original, they go down, just where it continues to exit the smoke... :down:
What happens is that the objects are 'transparent' to sh3, what defines if they are solid is a box that is defined in the zon file, the box is about the same size of the object, and it's position relative to the center of it, if you replace an object with other of the same size there is no problem, but if , for example with the cosh, you move the vertices in the 3d program to reposition it instead of moving the position of the node in pack3d, you are moving it off the hit box defined in the zon file.
You should ask Teddy Bar, he's the expert in zones due to his work on NYGM mod.
Ref
UBOAT234
03-28-06, 06:49 PM
...also,
in conclusion, if I have not made confusion:
-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?
And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.
Is right?
BEST REGARDS
UBOAT234
-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?
I've actually always found it to be the other way around - Pack3d moves my .obj's alright while my 3d program (Wings3d) moves them out of sinc with the damage zones.
And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.
That is correct. :yep: And if you want to move the funnels, make sure you do not move the original one in your 3d program; use Pack3d. It doesn't matter how you move the new/dummy one though, as it has no damage zone anyway.
Hope this helps a bit.
UBOAT234
03-28-06, 08:02 PM
Fine...
just a try, :up:
BEST REGARDS
UBOAT234
...also,
in conclusion, if I have not made confusion:
-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?
And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.
Is right?
BEST REGARDS
UBOAT234
No, you must move the object within pack3d, because the hit zone position is relative to the center of the object, when you change the 3d object coordinates in pack3d you also move the hit zone, check this picture :
http://img76.imageshack.us/img76/1051/im018bx.jpg
You notice that if you move the vertex away fromt the object center , you also move them away from the hit zone that's attached to the center of the object, instead move the object and take note fo the displacement, then reposition the object in the center of the scene (coords 0,0,0) and then export it as obj, then import the object with pack3d and copy the values you take note before in maya and input them in pack 3d. also notice that if you make the size of your object diferent from the original the hit zone must be modified (.zon file), for that you must ask teddy to help you, I recommend finishing your mod first, check that everything is ok, and only then you send the object to teddy, as he's very busy with his on mods.
Ref
Ref, what ship are you constructing there in those shots? :hmm:
I'ts a (very) beta stage of a Littorio Class battleship.
Ref
UBOAT234
03-29-06, 10:44 AM
I have cloned the liner with Pack3d and export obj... and now have many problem:
I try with MAYA 3d
http://img239.imageshack.us/img239/9739/1a4da.th.jpg (http://img239.imageshack.us/my.php?image=1a4da.jpg)http://img159.imageshack.us/img159/6754/1b7qi.th.jpg (http://img159.imageshack.us/my.php?image=1b7qi.jpg)
Ok
But: I have try to move the hull, long axis Z, and after I have moved, all the object over the bridge of the ship, in same place where are in origin, and this is function correct. Smoke and zon reference. The reference is the hull?
http://img149.imageshack.us/img149/2565/pack3dxyz0024it.th.jpg (http://img149.imageshack.us/my.php?image=pack3dxyz0024it.jpg)
In this case, in this image have formed a hull of clemson, but I dont have change vertex and the position rispect the 0rigin. If I move the object, I must move with Pack3d?
(in case of clemson unit, is not present the funnel cfg...)
Many thans
BEST REGARDS
UBOAT234
[quote=UBOAT234]I have cloned the liner with Pack3d and export obj... and now have many problem:
I try with MAYA 3d
http://img239.imageshack.us/img239/9739/1a4da.th.jpg (http://img239.imageshack.us/my.php?image=1a4da.jpg)http://img159.imageshack.us/img159/6754/1b7qi.th.jpg (http://img159.imageshack.us/my.php?image=1b7qi.jpg)
For the smoke in the first image a smoke node must be added, and the only way to do it at the time is by extensive hex editing of the dat,zon, and sim files, or the easyest way is to pick a model with the same name of funnels.
In the second picture, you have the hull of center in the z axis, I don't know how the game will react to this, you have to keep in mind that a ship in SH3 is defined by a number of files, in the dat you have the actual 3d models, textures, and non 3d nodes, in the zon file are defined the damage model of the ship, in the sim file is defined the behaviour of the diferent parts (controller, AI, etc.), in the val file the FX are defined, nad in the dsd file resides the sounds of the object, and all the files are heavily cross referenced
don't misunderstud me I'm not trying to discourage you, but if this is your first try on modelling, you may want to keep it as simple as you can, starting with a base ship as closer as your desired model s you can, in size, guns,propellers,funnels,etc.
But: I have try to move the hull, long axis Z, and after I have moved, all the object over the bridge of the ship, in same place where are in origin, and this is function correct. Smoke and zon reference. The reference is the hull?
http://img149.imageshack.us/img149/2565/pack3dxyz0024it.th.jpg (http://img149.imageshack.us/my.php?image=pack3dxyz0024it.jpg)
In this case, in this image have formed a hull of clemson, but I dont have change vertex and the position rispect the 0rigin. If I move the object?
(in case of clemson unit, is not present the funnel cfg...)
Many thans
BEST REGARDS
UBOAT234
I think the global reference is a dummy object placed at 0,0,0 coordinates, not the actual hull.
The best advice i can give you is to read this thread :
http://www.subsim.com/phpBB/viewtopic.php?t=43343
I know its a long one, but reading it from the begining will give you the best info on building ships, most of the doubts I have where answered by reading it.
Ref
UBOAT234
03-29-06, 12:46 PM
OK,
my experiment is limited to change only texture with TT tools, cloned .dat with PACK3D, and little change of object of the original ship.
I have noted, for many clone of ship, the modify is limeted to tho file: .dat and .sim. if I change the dimension of global ship, must be change .zon file?
And after finish with ask...
Many Many Thanks,
BEST REGARDS
UBOAT234
OK,
I have noted, for many clone of ship, the modify is limeted to tho file: .dat and .sim. if I change the dimension of global ship, must be change .zon file?
And after finish with ask...
Many Many Thanks,
BEST REGARDS
UBOAT234
Regretably, this is what we can do for the moment (dat and sim), for the dimesion it's my believe that yes, you have to change the zon file.
Abd for the asking part, don't worry, that's the way to learn, and if it's in my posibilities, I will answer any question you want.(It's the least I can do to repay the kindness of this forum people)
Ref
UBOAT234
03-30-06, 06:05 AM
I have noted with compare in hex, there is change the reference id for obj?
Is true?
BEST REGARDS
UBOAT234
I have noted with compare in hex, there is change the reference id for obj?
Is true?
BEST REGARDS
UBOAT234
This is made by pack3d when cloning, so there are no ships with the same id.
Ref
UBOAT234
03-30-06, 01:03 PM
If I add a object in the place of another object,
ex. : a cosh in place af a pipe, Where I must change the data?
BEST REGARDS
UBOAT234
If I add a object in the place of another object,
ex. : a cosh in place af a pipe, Where I must change the data?
BEST REGARDS
UBOAT234
Choose the 3d object you want to change in pack 3d and then import the new model, however if you change a pipe for a cosh it will not emmit smoke. for that you need to create a new node in the sim file, and that has to be done manually, I don't know if someone has managed to do it.
UBOAT234
03-30-06, 01:43 PM
oK, if I shot in this... I must change also in .zon file?
BEST REGARDS
UBOAT234
oK, if I shot in this... I must change also in .zon file?
BEST REGARDS
UBOAT234
Yes, unless they are the same size.
Ref
UBOAT234
04-01-06, 03:02 AM
What control: SHIPWWAKE?
is it in .dat, and .val file.
http://img98.imageshack.us/img98/2285/shipwake0019iw.th.jpg (http://img98.imageshack.us/my.php?image=shipwake0019iw.jpg)
..."I would want to know":
cfg#FLG_NPPL= is the flag
cfg#A01_NPPL= What control the label A?
cfg#S01_NPPL= What control the label S?
cfg#M01_NPPL= What control the label M? Gun?
cfg#L02_NPPL= What control the label L?
cfg#O01_NPPL= ?
For example in Bismark.dat have also others...
http://img217.imageshack.us/img217/8381/shipwake0022lh.th.jpg (http://img217.imageshack.us/my.php?image=shipwake0022lh.jpg)
Thanks in advance
BEST REGARDS
UBOAT234
I believe the 'A' nodes are anti-aircraft. I would like to know what those others are myself. :hmm:
Hi, Uboot234.
Maybe it help for you:
Known the none 3dnodes:
shipname_Shipwake = shipwake
shipname_siajF and
shipname_siajF2 = the bow wake
shipname_siajF_C = the bow splash in heavy weather
shipname_siajB = the splashing water above your propellor
aud_engine_shipname = the sound of your engine
aud_fore_shipname = the sound of your bow wave
aud_propeller_shipname = the sound of your propellers
cfg#A01_shipname = the A nodes mentioned in your shipname.eqp (A-A Gun)
cfg#T01_shipname = torpedo nodes on some ships mentioned in shipname.eqp (destroyers)
cfg#L01_shipname = the L node mentioned in your shipname.eqp (SpotLight)
cfg#FLS_shipname = your flag
cfg#R01_shipname = Radar
cfg#O01_shipname = AI_Visual
cfg#M01_ = Main Armament
cfg#S01_ = Secondary Armament
cfg#A01_ = AA Armament
cfg#W01_ = ASW Armament
cfg#T01_ = Torpedo Armament
cfg#L01_ = Search Lights
cfg#R01_ = Radar
cfg#O01_ = AI_Visual
cfg#O02_ = Periscope/Attack
cfg#O03_ = Periscope/Observ
cfg#H01_ = Hydrophone
cfg#N01_ = Sonar
cfg#D01_ = RadioDF
cfg#C01_ = Radar Warning
Anvart :sunny:
UBOAT234
04-01-06, 02:11 PM
Good! :up:
You are a friend! :sunny:
Great aid...
BEST REGARDS
UBOAT234
UBOAT234
04-02-06, 05:52 AM
Hi, Uboot234.
Maybe it help for you:
Known the none 3dnodes:
shipname_Shipwake = shipwake
shipname_siajF and
shipname_siajF2 = the bow wake
shipname_siajF_C = the bow splash in heavy weather
shipname_siajB = the splashing water above your propellor
aud_engine_shipname = the sound of your engine
aud_fore_shipname = the sound of your bow wave
aud_propeller_shipname = the sound of your propellers
cfg#A01_shipname = the A nodes mentioned in your shipname.eqp (A-A Gun)
cfg#T01_shipname = torpedo nodes on some ships mentioned in shipname.eqp (destroyers)
cfg#L01_shipname = the L node mentioned in your shipname.eqp (SpotLight)
cfg#FLS_shipname = your flag
cfg#R01_shipname = Radar
cfg#O01_shipname = AI_Visual
cfg#M01_ = Main Armament
cfg#S01_ = Secondary Armament
cfg#A01_ = AA Armament
cfg#W01_ = ASW Armament
cfg#T01_ = Torpedo Armament
cfg#L01_ = Search Lights
cfg#R01_ = Radar
cfg#O01_ = AI_Visual
cfg#O02_ = Periscope/Attack
cfg#O03_ = Periscope/Observ
cfg#H01_ = Hydrophone
cfg#N01_ = Sonar
cfg#D01_ = RadioDF
cfg#C01_ = Radar Warning
Anvart :sunny:
Shipwake is 0 0 0
But what is? The level ship on the water, the line of floatation?
BEST REGARDS
UBOAT234
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