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-   -   [TEC] Adding/Importing new units / SH5 Damage/collision models (https://www.subsim.com/radioroom/showthread.php?t=182667)

TheDarkWraith 05-01-11 02:35 PM

Once I fully understand everything about using .dat files I'll redo my tutorial on it. I'm about 80% there of fully understanding what's going on now :D

Here is damage just from deck gun. The cool thing is 'splash damage' is added by the game engine. There's one shot where I hit the hull but the game engine took the splash damage back to the super structure :rock:

Now if I can find the shader responsible for showing these only underwater and make it show above water also we'll be golden!
http://www.subsim.com/radioroom/pict...pictureid=4151

Zedi 05-01-11 02:45 PM

Awesome! Thanks TDW for you help!

Guys, this is the list of ships I selected from Uekel mod and asked his permission to use them in the new campaign mod. Asked TDW to help fixing these ships and then I will retexture them and add it into the campaign.

NF_boat
NKLCS_Nagara
NKLSS_Hakusika
NKMCS_Akita
NKMCS_Heito
NKMCS_Zinbu
NKMSS_Biyo
NKMSS_Kinposan
NKMSS_WarMelody
NKPMCS_Express
NKSSS_Kasagisan
NLTSf
NMFMPC
NOL_Nippon
NOM_Buzyun
NOM_Paula
NRC_
NSD
Schute_M2

Also there is the 1 more ship from Rongel and the one from Iambecomelife. So there is a pretty big list of imported ships, also a LOT of work to make them float.

TheDarkWraith 05-01-11 02:47 PM

The _Ox files still need to be worked on for the above ship. The weird texture/light problem you were having was because of the _Ox .dds file. I removed it and used the one from stock SH4 and the weird problem was gone.

Rongel 05-01-11 02:48 PM

Quote:

Once I fully understand everything about using .dat files I'll redo my tutorial on it. I'm about 80% there of fully understanding what's going on now :D
Great! I managed to get also same results (holes underwater) just by adding the DMG_col to the whole ships node, but I guess that limits the damage modelling by eliminating different compartments. I guess I'll wait for your new tutorial, uv-mapping and wings 3d is unknow world to me, don't wan't to go there without a guide!

TheDarkWraith 05-01-11 02:51 PM

Quote:

Originally Posted by Rongel (Post 1654492)
Great! I managed to get also same results (holes underwater) just by adding the DMG_col to the whole ships node, but I guess that limits the damage modelling by eliminating different compartments. I guess I'll wait for your new tutorial, uv-mapping and wings 3d is unknow world to me, don't wan't to go there without a guide!

If you've found another way to do it may I look at your files? I'd like to see what you did :yep: If there's an easier way to do this I'm all for it :up:

Zedi 05-01-11 02:57 PM

What about the ship reflection on water? Any chance to solve that?

Rongel 05-01-11 02:59 PM

Quote:

If you've found another way to do it may I look at your files? I'd like to see what you did :yep: If there's an easier way to do this I'm all for it :up:
Sure! I'll post a link here soon, I'll put it available to everyone, for educating purposes. I'll just have to test it again, to see that it's the most working version. I believe it's working because the dmg_col_ node is dealing with the whole ships 3d model. Okay, I'll go test it now, and post it soon!

TheDarkWraith 05-01-11 03:26 PM

Quote:

Originally Posted by Rongel (Post 1654501)
Sure! I'll post a link here soon, I'll put it available to everyone, for educating purposes. I'll just have to test it again, to see that it's the most working version. I believe it's working because the dmg_col_ node is dealing with the whole ships 3d model. Okay, I'll go test it now, and post it soon!

I just noticed that the method I posted a couple of posts above doesn't create any holes in the ship with torpedo impacts. How does your method react to torpedo impacts :06:

Rongel 05-01-11 03:28 PM

Ok, here is Kasagisan Small Old Split Freighter. I hope the package is allright, didn't have time to double check it. Should work! And this is work in process version, please remember! :yeah:

Link


Deck gun hits show underwater:
http://i1138.photobucket.com/albums/...-01_230832.jpg

EDIT:

Quote:

I just noticed that the method I posted a couple of posts above doesn't create any holes in the ship with torpedo impacts. How does your method react to torpedo impacts :06:
Just tested this and it works, made two great big holes to the hull, but again you can see them only underwater.

TheDarkWraith 05-01-11 03:34 PM

Quote:

Originally Posted by TheDarkWraith (Post 1654519)
I just noticed that the method I posted a couple of posts above doesn't create any holes in the ship with torpedo impacts. How does your method react to torpedo impacts :06:

Well the above was because of playing with the shaders. It works :oops: Nice big hole with splash damage to surroundings with torpedo impact. Now to check out Rongel's method :yep:

TheDarkWraith 05-01-11 03:58 PM

Quote:

Originally Posted by Rongel (Post 1654520)
Ok, here is Kasagisan Small Old Split Freighter. I hope the package is allright, didn't have time to double check it. Should work! And this is work in process version, please remember! :yeah:

Just tested this and it works, made two great big holes to the hull, but again you can see them only underwater.

I think you found the right combination of everything :yeah::rock: The great thing is the _B and _F parts of the ship have an 'internal' damage model that shows when the holes are created on the outside of the ship (you can see inside the ship via this hole to the internal damage 3D model). I couldn't get that model to show with my method :DL

Yeah baby we are rockin' and rollin' now :rock::rock:

I made a few changes and I'll send the revised package to you.

By embedding the images into the .dat file you've also fixed some of the problems I was having with the _Ox renderings :rock:

Now it's time to update how to import new units into SH5 from SH4. We shouldn't mess with SH3 ships anymore as only the SH4 ships have these 'internal' 3D damage models I was speaking about above.

stoianm 05-01-11 04:06 PM

:cool:

Rongel 05-01-11 04:21 PM

Thanks! Nice to hear you like, TDW! :DL

I'm a bit concerned that does the damage system work now like it should. I have seen how my ship sinks levelled if you know what I mean, the boat stays horizontally straight. Did I take out the different compartments and made it just one bulk? Like one hull only? Phew, well I'm so tired right now that I can't write good english anymore, I'm signing out for the day. Hope the ship will be improved further! Adios!

TheDarkWraith 05-01-11 04:33 PM

Quote:

Originally Posted by Rongel (Post 1654545)
Thanks! Nice to hear you like, TDW! :DL

I'm a bit concerned that does the damage system work now like it should. I have seen how my ship sinks levelled if you know what I mean, the boat stays horizontally straight. Did I take out the different compartments and made it just one bulk? Like one hull only? Phew, well I'm so tired right now that I can't write good english anymore, I'm signing out for the day. Hope the ship will be improved further! Adios!

You didn't mess anything up with the damage system. The DMG_col_ node defines the 3D model that the game engine uses to determine collision of it and shells/torpedoes/DCs. By attaching it to the main node and using the main node's model (with no maps) you gave the game engine everything it needs to check for collisions :up:

Now once the collision happens the game engine looks for all the sphere's affected (it pulls all these spheres from every part of the ship). Once the sphere's are determined it then looks to see which boxes were affected based on the spheres affected.

Now the reason why your ship sinks the way it does is because of the zones attached to the boxes. By adjusting what zone number goes with which box you can achieve the flooding model wanted.

Here is a pic of the internal damage 3D model I was speaking about earlier. This is Rongel's ship that just took a torpedo impact on the side. Things to note: you can see inside the ship because of the _B and _F's DMG_ node's 3D models. Splash damage was applied to the super structure.
http://www.subsim.com/radioroom/pict...pictureid=4152

The only changes I made to your files was the ship's .cfg file. I added the ShowInRecManual entry, told it what class of ship it was for the rec manual, commented out all the 2D compartment entries (not needed), removed all the .tga files from the \sea folder, and removed the \data\Textures folder as it's not needed:

RecManualCategory=Freighter
ShowInRecognitionManual=Yes

;[2DCompartments]
;UnitPos=95,0,326,27
;NbOfComp=4
;Name1=Propulsion
;Area1=103,0,30,18
;Name2=Keel
;Area2=166,0,187,10
;Name3=Engines Room
;Area3=214,13,71,18
;Name4=Fuel Bunkers
;Area4=287,13,30,18

Can I send this to Zedi so he can add this ship to the campaign?

Rongel 05-01-11 04:51 PM

Quote:

You didn't mess anything up with the damage system. The DMG_col_ node defines the 3D model that the game engine uses to determine collision of it and shells/torpedoes/DCs. By attaching it to the main node and using the main node's model (with no maps) you gave the game engine everything it needs to check for collisions :up:
Okay, one message more! If this is really true, then :woot: and :sunny: .

Quote:

Can I send this to Zedi so he can add this ship to the campaign?
You can send it, but what about the fine tuning of the zones attached to the boxes? Can we still improve this even if it's already in the campaign without needing to restart the campaign? I would also like to have the SH 5 wake. If it's possible (well I guess it is) then send away! :DL

In regarding the recent discussions, I have to say that this has been a great example of a good team work! TDW made a tutorial for all and I studied Iambecomelife's Salland-ship and got my ideas from it and then TDW fine tuned my ship further and now Zedi is going to put it to campaign! Great work all!

7thSeal 05-01-11 05:03 PM

Quote:

Originally Posted by Rongel (Post 1654554)

In regarding the recent discussions, I have to say that this has been a great example of a good team work! TDW made a tutorial for all and I studied Iambecomelife's Salland-ship and got my ideas from it and then TDW fine tuned my ship further and now Zedi is going to put it to campaign! Great work all!

Amen!

About the only thing I do well is roast my own coffee and I do a damn good job of it after modding my roaster according to others ideas. I'll be more than welcomed to share if others are struggling. Another example...:DL

Stormfly 05-01-11 05:09 PM

good work guys :up:

but no SH3 Merchant Fleet Ships because of the interrior 3D damage model ? :timeout:

Zedi 05-01-11 05:13 PM

Yeah guys, please take your time and work this out in every detail. Would be nice if you guys can work out all the ships, including those from Uekel. Im very busy now by adding every major historical convoy to the campaign and that will take a while, so there is no rush.

Btw, if is possible, please split these ships for every nation. I wanna make the convoys very historically accurate, so I need ships from every nation. At least 1 cargo and tanker for every nation. Ah.. and before I place them into the campaign, I need to divert them into my paint shop first :P

Awesome job, you guys rock :rock:

Sailor Steve 05-01-11 06:09 PM

Quote:

Originally Posted by Zedi (Post 1654559)
Yeah guys, please take your time and work this out in every detail. Would be nice if you guys can work out all the ships, including those from Uekel. Im very busy now by adding every major historical convoy to the campaign and that will take a while, so there is no rush.

Though this is a noble idea, I see a couple of potential problems. Are you leaving the convoys randomized, or will they be scripted with the actual ships? Will you even have the specific individual convoys or will all the 'HX' convoys be represented by a route with the actual convoys randomized? The reason I ask is that if every specific convoy is placed on the map, players will be able to look them up and track them from start to finish, which ends up being less realistic rather than more.

Ducimus faced a similar problem in his work on SH4. Which is more realistic - having things exactly as they were, which gives the player information he wouldn't have had in real life, or making things worse than they really were, which makes the player realistically cautious?

Quote:

Btw, if is possible, please split these ships for every nation. I wanna make the convoys very historically accurate, so I need ships from every nation. At least 1 cargo and tanker for every nation. Ah.. and before I place them into the campaign, I need to divert them into my paint shop first :P
Not every nation had every kind of ship. Estonia, for example, had only twenty-three ships in her merchant fleet, and the very newest of them was built back in 1918. I can help provide a lot of the information on individual ships based on the research I've done for my SH3 Ship Names mod, but as I said I believe there's a possibility that the more detailed you make it the less realistic it becomes, since hindsight gives us information no one could possibly have had at the time.

TheDarkWraith 05-01-11 09:18 PM

My understanding of using .dat files is coming along nicely :rock:
Here I fixed the damage texture problem with the NPT Patrol boat:
http://www.subsim.com/radioroom/pict...pictureid=4153

Notice the damage to the ship. Now if I can only get this to show above water also we'll really be doing good.

http://www.subsim.com/radioroom/pict...pictureid=4154

Single hull ships are a little more difficult to do than multi-hull ships :D

@Zedi: I now know how to use the _Txx, _Nxx, and Oxx nodes (thanks to Rongel supplying the missing pieces to the puzzle :rock:)! The texture on the NPT boat is the stock SH4 texture!


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