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

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!

TheDarkWraith 05-01-11 11:05 PM

Here is Rongel's ship with SH5Wake controllers and FoamWave controllers added (look at the waves the ship is causing in the water :D). The ship is at max speed of 12.5 knots:
http://www.subsim.com/radioroom/pict...pictureid=4156

http://www.subsim.com/radioroom/pict...pictureid=4155

It's a nice looking ship also :up:

:rock::|\\

THE_MASK 05-01-11 11:06 PM

Full steam ahead .

TheDarkWraith 05-01-11 11:38 PM

And NPT's wakes redone using new SH5 controllers (moving at max speed of 44 knots):
http://www.subsim.com/radioroom/pict...pictureid=4158

http://www.subsim.com/radioroom/pict...pictureid=4157

Zedi 05-02-11 12:39 AM

Cant wait to have these babies into my paintshop, then put then on water.. yay!

Quote:

Originally Posted by Sailor Steve (Post 1654576)
Though this is a noble idea, I see a couple of potential problems...

Steve, I will answer in my topic just to avoid being offtopic here.

TheDarkWraith 05-02-11 12:47 AM

Quote:

Originally Posted by Zedi (Post 1654726)
Cant wait to have these babies into my paintshop, then put then on water.. yay!


Steve, I will answer in my topic just to avoid being offtopic here.

you'll have them very soon :up:

TheDarkWraith 05-02-11 12:56 AM

Quote:

Originally Posted by Stormfly (Post 1654558)
good work guys :up:

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

We can use SH3 ships. I'd just prefer not to because they look like crap (too low poly count) and they are missing items that SH4 ships have (the unified render controller which lets you specify normal _Nxx, occulsion _Oxx, and texture maps _Txx and also missing the interior 3D damage models (the DMG_xx nodes in the SH4 .dat files)

TheDarkWraith 05-02-11 01:00 AM

Quote:

Originally Posted by Zedi (Post 1654500)
What about the ship reflection on water? Any chance to solve that?

Haven't found a way to make it work yet.
There's also one other strange thing when using .dat files. If you look at the ship you'll notice that you can't see anything below the water (looks like SH3 rendering). GR2 files allow the ship to be seen below the water when viewed above water. Can't quite figure out how to fix that either :hmmm: But those two things are minor compared to getting new ships into the game :up:

Zedi 05-02-11 01:30 AM

Was the same in SH4? Because if so, we may never get this to work.
And I agree with the SH3 ships. The low polygons makes them to look extremely ugly in SH5. If we import stuff, we should do it only from SH4.

PL_Andrev 05-02-11 02:14 AM

If enemy PT boats try to hit our surfaced uboat by their torpedoes this game will be completely brilliant...
:salute:

urfisch 05-02-11 04:51 AM

very nice progress!!


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