SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   [REL]Playable Pocket Battleship Beta 1.0 (https://www.subsim.com/radioroom/showthread.php?t=135891)

The Fishlord 05-05-08 09:28 AM

Quote:

Originally Posted by Xantrokoles
Approve this:yep:

Peabody:
I understand you. But I won't agree with the ponit: 'We got it already'
Cause it takes hours and hours of work making the ships compatible with each other, when you start with the same base.
I will give you a Fletcher, but then I am out of this projects too:)
But Mikhayl makes a great tutorial and there are lots of people wanting to study it:D

My point is that if you can test the Iowa ingame enough to realize it's boring, it must be pretty far down teh development track. Right?

So why not release it? Just put out a notice saying "Not compatible with any mod except environment mods". (If that's what you mean by compatibility, I'm a novice at modding)

I'm trying to get to know how to mod as much as I can but it's slow going...

andycaccia 05-05-08 12:00 PM

Yes, I agree with fishlord. Even if it is boring and not complete it may be fun for someone. And of course it will be a goo staring point for all modders here who want to make their own "surface" sh4 mod.

John W. Hamm 05-05-08 02:18 PM

Quote:

Originally Posted by andycaccia
Yes, I agree with fishlord. Even if it is boring and not complete it may be fun for someone. And of course it will be a goo staring point for all modders here who want to make their own "surface" sh4 mod.



one persons trash is another mans treasure!!

horsa 05-05-08 04:47 PM

I've been having a go at creating a playable surface unit by looking at the existing examples . Still a lot to learn but making progress.

Can someone help me with this problem - black textures. I think this is because my file can't find the ( external )textures.
Any pointers anyone ??

http://i306.photobucket.com/albums/n...oklynBlack.jpg

gimpy117 05-05-08 05:13 PM

Quote:

Originally Posted by horsa
I've been having a go at creating a playable surface unit by looking at the existing examples . Still a lot to learn but making progress.

Can someone help me with this problem - black textures. I think this is because my file can't find the ( external )textures.
Any pointers anyone ??

http://i306.photobucket.com/albums/n...oklynBlack.jpg

is that a broklyn light cruiser????

horsa 05-05-08 06:00 PM

Thanks Mikhayl :up:

It would have been some time before I went looking there - my concentartion was all on the DAT file.

horsa 05-05-08 06:02 PM

Quote:

is that a broklyn light cruiser????
Yes - but for the moment with 4" single guns and a host of other things that shouldn't be there.

gimpy117 05-05-08 07:27 PM

Quote:

Originally Posted by horsa
Quote:

is that a broklyn light cruiser????
Yes - but for the moment with 4" single guns and a host of other things that shouldn't be there.

nice...too bad it's not as powerful as the Scheer...at least it's a compromise!

miner1436 05-05-08 09:22 PM

Heres an almost complete BB, just got a few bugs to work out: Needs textures, working props & rudder and textures. If you can help me with this please PM me.


Image---> http://img440.imageshack.us/my.php?i...1901562zd3.jpg

miner1436 05-06-08 07:22 AM

Quote:

Originally Posted by Mikhayl
Hi Miner, for the textures you can look at my post above, it should solve the problem I think. For the prop & rudders, if you have imported them, you then just need to link them in the .sim file (obj_hydro - propellers - rudders). Just copy the values from the original AI ship sim file (don't import the chunk, just copy manually the numbers & names)

I tried the texture fix but for some reason it only textures the sub-objects like the smoke stack and such, the main hull is still black.

horsa 05-06-08 10:06 AM

The textures are recognised now but they screw up somewhere.

At middle/long distance everything OK .
Close up and one of the textures doesn't seem to render properly. Any ideas ?

I also notice that the ship is raised slightly out of the water. Is there a simple corrective for this ?

Thanks


http://i306.photobucket.com/albums/n...rooklynTex.jpg

http://i306.photobucket.com/albums/n...TexClose02.jpg

lancerr 05-06-08 11:25 AM

Could be a mip-map thing. I believe that dictates which resolution of texture is shown at different viewing distances and so if you have textures fine at a distance but screwed up close up - you might want to make sure the dds file has the proper mipmaps.

W4lt3r 05-06-08 02:08 PM

Whoppiee! i got my game back and got it installed, patched up etc etc. now i just have to retweak the AA guns again and upload a patch for this mod with bigger AA ammunition on small cal weapons. while 11"ers gain their 150 HE shells. :arrgh!:

Expect it to be out tomorrow.

Also regarding the Brooklyn ship, If you're making at turret to be player controlled. i'd suggest to make the 2nd bow turret the one. That position is quite handy when trying to aim those evil 6"ers of death at the enemy while other 2 + the rear 2 are firing. And for Tertiary Guns (Make them AA guns) 3" 70 calibers. very successful AA guns with autoloaders, heh. it could lodge about 140 shells up into the air in a minute late in the war. But for AA purpose it's just fair to have them firing on Planes and not ships..

Or if you're then going for the 5"ers those seats had i guess.. Not sure.

I'll have to check up on her late-war equipment. Although she was a pre-war desing.

miner1436 05-06-08 04:33 PM

Finally she moves, turns, and the props, rudder and textures are working! Thanks Mikhayl. There is one problem, no wakes or sounds or watch position, when ever I hit the bridge icon nothing happens. After these have been solved it will be almost ready.

miner1436 05-06-08 05:53 PM

I edited the .dsd and the .val to match the Ise, but how do I link them to the wake and audio nodes?


All times are GMT -5. The time now is 02:26 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.