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-   -   [REL] Jyunsen B, Kaichu and kaidai IJN mod (https://www.subsim.com/radioroom/showthread.php?t=137761)

keltos01 11-28-08 11:38 AM

torpedo mod fixed
 
here's the new version, no more CTD !


link to version 3.4 :

http://files.filefront.com/v+34+IJN+.../fileinfo.html

keltos01 11-29-08 06:01 PM

Kaiten texture reflection problem fixed
 
http://img379.imageshack.us/img379/3...icsy222gm7.jpg
http://img379.imageshack.us/img379/c...pg/1/w1024.png

Kaiten texture reflection problem fixed, thanks to Peabody, Skwasjer and Mikhayl who thought of the caustics !

will upload the new . dat to be slipped in the Library folder of the IJN torpedo mod version 3.4

Keltos

fix link :

http://files.filefront.com/Torpedoca.../fileinfo.html

keltos01 12-02-08 03:17 AM

next ? Playable Ko Hyoteki
 
http://img527.imageshack.us/img527/4488/kn02589kn4.jpg

http://img83.imageshack.us/img83/3563/untenkodj5.jpg
http://img83.imageshack.us/img83/unt...jpg/1/w740.png

http://img254.imageshack.us/img254/3590/campaigndw2.jpg
http://img254.imageshack.us/img254/c...pg/1/w1024.png

In keeping with the Kaiten size subs I think I'll revive an old WIP : the Playable Ko Hyoteki.

I had made a version a while back but stopped after making it stand-alone, I figured it was a lot of work for a sub firing only two torpedoes, but it might be fun to try and do the Pearl Harbor and Sidney attacks as single missions ?

Keltos

Sledgehammer427 12-02-08 07:44 AM

possibly have a Ko hyoteki Campaign start with the "base" being a waiting japanese sub off of a port?

keltos01 12-05-08 11:56 AM

might do one including all the actual missions the subs took part in like Sidney, Guadalcanal, madagascar etc..

the problem is the base they start from, I don't know if we can make a base appear and disappear like a sub would, so that the sub could return to base... not that any of them really managed that in RL....



keltos

tater 12-13-08 07:52 PM

Hey, where did you get the type 22 antenna?

May I use it? I'd like to be able to place it on some IJN escorts (actually, looks like they'd have 2, superimpoosed horns).

tater

keltos01 12-14-08 02:25 AM

Hi Tater !

I got it at first from the Sen Toku for some antenna parts, then Peabody made a new Senzori.dat for the IJN with the antennae and the snorkels, so they now are stand alone.

There are two antennae in the senzori : one single on a mast as the first ship's type 22 had one receiving horn and a normal emitter antenna (like a modern tv one), this for the Type AM sub and a double drum type 22 antenna for the Jyunsen B and the Kaidai subs.

I don't have a problem with you using it but do ask Peabody too as we function as a team !

I'm currently trying to make afew sounds (:rotfl:) for the jap subs editing the 1942 movie " Gochin !" (means : sunk instantly ! ) which was done during I-10 's fourth war patrol.

But i didn't know the size of the task ahead of me before I started ! so it will be a few sounds till we can get someone to actually record the game's orders in japanese.

Keltos

Then the guns

tater 12-14-08 10:22 AM

Cool, I could see it being placed on some escorts. The sns gives them whatever radar they have, but only the type 13 has an object in guns_radars.

peabody 12-14-08 01:40 PM

Quote:

Originally Posted by tater
Cool, I could see it being placed on some escorts. The sns gives them whatever radar they have, but only the type 13 has an object in guns_radars.

Tater,
I don't have a problem with you using it. It is in Library/GerSubParts/Sezori_Uboat2.dat and .sim. (which you don't have unless you downloaded the Jyunsen B MOD.) I made it a separate .dat so we don't accidently mess up the Senzori_uboat.dat as we add stuff for Kelto's subs. So, the dat and sim are totally separate and the stuff in there is only used by the Japanese subs so it won't overwrite any other files so it is safe to use with anything. In fact it could be left in the folder, but if you release any ships that use it of course you would have to include it with the MOD.
And it can be assigned with sns but a different entry in the ship's upc or UPCUnitParts sections can change it to something else. So if you download the Jyunsen B you will see the entries in the UPCDataGe/UPCUnitparts both in the upgradepacks.upc and the equipment.upc in case you need to use them to install it. But I'm sure you probably knew all that.
The minisub adds a .cam file to this for the short scope we needed for the 'short' sub, but you obviously don't need that for the radar.

Peabody

tater 12-14-08 02:41 PM

Yeah, I would use it possibly via the eqp file, just needs a node to put it on.

keltos01 12-15-08 09:26 AM

otherwise there's the stand alone type 22 radar mod on my ff page.


I post this here too cause it seems more people look at this one thread ;) :


Quote:

I've been busy with the sounds mod, made a new decent music file that plays during the menus, but the other sounds I made : .ogg and .wav for the speech and the submarine sounds make the game CTD :damn: when the music file alone is fine ?


are there different types of .wav or .ogg like there are of .jpg ??????
can anyone help ?

posting the non working v1.0 of the sound mod now, but the files separately do work ?

keltos


edit :


uploaded a 'light' version of the sound mod with a new music theme from the movie "Gochin" that you hear while navigating the menus :

http://files.filefront.com/IJN+sound.../fileinfo.html

keltos01 12-17-08 07:31 AM

looking for 3d models
 
does anyone have a 3d model of :

English L4 CLASS :

http://img99.imageshack.us/img99/4064/l4un8.jpg




Italian ocean cruising submarines



Japanese I-47 type C2 submarine (the one from the author of I-boat captain LtCdr Orita)

http://img504.imageshack.us/img504/1020/typec2ih1.gif
Displacement 2184t standard, 2557t surface, 3564t submerged
Length 103.8m pp, 106.95m wl, 109.3m oa
Width 9.1m
Draught 5.35m
Machinery 2-shaft diesel and electoric motor, 11,000bhp surface, 2000shp submerged
Speed 23.5kt surface, 8kt submerged
Armament 8-53cm TT, 1-14cm/40cal gun, 2-25mm AA
Complement 101

Japanese I 52 (C3 type submarine)



I would like to complete the Jyunsen B mod with those subs, the L4 was used early in the war a bit like the type S american submarines were used. I know the japanese also bought italian submarines...

Keltos

Keltos

keltos01 12-18-08 03:15 PM

generating bump maps for the Jyunsen B and Type AM
 
I've been generating bump maps for the Jyunsen B and Type AM thanks to Danlisa's tutorial (http://www.subsim.com/radioroom/showthread.php?t=145555).

Type AM :

http://img187.imageshack.us/img187/1733/blueho5.jpg


http://img187.imageshack.us/img187/4108/pasteub2.jpg


final result :


http://img525.imageshack.us/img525/1522/nssamn01rp6.jpg
http://img525.imageshack.us/img525/n...pg/1/w1024.png


Jyunsen B :


http://img440.imageshack.us/img440/120/bluejbuy9.jpg
http://img440.imageshack.us/img440/b...pg/1/w1024.png

http://img72.imageshack.us/img72/8370/violetvt5.jpg


final :

http://img440.imageshack.us/img440/4...senbn01ym9.jpg


sample Jyunsen B bump map :

http://img255.imageshack.us/img255/4131/samplejbnd0.jpg


Thanks Danlisa ! :up:

Now I need to figure out how to implement it in game :doh:

Keltos

keltos01 12-18-08 03:45 PM

I've made two, one for the Jyunsen B and one for the Type AM submarine.

I've uploaded them on my main FF page, for those who have my mod and wanna try to get them working ;)

I've changed this :

[UserPlayerUnit 1]
ID=Jyunsen_B
NameDisplayable=Jyunsen B
UnitName= SS-I 25
Type=Jyunsen_B
UpgradeClass=2
UnitInterval= 1941-10-01, 1945-12-31
ExternalClassName=SSJyunsen_B
Nationality=German
CrewRanks=15
Evolution= Normal
Damage= 0
TextureName=data/Submarine/NSS_Jyunsen_B/NSS_Jyunsen_B_T01.tga
LightmapTextureName=NULL; data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_001.tga
NormalmapTextureName= data/Submarine/Nss_Jyunsen_B/NSS_Jyunsen_B_N01.tga
MenuSilhouetteTextureName= Jyunsen_B_1.tga
MaxPettyOfficers=32 ; max number of crewmembers over rank 4
MaxOfficers=6 ; max number of crewmembers over rank 7

no bump
:

http://img364.imageshack.us/img364/4039/nobump2gl4.jpg

Bump :

http://img177.imageshack.us/img177/8434/bump2ux5.jpg
http://img177.imageshack.us/img177/b...pg/1/w1024.png

no bump :

http://img116.imageshack.us/img116/9422/nobump3qg5.jpg
http://img116.imageshack.us/img116/n...pg/1/w1024.pngbump :

http://img356.imageshack.us/img356/7186/bump3iw1.jpg
http://img356.imageshack.us/img356/b...pg/1/w1024.png

no bump map or version 3.0 of Jyunsen B mod :

http://img168.imageshack.us/img168/6192/nobumptx0.jpg
http://img168.imageshack.us/img168/n...pg/1/w1024.png

Bump map or version 3.1 of mod :

http://img67.imageshack.us/img67/200...ponhullgx5.jpg
AM no bump :

http://img440.imageshack.us/img440/4778/amnobumpgt5.jpg
http://img440.imageshack.us/img440/a...pg/1/w1024.png

AM bump :


http://img440.imageshack.us/img440/9424/ambumpaw0.jpg


SEE WHAT WE MISSED ????

http://img410.imageshack.us/img410/7822/bumpedbw7.jpg
http://img410.imageshack.us/img410/b...pg/1/w1024.png


now I need someone to figure out how to do the same to my Jyunsen B tower... Skwasjer ?


THANKS DANLISA !!!!!


Keltos

link :

http://files.filefront.com/Bump+map+.../fileinfo.html

skwasjer 12-18-08 07:31 PM

Have you tried adding this to the UnitParts (Gato as example)? I have no idea really. Upc/cfg is not my area of expertise...

[UnitPart 1]
ID= GatoConningEarlyWar
Type= GatoConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Start of war Conning Tower
UnitPartInterval=NULL, 1942-12-01
ExternalLinkName3D= data/objects/Conning_Gato_01
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
NormalmapTextureName=<path to normal map>
MenuSilhouetteTextureNameOverride= Gato_Class_01.tga



You could also try that under the [UserPlayerUnit 1.UnitPartSlot 1] section of the sub it's own upc.

keltos01 12-19-08 03:07 AM

http://img387.imageshack.us/img387/540/bumpamiv0.jpg

http://img519.imageshack.us/img519/404/bumpam2re9.jpg
http://img519.imageshack.us/img519/b...pg/1/w1024.png

one can tell in the image above that the tower doesn't use the normalmap when the hull does : looks at the hull's welds now, before they were just lines, now they have some height !



Quote:

Originally Posted by skwasjer
Have you tried adding this to the UnitParts (Gato as example)? I have no idea really. Upc/cfg is not my area of expertise...

[UnitPart 1]
ID= GatoConningEarlyWar
Type= GatoConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Start of war Conning Tower
UnitPartInterval=NULL, 1942-12-01
ExternalLinkName3D= data/objects/Conning_Gato_01
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
NormalmapTextureName=<path to normal map>
MenuSilhouetteTextureNameOverride= Gato_Class_01.tga


I'll try now, it's funny though how the hull part is built one way and the tower another ? It looks as though the tower, with its texture inside the .dat, is closer to SH3 than SH4, I was wondering if you could tell me where and how to set up the normalmap (bump map) inside the .dat ?

keltos
I tried this yesterday without success :

[UnitPart 1]
ID= Turm_AM_1
Type= AMConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Conning Tower
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Turm_AM_1
HullTextureNameOverride=data/Submarine/NSS_AM/NSS_AM_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_AM/NSS_AM_T01.tga
HullNormalmapTextureNameOverride= data/Submarine/NSS_AM/NSS_AM_N01.tga
MenuSilhouetteTextureNameOverride= AM_1.tga

You could also try that under the [UserPlayerUnit 1.UnitPartSlot 1] section of the sub it's own upc.


danlisa 12-19-08 03:20 AM

@ Keltos01

Just thinking out loud here.

When you examined the Stock SH4 objects that already have Bump maps applied to them, did you only look at the larger objects? What about the additional objects, radar improvements, gun emplacements etc that get added at specific dates? These objects are not part of the main ship model, they should be handled by a Dat/Cfg file and should have Bump maps applied to them. Perhaps they hold a clue.;)

keltos01 12-19-08 03:30 AM

http://img367.imageshack.us/img367/7309/86432374gi0.jpg

http://img186.imageshack.us/img186/4...mptowereh6.jpg


Quote:

HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
NormalmapTextureName=<path to normal map>
MenuSilhouetteTextureNameOverride= Gato_Class_01.tga
didn't work.

I'll try your second way now :

Quote:

You could also try that under the [UserPlayerUnit 1.UnitPartSlot 1] section of the sub it's own upc.
@Danlisa : I'll try and look for one, but if you find it first tell me ! If you want to see for yourself I can upload my WIP 3.1 mod for you ? I'd like to release it only when the bump maps are ready for the towers as well as the hull.

you did a great job here, those subs look way better now ! :rock:

keltos

keltos

keltos01 12-19-08 06:41 AM

Quote:

Originally Posted by skwasjer
Have you tried adding this to the UnitParts (Gato as example)? I have no idea really. Upc/cfg is not my area of expertise...

You could also try that under the [UserPlayerUnit 1.UnitPartSlot 1] section of the sub it's own upc.

din't work either :damn:

btw shouldn't it be something like (see green) if there was such a link ? :


[UnitPart 1]
ID= GatoConningEarlyWar
Type= GatoConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Start of war Conning Tower
UnitPartInterval=NULL, 1942-12-01
ExternalLinkName3D= data/objects/Conning_Gato_01
HullTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Gato/NSS_Gato_O01.tga
HullNormalmapTextureNameOverride= NULL
TowerNormalmapTextureName=<path to normal map>
MenuSilhouetteTextureNameOverride= Gato_Class_01.tga

keltos01 12-19-08 06:44 AM

I'm trying this now in the unitsparts :

[UnitPart 1]
ID= Turm_Jyunsen_B_1
Type= Jyunsen_BConningTower ;Can only placed on unit parts slot of this type
NameDisplayable= Conning Tower
UnitPartInterval=NULL, NULL
ExternalLinkName3D= data/objects/Turm_Jyunsen_B_1
HullTextureNameOverride=data/Submarine/NSS_Jyunsen_B/NSS_Jyunsen_B_T01.tga
HullLightmapTextureNameOverride=data/Submarine/NSS_Jyunsen_B/NSS_Jyunsen_B_T01.tga
HullNormalmapTextureNameOverride= data/object/Turm_Jyunsen_B_1_N01.tga
NormalmapTextureName= data/objects/Turm_Jyunsen_B_1_N01.tga
MenuSilhouetteTextureNameOverride= Jyunsen_B_1.tga

;------------------------------------------------------------
; COMPARTMENTS STRUCTURE
;------------------------------------------------------------

[edit]
didn't work either...
. :nope:


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