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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 |
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 |
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 |
possibly have a Ko hyoteki Campaign start with the "base" being a waiting japanese sub off of a port?
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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 |
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 |
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 |
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.
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Quote:
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 |
Yeah, I would use it possibly via the eqp file, just needs a node to put it on.
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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:
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 |
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 |
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 |
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 |
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. |
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:
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@ 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.;) |
http://img367.imageshack.us/img367/7309/86432374gi0.jpg
http://img186.imageshack.us/img186/4...mptowereh6.jpg Quote:
I'll try your second way now : Quote:
you did a great job here, those subs look way better now ! :rock: keltos keltos |
Quote:
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 |
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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