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-   -   Additional Merchants mod, part 2 (https://www.subsim.com/radioroom/showthread.php?t=101308)

bigboywooly 11-26-06 11:33 AM

[quote=Safe-Keeper]That little Transport Steamer is just a beauty.

How long do you think it'll take the GWX team to pick up these ships;)?
[quote]

Already spotted lol

Bit too late to try and add now though
Have to stop somewhere or will never be released

Added to future works list :up:

sergbuto 11-26-06 11:40 AM

Quote:

Originally Posted by Safe-Keeper
As a side note, there's a typo on your web site. It says "exta ships" instead of "extra ships". Just so you know.

Thanks. There are actually more typos. I'll correct them next time I'll do changed to the site.

Corsair 11-26-06 11:41 AM

Quote:

Originally Posted by Subwolf
Very nice.

Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:

The neutrals do, that's how you know they are neutrals... at least in my version.

AG124 11-26-06 11:44 AM

New Merchants
 
Thanks Sergbuto.:up: It's not often we get brand new merchants for SHIII like this (they are built from scratch by those two modelers you mentioned, right?), and the freighter will help to scale down the tonnage (there aren't many merchants in the 4-5000 GRT range:yep:).

sergbuto 11-26-06 11:55 AM

Quote:

Originally Posted by Pascal
Magnifique work, of course.
But i was trying to change some of your tga files (to obtain colors older and dirty) and i cant modified your tga files with photoshop. So, is there a special way to do it ?
Thank you

I use photoshop myself and did not have any problem. Many tgas were compressed by Deep Exploration before importing (because OBJ files were saved by this program) but I doubt this should be a problem.

Subwolf 11-26-06 11:58 AM

Quote:

Originally Posted by Corsair
Quote:

Originally Posted by Subwolf
Very nice.

Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:

The neutrals do, that's how you know they are neutrals... at least in my version.

Yes, but after 1941 only foolish captains left the nav lights on. Neutral or not, no ship was safe. And neutrals in convoys = nav lights off.

sergbuto 11-26-06 11:58 AM

Quote:

Originally Posted by mkubani
Serg, is it me, or do I see some smoothing group problem by the captain cabin door on the transport steamer? Nevertheless great job!

It is a small problem with normals due to conversion from X format and scaling the model down for the SH3 world, but it does not look bad in the game.

Corsair 11-26-06 12:04 PM

Quote:

Originally Posted by Subwolf
Quote:

Originally Posted by Corsair
Quote:

Originally Posted by Subwolf
Very nice.

Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:

The neutrals do, that's how you know they are neutrals... at least in my version.

Yes, but after 1941 only foolish captains left the nav lights on. Neutral or not, no ship was safe. And neutrals in convoys = nav lights off.

Can't answer on how the mod handles it as I have not gone past 41 with this version yet. Agreed for neutral in convoys, guess they are just at the wrong place at the wrong time...;)

sergbuto 11-26-06 12:10 PM

Quote:

Originally Posted by Subwolf
Just one thing, as far as I know merchants never used the nav lights, didn't want to invite uboats ya know. But it looks good on your model anyway :yep:

On the contrary, they use all the lights possible to emphasize their neutrality except when they were a part of the allied convoy. Ships without lights would be attacked by U-boats by default.

sergbuto 11-26-06 12:19 PM

[quote=Corsair]
Quote:

Originally Posted by Subwolf
Can't answer on how the mod handles it as I have not gone past 41 with this version yet.

The ships will only appear in random traffic of single ships. One needs to script these ships in the campaign to have them appear in convoys. The dates of ship appearance in the game can be easily adjusted in the corresponding CFG files in the Roster folder.

sergbuto 11-26-06 12:26 PM

Quote:

Originally Posted by AG124
they are built from scratch by those two modelers you mentioned, right?

yes, that's right.

Wulfmann 11-26-06 02:21 PM

Very nice ships, Serg

Another way to add all ships including future cargo add ons would be to make some generic in convoys (in the campaign folder RND.mis file) so they vary every time you run into that same convoy. Even the novice can easily accomplish this by removing the class line.
Below the first has the class and below that the same ship will now generate a variety of type 102 (cargo ships) because the class 102 has been deleted out
Of course the negative side to this might be ships you do not want to appear in specific later war fast convoys and so one might not include these variable no class in those convoys.
For me, adding these new ships means they will instantly be available to see without any editing at all as many convoys have a number of the class lines removed.
It is my preference to have variety and the right way is the way you prefer.

Wulfmann

Original classed ship
[RndGroup 76.RndUnit 5]
Class=KLS
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390201
No=1
Escort=false
SpawnProbability=100
CrewRating=2

Edited no class ship which will spawn from all available type 102 cargo ships
[RndGroup 76.RndUnit 5]
Type=102
Origin=British
Side=0
CargoExt=0
CargoInt=0
CfgDate=19390201
No=1
Escort=false
SpawnProbability=100
CrewRating=2

melnibonian 11-26-06 02:25 PM

They are fantastic. Great work.:up: :up: :up:

Thanks

AG124 11-26-06 03:09 PM

Generic Campaign Entries
 
@ Wufmann - It does indeed work; I have made almost every single entry in my own campaign generic.:yep: The last time I saw a convoy after that, there was hardly a stock ship in it.:huh:

The only problem was that I left some of my incomplete WIP ships in the British roster (I usually keep them under a 'nation' called AA Test Ships so they don't spawn) and they showed up with parts out of place and other problems.:p Kind of funny really. Wouldn't be a problem for most players though.:cool:

AG124 11-26-06 03:43 PM

Links Disappearing?
 
Sergbuto, sometimes when I access your page, the newest download links (such as these two merchants and the Air Attacks Mod) disappear.:o I have to reload the page a few times before they reappear. Do you have any idea how or why this would be happening?


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