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-   -   Interceptor Sub (https://www.subsim.com/radioroom/showthread.php?t=167582)

Silverwolf 05-04-10 12:34 PM

Quote:

Originally Posted by rditto48801 (Post 1379064)
It looks good so far for the most part.

Are the torpedo tubes going to remain partly 'external' looking in the final version, or are they going to basically be like other subs and be more internal with a cover over them that is flush with the hull when it is closed?
If they are going to remain sticking out, I might suggest making the forward ones have a less step of an angle on the front sides, so they don't look like they will induce as much drag.

The housing for the deck guns is not quite what I had in mind, but it looks like it should still work very well.
Especially when the enemy goes from "Ha! Sub rising to surface with no guns!" to "WTH she has triple guns oh fudge!" :arrgh!:

To me, the caterpillar intakes seem a little small/shallow compared to the rear thrust part. Would it be possible to 'deepen' the intakes a little bit? Maybe at least 50-100% deeper than it is presently?
IIRC, in the movie Hunt for Red October, the Red October had the intakes have roughly the same 'size' as the exit points at the rear of the system. (probably so there is no real change in water pressure between going in and going out? Been years since I have seen the movie, so I don't recall finer details)

Have you made any final decisions on the exact type and number of guns and AA guns it will have?

I am little lost on one bit. (I might have missed something in the thread)
Is it going to use the props on the surface and the caterpillar when submerged, or will the caterpillar only be used under certain conditions.


The front tubes will retract into the hull, the rear tubes are going to remain partially exposed.

I fixed the caterpillar drive openings so they are deeper, and the caterpillar drive is for use only while submerged.

There are two 40mm tri-barrel AA guns, which sit behind the conning tower, you also have the two browning machine guns that sit on top of the tower.

Silverwolf 05-05-10 11:18 AM

Does anyone know what could cause this?
http://i175.photobucket.com/albums/w.../problem-1.jpg

Here are my settings in 3ds
http://i175.photobucket.com/albums/w...axsettings.jpg

I've tried numerous exports and remapping of the UV. Nothing seems to fix the problem and I don't know what's causing it. I thought it was just an s3d thing but it appears that way in game as well. This hasn't happened with any of my other subs so I'm really not sure what's going on here. It has to have something to do with the .dds file I've tried numerous settings as well and nothing seems to work.

So any help on this would be greatly appreciated.

Dr.Silversides 05-21-10 09:22 PM

god, this thing looks sweet....what would really be cool would be to have specialized missions or something for this boat, that are modeled around the specialties and advantages of this particular boat; granted I guess we can always try to do those ourselves

Silverwolf 05-23-10 06:47 PM

Quote:

Originally Posted by Dr.Silversides (Post 1399925)
god, this thing looks sweet....what would really be cool would be to have specialized missions or something for this boat, that are modeled around the specialties and advantages of this particular boat; granted I guess we can always try to do those ourselves

I've never been good at making missions with the mission editor. I've only had one or two missions that actually worked but they were made for testing purposes only.

Here's a big update for the sub.
http://i175.photobucket.com/albums/w...terceptor2.jpg
http://i175.photobucket.com/albums/w...terceptor1.jpg
I'm working on the flag seeing if I can get the word to appear correctly on both sides. What I've got now is ok but it still needs work.
http://i175.photobucket.com/albums/w...terceptor3.jpg
http://i175.photobucket.com/albums/w...terceptor4.jpg
http://i175.photobucket.com/albums/w...terceptor5.jpg
http://i175.photobucket.com/albums/w...terceptor6.jpg
http://i175.photobucket.com/albums/w...terceptor7.jpg
http://i175.photobucket.com/albums/w...terceptor8.jpg

Task Force 05-23-10 06:54 PM

That, looks very good silverwolf.:yep:

keltos01 05-24-10 12:44 AM

nice work ! I like it already ;)

keltos

Alert 1 05-29-10 05:16 PM

Interceptor
 
Oh how I want this sub Drooling :ping:

Silverwolf 05-31-10 02:46 PM

Another update for the sub. I made a different hull texture for late war. I'm thinking of making it darker though. Also I did manage to get the flag to work but not the way I wanted it. It's basically two flags spaced very close to each other on the pole then I took the texture and mirrored the words. I wanted to make the flag all one model but after trying it once and having to export 99 frames then having it fail, it really wasn't worth the importing and exporting.

So here's what I'm going to do release wise with the sub. I'll release the sub as is after I make some small tweaks to the config files. Then I'll start working on the interior and release that as a patch with any bug fixes that need to be done.

http://i175.photobucket.com/albums/w...134452_179.jpg
http://i175.photobucket.com/albums/w...134521_642.jpg
http://i175.photobucket.com/albums/w...143200_323.jpg

*Edit*
Ok well it took me a little quicker than I thought to get a darker color that I think looks pretty good. The tower is a little darker in the screen shot but I blame the compression and such of photobucket, because it is lighter in game.

http://i175.photobucket.com/albums/w...152110_328.jpg

haozhibof1 05-31-10 09:17 PM

Great work!
maybe I will suggest moving the flag a bit forward:DL

Alert 1 06-01-10 12:58 PM

will there be a black version to?

Marka Ragnos 06-01-10 01:18 PM

The darker texture looks great, looks a rebel sub :)

Silverwolf 06-12-10 07:41 PM

Quote:

Originally Posted by Alert 1 (Post 1408628)
will there be a black version to?

Yes, the black version is for early war. The camo is late war.

Quote:

Originally Posted by haozhibof1 (Post 1408123)
Great work!
maybe I will suggest moving the flag a bit forward:DL

I moved it forward and I have the pole disappearing as well when submerging.

Here is a beta of the sub. The interior is not done yet so the stock one is still there. It works for all the super mods except TMO 2.0. I haven't looked to see what files are changed so you can try it if you wish but I can't say if it will work. Once i finish the interior I'll put up a patch for TMO 2.0.

http://www.filefront.com/16730621/Interceptor_Beta.rar

As always make sure the unitparts.upc files are in numerical order. I believe there will be two unipart.upc files if you install the sub with a supermod, delete the one that is #8.

peabody 06-13-10 12:16 AM

Quote:

Originally Posted by Silverwolf (Post 1417818)
Yes, the black version is for early war. The camo is late war.


I moved it forward and I have the pole disappearing as well when submerging.

Here is a beta of the sub. The interior is not done yet so the stock one is still there. It works for all the super mods except TMO 2.0. I haven't looked to see what files are changed so you can try it if you wish but I can't say if it will work. Once i finish the interior I'll put up a patch for TMO 2.0.

http://www.filefront.com/16730621/Interceptor_Beta.rar

As always make sure the unitparts.upc files are in numerical order. I believe there will be two unipart.upc files if you install the sub with a supermod, delete the one that is #8.

Excellent work. Some very unique thinking.

Just a suggestion for the unitpart problem. If you have a sub like this, where I assume the tower will not change during its use, eliminate the Unitparts by merging the compartments into the submarine.upc file. The only reason you would need a separate file is if the tower changed. For example when they cut down the 'tub' for the AA guns during WWII. That would solve the numbering problem and once you have the 'template' made you can use it for all your subs. Then you could also merge the tower.dat, sim etc with the sub also.
It will still allow you to upgrade the guns if necessary, but no more changing or replacing numbers in Unitparts and no more conflicts with other mods.
(At least not with the Unitparts section)
Peabody

Marka Ragnos 06-13-10 06:53 AM

WOW awesome!!! :rock::rock::rock:


Really love this one, 10/10


Will there be a campaign?

STEED 06-13-10 07:37 AM

Heck, this is going to put the wind up the enemy. :ping:

May as well give it a spin. :)

Silverwolf 06-13-10 01:40 PM

Quote:

Originally Posted by Marka Ragnos (Post 1418038)
WOW awesome!!! :rock::rock::rock:


Really love this one, 10/10


Will there be a campaign?

There will be a campaign for it once I get the interior done.

Quote:

Originally Posted by peabody (Post 1417908)
Excellent work. Some very unique thinking.

Just a suggestion for the unitpart problem. If you have a sub like this, where I assume the tower will not change during its use, eliminate the Unitparts by merging the compartments into the submarine.upc file. The only reason you would need a separate file is if the tower changed. For example when they cut down the 'tub' for the AA guns during WWII. That would solve the numbering problem and once you have the 'template' made you can use it for all your subs. Then you could also merge the tower.dat, sim etc with the sub also.
It will still allow you to upgrade the guns if necessary, but no more changing or replacing numbers in Unitparts and no more conflicts with other mods.
(At least not with the Unitparts section)
Peabody

So how exactly would I go about doing that? I merged over the .dat, .sim, ect and made sure there were no duplicate nodes and everything was in order. I also made sure that nothing called for the conning tower in the equipment file.
I started to work on the UPC. The first thing I tried was renaming all the unitpart sections to UserPlayerUnit and adjusting the numbers so nothing had a duplicate. Also commented out the section that calls the unitpart.upc file. Started up the game and got a CTD when trying to start a mission.

Next I tried merging over the unitpart section from the unitpart.upc file. I commented out the parts that change the texture and look for the conning tower files. I renamed the stuff back to how it was in the unitpart.upc file and readjusted the numbers. Started up the game and got a CTD when trying to start a mission.

I went back over the file for the past hour and a half and I'm pretty much stumped. I can pm you the upc data, maybe you can find something I missed.

peabody 06-13-10 07:49 PM

Quote:

Originally Posted by Silverwolf (Post 1418306)
There will be a campaign for it once I get the interior done.



So how exactly would I go about doing that? I merged over the .dat, .sim, ect and made sure there were no duplicate nodes and everything was in order. I also made sure that nothing called for the conning tower in the equipment file.
I started to work on the UPC. The first thing I tried was renaming all the unitpart sections to UserPlayerUnit and adjusting the numbers so nothing had a duplicate. Also commented out the section that calls the unitpart.upc file. Started up the game and got a CTD when trying to start a mission.

Next I tried merging over the unitpart section from the unitpart.upc file. I commented out the parts that change the texture and look for the conning tower files. I renamed the stuff back to how it was in the unitpart.upc file and readjusted the numbers. Started up the game and got a CTD when trying to start a mission.

I went back over the file for the past hour and a half and I'm pretty much stumped. I can pm you the upc data, maybe you can find something I missed.

I downloaded your sub and according to your upc file the tower changes. This idea won't work if the tower changes. That is the reason for the Unitparts file is to make the change in the tower. This is from your Subs.upc file. So for the idea to work the tower must remain the same. Sorry, I just assumed that on a sub like this the tower would stay the same.

[UserPlayerUnit 1.UnitPartSlot 1]
ID=InterceptorConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=InterceptorConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1942-12-31, InterceptorConningMs9
IDLinkUnitPartIntervalDefault2= 1943-01-01, NULL, InterceptorConningMs32
ExternalNodeName3D= Z01

I don't know what changes, but if it doesn't need to change then the idea will work.

Peabody

Silverwolf 06-14-10 12:03 PM

Quote:

Originally Posted by peabody (Post 1418518)
I downloaded your sub and according to your upc file the tower changes. This idea won't work if the tower changes. That is the reason for the Unitparts file is to make the change in the tower. This is from your Subs.upc file. So for the idea to work the tower must remain the same. Sorry, I just assumed that on a sub like this the tower would stay the same.

[UserPlayerUnit 1.UnitPartSlot 1]
ID=InterceptorConningSlot
NameDisplayable=Conning Tower Mount
Type=NULL
AcceptedTypes=InterceptorConningTower ;Only UnitParts of this type could be placed here
IDLinkUnitPartIntervalDefault1= NULL, 1942-12-31, InterceptorConningMs9
IDLinkUnitPartIntervalDefault2= 1943-01-01, NULL, InterceptorConningMs32
ExternalNodeName3D= Z01

I don't know what changes, but if it doesn't need to change then the idea will work.

Peabody

Well the only thing that changes on the tower is the texture. I use the texture overrides in the unitpart.upc. However in order for the tower to have the same texture as the early or late war I needed two towers each with the correct texture. After some looking though I don't think that your idea is best for this sub just because the UVW mapping for the late war texture needed some heavy modifying so the camo would look right. However I would like to try it for the Seaquest sub that's next on my list. That sub doesn't really have a conning tower so there's no need for the unitparts.upc.

Marka Ragnos 06-14-10 12:38 PM

Quote:

Originally Posted by Silverwolf (Post 1419017)
Well the only thing that changes on the tower is the texture. I use the texture overrides in the unitpart.upc. However in order for the tower to have the same texture as the early or late war I needed two towers each with the correct texture. After some looking though I don't think that your idea is best for this sub just because the UVW mapping for the late war texture needed some heavy modifying so the camo would look right. However I would like to try it for the Seaquest sub that's next on my list. That sub doesn't really have a conning tower so there's no need for the unitparts.upc.


Wait what? Seaquest? YES :)

If you need any information or screencaps i have all the episodes.
I think you just made my day!

Silverwolf 06-14-10 01:04 PM

Quote:

Originally Posted by Marka Ragnos (Post 1419059)
Wait what? Seaquest? YES :)

If you need any information or screencaps i have all the episodes.
I think you just made my day!

Any picture references will be much appreciated.


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