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-   -   More screenshots, mods, etc (https://www.subsim.com/radioroom/showthread.php?t=157404)

sergbuto 11-13-09 07:07 PM

I have taken a closer look at the 3D model format the game uses (.CW files). I've positively identified the mesh verticies and corresponding to them texture coordinates and faces. With some more efforts the format can be fully decoded.

sergbuto 11-16-09 02:26 PM

Here is a 3D model decoded and extracted from the Box.cw file in GameData\GROUPS\ directory. The original 3D file seemed to be in .X format before coding by devs.

http://img163.imageshack.us/img163/2350/boxptboats.jpg

sergbuto 11-17-09 05:23 AM

From playing with scripts of mission files, it seems it is relatevily easy to randomize many aspects of the game, such as weather, units, unit routes, etc.

dsawan 11-23-09 06:21 PM

Hi, can you post links to these mods?thx.:)

sergbuto 11-25-09 01:26 PM

The mods and tweaks were done out of curiousity and as tests on moddability of the game. They were not meant for download. None of them is in finished form.

Most of the things you should be able to do yourself by non-complex editing of text files. You'll probably need some pointers though but only in the beginning.

Driver134 01-15-10 06:57 AM

Can you give us some pointers? for playable u-boot

sergbuto 01-16-10 06:15 PM

Well, the easiest way to do that is to use a trick I have described in the other thread

Quote:

Originally Posted by sergbuto (Post 1209587)
Say, you would like to do that for MClass. In the def.xml file in the NAVALS\MClass folder, you need to replace text line

<object_type>Trawler</object_type>

with

<object_type>TorpedoBoat</object_type>

This will provide access to AA gun stations with help of keys 1 or 2. The rangefinder view (key 4) will be replaced with bridge/binocle views. However, since the rangefinder view location is fairly high up (for all the ships), the bridge/binocle view will be substancially above the deck, sort of an observation point on the mast. The location of the bridge/binocle view can be adjusted only by hex-editing of the files.

While the gun station (first person) views will be fine for MClass, it may not be true for other ships. F.e. after using the same trick the def.xml file for Tribal, you will end up on the deck level (at gun's support) after switching to gun stations. That is because only guns used on PT-boats have a good definition of the shooter/first person view and when those guns are used on other ships, the views are okay.

Just do that with def.html in the NAVALS\U995 folder.

If I remember correctly, you would need to make some changes in the corresponding mission file as well. Say, replace the line

GTBoat1 = NavalObject ( 's26', RelationType.Friend, ObjectType.TorpedoBoat )

with

GTBoat1 = Submarine ( 'U995', RelationType.Friend, ObjectType.TorpedoBoat )


On the other hand, the proper way to do that is to modify script files. F.e. I have made changes in the SCRIPTS\common\input.py which allow for an access to the AA guns on any type of ships and in this case no modifications of def.html are any longer required.

Driver134 01-16-10 07:11 PM

Thank you sergbuto:salute:

Kapteeni Rantala 01-28-10 01:18 AM

Am I the only one lusting for playable Admiral Hipper? :arrgh!:

sergbuto 01-29-10 03:25 PM

The mission maps in PT boats are too small for proper WW2-cruiser battles. On the other hand, this game engine shows good fit for the WW1 naval simulator. If Devs decide to release a 3D-model importer (under discussion at the moment), the WW1 stuff may be available some day.

Quee-queg 02-06-10 03:37 PM

Those waves are much better, any chance you could share what you did to mod that?

Also a little request: would be nice if you could add/replace some other ships in the multiplayer mode.

sergbuto 02-08-10 01:45 PM

In every mission file in MISSIONS\EpisodeX folders a line can be found like


environment.set("Episode3mission1.xml")


which means that the mission environment is specified in the "Episode3mission1.xml" file. These environment files are located in ENVIRONMENTS folder.


If you open one of those files (say, Episode3mission1.xml) in the text editor, two section for DirectX 10 and DirectX9 can be found which start after <dx10> and <dx9c>, respectively.

Subsections <Sea> in those sections set the sea state.


Parameters:


<water_mode val="4" /> should be set to 4 for DirectX10 and 3 for DirectX9.

<amplitude val="0.4" /> specifies the wave amplitude.

<height_quad_scale val="8" /> is tile size. It is multiple of 2, i.e. can have values 2,4,8,16. Value 2 corresponds to the largest tile and to the longest wave.

One can also play with the value of the <height_period val="4" /> parameter.



You can try such sets of parameters (tested for DirectX10) as

<amplitude val="2.4" />
<height_quad_scale val="2" />
<height_period val="5" />

or

<amplitude val="1.4" />
<height_quad_scale val="4" />
<height_period val="4" />


and see if you like that. But in these cases, the waves are too big for PT-boats.

sergbuto 02-13-10 04:06 AM

Quote:

Originally Posted by aklua (Post 1261590)
I would like to see if anybody could make a viedo of the russian subchasers playable ingame.

They are not playable in the sense of switching between different stations. At least, not in the stock version.

Even if the boat is modded for that and you are standing on the bridge, you realize it is not the prettiest ship in the game in terms of the quality of 3D model. The devs did not use too many polys for some details of the boat. In addition, there are no high -poly versions of the Russian guns for MO-IV. The gunner viewport for the guns is not defined so the player ends up on the deck level when switching to gun stations.

Anyway, here are some screenies

http://img683.imageshack.us/img683/8823/mo401.jpg

http://img194.imageshack.us/img194/2451/mo402.jpg

http://img171.imageshack.us/img171/6595/mo403.jpg

http://img297.imageshack.us/img297/7880/mo404.jpg

http://img229.imageshack.us/img229/7835/mo405.jpg


I like American lend-lease subchasers better. It is possible to make them even with US crew.

TitaniumRR 06-19-10 09:50 AM

PT boat questions
 
Hi men,

All I have here now are the missions.

- Is there a way to play this game in "freeride"?
- Where to download the submarine mod to this game?
- Does the submarine MOD change the system requirements of the basic game?

timetraveller 06-25-10 08:03 AM

Hi TitaniumRR,

- Is there a way to play this game in "freeride"?

Not without a lot of modification of core scripts and/or mission scripts. You can, however, play in God mode. See this post.

- Where to download the submarine mod to this game?

To my knowledge, sergbuto has never posted his mod. He was only testing to see if the game could be modded.

- Does the submarine MOD change the system requirements of the basic game?

I doubt it. Probably not much, in any event.

====================================

To my knowledge, no one is actively modding this game. I had done quite a bit of modding myself to allow playable ships and weapons, but have not completed everything. I am quite busy this summer with other projects. I hope to get back to it at some time.

timetraveller

chrysanthos 08-28-11 11:27 AM

this sub mod looks really great but when it will be ready for download friend?

capatan 09-01-11 06:37 PM

hi timetraveller i hope you find the time to mod this sim its to good not to but like i have said before you can not go below decks in the boat/subs but its a great sim. why dont people mod it more [i dont have the time myself] :hmmm:

chrysanthos 10-08-11 01:54 PM

i dont see yet any selectable playble subs or destroyers:( when they are ready for download please?


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