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-   -   Aft Starboard cable on the Sargo boat is in the wrong location (https://www.subsim.com/radioroom/showthread.php?t=196093)

Hylander_1314 06-15-12 03:30 PM

Yes, I know! 3D model software ain't cheap! I would love to dive headlong onto it myself, but I have nowhere near the funding for it.

stanger 06-16-12 08:13 AM

OK, found what I was looking for - how not to rotate an object around its center, I had to change pivot:
http://images41.fotosik.pl/1594/f26a28768f942dc8m.jpg

and make that one cable a separate object, to rotate\move\scale it separatly from whole thing.

End result after importing back in s3d:

http://images35.fotosik.pl/1461/fa786610ac06c975m.jpg

It's a little bit longer, but its barely noticable.

Here is the file for testing:
http://www.mediafire.com/?oere3gn47gmh35x
About compatibility: SH41.5, TMO2.5, NavMapMakeOver2.1+air base addon.

Whats left to do: 1)test it in game; 2) find how to enter object length, scaling it with mouse is a pain;

Hylander_1314 06-16-12 09:05 AM

Looking good there Stanger!

For moving just a part of the cable, as in, one end, I think it is the vertex dots you want to see. They are the points where the edges of the cable intersect, or join.

Here's a pic of the Halberstadt I was working on, the light blue dots are the vertexes. Some are very close, but you can see the individual ones on the bigger surfaces.

http://i284.photobucket.com/albums/l...alberstadt.jpg

But anyways, what you will want to do, instead of scaling the cable, is click on the vertex points, for the end you wish to move / adjust to get them to line up. You should be able to move a group of them, by either left clicking on the backround, and scrolling over the ones you wish to move, or zoom in and CTRL + Left Click on them. You can them move them along the axis you wish to adjust.

On the image I posted above, if you click on a vertex, it changes to red to let you know what you have selected. And then do as you wish. It is actually simpler than it sounds.

But you can see all the wires I created, and then had to set into place between the struts on the wings and fuselage.

Hope it helps, at least somewhat. :up:

Hylander_1314 06-16-12 09:11 AM

I also downloaded your file, but am out on patrol at the moment, so I will have to wait until I get back to port.

I will test it TMO 2.2, and FOTRS. It should be fine for TMO 2.5 if it works fine with 2.2, as thee aren't, to my knowledge, any drastic changes between the two versions as far as sub models go.

Also, if it tests out fine, the 02 and 03 CT's need the correction, as does the P-Class CTs. But I think the P-Class, and Sargo / Salmon use the same CT's so once you get one set done, you may be able to just import the model to the other class without going through the whole process of moving it again, unless you want the practice.

stanger 06-16-12 09:26 AM

I just did a quick test with early Sargo (in single mission); looks OK.

http://images41.fotosik.pl/1594/8b2fa9ed7facd871m.jpg

http://images38.fotosik.pl/1639/837acac16c4eef01m.jpg

http://images46.fotosik.pl/1605/2e4e0ed80a4e66d8m.jpg

You need to zoom in really close to notice its not perfectly aligned:

http://images46.fotosik.pl/1605/aa538ea84c7fe9adm.jpg

So, if we started it, we should finish it and do the rest. I think it would be safer to do it manualy instead of importing that one model, besides - yes, more practice for me, and I need to check your advice (moving vertex points, instead of scaling).

Hylander_1314 06-16-12 09:48 AM

Looks great! And you can see, that the cable you moved just needs to have the end moved back so it doesn't pass into the attachment point, but just meets up with the face of it.

That is where having the vertexs helps, as you can click on them, and just move them. Much easier than scaling honestly.

stanger 06-16-12 11:00 AM

Fixed:
http://www.mediafire.com/?j014t4xo4yk1jf7

If anything is wrong with it, report it. It looks fine in s3d. And yes, working on vertices really helps, thanks Hylander!

Am I seeing it right? 3rd and 4th salmon\sargo towers don't have stern cables at all, only in front of conning tower. So only 2nd CT need to be corrected.

And 2nd salmon\sargo tower:

http://www.mediafire.com/?ex87uxwh7b852il

Here are both Salmon-Sargo CT variants in one file:

http://www.mediafire.com/?0hy4ajz221fm23d

Here are Porpoise CT 1 - 4 in one package:

http://www.mediafire.com/?439oe74hi14m1qg

Hylander_1314 06-16-12 05:57 PM

If it has a stern mast, the starboard cable will run from the center of the mast to the flagpole on the railing of the CT.

If there is no aft mast, there are no aft cables.

And I am downloading now.

Thanks for tackling that little detail! I have been wanting to do this for a long time, but forgot about it, after many failed attempts to export the models. And when I come here, I get sidetracked and forget that I wanted to mention it here.

You da man! (modern American slang).

Honestly, I would offer these up in the supermod threads, and let folks try them out to see if there are any issues. But since all you did, was move an item, and you didn't fiddle with any of the internal workings, it should work fine for all versions, and all variants from vanilla, to TMO, to FOTRS, to GFO RFB. You may also wish to contact Sailor Steve, and see if he would help you upload these little tweaks to the download section.

And you are most welcome on the vertices advice! Glad it made things easier for you!

Hylander_1314 06-16-12 06:31 PM

Just to see what would happen, I dropped them in the Object Folder in mid-patrol, and no ill effects as yet. Like I said, all you were doing was moving a cable attachment point on the tower and mast, so it shouldn't give anyone fits since you didn't mess with anything else.

And thanks again!

stanger 06-16-12 06:43 PM

It should be compatible with other mods, worst scenario, people using other mods or stock game would get tower emblems and kill flags entries in dat file (I dont know why they are there in TMO) and maybe a flag mast(?).
In case people will want it, updating stock, or other mods dats would be fairly easy, quick job.

Hylander_1314 06-16-12 09:32 PM

The Texture Folder has the artfiles for the CTs, so whatever you have in there will show up in the game, whether stock, or a modded CT, if you use the ones that are downloadable.

Still running strong, no issues even with adding them mid patrol, but I did it directly to old fashioned way, copy and paste, overwriting the old with the new. Ahhhhhhh, the old days!

I think they're ready for release myself.

Tempest555 06-17-12 09:10 PM

Used it in my TMO (the most current TMO) modded SH4. No problems.

Hylander_1314 06-18-12 02:40 PM

Couple days now of using the modded CTs for the P-Class, and Salmon Sargo boats, and no issues have arisen.

Running smooth as ever!

Hylander_1314 06-19-12 10:32 PM

4 days on now, TMO and FOTRS both running fine!

Go and make a proper release of this little mod. It appears to work fine, with no crash issues at all.

stanger 06-20-12 03:03 PM

You mean - make a release thread, make read me, and all?
I can do that, but I think I should take this opportunity to update it for stock and RFB (since its already for TMO, and - as you say - FotRS).

Hylander_1314 06-20-12 04:17 PM

Yes, go ahead and do a readme, and make a separate release thread.

Honestly, since the base files for Stock, RFB, and even GFO are the same, it shouldn't require any special tweaking for them. The user should be able to just load the mod, and go. Mainly, because you are not altering any campaign, or mission files, just a 3D model mod to correct something.

As you are only adding the CT's to the Object folder, and no artfiles per se, as those are in the Texture folder, and whatever .dds art file is in there will be mapped to it.

Just make them JSGME ready for ease of installation. As usual, it is good to make a note to add this mod while in port, although I was anxious, and added it mid patrol, manually, with no bad effects, like crashing the game.

Webster 06-20-12 06:38 PM

to see if you need a version for other mods just check them, if they have the same files in them as the ones you modded then add your changes to the files from those mods to make it compatable.

other mods may change things you dont notice like draft height or guns or equipt updates and things so to avoid "breaking" another mod with your changes always start with the file from the other mod since you will never know all of what might be different in it.

if the files you changed arent in another mod then it is already compatable since it doesnt change the same files.


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