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-   -   Reduced Merchant Ship Crew Visuals (https://www.subsim.com/radioroom/showthread.php?t=251674)

Mister_M 01-29-22 03:42 AM

Quote:

Originally Posted by Jeff-Groves (Post 2790530)
Would adding the ability to check say like Aircraft/other stuff for a sensor change be a good way to go?

Sure ! :yep:

Anvar1061 01-29-22 06:11 AM

https://www.subsim.com/radioroom/ima...s/thumbsup.gif

Jeff-Groves 01-29-22 10:50 AM

Script now changes the extension and opens the sns files one at a time to allow changing the AI_Visual to whatever you wish.

Just have to add the routine to enter whatever you want then it will save and close the file.

WARNING! IT DOES NOT MAKE A BACKUP FILE JUST YET!

Example of what it does when looking at the cfg files.

E:\Ubisoft\Silent Hunter 3\data\Sea\Iceberg\Iceberg.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM1\IcebergM1.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM2\IcebergM2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergM3\IcebergM3.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS1\IcebergS1.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS2\IcebergS2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\IcebergS3\IcebergS3.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NATF\NATF.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat\NF_boat.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat_1\NF_boat_1.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NF_boat_2\NF_boat_2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKC3\NKC3.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKLS_\NKLS_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKSQ_\NKSQ_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NKSs_\NKSs_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NLL_\NLL_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NLST\NLST.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NOTMs_\NOTMs_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NOTM_T2\NOTM_T2.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NOTSf\NOTSf.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NPPL_\NPPL_.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NTR\NTR.sns
E:\Ubisoft\Silent Hunter 3\data\Sea\NVV\NVV.sns

rik007 01-30-22 02:50 PM

Does it skip the warships?

Anvar1061 01-30-22 03:09 PM

Quote:

Originally Posted by rik007 (Post 2790848)
Does it skip the warships?

Yes

Mister_M 01-30-22 04:05 PM

Why not allow us to select the types of units we want to include in the search/open/replace/save process ? I'm sure you know how to code this.

Jeff-Groves 01-30-22 05:08 PM

You'll be able to select Class like Warships, Merchants, Aircraft etc.
Then select the UnitType in that class.
So Warships would give you

Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser

Mister_M 01-30-22 06:34 PM

Quote:

Originally Posted by Jeff-Groves (Post 2790868)
You'll be able to select Class like Warships, Merchants, Aircraft etc.
Then select the UnitType in that class.
So Warships would give you

Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser

:yeah:

Jeff-Groves 01-31-22 09:36 AM

I've set up a bat file to call the Script without opening the 010 UI.
So here's the first screen you get.

https://www.subsim.com/radioroom/pic...ictureid=12297

Working on the second level selection box now.
It will look the same but have each type in the selected Class.
All search values will be coded in Hex format to insure no false positives pop.
So to search for a UnitType=101?
I search for 3D3130310D0A,h

John Pancoast 01-31-22 10:16 AM

Quote:

Originally Posted by Jeff-Groves (Post 2790944)
I've set up a bat file to call the Script without opening the 010 UI.
So here's the first screen you get.



Working on the second level selection box now.
It will look the same but have each type in the selected Class.
All search values will be coded in Hex format to insure no false positives pop.
So to search for a UnitType=101?
I search for 3D3130310D0A,h


:o Outstanding ! :salute:

Jeff-Groves 01-31-22 01:43 PM

I see that to make this Script Compatible with SH4/5 I'll have to add a Radio button command to the WarShips type to open a further box.
You're only allowed 15 selections per box.

SH4/5 has 20 WarShip UnitTypes

GWX has 16. Of those 14 and 15 are blank and 16 is IceBurgs.
Don't know about other Mods.
Can you all post the English.cfg from the Roster folder of other Mods?

FUBAR295 01-31-22 02:46 PM

NYGM 2.5


[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance

;Warships
Type0=-
Type1=-
Type2=-
Type3=-
Type4=-
Type5=-
Type6=-
Type7=-
Type8=-
Type9=-
Type10=-
Type11=-
Type12=-
Type13=-

;Merchant ships
Type100=-
Type101=-
Type102=-
Type103=-
Type104=-
Type105=-

;Submarine
Type200=-
Type201=-
Type202=-
Type203=-

;Air
Type300=-
Type301=-
Type302=-
Type303=-
Type304=-
Type305=-
Type306=-

;Land
Type400=-
Type401=-
Type402=-
Type403=-
Type404=-
Type405=-
Type406=-
Type407=-
Type408=-

;Ordnance
Type500=-
Type501=-

FUBAR295 01-31-22 02:48 PM

CCoM 12


[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance

;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Auxiliary Vessel
Type13=Auxiliary Cruiser

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental

;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental

;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental

;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Antiaircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental

;Ordnance
Type500=Mine
Type501=AntiSub Net

FUBAR295 01-31-22 02:50 PM

LSH3 v 20


[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance

;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Auxiliary Vessel
Type13=Auxiliary Cruiser

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental

;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental

;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental

;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Antiaircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental

;Ordnance
Type500=Mine
Type501=AntiSub Net

FUBAR295 01-31-22 02:51 PM

WAC 5.2


[ClassNames]
Ship=Ship
Submarine=Submarine
Air=Aircraft
Land=Land
Warship=Warship
Merchant=Merchant Ship
Ordnance=Ordnance

;Warships
Type0=Patrol Craft
Type1=Corvette
Type2=Frigate
Type3=Destroyer Escort
Type4=Destroyer
Type5=Minesweeper
Type6=Light Cruiser
Type7=Heavy Cruiser
Type8=Escort Carrier
Type9=Fleet Carrier
Type10=Battlecruiser
Type11=Battleship
Type12=Minelayer
Type13=Auxiliary Cruiser
Type14=Iceberg

;Merchant ships
Type100=Replenishment
Type101=Tanker
Type102=Cargo
Type103=Troop Transport
Type104=Coastal Vessel
Type105=Environmental

;Submarine
Type200=Submarine
Type201=Replenishment Submarine
Type202=Missile Submarine
Type203=Environmental

;Air
Type300=Fighter
Type301=Bomber
Type302=Dive Bomber
Type303=Torpedo Bomber
Type304=Patrol
Type305=Helicopter
Type306=Environmental

;Land
Type400=Vehicle
Type401=Tank
Type402=Armored Personnel Carrier
Type403=Artillery
Type404=Antiaircraft
Type405=Missile
Type406=Airbase
Type407=Naval Base
Type408=Environmental

;Ordnance
Type500=Mine
Type501=AntiSub Net

Jeff-Groves 01-31-22 03:13 PM

Hmm.
Pretty crazy the differences.
One is probably going to need the know the differences for any Mod they are going to run this script on cause I'm not going to program for all the differences.

Mad Mardigan 01-31-22 03:17 PM

Quote:

Originally Posted by Jeff-Groves (Post 2791037)
Hmm.
Pretty crazy the differences.
One is probably going to need the know the differences for any Mod they are going to run this script on cause I'm not going to program for all the differences.

What of a dual tool set... a part A then a part B... that splits those differences... so A, for doing merchants & B, for doing warships. Just a thought. :hmmm:

:Kaleun_Salute:

M. M.

Jeff-Groves 01-31-22 03:32 PM

If you know the differences in the various English.cfg files?
You can just select the UnitType for your mod of choice to change things.
It looks like only Ice-burgs in SH3 are out of a Stock order.
And Who is going to change Ice burgs anyway?

In SH4/5 they are a UnitType 107!

The Script is already Set up as a 3 stage selection.
You Select Merchants? You can only edit merchants.

Now if someone wanted to? They can edit the Script for other Mods or add the routines to do so.
I'll comment the hell out of it to assist.

NOW! Your going to have to change an option in 010 to run from my bat file!
Open 010 and select Tools then Options.
Set it like below image!
https://www.subsim.com/radioroom/pic...ictureid=12298

This area throws a warning that cause problems if not.
TFindInFilesResults r = FindInFiles

This problem was supposedly fixed in a past version but still throws warnings!
I run version 12.0.1 but all the Code should work for earlier versions.
I've stayed away from the new stuff to allow early versions to run the Script!

Mister_M 01-31-22 05:25 PM

With what free software are we going to be able to run your script ?

Jeff-Groves 01-31-22 05:46 PM

010 is free for 30 days. Then you need to buy a license.
I won't be doing a stand alone program.
A Good Modder get's the best Tools to do any given job.
I assist by doing the Scripts for free!
Other then that? It's all hand/hard work.
It's not an expensive investment as there is SO MUCH 010 can do!
$49.95 for a Home User License and Upgrades are only $19+ when needed.
I call that a deal for stepping into the Big Boy Game!
Many Scripts I have never released can rip animations from SH4, Export 3D model files with adjusted positioning AND all sub maps, and much more!
I have 1 program to finish as a Stand Alone then I remove all my programming software and will ONLY work on Scripts and Templates for 010.


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