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-   -   [TEC] Adding/Importing new units / SH5 Damage/collision models (https://www.subsim.com/radioroom/showthread.php?t=182667)

Zedi 05-05-11 03:41 AM

SH5 needs more merchants but I have nothing against, 1 new warship can find her place in the escort groups. And this one is very well done, really good and quality stuff. Its up to you guys if you can make her to shine and act like her sisters from SH5. Qestion is if AOTD_MadMax have also merchants or only warships?

Im a bit concerned about the generic traffic as that one is set to take randomly ships from the roster. So it might happen that at some point inside the small convoys we would see only imported ships and thats not good. There is already a battle going on between the new ships and the Liberty fleet :DL

AOTD_MadMax 05-05-11 06:16 AM

Hi,

i got also some merchants and another very nice looking US DD´s :

The Bagley-Class :

http://www.aotd-flottille.de//FOTRS/...agley_neu1.bmp

The Gearing-Class/ Allan M. Sumner-Class :

http://www.aotd-flottille.de//FOTRS/...aring_neu1.bmp

Some Gearing and Sumner did an hard job in the ATO from 1944.
Perhaps they are interesting for an campaign until end of war.

I will make some pics from my merchants i worked out for SH4.

Regards

Maddy

AOTD_MadMax 05-05-11 07:28 AM

Hi,

here you got pictures of some merchants i have build for sh4.

1.) german merchants from DDG-Hansa Line

medium split freighter

http://www.aotd-flottille.de//FOTRS/...er5/Hansa1.bmp

http://www.aotd-flottille.de//FOTRS/...er5/Hansa2.bmp

http://www.aotd-flottille.de//FOTRS/...er5/Hansa3.bmp

2.) an US Supply / Trooptransportship based on Victory

http://www.aotd-flottille.de//FOTRS/...5/Victory2.bmp

3.) Small Tanker ( enlarged Haruna )

http://www.aotd-flottille.de//FOTRS/...r5/Haruna2.bmp

4.) Medium split freighter : ( same modell as the german one )

http://www.aotd-flottille.de//FOTRS/...5/Hansa1_2.bmp

5. ) Whalefactoryship : ( based on iambecomelife´s big old tanker )

http://www.aotd-flottille.de//FOTRS/...ilder5/WF1.bmp

http://www.aotd-flottille.de//FOTRS/...ilder5/WF2.bmp


6.) Whalechaser :

http://www.aotd-flottille.de//FOTRS/...ilder5/WC1.bmp

7.) US Tugboat :

http://www.aotd-flottille.de//FOTRS/...der5/USTUG.bmp

Iam workin on some more units but they are not ready yet.

Regards

Maddy

Zedi 05-05-11 07:36 AM

Holly cow... they look awesome.

http://4.bp.blogspot.com/_hP7xcLhEaK...cited+face.jpg


So let me get this right... these ships are built by you from scratch? If so.. thats good news and is very related to what I asked TDW about importing new units in SH5 just yesterday:

Quote:

Originally Posted by Zedi (Post 1656646)
If im going wild and I create a ship in Max, how would I import it in SH5? Is that possible at all?

Quote:

Originally Posted by TheDarkWraith (Post 1656856)
Export to .obj format. Create new Type 4/0 node and import 3D model into it (using Pack3D). I can do this really fast using hex editor....

So the question is.. can you export them as .obj ?

AOTD_MadMax 05-05-11 07:54 AM

Hi Zedi,

these vessels are built by me, only the Whalefactory-Hull and Bridge is a clone from iambecomelife´s big old tanker.
The other vessels are clones from Hakusika, Akita, Warmelody, Haruna and NATF-Tugboat and Victory.
They got an SH4 damage-modell.
You can get them if you want them for your project.

With your own ambient-oc-maps and your special textures they will look much better in SH5 :rock:

I also got some more US DD´s like the benson-class, benham-class and the Essex-Class Carrier :

http://www.aotd-flottille.de//FOTRS/...conderoga2.bmp

http://www.aotd-flottille.de//FOTRS/...conderoga4.bmp

http://www.aotd-flottille.de//FOTRS/...conderoga1.bmp

Regards

Maddy

Stormfly 05-05-11 08:09 AM

...real beauti`s MadMax, especially the warships ! :yeah:

urfisch 05-05-11 08:16 AM

hey max.

back at duty?

impressive work!

TheDarkWraith 05-05-11 08:29 AM

Quote:

Originally Posted by Rongel (Post 1657097)
You know I did some progress too! I think I have eliminated the illumination bug/anomaly! I can use high LOD values, guns are rendered and the lighting is good! Ships take damage and it's seen underwater.

I did few things:

1. Used SH 4 stock Normal Map (I think there may be something wrong with our maps)
2. Assigned one (and only one) material to DMG_col-nodes. It seems the material has to be the last of the list in dat-file. The one that has no cfg#TXR text, but just a "1" or "2".

I'm having trouble duplicating this. Can you give me a specific name for 2. above?
How do the caustics effects look with my new caustics pixel shader? I included it in the update I sent you.

EDIT:

Ok, got your method to work. Yes it does stop the lighting anomoly bug BUT the lighting is now 'flat' and has problems:
http://www.subsim.com/radioroom/pict...pictureid=4188

:hmmm:

Rongel 05-05-11 09:08 AM

Quote:

I'm having trouble duplicating this. Can you give me a specific name for 2. above?
How do the caustics effects look with my new caustics pixel shader? I included it in the update I sent you.
Heya! It really works for me, no sunlight bug. Your pixel shader is great, caustics show now on both sides.

Okay, so this should do it (it's the same way that SH 4 does it), I use the Kasagisan for example. I use clean dat-file from SH 4, I have only added DMG_col_ to the main node and given it a link to it's 3d model. Then I select material to it. In the dat file there are three materials, two of those have the cfg#TXR_NMFMSSS in the label. The third one has only "1" in it's label. So that's the right material for the DMG_col-node. I can use now default LOD values. I can send you a link to my ship too.

Rongel 05-05-11 09:10 AM

Quote:

Ok, got your method to work. Yes it does stop the lighting anomoly bug BUT the lighting is now 'flat' and has problems:
I think that is the way it should work. As you can see the third material is also being used in the original DMG_ nodes.

EDIT:

And I can see the sun affecting to the ship, it illuminates the sunny side. But it could be that the effect is a bit different than was before.

TheDarkWraith 05-05-11 09:15 AM

Quote:

Originally Posted by Rongel (Post 1657371)
I think that is the way it should work. As you can see the third material is also being used in the original DMG_ nodes.

EDIT:

And I can see the sun affecting to the ship, it illuminates the sunny side. But it could be that the effect is a bit different than was before.

the sun should light up the side of the ship like this: http://www.subsim.com/radioroom/show...&postcount=295

Why don't you send me what you have and I'll look at it in-game also :06:

EDIT2:

I think the ship I'm using is flawed....Trying another ship (Akita)

Rongel 05-05-11 09:31 AM

Here is my results, I'll send you a link to my ship soon!

http://i1138.photobucket.com/albums/...-05_171826.jpg

http://i1138.photobucket.com/albums/...-05_171747.jpg

You know, I'm not sure which one did the trick, maybe the corrected Normal map, or the material assignment. So if it was the last one, then we can use Zedi's normal maps. The results will change a bit but I think with this setup we have all the functionality and no bugs.

PS. The last image has the shadows of the railings showing, but it's not a bug, this ship uses two textures, and the other one has railings painted in it's textures. So the sun enchances the railings, but with this texture, it's a bit weird.

TheDarkWraith 05-05-11 09:39 AM

Quote:

Originally Posted by Rongel (Post 1657379)
You know, I'm not sure which one did the trick, maybe the corrected Normal map, or the material assignment. So if it was the last one, then we can use Zedi's normal maps. The results will change a bit but I think with this setup we have all the functionality and no bugs.

The ship I was using before is flawed. Now using the Akita everything works :yeah: I can confirm that the problem was the normal map (NO map entries needed for DMG_col node). Using what I sent you all I had to do was replace the normal map with the stock one. I set the MediumLODDistance to 15.0 and the LowLODDistance to 80.0

Hindsight is always 20/20 :nope: It should've hit me that the normal map was the problem :damn: As we moved the camera closer to the unit the Unified Render Controller was invoking the bump map when we hit the MediumLODDistance. Since the normal map wasn't 'correct' it couldn't render the bump map correctly and thus we got a darkened unit. Now with a 'working' normal map (the stock one) we get BEAUTIFUL bump mapping. Just look at the details here :o:rock:
http://www.subsim.com/radioroom/pict...pictureid=4189

Now need to figure out how to get shadows and reflections of unit/parts of unit on water....

Rongel 05-05-11 09:54 AM

Quote:

The ship I was using before is flawed. Now using the Akita everything works :yeah: I can confirm that the problem was the normal map (NO map entries needed for DMG_col node). Using what I sent you all I had to do was replace the normal map with the stock one
Great! We have now pretty good looking ships :yeah:

Now one thing I noticed is that the guns and instruments have textures but no normal maps or occlusion maps. So they are rendered plain. Is it because Granny format can't touch the old guns?

And here's something spooky I saw earlier. I had sunk my ship and played around then saw something moving in the water and zoomed there:

http://i1138.photobucket.com/albums/...-05_143448.jpg

Invisible ghost ship? No, it was the SH 5 foam effect still going strong, full ahead. Soon it disappeared. Weirdness, maybe my own bad import of the effect or a real problem. Haven't seen it since.

TheDarkWraith 05-05-11 09:58 AM

Quote:

Originally Posted by Rongel (Post 1657390)
Great! We have now pretty good looking ships :yeah:

Now one thing I noticed is that the guns and instruments have textures but no normal maps or occlusion maps.

Yes we do have pretty good looking ships now :yeah: Excellent job :up:

Check the files I sent you. One of the ships contains textures in \data\Textures\TNormal\tex for the _Nxx and _Oxx for the guns.


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