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

Rongel 05-05-11 10:11 AM

Quote:

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.
I checked them and the seem to be the same as in SH 5 texture folder (or some mod has put them there) But I just can't get any shadows or lighting affecting them, no idea. You see the spotlight in one of the pictures above.

The shader business was pretty nice work, do you think that it could contain the resolution to our weird underwater/above damage graphics. It's a shame if we can't get the hole show in above the waterline. I tested Sh 4 again, and you can shoot the ships full of holes, really nice effect. And basically it seems that these ships could do it too.

TheDarkWraith 05-05-11 10:14 AM

Quote:

Originally Posted by Rongel (Post 1657404)
I checked them and the seem to be the same as in SH 5 texture folder (or some mod has put them there) But I just can't get any shadows or lighting affecting them, no idea. You see the spotlight in one of the pictures above.

The shader business was pretty nice work, do you think that it could contain the resolution to our weird underwater/above damage graphics. It's a shame if we can't get the hole show in above the waterline. I tested Sh 4 again, and you can shoot the ships full of holes, really nice effect. And basically it seems that these ships could do it too.

Why don't you concentrate on the guns and I'll continue playing with the shaders to try and get these holes to show above water :yep:

Rongel 05-05-11 10:26 AM

Quote:

Why don't you concentrate on the guns and I'll continue playing with the shaders to try and get these holes to show above water :yep:
Sounds like a plan. I'm not sure if I can figure it out though. And it may be that it's something for tomorrow, must do RL stuff.

One more thing I was interested in was the lifeboats. We have now some mods that add them to the debris (maybe even your FX mod!) but Sh 4 had those covered really well with high quality boats, animated sailors and all. When ship went down, lifeboats were spawned, bigger the ship, more boats. I managed to import lifeboats to custom mission, but they had no crew and I have no idea how to add them. But this can be looked later on, it's not crucial.

TheDarkWraith 05-05-11 02:07 PM

been investigating as to why the DAT rendered unit doesn't render under the waterline when viewed from above water. I have one piece of the puzzle figured out now. The game engine doesn't think it needs to render anything below the waterline. In the screenshot below is an NLL (a GR2 rendered unit). You can clearly see black below the waterline showing where the game engine should render the object below the waterline (it looks all funky because I'm playing with the water PS):
http://www.subsim.com/radioroom/pict...pictureid=4192

Now with a DAT rendered unit the black area below the waterline doesn't exist. Thus the game engine doesn't render anything. Here is the Akita (a DAT rendered unit):
http://www.subsim.com/radioroom/pict...pictureid=4193

Notice that nothing is 'drawn' below the waterline.

Now the question is how do we tell the game engine to render that part? What controls that? :hmmm: I'm still looking at the shaders as I think they hold all the answers.

Zedi 05-05-11 02:14 PM

Inject a dll and add your own instructions? :06:

JU_88 05-05-11 03:40 PM

Nice progress coming along here :)
If any one wants to get seriouse about building more units for SHV, I got a bunch of ex GWX 4 models laying around.
Mostly historical U.S built maritime aircraft (None of which are in SHV currently)
But also a few Costal Merchies and some Non German Subs
They will need light map/ occlusions possibly, but other than that they ready to go.
Drop me PM if intreasted.

Below are some screwy Sh4 imports i did a while back...

http://i286.photobucket.com/albums/l...205114_062.jpg
http://i286.photobucket.com/albums/l...06-15_0019.jpg

Max renders

http://i286.photobucket.com/albums/l...1cu96/b17f.jpg
http://i286.photobucket.com/albums/l...cu96/b25-1.jpg
http://i286.photobucket.com/albums/l...cu96/JU88A.jpg

urfisch 05-05-11 04:04 PM

the amount of different vehicles increases obviously...nice job guys!!! you really rig up the game...

great.

:salute:

Rongel 05-05-11 04:11 PM

Quote:

Nice progress coming along here :)
If any one wants to get seriouse about building more units for SHV, I got a bunch of ex GWX 4 models laying around.
Nice shots! I hope that we get to a point when this will be possible...

Quote:

Now with a DAT rendered unit the black area below the waterline doesn't exist. Thus the game engine doesn't render anything. Here is the Akita (a DAT rendered unit):
http://www.subsim.com/radioroom/pict...pictureid=4193

Notice that nothing is 'drawn' below the waterline.

Now the question is how do we tell the game engine to render that part? What controls that? :hmmm: I'm still looking at the shaders as I think they hold all the answers.
Good luck with that, TDW! Beautiful image :DL

I'll post quickly what I found about the gun shading problem. I think I figured out, but can't fix it. Sh 5 has all the same gun textures (same name and location) as SH 4 so it explained why the textured showed up in the first place. It has also the correct occlusion map stored in the textures folder and it should use it. I get it working in S3D, nicely rendered guns.

Now the problem is in my opinion in one of the controllers in guns_radars.dat. Every texture in the file has a chunk called "Texture Map" (type 13/0). It sets a texture map for the basic gun texture and the default setting is Ambient occlusion. So everything should work, all the files are there. But for some reason it doesn't do anything, and changing to different map type doesn't affect anything. It seems it just doesn't work in SH 5.

So I tried to add Unifiedrendercontroler, or specular map node instead but that crashes the game or causes really weird graphic bugs. There can't be two render settings in one ship it seems. So right now I'm out of clues, will continue later!

Budds 05-05-11 04:39 PM

Quote:

Originally Posted by Rongel (Post 1657411)
Sounds like a plan. I'm not sure if I can figure it out though. And it may be that it's something for tomorrow, must do RL stuff.

One more thing I was interested in was the lifeboats. We have now some mods that add them to the debris (maybe even your FX mod!) but Sh 4 had those covered really well with high quality boats, animated sailors and all. When ship went down, lifeboats were spawned, bigger the ship, more boats. I managed to import lifeboats to custom mission, but they had no crew and I have no idea how to add them. But this can be looked later on, it's not crucial.


I just popped in my fav SH4 lifeboat mod when I installed SH5 many months ago,,, it it worked just fine... I thought.
I never really looked into the Mod... but its still installed, and appears to work fine for me.... no edits.... am I missing something ?
:hmmm:

And JU 88......

NICE !!!
Love the work Bro......
:rock:

Stormfly 05-05-11 06:19 PM

Quote:

Originally Posted by JU_88 (Post 1657652)
Nice progress coming along here :)
If any one wants to get seriouse about building more units for SHV, I got a bunch of ex GWX 4 models laying around.

Hi 88,

say do you also have the New Orleans cruiser class in GWX4 ?

...i liked this cruiser very much in GWX3, and SH5 have not to much cruisers :hmmm:

JU_88 05-05-11 07:13 PM

@Stormfly, Nah The New Orleans was not my work, Ref did it - but dont bother contacting him since he dissapeared of Subsim/modding scene years ago and doesnt even respond to emails.
Maybe check with Jimbuna if you want port it - i expect its fine though. There was no GWX 4 rework of it as far as I can recall.

But its true that everything in SH3 needs a wee make over before going to SHV
Textures need updating and occlusions added at the very least.
Sh3 units (in there current state) really do look like crap under the SHV engine.
Things came along way in the space of 5 years :)

I hope SHV reaches Sh3/4s modded greatness It looks like its already well under way thanks to the efforts of TDW and other modders here :)

renthewog 05-05-11 08:46 PM

Quote:

Originally Posted by Rongel (Post 1657411)
Sounds like a plan. I'm not sure if I can figure it out though. And it may be that it's something for tomorrow, must do RL stuff.

One more thing I was interested in was the lifeboats. We have now some mods that add them to the debris (maybe even your FX mod!) but Sh 4 had those covered really well with high quality boats, animated sailors and all. When ship went down, lifeboats were spawned, bigger the ship, more boats. I managed to import lifeboats to custom mission, but they had no crew and I have no idea how to add them. But this can be looked later on, it's not crucial.

Yeah and imagine how good it would be if we could get sailors swimming in the water after a ship sinks as well as the lifeboats surrounding them in the debris field...that would be cool :DL

stoianm 05-05-11 08:50 PM

Quote:

Originally Posted by Rongel (Post 1657411)
Sounds like a plan. I'm not sure if I can figure it out though. And it may be that it's something for tomorrow, must do RL stuff.

One more thing I was interested in was the lifeboats. We have now some mods that add them to the debris (maybe even your FX mod!) but Sh 4 had those covered really well with high quality boats, animated sailors and all. When ship went down, lifeboats were spawned, bigger the ship, more boats. I managed to import lifeboats to custom mission, but they had no crew and I have no idea how to add them. But this can be looked later on, it's not crucial.

It is a mod from sh3 that is working in sh5 without editing... just install with JGSME... but is to graphical diferent for SH5 and you can not see the oil spots from TDW FIX if you install that one... you can try it:

http://www.subsim.com/radioroom/show...Mod_1.1&page=4

iambecomelife 05-05-11 09:19 PM

Quote:

Originally Posted by JU_88 (Post 1657652)
Nice progress coming along here :)
If any one wants to get seriouse about building more units for SHV, I got a bunch of ex GWX 4 models laying around.
Mostly historical U.S built maritime aircraft (None of which are in SHV currently)
But also a few Costal Merchies and some Non German Subs
They will need light map/ occlusions possibly, but other than that they ready to go.
Drop me PM if intreasted.

Below are some screwy Sh4 imports i did a while back...

http://i286.photobucket.com/albums/l...205114_062.jpg
http://i286.photobucket.com/albums/l...06-15_0019.jpg

Max renders

http://i286.photobucket.com/albums/l...1cu96/b17f.jpg
http://i286.photobucket.com/albums/l...cu96/b25-1.jpg
http://i286.photobucket.com/albums/l...cu96/JU88A.jpg

Please do! That is some top-flight work right there.

I'd love to use some of those allied planes (disassembled) as deck cargo for some of the new freighters & tankers I'm building. Much more interesting than wooden crates - lol.

jwilliams 05-05-11 10:51 PM

Quote:

Originally Posted by Rongel (Post 1657411)

One more thing I was interested in was the lifeboats. We have now some mods that add them to the debris (maybe even your FX mod!) but Sh 4 had those covered really well with high quality boats, animated sailors and all. When ship went down, lifeboats were spawned, bigger the ship, more boats. I managed to import lifeboats to custom mission, but they had no crew and I have no idea how to add them. But this can be looked later on, it's not crucial.


SH5 already has a lifeboat model with fully animated crew. But I've never seen any spawn when a ship go's down. :hmmm:

SilentHunter5\data\sea\CMD_small_boat

here it is in goblin....

http://img815.imageshack.us/img815/5509/lifeboat.png


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