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-   -   [WIP] The Offical Post of The Surface Warfare Super-Mod (https://www.subsim.com/radioroom/showthread.php?t=144946)

polyfiller 06-05-09 04:09 PM

Back to another subject .... getting plans to spawn near human controlled ships (be they search plans from BB's & cruisers or plans from aircraft carriers) .... did everyone forget about this thread ;

http://www.subsim.com/radioroom/showthread.php?t=143789

Just wondered if any of this is useful ?

polyfiller 06-05-09 04:16 PM

And another thing .... does anyone remember what the fix was to stop u boat hydrophones detecting ships while surfaced i.e. it worked when sub was both submerged and surfaced ?

Reason is - I need to unfix it .... the Bismark had hyrdrophone equipment. I've added it but it's detecting bugger all at present :-(

DarkFish 06-05-09 05:18 PM

Quote:

Originally Posted by polyfiller (Post 1112955)
And another thing .... does anyone remember what the fix was to stop u boat hydrophones detecting ships while surfaced i.e. it worked when sub was both submerged and surfaced ?

Reason is - I need to unfix it .... the Bismark had hyrdrophone equipment. I've added it but it's detecting bugger all at present :-(

hah! that's one thing I know! I've done it on my flower CO too (needs to detect the AI subs).
in the hydrophones .sim file go to its SensorData controller and change the MaxSensorHeight entry to something like 10.

suddenly remember I haven't added hydrophones (asdic) to the V&W yet... shouldn't be too hard though, jsut adding some lines to its upc file.

polyfiller 06-05-09 06:56 PM

Darkfish - yep, thanks ... tried that.... all equipment shows up. I can go to the hydro station and hear the ships ... but when I click on the hydro icon and ask to report nearest contact ... .nothing. Any ideas ?

I have H01 placed well below the bow of the ship ... so that plus the +10m in the .sim should make it work.

polyfiller 06-06-09 01:53 PM

Darkfish - problem solved. I'd fogrgotten to add the Hydrophone to the functional systems definition in the bottom of the upcge file. Doh !

Anyhow ... on the AI firing torpedos front - has anyone tried creating a deck gun which fires a torpedo for the cruisers & destroyers ?

I'm just in the process of trying ....will let you know the results.

DarkFish 06-06-09 04:43 PM

yeah I have tried it several times, with no result. Torpedoes with a shell controller will disappear when they hit the water and a torpedo spawned using waterinteraction will always head north.
I've been very close once, even hitting the target with the torpedoes I fired, but they failed to detonate. Not just duds, they went straight through the ship as if it were the flying dutchman instead of a japanese destroyer.
anyway, if you're interested, i did it by adding a torpedo to a stationary shell floating above the water surface (unless its speed = 0 a shell floating above the water will disappear after a few hundred metres)

polyfiller 06-06-09 06:47 PM

Yup .... this ones proving a bit tough .... I created a shell with a torpedo 3d model ... and it fires .... and casues massive damage ..... trouble is I can't get it to travel at torpedo speeds (just shell speed) ... reaosn being, if you chop the speed down of the shell, the game engine reduces the range. Therefore we can't use a weapon_cannon controller to fire torpedoes effectively... unless anyone knows a way to frig the range with low speed projectile ?

DarkFish 06-07-09 04:52 AM

I've tried it that way several times already. If you add an UnderWaterFloatingObject controller to the shell it won't fall down, but it'll disappear after a while. Unless its speed is 0. If you add a moving torpedo to that stationary shell it won't detonate... aaargh!:damn:
anyway, good luck, I hope you come up with some way I haven't thought of that actually works.

Red Heat 06-07-09 05:38 PM

Done!
Version 2...im interested to play from the IJN side, and i hope in the submarines front... :salute:

polyfiller 06-08-09 07:41 AM

Darkfish ... I've almost given up on the torps ... one more thing to try - somehow make us of the airplane controllers i.e. the Torpedo Bombers....I'm thinking of mounting an invisible torpedo bomber where we want the torp to fire from. As far as I am aware, they are the only AI units to successfully fire torps ?

DarkFish 06-08-09 10:23 AM

I have thought about that, but haven't really tried it, so this way might actually work... if you can mount an invisible bomber to a ship

BTW, I just mailed you the V&W, Flower, Elco and the AI U-Boot

ivank 06-08-09 10:53 AM

A) How come I dont have any of this stuff you guys are talking about, an e-mail wont hurt would it?

B) at Red Heat: Keltos is making the IJN submarine mod NOT us, our V2 will be IJN SURFACE SHIPS ONLY! Im not trying to be snappy, but it is proving a really though time to just make 1 version will just surface ships, and I will NOT cut into someone elses mod. Or but undo stress on my team.

TO ALL TSWSMT MEMBERS:
WE NEED TO MAKE THESE SHIP MODELS, COVERT IAMBECOMELIFE'S MERCHANTS, SKIN ALL OF THE ABOVE, AND MAKE THE WARSHIPS PLAYABLE, OR THIS MOD IS GOING NOWHERE. I KNOW THERE IS RL, BUT IF WE COULD SIDE LINE THE OTHER FEATURES OF THIS MOD TO PICK UP THE PACE ON THE SHIPS I WOULD MUCH APPERICATE IT!!! I HAVE 2 DRAWINGS FOR SPLASH SCREENS AND WILL POST ALL PLANNED 10 ON WEDNESDAY. PLEASE I NEED TO FINISH MY WORK BEFORE AUGUST, I PLAN TO EITHER GO TO MONACO(INTERSHIP) OR NA CAMP IN GERMANY IN AUGUST, SO I CAN NOT WORK AFTER JULY UNTIL I START COLLEGE, AND THEN WORK ON MY END WILL BE SLOW!!!! PLEASE DO NOT MAKE THIS A FAILED MOD PLEASE.

polyfiller 06-08-09 11:11 AM

So .... Darkfish ... thanks for the files ... I'll take a look and start damage moddelling tonight.

Ivan ... what we need is a plan/list (I commented on this sometime ago inthis thread).

I suggest the following actions ... and suggest we all edit this post to reflect who is doing what and what else needs doing I've missed;

1) Damage model V&W (Polyfiller)
2) Damage model Flower (Polyfiller)
3) Damage model Elco (Polyfiller)
4) Complete Radar model for Bismark, Scharnhorst, Graf Spee & Amdiral Hipper (Polyfiller) - 50% complete.
5) Convert merchants - who ?
6) Check / adjust damage model (polyfiller - once 5 is done)
7) re-skin which ships - who ? See table below to track status
8) Build campaign (Ivan)

Converted ? Damage Model ? Skins ready ?
Bismark Y Y ?
Graf Spee Y Y ?
Scharnhorst Y Y ?
Hipper Y Y ?
Rodney Y Y ?
KGV Y Y Y ? (stock)
Warspite Y Y ?
Revenge Y Y ?
Hood Y Y ?
Repulse Y Y ?
Southampton Y Y Y ?
Kent Y Y Y ? (stock)
Fiji Y Y Y ? (stock)
V&W Y N Y ?
Flower Y N Y ?
K-Class CL ? - where is the model coming from / permission ?
Other DD's - where is the model coming from / permission ?
German surface raider - where is the model coming from / permission ?

Any more to add to above list ?

Suggest we get the above edited / straightened out before unloading on anyone - it's worth knowing who is assigned to what and that they understand such before chasing. PM101. ;)

On the re-skinning front - think Darkfish & Shammer are up for this ... but do we need more resource ? I might be able to do some, if it's just creating bump maps (saw a tutorial somewhere on this and reckon I can follow it). I saw a post over on another thread with someone offering to do skins ... and didn't our new webmaster Hencore offer some capability ?

ivank 06-08-09 12:05 PM

I am almost done with the campaign, I have some convoys done, MOST German and Britsh bases done(need to reserch a bit more), I have most of the flotilla work done. I CAN NOT finish my work until I have a roster file, and the playable ships, cause I need to make the rest of the convoys, and finish the flotillas.

As of now we have 1, yes just 1, 3d modeller, I feel really bad for Shammer427 to carry such a load, but my skills are less the mediocore. We have just 2 skinners, and lots of boats to convert, skin, and model.

Would every team member please post your modding abilities, so I can attempt to see how we can speed up work!?

I can make ships playable, but a) darkfish is better than me:yeah:, and we have NO more ships.

I will re-post the list of ships that need to be done.

Shammer427, please send me any work you have done, and please start work soon!

DarkFish 06-08-09 01:38 PM

Quote:

Originally Posted by ivank (Post 1114260)
Would every team member please post your modding abilities, so I can attempt to see how we can speed up work!?

OK here they are:
- Making ships playable (pretty obvious, isn't it?)
- Doing lots of experimental stuff with adding new functions etc. (like the depth charges and stuff)
- 3d modeling small things (like the binnacles, telegraph and elco instrument panel I've made)
- texturing those things, but preferrably nothing too big. Definately no lightmaps, as I ain't got any software to do that.
- editing upc files (any upc file you want, I've got a pretty good understanding of how all files link to each other and to 3d models)

How's the site coming along, Hencore? really looking forward to it!

And polyfiller, editing your post is a bit impossible;), but I don't see the Dido in there. Also, V&W and Flower are both stock too, aren't they? or maybe 1.5 stock?

BTW, viel Spaß in Deutschland, wenn sie dahin gehen, Ivan! (und anderes natürlich viel Spaß in Monaco)

polyfiller 06-08-09 03:37 PM

JUst for my part, my abilities;

1) Converting ships to be playable (all aspects, functions, damage zones, armament etc.) Only thing I can't do (yet) is the depth charges - when I decode Darkfish's stuff, I should be able to do this.

2) May be able to do some skinning - although I'll need some guidance - I'm not sure what we need to do - if it's jsut create bump maps, then I can follow the guide here on subsim. If anything else needs doing, I'll need some guidance. I used to be pretty good at texturing for Freelancer, but that did not involve multiple channels - to add illumination etc, we added additional textures to the controllers with just the lights / shadows.

3) Can do other clever stuff with .dat files etc ... I'm pretty competent when it comes to S3D (indeed I may be one of very few people who can edit damage zones with the version I have).

4) I can convert AI ships ... but with the number we have to do, I believe that this task needs splitting up among a few of us ?

Sadly I am not able to do any modelling. Could I suggest that we send ships to be converted to me, to save Darkfish's time for the stuff I can't do ?

Ivan - there are some SH3 ships we can convert to playable - primarily from GWX mod - I'm thinking of the German light cruisers and DD's. We could also consider some of the Italian ships which are part of OM.

Is anyone taking care of German, English, Italian etc aircraft ?

ivank 06-08-09 03:51 PM

If you can convert, please download IABL's merchant mod from SH3, and CONVERT!

Sledgehammer427 06-08-09 07:23 PM

kk,

abilities-
3d modeling, intermediate- decent skill
Skinning, conversion is a b***** but its workable.
skilled in campaign start, flotilla text modification
s3d stuff
bump on log,
crier of spilt milk,
guitarist,
wearing sunglasses,
large headphones,
eating webcams,
Kraftwerk

ivank 06-08-09 07:52 PM

lol

Hencore 06-09-09 07:12 AM

Hi all,

Things I can do:

Website - I'm currently working on this, as well as logos and other graphic bits and bobs. I've got a few days off work next week so I should hopefully have the time then to get stuck into this properly.

Skinning - I don't have any experience doing this but if someone can show me the ropes a bit I think I could help out.

Voice acting - I don't know if we need this at all but I can record some RN voices if needed.

What do we want out of the website? Do we want a forum? do we want an internal forum for the team so we can argue and decide etc on our own board rather then mess up this thread?

I've created a spread sheet on google docs which we can share and update with our progress etc but everyone needs a google account first. I don't know if people are bothered.


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