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-   -   SH3/4 ships for SH5 (https://www.subsim.com/radioroom/showthread.php?t=174200)

TheDarkWraith 08-28-10 09:05 AM

Quote:

Originally Posted by privateer (Post 1479467)
They have to be imported.
S3D does a great job of handleing the work.
The coords are coded into the TMAP area something like animations are
done I think.

so these new AO UVs are the old TMAPs from SH3? Ok, it's just a TMAP chunk in the DAT file then.

Madox58 08-28-10 09:06 AM

Some of the zone entries that are different:
22 21 31 55 56 205 206 212 207 208 209 210 212 213 214 215

and those just involved the Type 14 AI Sub

Arclight 08-28-10 10:51 AM

All the zones referenced in the SH3 LST .zon file are present in SH5 zones.cfg, correct index numbers and all. They are mostly identical, except for all the effects referenced.* Only 2 zones have a difference in stuff like flotability and armor level.

Basically if the .zon file references correct effects, you should have a model with fully functional damagemodel, with all the appropriate fireworks.

These are the effects referenced that don't appear in the SH5 zones.cfg (at least not in the same zone entry):

#Fire_small
#Small_splinter_explosion
#Small_splinter_explosion_no_halo
#Splinter_explosion
#Fire_big

*There's one exception for [ShipBubbles] (index #74): it references '#sink_bubbles' in both SH3 and Sh5 zones.cfg. I'm guessing this is correct, but might be a bug (strange to have only 1 exception).

-------

What are the options then? Change references to SH5 ones? Import SH3 effects into SH5?

Maybe clone SH5 effects and rename clones with SH3 references? Not a clue if that would work, but definetly a lot faster than changing all the entries in the ship's .zon files.

TheDarkWraith 08-28-10 10:56 AM

Quote:

Originally Posted by Arclight (Post 1479512)
These are the effects referenced that don't appear in the SH5 zones.cfg (at least not in the same zone entry):

#Fire_small
#Small_splinter_explosion
#Small_splinter_explosion_no_halo
#Splinter_explosion
#Fire_big

*There's one exception for [ShipBubbles] (index #74): it references '#sink_bubbles' in both SH3 and Sh5 zones.cfg. I'm guessing this is correct, but might be a bug (strange to have only 1 exception).

-------

What are the options then? Change references to SH5 ones? Import SH3 effects into SH5?

give me a sec. Verifying those effects are present in SH5......

EDIT:

all those effects are present in SH5! Do you know what this means??? I can bring over my SH4 effects for SH3 mod to SH5!!

Arclight 08-28-10 11:24 AM

Well, problem solved. And a bonus to boot! :woot:


Comparing the SH3 zones.cfg to SH5 one, the index is identical for the first 192 items. Beyond that are only zones added for SH4&5, I'd wager. The differences are minor: some changes to HP, flotability or armor level.

The only problem/difference is that the effects referenced seem (or seemed, as it now apears) invalid.

I don't see a reason why imported ships would not have functioning damagemodels, though they could do with some tweaking. :hmmm:

(of course I could be wrong; the coordinate system could be changed for example. :doh:)

TheDarkWraith 08-28-10 11:32 AM

Quote:

Originally Posted by Arclight (Post 1479538)
The only problem/difference is that the effects referenced seem (or seemed, as it now apears) invalid.

I don't see a reason why imported ships would not have functioning damagemodels, though they could do with some tweaking. :hmmm:

explain what you mean by effects referenced seem invalid

I would hold off on the tweaking of the damage models. If GWX lets us use their zone entries they had a pretty good damage/flooding model already :yep:

I'll send you the LST when I have the .eqp file and what it needs updated so you can test it

Madox58 08-28-10 11:37 AM

Best fire a few torps and deck gun shots at that Ship once.
;)

Arclight 08-28-10 11:42 AM

Well here's an entry from SH3 zones.cfg:
Code:


[Command deck]
Category=Command Deck
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=Yes
Effect2=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

Same one in SH5:
Code:


[Command deck]
Category=Command Deck
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=Yes
Effect1=BAZA_FX_Explozie_mica, 100
Effect2=BAZA_FX_Splinter_fire, 100
Effect3=BAZA_FX_scantei_explozie,100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

Differences are highlighted.

It's the same for all the zones used by the LST; either they are identical or the difference is in those 'effect#=' entries. Only 2 zones for the model have any changes in flotability or armor level.
Quote:

Originally Posted by privateer (Post 1479551)
Best fire a few torps and deck gun shots at that Ship once.
;)

Oh, that's encouraging. :haha:

SH5 engine can't handle SH3 .zon files? :06:

TheDarkWraith 08-28-10 11:42 AM

Quote:

Originally Posted by privateer (Post 1479551)
Best fire a few torps and deck gun shots at that Ship once.
;)

exactly. That's why I'll send it over to Arclight so he can play with it :DL

Madox58 08-28-10 11:45 AM

There were strange 'happenings' shall we say?
But that was pre 1.2 patch.
They may no longer be an issue.

TheDarkWraith 08-28-10 11:45 AM

Quote:

Originally Posted by Arclight (Post 1479556)
Differences are highlighted.

It's the same for all the zones used by the LST; either they are identical or the difference is in those 'effect#=' entries. Only 2 zones for the model have any changes in flotability or armor level.

those are just the effects to play when the damage to that zone has reached the last parameter - in this case 100% damage.

Those are the new SH5 effects and can be used in the SH3 if you want.

Madox58 08-28-10 11:49 AM

Oh,
Jimbuna left for Holiday yesterday. (I believe was the plan)
Not sure if the wife will allow him near a computer during the trip.
:haha:
So he may not be visiting here for a week or so.

TheDarkWraith 08-28-10 11:50 AM

Quote:

Originally Posted by privateer (Post 1479561)
There were strange 'happenings' shall we say?
But that was pre 1.2 patch.
They may no longer be an issue.

strange as in no collisions?? Shells went right through the LST. I'll have to dig into the .zon file and see what's going on :up:

Madox58 08-28-10 11:53 AM

Yes, that's pretty much it.
Adapting the zon structure of SH5 was an absolute MUST to fix some of it.

While people are testing this stuff?
Could someone test the gr2 file I linked in SteelVikings thread?
It's an adjustment to the bone on that bad fuel gauge in the DER.

Madox58 08-28-10 11:58 AM

And there is a complete discussion about the Type 14 and issues on importing at Marble Cakes.


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