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-   -   [TEC] External cargo in SH5 (https://www.subsim.com/radioroom/showthread.php?t=205331)

volodya61 06-27-13 03:02 PM

Quote:

Originally Posted by gap (Post 2076574)
I agree, I just wanted to make sure that at least this time I wasn't going to give you unnecessary information. Here we go:

OK, thanks, I'll try to do it right now.. but I'll need you to check it later.. :03:

Quote:

Originally Posted by gap (Post 2076574)
I see you got your language learning program seriously. Spanish is a widespread and useful language indeed. As for Italian, if you are looking for a lucrative job opportunity, I would rather focus on German, Chinese, Arabic, or even Hindi :03:

It's too late to learn something like Chinese or Japanese.. I thought about Arabic.. my wife (or rather ex-wife) speaks Arabic.. and Italian it's just for the soul :)

volodya61 06-27-13 05:35 PM

Quote:

Originally Posted by gap (Post 2076574)
  • Once the damage box fits your object in size and position, you can select a zone that will be applied to your object from the "Zone Type" dropdown menu. Note that zone types listed are taken from the file Zones.cfg. If needed (I suggest you to do so), you can create new zone definitions by editing that file. Refer to this post by Observer on Submarine Sim Central forum for details on how to add new zones, and on what each entry in Zone definitions does.
  • Set armor level of the recently created box in the "Armor" field. The default setting is -1, meaning that the box gets its armor from its respective zone definition.
  • You can similarly add collision spheres if you want (sphere button), but equipments normally get collisions from their parent unit, i.e. adding new spheres is not strictly required for them to get damaged.

I don't think it's time to change zones.cfg file.. we all use different versions of this file.. at least I'm not enough competent to do it.. I will set zones of the 'Zone Type' menu.. Cargo1 or Cargo2 for the regular cargo and ExtCargoFuel for the fuel..
Anyway tomorrow I will finish adding boxes and spheres and you will check it..

Rongel 06-28-13 04:11 AM

Quote:

Originally Posted by gap (Post 2076505)
Yes, you are right: GR2 objects don't look good when rendered on dat units. If, as I hope, dat cargo is going to work on both GR2 and dat units, maybe we can port stock ship cargo to the dat format, and get rid of the stock GR2 file :hmmm:

Did a quick test trying to get cargo appear to imported ships. It's the same thing we found out when importing the ships many, many years ago. GR2 equiptments do show up, but they are rendered completely black.

I did another test, copied cargos.dat from SH4 to SH5 and just added some new entries to the cargodef.cfg file. And it worked, SH 4 stuff appeared in game! It looks good with the GR2 ships, but not so hot with the imported ships, here's few pics to explain:

http://i1231.photobucket.com/albums/...-28_114653.jpg

SH 4 tanks in GR2-ship! Looks good, light affects them, everything is like it should be.

http://i1231.photobucket.com/albums/...-28_114532.jpg

And here imported dat ship with SH 4 tanks, light doesn't affect them, they are white, plain and quite ugly... Just like the guns and equiptments on imported ships...

So not sure with this... Even if we could convert the whole SH 5 cargo.GR2 file to dat, it wouldn't still look very good in imported ships. Any good ideas?

The positive thing is that we can easily now add more cargo to GR2 ships with separate .dat file and it should look just right!

volodya61 06-28-13 07:40 AM

This is edited ship_cargo.zon file - http://rghost.ru/47076749
Boxes and spheres were added to all the cargo types..

Not tested the custom mission yet.. will do it a little later..

gap 06-28-13 12:34 PM

Quote:

Originally Posted by volodya61 (Post 2076646)
I don't think it's time to change zones.cfg file.. we all use different versions of this file.. at least I'm not enough competent to do it.. I will set zones of the 'Zone Type' menu.. Cargo1 or Cargo2 for the regular cargo and ExtCargoFuel for the fuel..
Anyway tomorrow I will finish adding boxes and spheres and you will check it..

Okay, since there are already zone entries for external cargo, I don't see any reason for adding new ones :up:

By the way: have you seen any zone definition for ammo freights?

Quote:

Originally Posted by Rongel (Post 2076754)
Did a quick test trying to get cargo appear to imported ships. It's the same thing we found out when importing the ships many, many years ago. GR2 equiptments do show up, but they are rendered completely black.

As expected :-?

Quote:

Originally Posted by Rongel (Post 2076754)
I did another test, copied cargos.dat from SH4 to SH5 and just added some new entries to the cargodef.cfg file. And it worked, SH 4 stuff appeared in game! It looks good with the GR2 ships, but not so hot with the imported ships.

...

So not sure with this... Even if we could convert the whole SH 5 cargo.GR2 file to dat, it wouldn't still look very good in imported ships. Any good ideas?

That is weird. Can you send me SH4 external cargo files (I have SHIII ones already). I want to have a look into them :hmm2:

Quote:

Originally Posted by Rongel (Post 2076754)
The positive thing is that we can easily now add more cargo to GR2 ships with separate .dat file and it should look just right!

I got the barrels almost finished. Works on them took a bit longer than expected as their UV mapping had a flaw, and I had to redo it. This first cargo type will include 60 steel drums, each as separate model. This means that they will blow up in the air nicely. I just hope that Privateer's trick for reducing file size (it applies to when multiple instances of the same object are repeated n times in the same file), will also keep memory usage reasonably low :03:

volodya61 06-28-13 12:57 PM

Quote:

Originally Posted by gap (Post 2076902)
..By the way: have you seen any zone definition for ammo freights?..

No.. there were ExtStorage zone for the sub's external torpedoes and several AmmoBunkers for the battleships.. and nothing similar for the merchants..

EDIT: there is AmmoBunkerAbove zone.. maybe we could use it for the ammo freights :hmmm:

gap 06-28-13 01:45 PM

Quote:

Originally Posted by volodya61 (Post 2076904)
No.. there were ExtStorage zone for the sub's external torpedoes and several AmmoBunkers for the battleships.. and nothing similar for the merchants..

EDIT: there is AmmoBunkerAbove zone.. maybe we could use it for the ammo freights :hmmm:

Is AmmoBunkerAbove set to "destroyable"? :hmm2:

I think we need just for 3-4 zone types: one for flammables (like diesel fuel), one for explosives, one for general cargo, and possibly one for armored vehicles/artillery pieces. We can assign them different effects and different HP's, but they all should be destroyable, or cargo will stay on deck forever, no matter how much damage it takes :yep:

gap 06-29-13 11:00 AM

@ Volodya

Today I had a look into SHIII external cargo files. These are the damage zones they use:

Container, TrapContainer, WoodCrates, Disassembled Aircraft => Load

SHIII (GWX Gold) zone settings:
Code:

[Load]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=Yes
Effect1=#Fire_small, 40
Effect2=#Small_splinter_explosion, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=6

SH5 (Fx Updates) zone settings:
Code:

[Load]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 40
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


OilBarrels, SmallDrums => ExtCargoFuel

SHIII zone settings:
Code:

[ExtCargoFuel]
Multiplier=0.8
Flotability=0.0
HitPoints=50
Destructible=No
Armor Level=-1                           
Critic Flotation=0.300000
Critical=No
FloodingTime=100
CargoType=Fuel

SH5 zone settings:
Code:

[ExtCargoFuel]
Multiplier=1.0
Flotability=0.0
HitPoints=50
Destructible=YES
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=1000
CargoType=Fuel


Truck, Jeep => CLoad

SHIII zone settings:
Code:

[CLoad]
Multiplier=1.000000
Flotability=1.000000
HitPoints=20
Destructible=Yes
Effect1=#Fire_small, 40
Effect2=#Small_splinter_explosion, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=6

SH5 zone settings:
Code:

[CLoad]
Multiplier=1.000000
Flotability=1.000000
HitPoints=20
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 40
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=590
CargoType=None
Crash Depth=1


Tank, landing craft => HLoad

SHIII zone settings:
Code:

[HLoad]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=#Fire_small, 70
Effect2=#Small_splinter_explosion, 100
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=6

SH5 zone settings:
Code:

[HLoad]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=BAZA_FX_FocFum_mic, 70
Effect2=BAZA_FX_Explozie_mica, 100
Effect3=BAZA_FX_Splinter_fire, 100
Effect4=BAZA_FX_scantei_explozie,100
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None


Soldiers => Troops

SHIII zone settings:
Code:

[Troops]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=70
CargoType=None

SH5 zone settings:
Code:

[Troops]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=700
CargoType=None


Moreover, SH5's cargo_truck (the one external cargo model which got a damage box in stock game), uses the ExternalStorage zone.

SHIII zone settings:
Code:

[ExternalStorage]
Multiplier=1.000000
Flotability=0.000000
HitPoints=110
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=24 ;Quarters1 (?)
FloodingTime=59.999996
CargoType=None

SH5 zone settings:
Code:

[ExternalStorage]
Multiplier=1.000000
Flotability=0.000000
HitPoints=100
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Father=43 ;DeckGun (?)
FloodingTime=59.999996
CargoType=None

I think it is is safe supposing that (with the exception of ExternalStorage) the above zones are not used in SH5 so, if required, we can adjust their settings to our needs without side effects of any sort :up:

Rongel 06-29-13 11:03 AM

Quote:

Originally Posted by gap (Post 2076902)
That is weird. Can you send me SH4 external cargo files (I have SHIII ones already). I want to have a look into them :hmm2:

Sure, I can post them tomorrow, but I think there is no easy way to fix this, we really tried to get the guns look good with the imported ships, but they are still rendered only partially (i mean that lighting doesn't affect them). I think it's because of the unified render controller that the .dat ships are using.

http://i1231.photobucket.com/albums/...-28_115114.jpg

This pic shows what I mean (it's the imported NAMC-ship).

gap 06-29-13 11:08 AM

Quote:

Originally Posted by Rongel (Post 2077192)
Sure, I can post them tomorrow

Okay, I need to study them in order to finish my oil barrels. They are almost finished by the way :up:

Quote:

Originally Posted by Rongel (Post 2077192)
...but I think there is no easy way to fix this, we really tried to get the guns look good with the imported ships, but they are still rendered only partially (i mean that lighting doesn't affect them). I think it's because of the unified render controller that the .dat ships are using.

Yes, I know :-?

Maybe we can adjust a bit their diffuse map (RGB and alpha channels) and their material settings, in order to make them to look lesser "washed out", but indeed this won't fix the lack of self illumination /shadows :hmm2:

volodya61 06-29-13 11:58 AM

Quote:

Originally Posted by gap (Post 2077191)
..I think it is is safe supposing that (with the exception of ExternalStorage) the above zones are not used in SH5 so, if required, we can adjust their settings to our needs without side effects of any sort :up:

So, you suggest me to change all the zones in the edited file, I mean Cargo1 etc, with these ones - Load, CLoad, HLoad and ExtStorage?
This will not take much time..

Did I get you correctly? :06:

TheDarkWraith 06-29-13 12:35 PM

create new zones in the zones.cfg. No reason to muck up existing ones. Adding new zones is really easy to do.

gap 06-29-13 12:40 PM

Quote:

Originally Posted by volodya61 (Post 2077208)
So, you suggest me to change all the zones in the edited file, I mean Cargo1 etc, with these ones - Load, CLoad, HLoad and ExtStorage?
This will not take much time..

Did I get you correctly? :06:

Wait, as suggested by TDW I am going to add some new zone definitions to Zones.cfg. :03:

What is the most updated version of the above file?

TheDarkWraith 06-29-13 12:42 PM

Quote:

Originally Posted by gap (Post 2077222)
Wait, as suggested by TDW I am going to add some new zone definitions to Zones.cfg. :03:

What is the most updated version of the above file?

on second thought adding new zones is going to cause compatibility problems with other mods. You sure these zones aren't used by anything else? The right thing to do is add new zones :hmmm:

gap 06-29-13 12:51 PM

@ TDW

in case you are reading this post: do I need to apply any tweak for making fires and explosions to propagate from cargo to ship hull, or Fx Update will take care of it "by default"?


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