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-   -   U-BOOT_HAHD Official Thread (https://www.subsim.com/radioroom/showthread.php?t=179694)

brett25 03-11-11 07:26 PM

Quote:

his assigning of one 3D model to represent 7 different sections was done in GWX 2 and up!
and its thanks to guys like you, privateer, that we have the Grey Wolves Extension mod, I dont know what Sh3 would be without it:salute:

Madox58 03-11-11 07:29 PM

That Unit was built BEFORE S3D came along!
:o
All Hex work!
It's so much easier to do things like this now.
:yep:

Hans Witteman 03-11-11 08:23 PM

Quote:

Originally Posted by privateer (Post 1617492)
That Unit was built BEFORE S3D came along!
:o
All Hex work!
It's so much easier to do things like this now.
:yep:

Hi mate,

Thank for replying but this is done on static objects have you tried it on a gun turret from ship like destroyer?

Normally any game engine support instance geometry but i don't know how the engine is handling those because you can load only 1 model and reuse it as instance to get some polygons off the load.

But instance are using the same texture i might be wrong but i will try this tonight, i will save my 5 distincts UVW layout and make the engine calling them by channel order because when you put your texture in s3d editor the first texture get number 1,2,3,4,5 etc.

Best regards Hans

Madox58 03-11-11 08:28 PM

Hans,

It works on any object placed in a dat!
The files are there to look at. Have been for YEARS.
And yes I have built other things this way and they use different textures as I see fit to call them.
I don't release all the crazy things I build.
But I know what I'm talking about in this area.
Take it as you wish or not.

Hans Witteman 03-11-11 08:32 PM

Quote:

Originally Posted by privateer (Post 1617529)
Hans,

It works on any object placed in a dat!
The files are there to look at. Have been for YEARS.
And yes I have built other things this way and they use different textures as I see fit to call them.
I don't release all the crazy things I build.
But I know what I'm talking about in this area.
Take it as you wish or not.

Hi mate,

Like i say i will give it a try tonight thank:up:

Best regards Hans

Hans Witteman 03-11-11 09:52 PM

Fletcher guns
 
Hi again shipmates,

I think my English is really not enough sometime to clearly explain stuff.

Ok another try, the Fletcher have 5 gun turret 5 inches they all referring to the 5InchSingleT in guns.dat.

The fletcher have node on deck refering to the Eqp files of the Fletcher here the name :

cfg#M01_NDD_Fletcher
cfg#M02_NDD_Fletcher
cfg#M03_NDD_Fletcher
cfg#M04_NDD_Fletcher
cfg#M05_NDD_Fletcher

But those node have no texture link to them because they are only placeholder for guns.

Here the Eqp file naming :

[Equipment 1]
NodeName=M01
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231

[Equipment 2]
NodeName=M02
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231

[Equipment 3]
NodeName=M03
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231

[Equipment 4]
NodeName=M04
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231

[Equipment 5]
NodeName=M05
LinkName=5InchSingleT
StartDate=19380101
EndDate=19451231

Even if i use multiple texture channel for the 5InchSingleT in Guns.dat
how can i make them calling those texture channel??

The game load the same gun as multiple instances for each one of them but they all have 1 single texture i mean i hope i'm clear enough that i cannot see how could the same gun load other texture channel for gun turret 2,3,4,5??

The way they are used by the Fletcher make me wonder how can i do it without loading 5 differents turrets models?

Look carefully because i know my way with materials and s3d some models have different kind of files structures.

Hope it is better explain now:har:

Best regards Hans

reaper7 03-12-11 06:26 AM

@ Hans. Updated the Fletcher Single-mission. Fletcher will now navigate through Harbour without hitting wall :doh: Should be better for making your vid now :up:.

Hans Witteman 03-12-11 08:35 AM

Quote:

Originally Posted by reaper7 (Post 1617756)
@ Hans. Updated the Fletcher Single-mission. Fletcher will now navigate through Harbour without hitting wall :doh: Should be better for making your vid now :up:.

Hi mate,

Thank:up:

Will make the video this afternoon:salute:

Best regards Hans

Myxale 03-12-11 09:15 AM

A new Video?? Really! Cool. eagerly awaiting. :up:

Fubar2Niner 03-12-11 10:44 AM

More vids ? ........... Can't wait! Kudos Hans and team :salute:

Best regards.

Fubar2Niner

Hans Witteman 03-12-11 11:17 AM

Message to reaper7
 
Hi mate,

I am ready to record the video of the Fletcher but can you tell me where i can set the time of the day in mission editor because it is at dawn when i load it or maybe it is random like in campaign?

Best regards Hans

Hans Witteman 03-12-11 11:20 AM

BDU message to Fastfranky
 
Hi mate,

Can you report to BDU just to see if you are still alive?:salute:

Best regards Hans

Madox58 03-12-11 11:48 AM

You don't need extra UV channels.
Note that Tower 4 is now useing a different texture.
http://i108.photobucket.com/albums/n...ure-tricks.jpg

:cool:

reaper7 03-12-11 01:12 PM

Quote:

Originally Posted by Hans Witteman (Post 1617907)
Hi mate,

I am ready to record the video of the Fletcher but can you tell me where i can set the time of the day in mission editor because it is at dawn when i load it or maybe it is random like in campaign?

Best regards Hans

Sure easiest method is to edit the mission with notepad.
Open up fletcher.mis and edit the highlighted:

Code:

[Mission]
Title=Where did he come from ???
MissionType=0
MissionDataType=0
Year=1941
Month=11
Day=25
Hour=16
Minute=0

Fog=1
FogRand=1
Clouds=1
CloudsRand=1
Precip=1
PrecipRand=0
WindHeading=25
WindSpeed=9.000000
WindRand=1
WeatherRndInterval=5
SeaType=0
Briefing=Wilhelmshaven, November 1941

BRIEFING
Well what do you know, those checky Yanks have slipped a DD Fletcher past our defences.
Looks like they've infiltritaed our base and are rubbing our noses in it.
All we have to hand is a lone battle beaten Type IIA, Get to it before they detect and sink us, then put a torp in that American Destroyer.

BDU Out..

PRIMARY OBJECTIVE|Sink the Fletcher Class Destroyer

You can change all the variable for all vessels etc from within notepad this way :)

I'll re-upload the mission with ideal weather and visibilty conditions in 5mins :)

EDIT: V2.1 of the mission uploaded - Optimized weather

Hans Witteman 03-12-11 01:19 PM

Quote:

Originally Posted by privateer (Post 1617921)
You don't need extra UV channels.
Note that Tower 4 is now useing a different texture.


:cool:

Hi mate,

I understand what you show with the seafort but i tried it on turret for the Fletcher and it doesn't work probably because different files structure or the way the Fletcher managed the instances guns.

It is a possibility that the only option will be to have 5 differents turrets models to get each one displaying a unique texture.

If i am wrong just show me the same result on the Fletcher turret like each one with a different color just plain color will do because it is fast and easy to do


Edit: I just open the LAA maunsell2,dat and it is exactly what i though not the same file structure on the LAA maunsell2 each tower have it own 3d node so it is easy to assign any different texture to it but on the Fletcher guns it is a different story unfortunatly.

:salute:

Best regards Hans


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