SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   Merchant Fleet Mod Progress Thread (https://www.subsim.com/radioroom/showthread.php?t=142285)

iambecomelife 10-09-08 08:38 PM

SHIPBUILDING TUTORIAL

Someone had requested this, so here goes. I will try to improve it in the coming days with screenshots & clarifications if need be.

1) Select a craft similar to the vessel you want to create. This means taking into account the length, width, draft, and function of the end product you want. If you want to mod the “USS New York”, for instance, the “Revenge” is a much better parent unit than the “Bogue”. If you’re making a large freighter, the Liberty Ship is a good option.

2) Copy the entire unit folder for the parent unit and paste it somewhere else.

3) Copy the Data\Roster\[Nation]\Sea\[Unit].cfg file and paste it somewhere else.

4) Rename ALL of the folder’s contents. Try to keep the number of digits in the new vessel name the same as in the parent unit. For instance, the Liberty Ship’s folder name is NLL_. Hence, we want a four digit name for a unit based on it. M01B, T01B, and T16A are examples of permissible names. Names with more or fewer digits may cause crashes.

5) Open the [unitname].cfg files and edit them to make them consistent with the new name. This can be done with Word, Wordpad or any other text editor. For instance, when I made the freighter M01B I changed the data from:

[Unit]
ClassName=LL
UnitType=102
MaxSpeed=10
Length=150
Width=19.5
Mast=22.5
Draft=7.0
Displacement=6820
RenownAwarded=310

To

[Unit]
ClassName=T02B
UnitType=102
MaxSpeed=10
Length=150
Width=19.5
Mast=22.5
Draft=7.0
Displacement=6820
RenownAwarded=310

Note that changing the displacement, speed etc is entirely optional and will not affect the game’s stability in any way. However, failing to change the [classname=] entry WILL INVARIABLY CAUSE A CRASH.

6) Open the DAT file in the [unitname] folder with Pack3d. On the bottom right you will see the CLONE button. Click on the unit’s main folder located on the left side of the window in Pack3d – then hit CLONE. After a few seconds you should see a message saying “cloning [unitname].cam”. This indicates the process is complete. You must clone every unit before running SH3 – otherwise you will experience CTD’s whenever the cloned unit and its parent unit appear together – like in Museum mode, in the same mission or career patrol, etc.

7) Close Pack3d. Open it again, select the unit’s DAT file again, click on the main folder, again, and hit the Pack3d button marked EXPORT ALL.

8) All of the unit’s 3d OBJ files should be in a subfolder to the main [UNITNAME] folder called “3d”. Open the OBJ files with Wings3d. Use wings3d to edit the various objects. Here are some tips regarding the nomenclature that the developers used:

-[unitname].obj is usually the main hull object
-[unitname].cosh is the smokestack
-[unitname_catarg01] is the first mast
-[unitname_catarg02] is the second mast
-[unitname_boat01] is usually a liferaft NOT a lifeboat!
-[unitname_barca01] is usually a lifeboat
-[unitname_macara01] is usually a cargo crane
-[unitname_pipes01] is a ventilation duct
-[unitname_F] is the front of a ship when it breaks up
-[unitname_B] is the back half of a ship when it breaks up

9) As soon as you finish editing an object, import it using pack3d or S3ditor. Both tools have buttons for importing modified 3d objects. However, S3ditor has a model preview function that enables you to view the modified parts in relation to the whole ship in real time. This cuts down greatly on how much time is needed to move different parts. It also displays the x, y, and z coordinates of each part, making it easier to put modified objects in their proper location.
10) Place the new unit folder in C:\Program Files\Ubisoft\SilentHunterIII\Data\Sea.
11) Place the new [UNITNAME].cfg file in Data\Roster\[Country]\Sea.
12) Open the Data\Sea\Englishnames.cfg file. Add an entry for the new unit at the bottom of the file. For example: M01B = Medium Merchant 01.
13) Run a mission with your unit to make sure it doesn’t crash the game. It will probably look weird for now – don’t worry about it.

14) This is one of the most time consuming steps. Use the x, y, and z coordinate entries in pack3d or S3ditor to place the funnels, masts, etc in their proper location. Start off with large increments of about 1.0 units and use smaller increments of about .1 and .01 as you maneuver each component into its right position. X and –X are left-right, Y is up, -Y is down, Z is towards the ship’s bow, and –Z is towards the ship’s stern. For instance, if I notice that the modded unit’s funnel is floating in midair at coordinate Y = 1.56, I might want to change the coordinate downwards by .2 increments to Y=1.36. As stated earlier, with S3ditor you can observe where the different objects are in the model preview window; with pack3d you will need to run a mission with the ship to see if an object was placed in the right location. I use the “Torpedoes” training mission for this function, replacing the stationary NKSQ tramp steamer with the unit I am working on. Note that you don’t need to restart SH3 for the changes to appear – simply end the mission after noting whether the objects are in the right place, alt-tab, make your coordinate changes with Pack3d or Wings3d, maximize SH3, and run the mission again.

15) Use Photoshop or a similar program to skin the new unit. Anything that works with TGA files should be OK. You may want to create alpha channels; I find that the ships look OK without them. It’s up to you. Stock units usually have about 4 skins but you can create more if you want – just remember to keep the skin name consistent. T01B_T05.tga, T01B_T06.tga, and so on. Note that if you create more than about 16 skins SH3 will not recognize them; instead of using M01B_T17.tga it will revert to the first skin. For most units you do not need to reload SH3 to see changes to the skins.

16) Edit the text information for the units to be consistent. Open the [unitname].cfg files and [unitname]_en.log files to add the correct speed, tonnage, renown, mast heights, and so on.

iambecomelife 10-09-08 08:55 PM

UPDATE # 5 - The CAM System (part 1).

WIP shots of a vessel with a Hurricane mounted on the bow. Note the access platforms for the crew. The metal beams on the bow are part of the ship's anti-mine defenses and don't have anything to do with the CAM device - they were simply a common feature on British merchantmen later in the war.

I am going to create several other verisons of the CAM ship, using the unique vessel designation used by GWX so that they do not show up in convoy too often. These will replace the current version used in GWX (designated M36B).

http://i33.photobucket.com/albums/d5...ife/CAM1-3.jpg

http://i33.photobucket.com/albums/d5...ife/CAM2-2.jpg

This ship is loosely based on the SS "Empire Lytton" but is much smaller than she was (about 7500 GRT instead of 9800 GRT.) I have been unable to find a good photograph of "Empire Lytton" - both of the ones I have found show her at the time of her loss, with the hull scorched and almost totally obscured by fire. If you have access to a picture of her or a sister ship, PLEASE let me know.

Thanks.

iambecomelife 10-10-08 11:21 AM

The CAM-Tanker ingame. Unlike the earlier CAM-ship versions I created, the ship's Hurricane fighter is an independent object that can be damaged or destroyed.

http://i33.photobucket.com/albums/d5...life/CAM-4.jpg

melnibonian 10-10-08 12:36 PM

Do we have an ETA for this Mod?

iambecomelife 10-10-08 01:55 PM

Quote:

Originally Posted by melnibonian
Do we have an ETA for this Mod?

I'm shooting for sometime between late November and Christmas, in part because that's when I assume people will have some time off & will be able to play.

melnibonian 10-11-08 03:47 AM

Quote:

Originally Posted by iambecomelife
I'm shooting for sometime between late November and Christmas, in part because that's when I assume people will have some time off & will be able to play.

Aim well then as we're all really looking forward to this Add-On :yep: :up:

iambecomelife 10-12-08 11:23 AM

Minor update:

-British early war skins for tankers and freighters have been completed.

-I am starting on skins for American merchantmen. This will be easier, as there are fewer American companies, fewer American ship types, and American & British tankers sometimes had nearly identical paint schemes.

-The Empire Class freighter has been redone. It has much better modeling & an armament more typical of British merchant ships.

-I am going to redo the CAM-ship as well.

-I completed the model for a high speed British blockade runner of about 3500 tons. It's supposed to represent the heavily armed, fast ships used for dangerous runs like Malta, North Africa, and so on.

Next update with screenshots will be Trends in Steam Merchants: Modern British vs. American Merchantmen.

geosub1978 10-12-08 12:50 PM

Many Thanks for the shipbuilding tutorial! Soon I will start work!:D

Reise 10-12-08 12:59 PM

Quote:

Originally Posted by geosub1978
Many Thanks for the shipbuilding tutorial! Soon I will start work!:D

Look forward to some releases
:up:

Task Force 10-12-08 01:07 PM

Cant wait, I got a full 2 weeks of at Christmas.:rock:

Ktl_KUrtz 10-13-08 10:28 AM

Edited: Sorry my mistake!
Hi Iambecomelife,
Will you be making skins for a Stock 1.4b version only?
That is to say for only those ships that are in stock.
This would be easy to install for those who do not want too many ships.
Kurtz

iambecomelife 10-13-08 10:34 AM

Quote:

Originally Posted by Ktl_KUrtz
Hi Onelifecrises,
Will you be making skins for a Stock 1.4b version only?
That is to say for only those ships that are in stock.
This would be easy to install for those who do not want too many ships.
Kurtz

Onelifecrises? He isn't helping me with this mod! :)

I was originally going to make skins for all the default units - now I'm not so sure. There will be a new Liberty Ship, and it will have a pack of unique skins - so technically yes, there will be skins for stock vessels.

Jimbuna 10-15-08 04:23 PM

Looking forward to it http://www.psionguild.org/forums/ima...ies/pirate.gif

Sailor Steve 10-15-08 08:50 PM

Quote:

Originally Posted by iambecomelife
Onelifecrises? He isn't helping me with this mod! :)

:rotfl:

I made the same mistake a few months back, only from the opposite direction. After one of his posts I responded telling him to stop yakking and get back to work on his ships.

Poor guy had no idea what I was talking about, and I was about as embarassed as a guy can get!:oops: :rotfl:

iambecomelife 10-15-08 09:54 PM

Minor Update:

A couple nights ago I finally managed to do a Hog Islander, something I'd wanted to accomplish but I'd just never gotten quite right. It will be assigned to both US and UK shippers in the initial release (later releases (hopefully) will add versions for the USSR, Panama and maybe Brazil).

http://www.armed-guard.com/alcoaran.jpg

By now, almost all of the major US dry cargo companies are represented. American Export Lines, Alcoa, and so on.

It's late & I'm too tired to post anymore. :dead:


All times are GMT -5. The time now is 01:10 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.