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So. I dug out some old DVDs and found my Delphi stuff and installed it.
Since ref gave me his source code for the SH3 to SH4 converter? I'm going to ATTEMPT to adjust that to just search the SH3 files and whack the dynamic shadow stuff. The converter has that ability so I hope to remove the fluff and just scrub SH3 dats in one click. Freaking Delphi programmers! C or C++ is SO much easier for me! :/\\!! |
Ah yesh... good ole Pascal... glad I forgot ya... :O:
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From the Colorado: [Equipment 1] NodeName=M01 LinkName=16in_Double_base_US StartDate=19380101 EndDate=19451231 From the Nevada: [Equipment 1] NodeName=M01 LinkName=14in_Triple_base_US StartDate=19380101 EndDate=19451231 |
One thing I do know.
I did get the SH4 way working at one time in SH3! There is a difference I need to check out. I was running the original release with the No-StarForce patch at the time. Maybe the newer version with no StarForce is the reason? Would not surprise me if Ubi jacked that ability or the patch allowed it. On the program to clean files of the Damages stuff? I asked for help from a member here at Subsim who works with Delphi. I did cut some stuff in Studio 2006 and it seems it should all work but it is so different from what I know that help is needed. I'm not giving up. Just asking for help. |
Nothing wrong with asking for help. You can't know everything
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What was it Jim use to say?
None of us are as smart as all of us? Or something like that. |
Indeed he did and he was right
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:03: :haha: |
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Interesting thread Jeff, I am following it :up:
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File: data\Sea\NAMC_Patroclus\NAMC_Patroclus.cfg: Code:
[Unit] Other files found in the same folder (besides the above cfg file): NAMC_Patroclus_sil.dds NAMC_Patroclus.eqp NAMC_Patroclus.sns All other (sim, zon, val, dsd, etc.) files are shared with the Rawalpindi. The two ships have most features in common, but textures, armaments and sensor outfits can be customized. The external look of two ships having the same 3D model can be customized as well, to some extent: all you need to do is removing parts you want to customize from the main model, edit them in two or more variants, and storing them in an external library file whose content can be linked to the units sharing the said model through equipemnt nodes/bones and .eqp files. There are not examples of this type of advanced technique in stock SH5, but there is at least one in SHIV. In general, this method is very useful for dealing with sister ships, similar ship classes and aircraft variants. We refer to it as "proxy-cloning" as opposed to simple "cloning" where you duplicate an unit with all her binary files :yep: |
@gap: thankx for the detailed explain!!
A question: do the proxy-cloned unit have a dat file?? If no, how can you call the new texture, you must have a different name, or not????????? :hmmm: :/\\!! |
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