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-   -   [REL] The Little Ships of SH5 - Coaster Pack (https://www.subsim.com/radioroom/showthread.php?t=245817)

Mister_M 12-29-21 07:03 PM

Maybe it would be better to not add any sail. The trawler having a propeller, was her sail often used in real life ?

gap 12-29-21 07:51 PM

Quote:

Originally Posted by Mister_M (Post 2785341)
Maybe it would be better to not add any sail. The trawler having a propeller, was her sail often used in real life ?

I can't say for sure about the kind of boat that kapuhy is working on, but probably what I wrote about puffers might apply to any kind of small vessel:

Quote:

Originally Posted by gap (Post 2733971)
Talking in general, a mixed wind/engine propulsion can be used to spare fuel and increase top speed with favourable winds. As I have read, aboard puffers the jib sail was used on occasions. In game, the sail will be set as an optional equipment, so it will be rarely seen.
The plan that this model is based on also features a mainsail, but that was used very rarely (probably in case of emergencies as noted by kapuhy) and I decided not to include it in my model.

For my puffer I opted for a static sail, set as an optional equipment so that it won't appear all the times. That's the best compromise I could find between realism, eye candy and game limitations, but let's see if kapuhy finds a better solution :salute:

kapuhy 12-30-21 02:52 AM

Quote:

Originally Posted by Mister_M (Post 2785341)
Maybe it would be better to not add any sail. The trawler having a propeller, was her sail often used in real life ?

About that... it's a case of mission creep really :)

First I wanted to create a very simple trawler based on NF_boat_1 template (easiest template to work with), but since trawler has 2 masts and a lifeboat I couldn't fit it in 16 meshes this template is limited to, so I decided to make masts as separate equipment taking cue from Gap's idea for his puffer. Then, since I was already making masts separate, I thought it would be cool to model two versions - with and without sail.

kapuhy 01-16-22 04:58 PM

Progress report :)

Three remaining ships have been imported, they still require a lot of work (currently all three are indestructible, can't catch fire and lack water reflections, plus positions of some crewmen/parts need correcting), but at least they show up in game:

https://i.imgur.com/fCuyJBT.jpg
https://i.imgur.com/hB9zTSz.jpg
https://i.imgur.com/118jyzT.jpg

Also added old 3pdr gun that was standard armament of Fairmile boats:

https://i.imgur.com/siVKuQX.jpg

Mister_M 01-16-22 05:40 PM

Quote:

Originally Posted by kapuhy (Post 2788233)

:Kaleun_Applaud:

So, these beauties are ready for import to SH3 too ? :)

kapuhy 01-16-22 06:10 PM

Quote:

Originally Posted by Mister_M (Post 2788238)
So, these beauties are ready for import to SH3 too ? :)

They will be, as soon as their damage zones will be complete. Plus, there's still a bit of work with gun platforms on the stern (not visible on screenshots here but they will appear on both ships at later stages of the war together with grey paintjob).

Mister_M 01-16-22 06:33 PM

Quote:

Originally Posted by kapuhy (Post 2788243)
They will be, as soon as their damage zones will be complete.

Well, the .zon file is useless for SH3 conversion... https://www.subsim.com/radioroom/sho...d.php?t=251044

kapuhy 01-17-22 03:18 AM

Quote:

Originally Posted by Mister_M (Post 2788247)
Well, the .zon file is useless for SH3 conversion... https://www.subsim.com/radioroom/sho...d.php?t=251044

In this case, files are ready so if you'd like to give it a go, I'll send them to you.

Mister_M 01-17-22 07:19 AM

Quote:

Originally Posted by kapuhy (Post 2788297)
In this case, files are ready so if you'd like to give it a go, I'll send them to you.

Yes sure. Waiting for 3D models and textures for both merchant ships ! :yep:

gap 01-17-22 12:59 PM

Quote:

Originally Posted by kapuhy (Post 2788233)
Progress report :)

Three remaining ships have been imported, they still require a lot of work (currently all three are indestructible, can't catch fire and lack water reflections, plus positions of some crewmen/parts need correcting), but at least they show up in game

Amazing models and textures! :up:

Talking about damage, did you find how damage effects linked to .fx files are related to zone damage effects?

My guess is that if a box is damaged and if - according to the zone settings of that box - an certain effect is triggered, the game checks whether fx bones with the same effect linked to them are found within the box. If one or more matches are found, those bones are used as origin of the particle generation. If not, the effect is played at random (?) points within the box.

Does it sound plausible? :hmm2:

Jeff-Groves 01-17-22 02:43 PM

Quote:

Originally Posted by gap (Post 2788367)
Talking about damage, did you find how damage effects linked to .fx files are related to zone damage effects?

Your Kidding me right?
:hmmm:

gap 01-17-22 03:19 PM

Quote:

Originally Posted by Jeff-Groves (Post 2788389)
Your Kidding me right?
:hmmm:

Jeff, as much as I like kidding you I swear this time I am serious.
Enlighten me please :D

kapuhy 01-17-22 04:47 PM

Quote:

Originally Posted by gap (Post 2788367)
Talking about damage, did you find how damage effects linked to .fx files are related to zone damage effects?

My guess is that if a box is damaged and if - according to the zone settings of that box - an certain effect is triggered, the game checks whether fx bones with the same effect linked to them are found within the box. If one or more matches are found, those bones are used as origin of the particle generation. If not, the effect is played at random (?) points within the box.

Does it sound plausible? :hmm2:

Quote:

Originally Posted by gap (Post 2788399)
Jeff, as much as I like kidding you I swear this time I am serious.
Enlighten me please :D

As far as I understand:
https://i.imgur.com/qvZoobD.png

EDIT: about the idea of checking whether bones are located within the box: stock SH5 ships have just one box for each "parent" fx node, never checked what happens if you set more than one. With one box per parent node its kinda moot point as the box covers entire area parent fx node is "responsible" for.

Mister_M 01-18-22 04:34 AM

@Kapuhy : Thank you very much for the files of Armora, I've started conversion for SH3. :up:

I'm having trouble with the AO map though.

In Wings3D, I separated all sub-objects of "Hull1" object, and then combined only the sub-objects specific to the hull (I did the same process for "Hull1_AO" of course). In game, I have a "broken" AO-map as you can see on the screenshot below.

Also, the same problem appears on the funnel, although I didn't modify this object.

https://nsm09.casimages.com/img/2022...9017754882.png

kapuhy 01-18-22 04:42 AM

Quote:

Originally Posted by Mister_M (Post 2788468)
@Kapuhy : Thank you very much for the files of Armora, I've started conversion for SH3. :up:

I'm having trouble with the AO map though.

In Wings3D, I separated all sub-objects of "Hull1" object, and then combined only the sub-objects specific to the hull (I did the same process for "Hull1_AO" of course). In game, I have a "broken" AO-map as you can see on the screenshot below.

Also, the same problem appears on the funnel, although I didn't modify this object.

Could you send me your exported .obj files? If I can take a look at them maybe I'll see why this happens.

Mister_M 01-18-22 05:14 AM

Quote:

Originally Posted by kapuhy (Post 2788470)
Could you send me your exported .obj files? If I can take a look at them maybe I'll see why this happens.

PM sent.

gap 01-18-22 07:02 AM

@ kapuhy

thank you for your answers!

Some points in your account of FX bones and damage boxes don't quite match my recollections, but unfortunately I have not the files in front of me. I will be back to you on this topic as soon as I re-install the game :salute:

@ Mister_M

You importing/exporting kapuhy's files to/from Wings3D before importing them in S3d, is the likely reason for the AO map corruption you are experiencing :yep:

Mister_M 01-18-22 07:22 AM

Quote:

Originally Posted by gap (Post 2788489)
@ Mister_M

You importing/exporting kapuhy's files to/from Wings3D before importing them in S3d, is the likely reason for the AO map corruption you are experiencing :yep:

Can these files be cured ? I need to modify some sub-objects.

Also, all the AO objects have been imported/exported with Wings3D, and I see no problem for them... (I did that because I had to rename them with -uv2 at the end, in order S3D can import both diffuse and AO obj at the same time ; If I rename directly the files, it doesn't work).

And rudder and propeller have been imported/exported as well, because I needed to change their rotation axis.

gap 01-18-22 08:30 AM

Quote:

Originally Posted by Mister_M (Post 2788498)
Can these files be cured ? I need to modify some sub-objects.

Yes, in most cases they can, though at some point it might be more convenient making the changes directly in Blender.

Before I go into details on how a simple Wings3D import/export cycle can mess up a pair of UV1/UV2 obj files, and how we can fix the mismatches, I recommend you to get some theory on obj file architecture. Please read carefully the following post by me and report back if any point is not perfectly clear to you:

https://www.subsim.com/radioroom/sho...75#post2786275

Quote:

Originally Posted by Mister_M (Post 2788498)
Also, all the AO objects have been imported/exported with Wings3D, and I see no problem for them...

For relatively simple objects Wings might do a good job, but the higher the number of vertices, texture coordinates and faces, the more likely is that it will mess up things for us.

Quote:

Originally Posted by Mister_M (Post 2788498)
(I did that because I had to rename them with -uv2 at the end, in order S3D can import both diffuse and AO obj at the same time ; If I rename directly the files, it doesn't work).

Maybe this is happening because S3d expects an .mtl file with the same name as the .obj file to be available in the same folder, but the *_AO.obj file (renamed by you *_UV2.obj) still points to a .mtl file with the _AO suffix. To fix this issue open the obj file in notepad and change manually the following line:

mtllib *_AO.mtl

to:

mtllib *_UV2.mtl

Mister_M 01-18-22 09:12 AM

Quote:

Originally Posted by gap (Post 2788507)
Before I go into details on how a simple Wings3D import/export cycle can mess up a pair of UV1/UV2 obj files, and how we can fix the mismatches, I recommend you to get some theory on obj file architecture. Please read carefully the following post by me and report back if any point is not perfectly clear to you:

https://www.subsim.com/radioroom/sho...75#post2786275

Quite hard for me to understand. Vertice, vertex, what's the difference ? What's that ? Else, I know what a face is, and what a normal is (or I think). So, my problem would come from the second number in each triplet ?

Quote:

Originally Posted by gap (Post 2788507)
Maybe this is happening because S3d expects an .mtl file with the same name as the .obj file to be available in the same folder, but the *_AO.obj file (renamed by you *_UV2.obj) still points to a .mtl file with the _AO suffix. To fix this issue open the obj file in notepad and change manually the following line:

mtllib *_AO.mtl

to:

mtllib *_UV2.mtl

No, mtllib *-uv2.mtl :O:

Edit : This solved the issue on the funnel. :yeah:


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