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keltos01 06-17-08 03:02 AM

bow planes
 
They look untextured don't they? I'll check it out:-? It might be because I didn't yet replace them with those of the Class T, they're still Balao...

Mickle 06-17-08 07:34 AM

Just wanted to add my thanks :)
Can't wait to try out a home sub!
:rock:

Doolan 06-17-08 09:02 AM

This is several kinds of awesome :o

So, let me get this straight.

Not long ago SH4 is released. Pretty and fun, but with fantasy missions, a ton of bugs and Pacific only.

Now we have *two* supermods to choose from, campaign layers for Pacific and Drumbeat missions with the whole Atlantic being in progress, we have sort of playable German, Japanese and British boats?

Man, this means that, unless SH5 is released tomorrow and everyone moves on, in a few months we would essentially have the possibility of playing a sub of any nationality in the correct theatre with proper campaign layers... :rock:

:: Doolan faints ::

keltos01 06-17-08 09:38 AM

torp doors
 
As for the torpedo doors, they're more trouble than they seem : although they fit perfectly in 3ds I'm
having a hell of a hard time implementing them in SH4...

I tried importing the doors from the 3d model with their coordinates, they get to the right place but
parallel to the bow about a foot off.When you open the door, it moves above the hull, and stays there,
never coming back to its right place ???:damn:

I reverred to the earlier version where the doors, molded on the hull, were set back to 0,0,0 prior to
exporting the obj file, then imported in the game. There must be something about the xyz of the door
that I don't get...

http://img291.imageshack.us/img291/9497/3dscopievh8.jpg


http://img164.imageshack.us/img164/2...13copietx8.jpg
http://img164.imageshack.us/img164/2...1190bda000.jpg

@Peabody : about the tubes : THANK YOU !!!! you're a genius !!!
I changed the coordinates of the torpedo doors (both round and rectangular doors) of two of
the 4 aft tubes, gave it the same coord as the uppermost tubes of the Class T 2, I had previously
removed the reserve torpedoes from the aft Bunker, so now you get two more torpedo tubes
on the bow but without reloads, as external tubes should be !

So now we have 8 forward firing tubes :)

http://img292.imageshack.us/img292/5...t8tubespo3.jpg
http://img292.imageshack.us/img292/5...8519c85031.jpg


@Doolan :Thanks ! Yes it would amount to a real WORLD war II sub sim then !:sunny:

Raptor1 06-17-08 10:10 AM

Shouldn't you move the 2 top tubes (Which are also external) to the "Rear Tube" thing, so they have no reloads?

skwasjer 06-17-08 10:33 AM

The solution is in the animation controllers. Not only must the offset/rotation of the node itself be correct, you probably also have to change the Start-position of the KeyFrameAnimStartParams controller. Then there's the individual frames you need to alter of all the PositionKeyFrames and RotationKeyFrames controllers... Without proper values, both the initial position and the animations are screwed...

keltos01 06-17-08 11:08 AM

screwed
 
Well I guess I am... When I think of it I had the same when I changed the doors on the Jyunsen B.. then again it finally didn't need any outer doors, which saved me ;)

No such luck here...

I never touched the animation stuff, anyone care 2 help ???

:oops:

also when I try to fire the aft->fore tubes with no target, it says cannot compute solution... any ideas ???

uploaded the current version v1.3 on filefront :

http://files.filefront.com/v13+Hr+MS.../fileinfo.html

peabody 06-17-08 11:27 AM

Quote:

Originally Posted by keltos01
As for the torpedo doors, they're more trouble than they seem : although they fit perfectly in 3ds I'm
having a hell of a hard time implementing them in SH4...

I tried importing the doors from the 3d model with their coordinates, they get to the right place but
parallel to the bow about a foot off.When you open the door, it moves above the hull, and stays there,
never coming back to its right place ???:damn:

I reverred to the earlier version where the doors, molded on the hull, were set back to 0,0,0 prior to
exporting the obj file, then imported in the game. There must be something about the xyz of the door
that I don't get...

Are you using the rotation anim number from the Balao? It sounds to me, if I am reading it right that the rotation is wrong. Do these doors open different? I don't understand the "they move above the hull" part. Don't they move in toward the center of the hull to expose the caps? Or are you talkin about the external? What you need is dry dock where you can work on it and watch what happens and make your tweeks.:yep::lol:. Or maybe set you draught as high as you can, that should get at least one or two of the tubes above water, may be easier to work with. Then reset later?? Just an idea.


Quote:

Originally Posted by Keltos
@Peabody : about the tubes : THANK YOU !!!! you're a genius !!!
I changed the coordinates of the torpedo doors (both round and rectangular doors) of two of
the 4 aft tubes, gave it the same coord as the uppermost tubes of the Class T 2, I had previously
removed the reserve torpedoes from the aft Bunker, so now you get two more torpedo tubes
on the bow but without reloads, as external tubes should be !

So now we have 8 forward firing tubes :)

NO, not a genius! But you are going to find they won't work like you expect, they will load from the forward bunker even thought the .upc tells them to load from the aft bunker. At least mine did, but I didn't have time to do a lot of testing either, so it may be possible to impliment. In my case I was hoping they would load from the aft....more storage (and no external tubes on the Sen Toku) but it didn't happen that way.

Just a note: the button panel for 8 tubes is released and posted on filefront if you want it. I shrunk the buttons so they fit on the panel.

Then I was playing with the lights and Ubi set them up weird!! I think they intended to do something else that was never finished or they just used button from SH3 (I don't have it so I don't know) but two of the buttons are "mouse over" buttons. So, If you attack and fire all your tubes, if you 'mouse over' the dark ones and they turn red, then you don't have enough torps left to load that tube. If it stays black, it will get loaded. Kind of a warning that you are getting low on torps. That way you don't have to wait to see if it gets loaded or go to the torp room to check. Not a big deal but an early warning that your are almost out. So if you fire 8 and three turn red when you 'mouse over' them that means you only have 5 torps left in that compartment. I wanted it to turn red be itself but the buttons are not set up that way unless I missed something.

Quote:

@Doolan :Thanks ! Yes it would amount to a real WORLD war II sub sim then !:sunny:
@ Doolan: If he makes any more subs, the Pacific won't be big enough to hold them.:rotfl:. I wish I could do 3D modelling like he does!!! Great work.

If you really get stuck, maybe post it with the new doors and someone could help. Maybe another set of eyes?
I have never dealt with animated doors as you know the 'in game' Sen Toku that I did, doesn't have any. But I would be willing to try to help, in between finishing up the Campaign. Got a couple of glitches. I made some US coast mission but I think they may be too far for a normal sub, cause it won't assign them, need to check some numbers. (or maybe if will, but just didn't)

Peabody

peabody 06-17-08 11:37 AM

Quote:

Originally Posted by keltos01
Well I guess I am... When I think of it I had the same when I changed the doors on the Jyunsen B.. then again it finally didn't need any outer doors, which saved me ;)

No such luck here...

I never touched the animation stuff, anyone care 2 help ???

:oops:

also when I try to fire the aft->fore tubes with no target, it says cannot compute solution... any ideas ???

uploaded the current version v1.3 on filefront :

http://files.filefront.com/v13+Hr+MS.../fileinfo.html

I would be willing to help, not sure I can do any better than you but the offer is there is you post the file. Just let me know which way they animate:rotfl:. Like I posted in the previous: I don't understand the "go above the hull". Does the above link include the doors that you are having trouble with?

The 'can not compute soloution' is not a problem. If your last tubes were fired at forward, you can fire forward even underwater but no aft. Just pop the scope turn it 180, hit the lock "L" and you will be able to fire no probelm. You may be able to do it if you use the hydrophones and send to TDC too, because a lot use sonar only shooting solutions and they don't put up the scope. Sometimes I have had it work with turning the scope underwater to 180 and hit lock and it will shoot but not always. Have used it a few time when a DD is going around behind me and I have flooding and can't get to periscope depth.

Edit: Need to redo the upload, I can change it here but the Data folder is not inside the v1.3 Hr MS Zwaardvisch -T class submarine folder.
Woops my mistake you have two data folders. It's ok.

Peabody

keltos01 06-17-08 12:52 PM

will reply more when the kids are in ber, here's the door once you open the ttube :

http://img392.imageshack.us/img392/8308/20218126wb3.jpg
http://img392.imageshack.us/img392/8...1c04cfde94.jpg

peabody 06-17-08 02:00 PM

Quote:

Originally Posted by keltos01
will reply more when the kids are in ber, here's the door once you open the ttube :


http://img392.imageshack.us/img392/8...1c04cfde94.jpg

I'm looking at it now and I understand what you mean. BUT, don't want to be insulting but you really need to clean up your upload. I have been workin on the wrong .dat file.

If you check your upload you have:

v1.3 Hr Ms Zwaard.........
Data
All your sub stuff
v1.3 Hr Ms Zwaard......
Data
All your sub stuff inside this too.

So you have two main folders and two Data folders. And both data folders have all the sub info inside. Plus when I install it adds all the Jpgs and temp wip folders and all kinds of stuff. I think I got some of it worked out but it wasn't working in game because the wrong .dat file was being installed. I will let you know in just a bit if you are going to be around. Now that I realize what was happening, I'll check again to see if my idea will solve some of the problem.

Peabody

keltos01 06-17-08 02:53 PM

reuploading as we speak, sorry there mate ,I thought there was only the needed data ???

http://img107.imageshack.us/img107/2595/47239781qy3.jpg
http://img107.imageshack.us/img107/2...96bb94e085.jpg



peabody 06-17-08 03:23 PM

Done! All Doors opened. Only did the doors not the caps.

http://home.roadrunner.com/%7Epeabody/SH4/opendoors.jpg

Heres what you need to do. (maybe you should read the explanation at the bottom before you actually do this)

1. Open the .dat file
2. Depending on which .dat file you are using go to:
Node-NSS_Balal_Door01_FLD_anim (it has a position)
open it, open the next + inside is:
3 KeyFrameAnimStartParams, click on that
4. On the right hand screen is KeyFrameAnimStartParams, under that is Start
4. Open Start and you will see 'Position'
5. Make the x,y,z exactly the same as the x,y,z position of the door.
6. Next open the next <empty>
7. IF it is PositionKeyFrames then select it and on the right hand side will be Frames.
8 For some reason (same in other subs) all the positions are the same. Make the Frame positions the same as the Door. MAKE SURE IT IS POSITIONKEYFRAMES NOT ROTATIONKEYFRAMES!!!
Not all of the doors had the PositionKeyFrames!!!!!!!!
Next one is RotationKeyFrames, unless you understand it, leave it alone, it seems to work ok. This is the link from S3d that explains it:
http://www.gamedev.net/reference/art...rticle1095.asp


Explaination of your problem:
Your problem was that the animation of the door started in a different location than the door. So your door was on the boat but the animation started above the hull, that is why your doors moved. They were moving to the location of the animation. So if you set the animations to the same location as the door, the door will stay put. And then you have to do the same for the caps. Here is the info from one .dat file:

175: NOde NSS_Balao_Door01_FLU_anim

x -0.104096852 y -0.42 z 3.87 This is the door position

178: KeyFrameAnimStartParams Start/Position
x -0.0409684852 y -0.04579544 z 4.27773428 This is the Animation position

That's why your door moved.

Peabody

peabody 06-17-08 04:16 PM

Quote:

Originally Posted by keltos01

No problem! I just wanted to let you know because it was installing two sets of data. And I ended up working on the wrong data file and nothing was changing. I felt like :damn: same as you do.:rotfl:.

Peabody

keltos01 06-17-08 04:18 PM

[quote] Are you using the rotation anim number from the Balao? [quote]

yes, I just cloned the ship, then changed the 3d model and tower it uses.

[quote] What you need is dry dock where you can work on it and watch what happens and make your tweeks.:yep::lol:. Or maybe set you draught as high as you can, that should get at least one or two of the tubes above water, may be easier to work with. Then reset later?? Just an idea. [quote]

I'll try that, it's gonna move the whole sub up right ?


[quote] Just a note: the button panel for 8 tubes is released and posted on filefront if you want it. I shrunk the buttons so they fit on the panel. [quote]

how did you get them all to work? I mean it's not just changing the image that you did right?

[quote] Then I was playing with the lights and Ubi set them up weird!! I think they intended to do something else that was never finished or they just used button from SH3 (I don't have it so I don't know) but two of the buttons are "mouse over" buttons. So, If you attack and fire all your tubes, if you 'mouse over' the dark ones and they turn red, then you don't have enough torps left to load that tube. If it stays black, it will get loaded. Kind of a warning that you are getting low on torps. That way you don't have to wait to see if it gets loaded or go to the torp room to check. Not a big deal but an early warning that your are almost out. So if you fire 8 and three turn red when you 'mouse over' them that means you only have 5 torps left in that compartment. I wanted it to turn red be itself but the buttons are not set up that way unless I missed something. [quote]

that's a really cool feature you did there !

[quote] If you really get stuck, maybe post it with the new doors and someone could help. Maybe another set of eyes? [quote]

definitely, I can't do all by myself, even with the help of good modders like you...

[quote] I have never dealt with animated doors as you know the 'in game' Sen Toku that I did, doesn't have any. But I would be willing to try to help, in between finishing up the Campaign. Got a couple of glitches. I made some US coast mission but I think they may be too far for a normal sub, cause it won't assign them, need to check some numbers. (or maybe if will, but just didn't) [quote]

shouldn't be too far for the Jyunsen B I should think, btw if you want me to modify the hull of your Sen Toku II so that it would have doors like the Jyunsen B (only caps no outer doors), I think I could do that.

ps I cleaned up the rar file (thanks for pointing that out Peabody :) ) and am uploading it now (done)

link :
http://files.filefront.com/v13+Hr+MS.../fileinfo.html


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