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-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   New "Unit": Debris / Flotsam for download (https://www.subsim.com/radioroom/showthread.php?t=103846)

nikbear 05-16-07 01:25 PM

Excellent!Great stuff DD,downloading now:up:

bruschi sauro 05-16-07 02:31 PM

Wonderfull mod mate thks for the well done job.:rock:

kakemann 05-16-07 02:32 PM

Wow man, this looks great! :rock:

nikbear 05-16-07 07:42 PM

Downloaded the file and opened it up to extract it to my mods folder and noticed a neromedia file and a truevision targa image in the rar file,what are they for?

bigboywooly 05-16-07 11:40 PM

Quote:

Originally Posted by nikbear
Downloaded the file and opened it up to extract it to my mods folder and noticed a neromedia file and a truevision targa image in the rar file,what are they for?

I had an Adobe Acrobat file on how to install
Not the files you list

DivingDuck 05-17-07 02:27 AM

Moin,
Quote:

Originally Posted by nikbear
Downloaded the file and opened it up to extract it to my mods folder and noticed a neromedia file and a truevision targa image in the rar file,what are they for?

The *.tga file(s) is/are used for texturing.
Donīt know neromedia file format. Which file could that be? Could you be more precise and give the names of the related files?

Regards,
DD

nikbear 05-18-07 07:58 AM

the file reads
mine_01.dat neromediaplayer 10/04/2007 23:15 33.899 82% 6,169 dd_debris_v1.2 update\data\sea\mine_01

DivingDuck 05-18-07 11:35 AM

Moin,
Quote:

Originally Posted by nikbear
the file reads
mine_01.dat neromediaplayer 10/04/2007 23:15 33.899 82% 6,169 dd_debris_v1.2 update\data\sea\mine_01

this file holds all relevant information for the respective unit such as 3d objects, textures used, nodes for loadout, sound, smoke. All other files in a unitīs folder refer to that file.

Regards,
DD

bigboywooly 05-18-07 11:43 AM

Looks like your nero media player is associated with dat files thats why it shows as that

nikbear 05-18-07 02:03 PM

So it gets installed with the rest of the file,dosen't need to be excluded:hmm:

bigboywooly 05-18-07 02:06 PM

No it needs to be installed mate

nikbear 05-18-07 02:14 PM

Cheers,Thanks for the quick reply:up:

ReM 05-18-07 03:06 PM

Dowloading now...

Looks great Divingduck!:up:

TheDarkWraith 10-01-07 09:44 AM

DD,

Do these show up as debris when the ship slips under the water like the rest of the debris that currently shows? Are these coded as 'debris' or are they instantiable objects that remain until destroyed? These would be a nice addition to my SH4 effects (and more) for SH3 mod. I would like more information on these objects and this mod please..:yep:

bigboywooly 10-01-07 10:16 AM

They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship

TheDarkWraith 10-01-07 10:25 AM

Quote:

Originally Posted by bigboywooly
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship


Can these be spawned at random? Like when a ship sinks and the debris pops up can these be spawned the same way?

bigboywooly 10-01-07 11:09 AM

I dont think they can in the current form
All is possible I suppose

Carotio 10-02-07 06:44 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by bigboywooly
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship


Can these be spawned at random? Like when a ship sinks and the debris pops up can these be spawned the same way?

They are unittype 105=environmental.
Supposely, one could make a RND entry with 105 units spawning on the same route as a convoy, but that could mean other unwanted 105 units spawning as well.
A sinking ships should spawn a 105 unit then...
IIRC DD was trying to make such as trigger, but never discovered it...

So a couple of 105 units in SCR would make a random meeting at an ocean look like, you were too late. An imiginary experience...

TheDarkWraith 10-02-07 07:38 AM

Quote:

Originally Posted by Carotio
Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by bigboywooly
They are to be added to the campaign as ships are
So when you leave port for instance you will see stuff in the water - drums\crates etc

Or out at sea to simulate wreckage from a ship


Can these be spawned at random? Like when a ship sinks and the debris pops up can these be spawned the same way?

They are unittype 105=environmental.
Supposely, one could make a RND entry with 105 units spawning on the same route as a convoy, but that could mean other unwanted 105 units spawning as well.
A sinking ships should spawn a 105 unit then...
IIRC DD was trying to make such as trigger, but never discovered it...

So a couple of 105 units in SCR would make a random meeting at an ocean look like, you were too late. An imiginary experience...

I'm not looking to spawn them using RND or SCR, I'm looking to spawn them using the 'CreateObject' of the EffectLauncher if possible.


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