![]() |
GWX for SH4
GWX 2.1 has been released and they mention they are "well under way" on a project for SH4. Is there any initial information on what they will be doing to SH4? It would be nice to know if there's specific items they intend to fix or adjust for accuracy.
It's clear to me the developers had a lot planned for SH4 that was cut short or canceled thanks to UBISoft. Is there any plans or ability to "finish" SH4 by the GWX team? This is sorely needed and I'm sure would be greatly appreciated by everyone. |
yes, it would be nice to know what they are doing. so other modders know, what will be done or what they could do. for example, if they try to mod the atlantic theatre, they neednt invent all the boats, because some german modders from the AOTD group are still working on it. when the modding scene wants to get the best results, they have to work together and they have to change their products...
thats why the gwx team should give the community information about their work. |
Well, I guess one good question is are they planning on giving the U.S. boats and Pacific theater a refit or just work on adding German boats and the Atlantic theater to SH4 by expanding on the 1.5 add-on? I for one would like to see the Pacific theater fixed as much as possible.
|
Quote:
Same with the units itself, just replacing all the old sh3 controllers with the new sh4 ones is an insane amount of work, so I'm writing a program to automate as much as possible. As for the player subs we need to evaluate if the existing models have the level of quality we want for GWX (no offense intended), I haven't seen the most recent work of the AOTD group so I can't judge it right now. For the moment I've a type 7C almost finished, (I wanted to see with my own eyes what level of detail was needed) so I decided to make player sub as they are the most complex objects in game. This pics are just a WIP, as I haven't finished the textures, and the oclusion map needs some more work too http://i137.photobucket.com/albums/q...type7c_011.jpg http://i137.photobucket.com/albums/q...type7c_010.jpg http://i137.photobucket.com/albums/q...type7c_009.jpg http://i137.photobucket.com/albums/q...type7c_008.jpg http://i137.photobucket.com/albums/q...type7c_007.jpg http://i137.photobucket.com/albums/q...type7c_005.jpg http://i137.photobucket.com/albums/q...fsh3/comm2.jpg http://i137.photobucket.com/albums/q...fsh3/comm1.jpg Ref |
Quote:
|
The GW team never ceases to amaze me. A salute to you and all the modders out there who make the SH series the best it can be! :rock:
|
Quote:
Ref |
Ref,
Are you aware of skwasjer's recent upgrades to his silent editor tool? They would probably be a lot of help to you for importing. |
Quote:
Didn't GWX fix a lot of bugs in SH3 that were left behind in the stock release (like the radar on the snorkel always being damaged)? I thought something similar could be done with issues in SH4, too. I've always thought of GWX as being a super-supermod. |
Quote:
|
That was my impression. The end package would be an updated SH3 and SH4 joined together. Two teams can accomplish this, as it's playing out. I'm sure ideas will be swapped back and forth and it will be seamless in the end.
|
Quote:
As for the importer I've just finished correcting a much basic one I've wrote a month or so ago to help DD to modify the interiors, If I'd now I would have waited, I'm not as good programmer as Skjwaster is, he's is much more intuitive, mine just deals with binary chunks so importing is made by hand. Ref |
Quote:
As for the second part if we encounter a problem that is shared by both theaters and found the solution of course we'll fix it and share it. Ref |
Quote:
GWX is a super mod and did correct issues plus a whole crap load of other things. You will find that SH3 started just like SH4, bit mods here and there. Then these mods melded into a large mod package. GWX took off and created/polished a awesome mod for SH3. SH4 is following the same path but a bit different because SH4 is a PTO game with a uboat add on which opens the door to mod the ATO within SH4. Please look through the other mods on the SH4 forum, there are more than a handful of people who have been modding SH4 for over a year and it does not deal with the ATO at all. So, yes, you are a bit misinformed that GWX will take everything already done with SH4 and roll it up in a nice packaged. GWX has all the material they need from 2.5 years of working over SH3. I suspect that this knowledge will be rolled into SH4 for the ATO, but, will take some time as there are some differences between the two games and how they operate. I hope there is one thing that GWX can over come and it was no fault of their own. When GWX opened the Indian Ocean in SH3 they could not add map grids and renown was non-existent (from what I remember) it is like the Indian Ocean did not exist in SH3...in SH4 UBM, the map grid is there for the Indian Ocean but no grid in the Atlantic. I hope SH4 will recognize grids in the Atlantic. I play Operation Monsun and notice the map only has grids in the PTO/Indian Ocean area. Hopefully, Ref can confirm that the map grid issue in the Atlantic is a non-issue. Read what Ref has to say about GWX and what they are looking to accomplish. |
TBH AVG it wouldnt matter if the KM grid was made of streetnames in SH4
The renown comes from you reaching the marker on the map NOT reaching the KM grid ;) All in the future anyway 2.1 is out so chill time in order methinks |
All times are GMT -5. The time now is 12:23 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.