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-   -   [REL 1.5] Playable HK Atlantis (https://www.subsim.com/radioroom/showthread.php?t=135909)

Mikhayl 04-27-08 03:38 PM

[REL 1.5] Playable HK Atlantis
 
edited

Stormfly 04-27-08 03:42 PM

hmmm nice, i love this stuff THX :D

miner1436 04-27-08 03:42 PM

Sweet my very own pirate ship.:rock::rock::rock:

andycaccia 04-27-08 03:51 PM

:o
:up: Maybe you haven't relized yet Mikhayl, but you have jus made a great step in expanding this naval game envolving surface simulation. I have just finished my first time onboard your small oiler. And do you know what I was thinking about?? Guess?? I thought "now all we need is an armed merchant raider"... then I go on this forum to post my idea and...I find THIS!

Wonderful!

As soon as i get 1.5 expansion i will play with this, stay assured!

Bewolf 04-27-08 04:31 PM

Man folks, you are so awesome. Keep it coming!

andycaccia 04-27-08 04:36 PM

This mod is an important step, if well made and refined this may be the beginning of a whole new game within sh4.:up: :rock:

akdavis 04-27-08 04:52 PM

I wonder if your own ship could be recognized as a support unit, allowing you to send out the Ar-196 on recon missions from your current location?

The Hornet 04-27-08 05:09 PM

Mikhyal I have a request for another unit if you ever make one, could you make the Ise pre conversion? It had ideal firepower without being to powerful and good AA fire, it went 25 knots, not to fast and not to slow. It also had an awsome pagoda. It would be the perfect ship to be playable!

Regards: The Hornet

The_Pharoah 04-27-08 05:22 PM

Quote:

Originally Posted by andycaccia
This mod is an important step, if well made and refined this may be the beginning of a whole new game within sh4.:up: :rock:

my thoughts exactly!

Good work mate.

lancerr 04-27-08 06:33 PM

Mikhayl
 
Amazing stuff man. amazing. Love the quality of your work.

Mush Martin 04-27-08 06:44 PM

Nice touch with the funnel. well done. :up:

miner1436 04-27-08 07:30 PM

Quote:

Originally Posted by The Hornet
Mikhyal I have a request for another unit if you ever make one, could you make the Ise pre conversion? It had ideal firepower without being to powerful and good AA fire, it went 25 knots, not to fast and not to slow. It also had an awsome pagoda. It would be the perfect ship to be playable!

Regards: The Hornet

Yes thats a great choice! Sweet mod too!!

John W. Hamm 04-27-08 08:16 PM

Awesome again
 
Man this is great stuff!!

All these great releases in one day...I can't even sink my teeth into one before another comes out:rock: :rock: :rock:


But how about an American DD:hmm:

thasaint 04-27-08 08:23 PM

wow it's surface ship weekend!

spike12 04-27-08 09:06 PM

Yaaaaarrrrrr!:yep:

thasaint 04-27-08 09:43 PM

also awesome idea with the fake funnel

Will-Rommel 04-27-08 10:17 PM

Well done!

I wonder, is there any of these ships you created that get purple skin when hit by something? Any clue what may cause this issue to the Pocket BB of Xantrokoles?

u.Prestige 04-27-08 10:18 PM

It's amazing...
It's CRAZY...
Let's cheer:rotfl:

kiwi_2005 04-28-08 02:03 AM

Great work! Fantastic! Outstanding!!:up:

Now could you please make a US destroyer i wanna take on the Yamato :lol:

John W. Hamm 04-28-08 08:57 AM

Quote:

Originally Posted by Mikhayl
Hi Will, the purple damage sounds like a problem with material assignment or something like that. You can see John' screenshots in the Oiler thread, the ship is a wreck and still has the right textures :)

On John's request, a quick "walkthrough" :

-Make a copy of this ship and clone it.
-Rename the files as explained in my "newsub" tutorial to have a new unit
-Make a copy of the folder of the ship you wish to make playable and clone it.
-The .dsd, .val & .zon files can be taken as they are from the AI ship, just "reconnect" the IDs (use ctrl-f to check what is linked to what)
-delete your main 3D model chunk and import the one from the AI ship.
-In your .dat, delete the materials. In the AI dat, delete all but the materials, and import them in place of the former in your .dat (on top of the model node)
-click "undo" in the AI dat until the models node are back. Now delete all but the main node. Then delete the main model, label and node but not its children.
-remove the things you will replace in the playable dat (should be the 2 ...B and ...F nodes)
-don't remove the remnants of diveplanes and torpedo doors, the game will CTD
-Save and import the AI dat in your playable dat, set the good parent IDs and materials.

Check how this ship is done, there's no much file, check the texture lines in the roster file, upc file & dat file.

That's a quicky, there's a bit more than that, but it's still not that tough a modification, just do it slowly and try it in game often to isolate eventual CTD causes.


Thank you Sir !!!:up: Just one thing though were do I find this New Sub tutorial?


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