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-   -   Visual damage (https://www.subsim.com/radioroom/showthread.php?t=170225)

McHibbins 05-27-10 04:07 AM

Visual damage
 
Is it possible somehow to add visual damage to Iambecomelifes ships coming with OMEGU ?
Which files are responsible for that ?:hmmm:

lurker_hlb3 05-27-10 06:58 AM

Quote:

Originally Posted by McHibbins (Post 1404421)
Is it possible somehow to add visual damage to Iambecomelifes ships coming with OMEGU ?
Which files are responsible for that ?:hmmm:

It is not possible

McHibbins 05-27-10 09:58 AM

Hm......

ivank 05-27-10 01:13 PM

why..

iambecomelife 06-03-10 06:28 PM

They are SH3 conversions that do not have the "damaged ship" interior textures that were first introduced in SH4.

Technically it is possible, but I honestly could never do conversions for all 45-50 of my current models in a reasonable timeframe.

Madox58 06-03-10 06:51 PM

One of the Tools I'm working on will allow you to select a damage model
from a generic list and place it in a converted dat.

So say you build an internal damage model for one ship.
Several ships could use this model right?
(they don't need to fit perfectly)
On conversion, you select the Damage model you want and it's planted
automagically.

iambecomelife 06-03-10 08:20 PM

Quote:

Originally Posted by privateer (Post 1410894)
One of the Tools I'm working on will allow you to select a damage model
from a generic list and place it in a converted dat.

So say you build an internal damage model for one ship.
Several ships could use this model right?
(they don't need to fit perfectly)
On conversion, you select the Damage model you want and it's planted
automagically.

Very interesting - let me know when it's done!

G7eT2 06-27-10 10:57 PM

Hello

First a MASSIVE thank you to all the modders who make these games so addictive. :salute:

If implementing SH4 style internal damage visuals is too big a job would it be possible to use something like the 'Torpedo damage final version 2.0' mod for SH3 by Ocean Blue ?
Would it be possible to make the mod apply to the new ships and ignore the stock ships ?

It would not be as pretty as full 3D style damage but better than nothing. It is good to be able to see where your torpedoes have hit.

McHibbins 06-28-10 04:43 AM

Quote:

Originally Posted by G7eT2 (Post 1429649)
Hello

First a MASSIVE thank you to all the modders who make these games so addictive. :salute:

If implementing SH4 style internal damage visuals is too big a job would it be possible to use something like the 'Torpedo damage final version 2.0' mod for SH3 by Ocean Blue ?
Would it be possible to make the mod apply to the new ships and ignore the stock ships ?

It would not be as pretty as full 3D style damage but better than nothing. It is good to be able to see where your torpedoes have hit.

Good idea but tons of work. Privateer is on it I think

onelifecrisis 06-28-10 05:20 AM

I have questions!

I gather OMEGU adds new ships without visual damage modeling...

Does OM (without OMEGU) add new ships?

If so, do they have correct damage modeling?

Also, privateer, don't take this wrong mate but are you being helpful or taunting an old rival? I'm unfamiliar with the history of SH4 modder wars, sorry, but is there any chance you might share this tool of yours with lurker? Assuming he's interested...

sergei 06-28-10 05:58 AM

OM adds loads of new ships, most of them conversions of IABL's Merchant Fleet Mod. They look real pretty. :)

They have correct damage modeling, in that they take damage and sink correctly (using OM's slower sinking model).
But visually no. Hit it with a torpedo and you won't see a hole in it. The damage is there, but you won't see any visual confirmation of it.

onelifecrisis 06-28-10 06:08 AM

Quote:

Originally Posted by sergei (Post 1429799)
OM adds loads of new ships, most of them conversions of IABL's Merchant Fleet Mod. They look real pretty. :)

They have correct damage modeling, in that they take damage and sink correctly (using OM's slower sinking model).
But visually no. Hit it with a torpedo and you won't see a hole in it. The damage is there, but you won't see any visual confirmation of it.

Thanks sergei. WRT the visuals...
Aside from the hole (which I likely wouldn't see anyway, as I don't use external camera) does everything else still work (explosions, ships breaking apart, debris)?

McHibbins 06-28-10 06:28 AM

It does, mostly perfect:up:

Madox58 06-28-10 06:47 AM

Quote:

Originally Posted by onelifecrisis (Post 1429774)
I have questions!

Also, privateer, don't take this wrong mate but are you being helpful or taunting an old rival? I'm unfamiliar with the history of SH4 modder wars, sorry, but is there any chance you might share this tool of yours with lurker? Assuming he's interested...


Not taunting mate.
As soon as the tool is completed it will be available for everyone.
It will only plant the 3D damage models in the dats.
All the uv mapping and such will still need to be done as normal.

onelifecrisis 06-28-10 06:51 AM

Great stuff! :rock:

Madox58 06-28-10 07:12 PM

Quote:

Originally Posted by G7eT2 (Post 1429649)
Hello

if implementing SH4 style internal damage visuals is too big a job would it be possible to use something like the 'Torpedo damage final version 2.0' mod for SH3 by Ocean Blue ?
Would it be possible to make the mod apply to the new ships and ignore the stock ships ?

It would not be as pretty as full 3D style damage but better than nothing. It is good to be able to see where your torpedoes have hit.

Visual damages don't work the same in SH4 as they did in SH3.
So 'No' that won't work.
I've seen 'twinkles' but no damage effect whatsoever unless a proper conversion is done.

What is a proper conversion?
Any Unit needs the AO stuff Baked and imported.
It also needs the 3D damage model inside the Hull.
I'm working on a program to make planting the Damage 3D model easy.
But AO bakeing and importing still would need done.

G7eT2 06-28-10 10:10 PM

OK

Thank you for the reply.

McHibbins 06-29-10 04:48 PM

Ok maybe itīs the wrong thread but since there are enough modders in here right now and I didnīt get any response in another thread....

Which files are responsible for the catastrophic explosion ? Seems so they were deactivated in RFB and even for some ships in OM too.

And which files are controling the sinking mechanics ?

Thx in advance

Madox58 06-29-10 05:43 PM

Quote:

Originally Posted by McHibbins (Post 1431062)
Ok maybe itīs the wrong thread but since there are enough modders in here right now and I didnīt get any response in another thread....

Which files are responsible for the catastrophic explosion ? Seems so they were deactivated in RFB and even for some ships in OM too.

And which files are controling the sinking mechanics ?

Thx in advance


The .zon file for each Unit has boxes which are controlled by the zone.cfg file.

Open any ship in S3D, then open the .zon for that ship.
Select the Button to Toggle zone editing in the Model Viewer of the open dat file.
You'll see the boxes and spheres then.
Each box is assigned a zone type.
Say it's Type 71

Look in the zones.cfg with notepad.

71=AmmoBunker

Scroll down to:

[AmmoBunker]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=50
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo

here's some info to help explain what this all means.
http://www.mediafire.com/?mngjwmymjy1

McHibbins 06-30-10 03:56 AM

Thanks privateer, that helps a lot :yeah:

But I canīt find a solution bringing back the catastrophic explosions (the big fireballs) to RFB. They must be also hidden somewhere in the unit.zone files.

If Iīm using stock unit.zones, theyīre there, but then without the sinking mechanics of course :hmmm: So I have to find out which files need to be tweaked in the .zone for each unit or/and zone.cfg to get that visual effect back.


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