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-   -   Shall we talk about file sizes in mods? (https://www.subsim.com/radioroom/showthread.php?t=239249)

Jeff-Groves 12-05-18 05:17 PM

So far it does not work in SH3 as it does in SH4 and SH5.

I know I had it working somehow in the past.
Trying to duplicate it now.

gap 12-05-18 06:06 PM

Quote:

Originally Posted by ArnoldR (Post 2580363)
@gap: thankx for the detailed explain!!

A question: do the proxy-cloned unit have a dat file?? If no, how can you call the new texture, you must have a different name, or not????????? :hmmm: :/\\!!

It doesn't. The dat file is the one of the parent unit. Provided that unit materials are set opportunely, textures can be assigned via roster cfg file.
Still taking SH5's Patroclus and Rawalpindi as an example, these are their entries in the British roster:

AMCPatroclus.cfg:

Code:

[UnitClass]
ClassName=AMCPatroclus
UnitType=13
AppearanceDate=19390912
DisappearanceDate=19411001
DisplayName=BR AMC Patroclus (proxy)

[Texture 1]
TextureName=
LightmapTextureName=data/Sea/NAMC_Penguin/Penguin_AO.tga
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1


[Unit 1]
Name=HMS Patroclus
DOC=19390912
DOD=19401104

[Unit 2]
Name=HMS Hector
DOC=19391220
DOD=19420405

[Unit 3]
Name=HMS Antenor
DOC=19400101
DOD=19411001

;************ The End ************

AMCRawalpindi.cfg:

Code:

[UnitClass]
ClassName=AMCRawalpindi
UnitType=13
AppearanceDate=19391001
DisappearanceDate=19430501
DisplayName=BR AMC Rawalpindi

[Texture 1]
TextureName=*mil.dds
LightmapTextureName=data\Sea\NAMC_Rawalpindi\NAMC_Rawalpindi_AO01.dds
NormalmapTextureName=
StartDate=19390101
EndDate=19461231
Frequency=1


[Unit 1]
Name=HMS Rawalpindi
DOC=19391001
DOD=19391123

[Unit 2]
Name=HMS Ranchi
DOC=19391023
DOD=19430316

[Unit 3]
Name=HMS Ranpura
DOC=19391130
DOD=19430501

[Unit 4]
Name=HMS Rajputana
DOC=19391201
DOD=19410413

;************ The End ************


That means that each proxy-copy can have its own texture different from the one used on its parent unit, even if both ship classes are in the roster of the same nation. Also note that, unlike the example above, proxy-cloned units can have a different unit type than their parents; this is another level of customization that I forgot mentioning in my previous post.

All of the above applies to SHIV and SH5. In SHIII though, things might bit more complicated than that... read Jeff's post below:

Quote:

Originally Posted by Jeff-Groves (Post 2580366)
So far it does not work in SH3 as it does in SH4 and SH5.

I know I had it working somehow in the past.
Trying to duplicate it now.

Fingers crossed and let us know if you remember how it works...

gap 12-07-18 07:33 AM

Quote:

Originally Posted by Jeff-Groves (Post 2580366)
So far it does not work in SH3 as it does in SH4 and SH5.

I know I had it working somehow in the past.
Trying to duplicate it now.

Any news? :hmm2:

areo16 12-24-18 10:57 PM

Quote:

Originally Posted by Jeff-Groves (Post 2578859)
How to duplicate Units in SH3 the SH4 way:

Look at the BBNevada in SH4
ClassName=BBNevada
3DModelFileName=data/Sea/NBB_Colorado/NBB_Colorado

This type setting works in SH3 also!
Follow the files.


Hi All,


I have tried this over the last few days in many different flavors and I was unable to get this to work in SH3.



Has anyone had any success with this? This would be a breakthrough.


I've tried setting the model of a unit I know has the same model, then removing the original .dat file so I know its not using it. I just can't get the ship to show up.


Perhaps only implemented in SH4 and SH5? I do see the 3DModelFileName entry in many cfg files in SH3, but they only reference their own model.



Thanks.

HanSolo78 01-13-19 04:43 PM

@Jeff

Any further ideas or programmes that could help optimize Sh3 and reduce memory usage?

gap 01-13-19 08:27 PM

Quote:

Originally Posted by areo16 (Post 2583056)
Hi All,


I have tried this over the last few days in many different flavors and I was unable to get this to work in SH3.



Has anyone had any success with this? This would be a breakthrough.


I've tried setting the model of a unit I know has the same model, then removing the original .dat file so I know its not using it. I just can't get the ship to show up.


Perhaps only implemented in SH4 and SH5? I do see the 3DModelFileName entry in many cfg files in SH3, but they only reference their own model.



Thanks.

Quote:

Originally Posted by HanSolo78 (Post 2586461)
@Jeff

Any further ideas or programmes that could help optimize Sh3 and reduce memory usage?

Yep, I am curious too :yep:

ArnoldR 01-15-19 01:38 PM

Quote:

Originally Posted by ArnoldR (Post 2579888)
So, we still don't know if this is working for SH3...???? :doh:

Bump*:/\\!!

areo16 01-15-19 02:37 PM

Quote:

Originally Posted by ArnoldR (Post 2586737)
Bump*:/\\!!


I'm quite confident it doesn't work for SH3. The other approach we can use was suggested by Richard, it was to find similar 3d models in the dat files by looking at the hex and then reference just one of them (reference 1 id) instead of rendering the same model over and over again.

Jeff-Groves 01-23-19 11:51 AM

I'll admit I don't recall how I had something like that working at one time.
I haven't been messing with it for awhile now also.

But here's a thought I had while working on something else.
Since SH3 Commander can move files and such around by dates?
Why not remove Units that are not in Game at the start of the War and have Commander install them at the proper time?
Also remove Units when needed?

Anvar1061 01-23-19 12:46 PM

Quote:

Originally Posted by Jeff-Groves (Post 2588079)
Since SH3 Commander can move files and such around by dates?
Why not remove Units that are not in Game at the start of the War and have Commander install them at the proper time?
Also remove Units when needed?

this is subject to mandatory use of SH3Commander

Jeff-Groves 01-23-19 01:30 PM

Quote:

Originally Posted by Anvar1061 (Post 2588088)
this is subject to mandatory use of SH3Commander

Yes. But as the load time and system demands would be reduced?
It would be worth it for some. Maybe many.

Right now I'm looking at doing something like Commander for SH5 and maybe allow it to work with SH4.

Fifi 01-23-19 01:43 PM

Quote:

Originally Posted by Jeff-Groves (Post 2588090)
Right now I'm looking at doing something like Commander for SH5 and maybe allow it to work with SH4.

THAT would be awesome !! :Kaleun_Applaud:

Jeff-Groves 01-23-19 01:56 PM

It would not be as full of things like SH3 Commander but IF, (And that's a big IF!) I may make it so one could write plugins to expand it.
It's just a concept at the moment. Not even WIP

Anvar1061 01-23-19 02:29 PM

Quote:

Originally Posted by Jeff-Groves (Post 2588079)
Right now I'm looking at doing something like Commander for SH5 and maybe allow it to work with SH4.

http://www.subsim.com/radioroom/imag...aleun_Wink.gif
http://www.subsim.com/radioroom/showthread.php?t=224584
http://www.subsim.com/radioroom/imag...aleun_Wink.gif
http://brat01.mybb.by/viewtopic.php?id=178&p=4#p91293
"Hello comrades! I apologize for being lost. I have no free time at all. And there are no prerequisites for it to appear, rather the opposite. KSD Commander I can not support anymore. In principle, he would have worked independently. But the developers of IL2 BZS chopped off access to their server, which they once provided. I do not know what the reason is, to understand, to correspond with them is again a lot of time and not the fact that they will go to the meeting. I leave the link to the source code KSDCommander.https://yadi.sk/d/5vNE_vkt3UQu6p If there is someone who wants and can find and deploy a server, then everything will work again. Having source codes and desire it is possible and to develop the project. Everything is written in C # and the server part of the program requires a Windows server."

Jeff-Groves 01-23-19 02:37 PM

I would NEVER do anything that required a server or logging in.
That may be needed for that program but I will not be going that way as I would not be working with those files.
I don't program in C# but I will look at the source code.
Thanks!


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