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-   -   [TEC] Playable Colorado class BB (https://www.subsim.com/radioroom/showthread.php?t=140464)

ivank 08-07-08 12:58 PM

[TEC] Playable Colorado class BB HELP!!!
 
as in my post im making a mod containing many playable ships. my working on the Colorado right now, when i go to the mission editor it shows up under US submarines but it wont let me select "Human Control" what do i do?

ivank 08-07-08 02:20 PM

now it says "unit class SSColorado from country American not found in the platforms library" what do i do?

peabody 08-07-08 04:27 PM

In response to your PM, after looking at your files. Your ship doesn't work because it is still a ship, it needs to be a sub.
First, find Mikhayls tutorial on "newsub" (if you haven't done it already) to make the ship stand alone, so it won't conflict with the AI Colorado.
Next, Xantro and Mikhayl both have posted info for making it a sub. I will list some stuff off the top of my head, don't know if I will get it all.

From a working sub:
1. .upc file If you use a separate tower you need that or need to add the compartments and info to your sub upc file.
2. subs cfg file
3. subs .cam file
4. In the ship .sim file change AiShip to Sub like it is in the sub file. Change the unit ship to unit sub from sub.sim Add wpn_SubTorpedoSys from sub.sim.
5. In ship dat file add subs front and rear dive planes, at least one torpedo tube with all anims and link tubes and dive planes to the .sim file (It will be listed where they go)

In the subs upc file set your playable guns in Deck guns and AA guns. If you decide to make a Turret playable as a deck gun you have to take it out of gunsradar.dat,sim etc. and make it 'stand alone' with new name and remap IDs. Then add to the UpgradePacks in UnitParts.upc or upcge depending if it's german or not. Then add to Weapons.upc and link to UpgradePacks and .upc Upgradepactslots.

I am sure I have probably miissed some stuff, but that will get you started in the right direction.

Peabody

ivank 08-07-08 04:29 PM

thank you

ivank 08-07-08 05:02 PM

Quote:

Originally Posted by peabody
5. In ship dat file add subs front and rear dive planes, at least one torpedo tube with all anims and link tubes and dive planes to the .sim file (It will be listed where they go)
Peabody

this is where you lost me, i dont know how too:88)

ivank 08-07-08 05:13 PM

peabody i got up to step five and got stuck, i uploaded the new file(below), if you dont mind could up do step 5 for me? ill add you in as a major contributor in the read-me. thank you.
http://files.filefront.com/USA+Coloradozip/;11403673;/fileinfo.html


ivank 08-07-08 05:38 PM

i just realized we are both from new york!:D cool.

peabody 08-07-08 09:01 PM

Step 5. is the one you must learn if you are going to mod ships, subs, guns or anything like that in the game.
It is the 'hard' part but not so bad once you learn how. Remember I am a beginner and the one that can't get his ship working in a career mode..:lol:;).

Copy a sub's dat file to a working location and copy your ships .dat to a working folder so you can practice without messing stuff up. Everyone makes mistakes.

Open Silent3ditor and open the sub's .dat file. find the front dive planes, and "export a chunk" with the node, give it a name so you know what it is. Save with the header, it will ask. Or you can number 'dive plane 1' diveplane2 etc. when you have all the parts of the dive plane exported. Open the ship's dat file and "Import chunk" for each one in the order you exported them.
Do the same for rear dive planes and torp tube doors. You need at least one torp tube.
When they are imported you will see a place for parent ID, put in the ID of the main ship node.

Then you do the same for the three items in the sim file but make sure you use a working sub. Don't use the ship or another working ship because they may have made changes to some stuff that won't apply to your ship and you will get messed up.

You really do need to learn this if you are going to do the 650 ships you listed. (Just picking on you). There is another way but it means importing the entire .dat file and then delete everything, or delete everything and then import what is left. But to learn I think you should do the export and import parts then you will have an idea how things go together with parent IDs and child nodes.

Just make sure you get each piece of the item by opening the 'tree' with the + sign at each item that is in the same node as what you are exporting. Then compare the sub with your ship when you get done each part. When everything is done and linked together properley then you can remap IDs. I don't remember if the import assigns a new ID or not, but if it is the same as the sub it can cause problems.

I will try to help when I can but I am right in the middle of something right now.

Peabody

ivank 08-07-08 09:33 PM

Quote:

Originally Posted by peabody
There is another way but it means importing the entire .dat file and then delete everything, or delete everything and then import what is left. But to learn I think you should do the export and import parts then you will have an idea how things go together with parent IDs and child nodes.


I will try to help when I can but I am right in the middle of something right now.

Peabody

thank you, i could not figure out how to import the raw chunk, so i did it the other way, i got the FWD and Rear planes and i think 1 tube, i already had the .sim done. but i cant figure out how to get the nodes i just imported it to the colorados node.

P.S. :rotfl:"650 ships!" i know its alot but its just a group of ships i know i really want and figured others might want too

ivank 08-07-08 09:34 PM

and how do i get a playable turret from gunsradar? and im still get "unit class SSColorado from country American not found in the platforms library" from the mission editor

peabody 08-07-08 09:40 PM

Quote:

Originally Posted by ivank
and how do i get a playable turret from gunsradar?

My suggestion would be to just get it playable first, too many things at once and if it CTDs you won't know why, even if you have a regular deck gun where the turret should go.

Edit: You say you did it "the other way". You mean import all and then delete? Then you just put the ship ID as Parent ID in each of the dive planes and tube and they will be ready there. then go to sim file and find out where they need to be added there. Either in sub or torpedo system.

Peabody

ivank 08-07-08 10:14 PM

i think its done can you just check?

http://hosted.filefront.com/ivankl/

peabody 08-07-08 10:54 PM

Quote:

Originally Posted by ivank
i think its done can you just check?

http://hosted.filefront.com/ivankl/

You know how you can tell it's not done....it doesn't work.;) It should show up in a single mission but it doesn't.
two things I noticed immediately, in the roster .cfg file you have Unittype=11. If you look at the other subs they are type 200. Change that, it has to be a sub.

In the sim file you have 10 torp tubes, in your .dat there is only one. And each tube has an inner door and an outer door (at least on the sub you used). You only have the outer door, if you are only going to use one (the cap on the tube itself) it must be the inner door. In this case door02. (some subs don't have outer doors) and that has to be the same in the upc too. Also I didn't check the storage, if it has storage in the sim it should be the same in the upc.

Try those changes, enable it and see if it shows up in a single mission as playable.

Peabody

ivank 08-07-08 11:12 PM

I have to say you have been very patiant with me and i must take you for that. im checking the ship now. ill upload it in 2 mins

ivank 08-07-08 11:17 PM

here it is, the mission editor still gives me that messege i noted above. i checked the .upc file and edited it. can you check it b/c i think thats where the problem is

http://hosted.filefront.com/ivankl/


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