SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [WIP] Proof of Concept - GR2 Import (https://www.subsim.com/radioroom/showthread.php?t=177558)

Yosarian 11-30-10 08:45 AM

[WIP] Proof of Concept - GR2 Import
 
I modified an 3DSMax9 exporter which I developed for my employer some month ago and yes it works. Here I used a modern cargo ship, created in 3DSMax9, exported to GR2 and replaced the Fletcher class model with it.

http://s1.directupload.net/images/101130/nwrhxxqs.png
http://s13.directupload.net/images/101130/9cnkr8db.png
http://s10.directupload.net/images/101130/tm77ivef.png

Disadvantage:
It needs alot of more modifications and because of licensing regulations by RAD Game Tools, our exporters don't export GR2 animations.

TheDarkWraith 11-30-10 09:05 AM

are you going to share a link to this exporter?

marleymen 11-30-10 01:18 PM

Can I write it?

OMG :o Silent Ship Simulator :rotfl2:

Jimbuna 11-30-10 03:22 PM

Proof of concept indeed....and rather interesting to a few folk I should imagine.

BravoM5 11-30-10 04:22 PM

So how long until we get new subs?:DL And does this mean we can make some of the current ships like the Bismarck player controlled? :D

Yosarian 12-02-10 07:25 AM

Quote:

Originally Posted by BravoM5 (Post 1544399)
And does this mean we can make some of the current ships like the Bismarck player controlled? :D

It is merely an exporter for 3dsmax9 to export to GR2 format.
We use a specialized GR2 format for industrial simulation in the company I work for. I'm just a programmer not a 3D designer, what modders can do with the GR2 format, except creating new ingame models, I do not know.

Sepp von Ch. 12-02-10 07:35 AM

I do not need urgently a new submarine in SH5!

I need necessarily more different targets such as here:

http://www.subsim.com/radioroom/showthread.php?t=142285

I do not meet only Liberty cargo, Cimmaron class tanker and Hog Island...

PL_Andrev 12-02-10 12:55 PM

Quote:

Originally Posted by Yosarian (Post 1544083)
I modified an 3DSMax9 exporter which I developed for my employer some month ago and yes it works.

Could you give more informations about this 3DSMax9 exporter?
I'm sure that with this exporter we will have many types of new ships in our game and the ship filter at TDC will be more usefull.

Quote:

Originally Posted by Yosarian (Post 1544083)
Disadvantage:
It needs alot of more modifications and because of licensing regulations by RAD Game Tools, our exporters don't export GR2 animations.

Animations are last think which we need.

PL_Andrev 12-02-10 01:02 PM

Quote:

Originally Posted by BravoM5 (Post 1544399)
And does this mean we can make some of the current ships like the Bismarck player controlled? :D

Yes!
With GR2 format modders can do... everything, especially that they have experience with SH3 & SH4...
:yeah:

But wait a moment...
If AI sub is changed to AI destroyer its mean, that 'modyfied DD' will shot the torpedoes to subs and other units!
:woot:

popol0011 01-03-11 06:48 AM

bump

Sepp von Ch. 01-03-11 07:52 AM

Quote:

Originally Posted by Antar (Post 1545581)
With GR2 format modders can do... everything, especially that they have experience with SH3 & SH4...
:yeah:

This is my giant dream - MERCHANT FLEET MOD for SH5!:yep:

http://www.subsim.com/radioroom/show...170741&page=29

PL_Andrev 01-03-11 12:52 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1565556)
This is my giant dream - MERCHANT FLEET MOD for SH5!:yep:

http://www.subsim.com/radioroom/show...170741&page=29

I have a better idea - with GR2 magic the navy fleet may shoot torpedoes (by import SUB to DD format).

TheDarkWraith 01-03-11 12:55 PM

Quote:

Originally Posted by Antar (Post 1565745)
I have a better idea - with GR2 magic the navy fleet may shoot torpedoes (by import SUB to DD format).

trying to do that trick like was done in SH3/4 is going to be tricky if not very hard to do. Reason is if you make the DD into a sub (type is now sub and not ship) it's AI will change to sub AI. sub AI is nowhere near ship AI. So basically it will be a very dumb DD and probably won't be any fun (it will have all the problems the current sub AI does).

iambecomelife 01-03-11 01:43 PM

Quote:

Originally Posted by Josef von Posorschitz (Post 1565556)
This is my giant dream - MERCHANT FLEET MOD for SH5!:yep:

http://www.subsim.com/radioroom/show...170741&page=29

If a GR2 exporter is created then I will definitely modify the Merchant Fleet Mod ships for Silent Hunter 5. Then, once my World War I mod is well under way, I want to use the SH5 ships as the basis for more detailed freighters to replace the Merchant Fleet Mod - after several years, my ships are showing their age. :oops:

The modern cargo ship looks very nice. I agree that the lack of different merchant targets has been a serious problem for Silent Hunter 5 from the beginning. If SH5 is like SH4 then it can handle huge numbers of ships (unlike SH3, which begins to CTD once you have a roster of about 300 units). It's a shame that adding new ships has been so problematic for this game.

Sepp von Ch. 01-03-11 02:02 PM

:yeah:


All times are GMT -5. The time now is 06:53 AM.

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.