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#1 |
Silent Hunter
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While looking at the posts on the excellent playable Japanese campaign I couldn't help but notice a shot of an American battleship attacking some Japanese tanks onshore. For an upcoming mod I would like to add miscellaneous destructible shore targets - including buildings and vehicles - off the coasts of Europe. I already have some of the models ready but I am not sure of the creation process, so could somebody please post a tutorial, etc explaining how to make them? Thanks in advance - I would be very grateful!
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#2 |
Stowaway
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Possible to destroy them annoying coastal bunkers? That one Chinese modder made coastal bunkers destroyable in SH3...
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#3 |
Rear Admiral
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Be nice to take bunkers, ect. out. Why watching the US planes attack Rabaul, the planes attacked and bombed the shore guns over and over, no damage of course. Almost like they planned to add this and it never made it since the planes attack them.
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#4 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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While testing I found that the ships will shoot at Coastal Search Lights (but only during the day, not at night ????) so I cloned the Coastal Search Light and gave it a clever name, Coastal Search Light 2, changed the 3D model to the tank and placed it in different locations on the Island. I think I am going to either make some from trucks or change the tank to a truck, since there would be locations they did not have tanks. Now the ships had something to shoot at, but it was kind of boring looking. So with some help from Nisgeis who explained the Particles.dat and how to get the effect I wanted, I simply added an entry for the oil smoke and linked it to the tank. So actually the tanks smoke all the time, not just when they are hit. But since you are in a sub and not sitting there watching the beaches, you don't notice that. As you attack the ships, you can see from your scope they are shelling the beach and things on the beach are smoking. So it gives a bit of "immersion factor" but is very easy to impliment. And this simple method gave me the effect I wanted without having to put hundreds of targets on the beach because they got destroyed as they were hit. As for the comments on the bunkers, I do not know a lot about the damage zones. But according to Observer (not an exact quote) you need a collision sphere for the object to take damage. The sphere transfers the info to the damage boxes. If you look at the bunkers you will see they only have a box. The box is "inside" the bunker and linked to a gun definition in the zones.cfg file. So it looks like they are only meant to damage the guns that are inside the bunker not the bunker itself. According to what Observer said they should not take any damage without the sphere. Maybe that was on purpose since the game probably can't replace or fix the guns once you destroy them. And I think in real life if you destroyed the guns guarding Tokyo bay, they would bring in some kind of artillary to replace it, even if it couldn't be put into the bunker due to it being damaged or destroyed. So I think you can actually make the bunkers and/or the guns destructible, but there would not be any "damaged 3D model" so they would not show the damage. When I first started modding I made a Sen Toku playable and left the stock guns on the boat and when I got DCed and later surfaced the flakguns had simply disappeared, and in the zones.cfg the flakguns were listed as "distructible=yes" so maybe that would happen if you made the bunkers 'destructible'. Peabody
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#5 |
Weps
![]() Join Date: Sep 2005
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We have established a method to make coastal defences destructable via the damage model for the TSWSM. We're going to create a very small invisible ship model and mount a single gun on it. This will work for coastal guns. Not sure it would be practicle for tanks though.
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#6 | |
Silent Hunter
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Thanks for the responses. How do you keep the ship from incurring damage while it's on land? If I'm not mistaken all grounded ships accumulate damage & eventually explode. |
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#7 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
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hitpoints, lots of hitpoints
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#8 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
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![]() then you could place tanks anywhere, and they'd shoot at you, but they only had small guns if my memory serves me well, and weren't too well armored either.. keltos |
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#9 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
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Peabody
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#10 | |
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
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![]() Quote:
![]() However we of TSWSM need destructible land targets as we want to add shelling missions for the playable ships. How polyfiller exactly wants to prevent the grounded 'ship' from taking damage - I don't know, but I'm confident he'll come up with some way.
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#11 |
Weps
![]() Join Date: Sep 2005
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Well actually the test I ran with an IJN crusier planted firmly on a nice peice of lawn in the solomns somewhere ...... the cruiser did not pick up any damage (could not here anyc reaking or colision noises). I'm not sure yet why .... I hate not knowing why something is / is not working.... may be something to do with the amount of butchering I've been doing in zones.cfg recently (trying to stop ships from dying before they sink ...which by the way is still driving me absolutely nuts !).
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