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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Apr 2007
Posts: 7
Downloads: 5
Uploads: 0
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Done a little digging in how to get a Uboat across its basic so far but working on it more as time allows
![]() BTW For each sub change as needed... A> Copy required Directory of sub from SH3\data\Submarine to SH4\data\Submarine i.e. SH3\data\Submarine\NSS_Uboat2A (For the Type IIA) B> Copy required Directory of sub interior from SH3\data\Interior to SH4\data\Interior i.e. SH3\data\Interior\NSS_Uboat2 (For the Type IIA) C> Copy required objects for sub SH3\data\Objects to SH4\data\Objects i.e. SH3\data\Objects\Turm2A_1_hd.dat (For the Type IIA) SH3\data\Objects\Turm2A_1_hd.cam (For the Type IIA) SH3\data\Objects\Turm2A_1_hd.sim (For the Type IIA) SH3\data\Objects\Turm2A_1_hd.val (For the Type IIA) SH3\data\Objects\Turm2A_1_hd.zon (For the Type IIA) D> copy required roster files from SH3\data\Roster\German\Submarine to SH3\data\Roster\German\Submarine i.e. SH3\data\Roster\German\Submarine\SSTypeIIA.cfg (For the Type IIA) E> make a copy of the file in SH4\Data\UPCData\UPCUnitsData\unitparts1gato.upc SH4\Data\UPCData\UPCUnitsData\unitparts8Uclass.upc Then edit the lines for [UnitPart 1] ID= UClassConning1 Type= UConningTower NameDisplayable= U Class Conning Tower ExternalLinkName3D= data/objects/Turm2A_1_hd and others Also ; comma out the both Periscope equipments (Seems to cause the mast to appear high out of water - need to look into) F> Edit SH4\Data\Roster\Names.cfg with find the heading [Submarine] then add the sub i.e. SSTypeIIA=Type IIA Submarine G> Make a Copy of say the SH4\Data\Submarine\NSS_s18\NSS_S18.UPC and to the SH4\\Data\Submarine\NSS_Uboat2A\NSS_UBoat2A.upc and edit the lines. [UserPlayerUnit 1] ID=U2A NameDisplayable=Type IIA UnitName= Type IIA Type=UClass ExternalClassName=SSTypeIIA Nationality=German ;TextureName=data/Submarine/NSS_s18/NSS_S18_Body_T01.tga ;LightmapTextureName=data/Submarine/NSS_s18/NSS_S18_Body_O01.tga [UserPlayerUnit 1.UnitPartSlot 1] ID=U2AConningSlot NameDisplayable=Conning Tower Mount Type=NULL AcceptedTypes=UConningTower IDLinkUnitPartIntervalDefault1= NULL, NULL, UClassConning1 Under Each Compartment 4.WeaponSlot ............ you also need to change the anim. ExternalObjectName3D= NSS_Uboat2A_EDoor_anim0X where X is 1 for torpedo 1 etc. Remove unneeded Torp tubes and Aft Torp Room etc and change the capacity to 3. Problems are the same as others appear to have , 3D Crew missing, See through Conntower when viewing above water, mad wakes etc.. *You can also edit Crew layout and such but that can be done later (Seems to be controlled via a few files) *Also for the Torps you will need to adjust per sub still too work where restrictions come from?. *3D crew appear to be in the DAT file in the Interior directory hmmmm.. Anybody have any other bit of info please post... ![]() ![]() ![]() ![]() To test use the Borneo Convoy Quick Mission or museum |
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#2 |
Gunner
![]() Join Date: Dec 2006
Location: Vigo, Spain
Posts: 100
Downloads: 10
Uploads: 0
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WOW WOW WOW I have to try this right now
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#3 |
Sea Lord
![]() Join Date: Mar 2005
Location: Grid CH 26, Spain ,Barcelona
Posts: 1,857
Downloads: 204
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Great !!!
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But this ship can't sink!... She is made of iron, sir. I assure you, she can. and she will. It is a mathematical certainty. Strength and honor |
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#4 |
Stowaway
Posts: n/a
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Are you moving to create a U-Boat mod for SH4?
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#5 |
Swabbie
![]() Join Date: Apr 2007
Posts: 7
Downloads: 5
Uploads: 0
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Nah just wanted to see how it was done so played around a little, still needs alot fixed, but it may give others some clues I'm also no good with 3D Models and only ok at Textures..
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#6 |
Seaman
![]() Join Date: Jun 2006
Posts: 33
Downloads: 18
Uploads: 0
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For the working crewmanagement and guns/flaks:
Merge the unitparts[sub].upc with [sub].upc: - You need the compartments [UnitPart 1.Compartment X], the crew [UnitPart 1.Compartment X.CrewMemberSlot X], and the systems [UnitPart 1.Compartment X.EquipmentSlot X] / [UnitPart 1.Compartment X.WeaponSlot X] You need all systems/weapons etc., but only of one conning, no duble-entrys. Don't copy the conning-entrys! Edit the new entrys: - disable the [UserPlayerUnit 1.UnitPartSlot 1] - change [unitpart 1.compartment X] to [userplayerunit 1.compartment X] and so on, same with the other entrys - disable all the "ExternalNodeName3D" of the new entrys and of the deck guns Kick the unitparts[sub].upc For the working guns/flaks: - edit the entrys in [sub].upc like this: [UserPlayerUnit 1.Compartment 9.WeaponSlot 1] ID= CTBackAA NameDisplayable= Flak Mount 1 Type=NULL AcceptedTypes= NULL UserCustomizable=No IDLinkBunker= GunsAmmoBunker IDLinkWeaponIntervalDefault1= 1938-01-01, 1942-12-31, 20mmSingle_UFlak_High, NULL IDLinkWeaponIntervalDefault2= 1943-01-01, 1945-12-31, 20mmTwin_UFlak_High, NULL ;ExternalNodeName3D= A01 ExternalObjectName3D= NULL ExternalDamageZoneTypeID3D= -1 Edit the weapons.upc: - copy a us aagun to the end of the file - edit the new entry like this: [Weapon 15] ID= 20mmShield_Single_UFlak_High NameDisplayable= 20mm Shield Single Flak FunctionalType= WpFlak WeaponInterval= 1941-01-01, 1942-12-31 WeaponSlotType= NULL AmmoTypesAccepted= 20mmAPUS AmmoTypeLoaded= NULL AmmoMagazineRemaining= 0 AmmoMagazineSize= 40 LeadersSlots=0 WeaponCrewMembersSlots= 1 ;ExternalLinkName3D= 20mmShield_Single_UFlak_High Hitpoints= 100 DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2 DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun Use the guns from [sub].eqp and use their dates. Now, the sub will use the connings/guns/flaks defined in the [sub].eqp with their dates. They will work, but show no crew. The crewmanagement will work correct with deckwatch, aa-crew and gun-crew. I got the upgrades implemented, but the guns on the sub are still the same... Search for my Typ 7C... Is the rr working in your sub? Matze Last edited by matzeesn; 04-19-07 at 09:41 AM. |
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#7 |
Watch
![]() Join Date: Apr 2007
Posts: 17
Downloads: 14
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Does it have a working clickable interior? If so, then that must mean it would be possible to get all the interior of the other subs working as well.
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#8 |
Born to Run Silent
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Impressive! Keep it up
![]() Neal
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#9 |
Seaman
![]() Join Date: Jun 2006
Posts: 33
Downloads: 18
Uploads: 0
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The interrior works, but the rr is left. Even with the open hatch mod.
You can reach the tower via mouse, manipulate the torp-settings in the tower... Clicking on the maps works fine, too. Here the link to my first post of the Typ 7C. If you follow Urfischs link to the atlanic sharks page (page 4/5), you will see the state of progress. Matze |
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