SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-24-16, 11:37 AM   #1
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default Env Units GR2 Format Conversion

Can anyone give few advices how can I quickly convert few simple environmental dat objects into SH5's gr2 format, like mines and buoys ?

I need something like quick tutorial of some sort...
vdr1981 is offline   Reply With Quote
Old 09-24-16, 08:48 PM   #2
kevinsue
Der Einzelgänger
 
kevinsue's Avatar
 
Join Date: Apr 2013
Location: Cairns, Australia
Posts: 583
Downloads: 363
Uploads: 3
Support

There are online converters for .dat files but none seem to convert to gr2 format. This is maybe where we need the RAD Game Tools that Jeff-Groves is trying so hard to deliver to the community.
__________________
Best Regards....Kev*

"The finest Captain I ever crossed swords and set sail with"
kevinsue is offline   Reply With Quote
Old 09-25-16, 07:02 AM   #3
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by kevinsue View Post
There are online converters for .dat files but none seem to convert to gr2 format. This is maybe where we need the RAD Game Tools that Jeff-Groves is trying so hard to deliver to the community.
I guess that, for example, one dat mine conversion shouldn't be so hard to do but unfortunately right now only Gap knows how it can be done. If he decide not to reply, the thread will be useless.

It was suspected for a really long time that mines and light buoys are involved in game instabilities when nearing home port or enemy coastal waters if game is not restarted previously. I can confirm this now 100%.

More waiting is not an option for me ...
vdr1981 is offline   Reply With Quote
Old 09-25-16, 08:04 AM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Hi Vecko,

You are making a good point about the need to convert as much as possible of the dat units imported so far in game to the GR2 format.

While I am still hoping as much as Kevin that Jeff will succeed with his call for funding, I agree with you that converting the most simple units using GR2 Editor shouldnt be too complicated. Just time consuming.

Unfortunately, creating a tutorial for beginners on how to use GR2 Editor is gonna take time either. I am about to quit my current job so hopefully in a few days I will at last have some spare hours per day (which I didnt during the last seven months).

Be sure that you wil hear from me when I am ready
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 09-25-16, 02:46 PM   #5
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

I'm really looking forward to it gap...I'm pretty much sure now that with couple of mines and boyos converted I could create almost 100% stable yet heavily modded sh5...

I think I'm very close and with recent units revision my museum is CTD free no mater what I do. Rendering single mine or buoys after that will instantly crash the game. If those objects were in gr2 format no CTD would ever occur...
vdr1981 is offline   Reply With Quote
Old 09-25-16, 02:55 PM   #6
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,649
Downloads: 137
Uploads: 0


Default

You could try reading gap's thread when he created the barrage balloon.
I seem to recall only a certain version of TDW's tool could do the work.
If we get the RAD Games Tools?
It will be a quick job.
Jeff-Groves is offline   Reply With Quote
Old 09-25-16, 04:11 PM   #7
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by vdr1981 View Post
I'm really looking forward to it gap...I'm pretty much sure now that with couple of mines and boyos converted I could create almost 100% stable yet heavily modded sh5...

I think I'm very close and with recent units revision my museum is CTD free no mater what I do. Rendering single mine or buoys after that will instantly crash the game. If those objects were in gr2 format no CTD would ever occur...
Mines and buoys are loaded in the museum?

If they were correctly set as "environmental" type units they shouldn't, but this little mistake is actually of great value to us, because it is providing us with yet another evidcence that at least some dat units are directly related with ctd's in game.

Anyway, as I was telling you before, the conversion of the buoys to the granny format using GR2 Editor should be a no brainer. I use the conditional because you never know how, even the easiest task, can become complicated when dealing with GR2 files. An example? TargorAvelany created and imported in game as a GR2 object, an amazing model of a real British mine. Everything seemed to work fine until he tried to detonate the little bastard, but there was no way to make it to detect collision...
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 09-25-16, 04:32 PM   #8
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by gap View Post
Mines and buoys are loaded in the museum?
No mate, of course they aren't shown in the museum...

I only use museum for quick units rendering . As far as the game engine is considered, it completely the same is it unit/object rendered in the museum or encountered during patrol in single playing session. Stable museum-stable game, simple as that...
vdr1981 is offline   Reply With Quote
Old 09-25-16, 04:35 PM   #9
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by vdr1981 View Post
No mate, of course they aren't shown in the museum...

I only use museum for quick units rendering . As far as the game engine is considered, it completely the same is it unit/object rendered in the museum or encountered during patrol in single playing session. Stable museum-stable game, simple as that...
Hahah, so you changed unit-type and roster assignation for testing purposes, don't you? That was clever by you...
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 09-25-16, 04:40 PM   #10
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,649
Downloads: 137
Uploads: 0


Default

I do that all the time.


Working on a project for an SH4 mod I have an environmental classed differently so I can check it in the museum.
Jeff-Groves is offline   Reply With Quote
Old 09-26-16, 02:21 PM   #11
SkyBaron
Lieutenant
 
Join Date: Mar 2010
Location: South Atlantic
Posts: 262
Downloads: 673
Uploads: 2
Default

Quote:
Originally Posted by gap View Post
I am about to quit my current job so hopefully in a few days I will at last have some spare hours per day
So you're quitting your job to have more time to mod SH5? just kidding!
__________________


SkyBaron is offline   Reply With Quote
Old 09-27-16, 03:39 AM   #12
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by SkyBaron View Post
So you're quitting your job to have more time to mod SH5? just kidding!
More or less...
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 10-05-16, 04:49 AM   #13
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Exclamation

Rosomaha's S3D configurator gave me the idea of checking the controllers of some of the "problematic" units, and I discovered that they feature a number of old SHIII controllers which have been updated in SH5. I wonder why no one, including me, thought about it before

Controllers which have been updated in SH5 generally share the same structure than their SHIII-IV counterparts, but they add a few customizable properties to the latter. While still working in SH5, at least partially, out-of-date controllers are a potential cause of fatal errors, because the game might try reading vital information which is missing, or located at the wrong address, within the binary file(s) containing those old controllers.

There are still excellent reasons for processing all the dat units added to the game so far so that they become granny objects, but before we embark in the conversion work we should at least track down all the "bad format" controllers contained in their binary files, and replace them with updated controllers.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 10-15-16, 04:12 PM   #14
vdr1981
Navy Seal
 
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13


Default

Quote:
Originally Posted by gap View Post
Rosomaha's S3D configurator gave me the idea of checking the controllers of some of the "problematic" units, and I discovered that they feature a number of old SHIII controllers which have been updated in SH5. I wonder why no one, including me, thought about it before

Controllers which have been updated in SH5 generally share the same structure than their SHIII-IV counterparts, but they add a few customizable properties to the latter. While still working in SH5, at least partially, out-of-date controllers are a potential cause of fatal errors, because the game might try reading vital information which is missing, or located at the wrong address, within the binary file(s) containing those old controllers.

There are still excellent reasons for processing all the dat units added to the game so far so that they become granny objects, but before we embark in the conversion work we should at least track down all the "bad format" controllers contained in their binary files, and replace them with updated controllers.

So far I have learned that CTDs involved around problematic DAT units are not related to duplicate IDs , weak hardware or memory issue.

Recently I have imported several more units from SH4 and noticed something really strange.

Editing sim,val,dsd and zon files with Goblin would always give me CTD in one of mine rigorous tests which is loading single mission with one playable sub and then quick jump to museum to render as much units as possible until game CTDs, simulating long campaign patrol with lot of unit types encountered (effect is the same). New units worked just fine with stock SH4 files.

Then I used new S3D with SH5 configuration to edit controler files (except zon files, still don't know how to do it with S3D) and new units passed all the tests.

This was only noticeable with some units while some had no problems with files edited with goblin editor.

In short, I managed to isolate several units which will always result in CTD in previously mentioned test no mater which editor, files or controllers are used:

VIIA/B: Tug boat, Akita

VIIC: Tug Boat, Akita, War Melody, Express, SV fishing boat, Hog Island(SH4), Taihosan, Paula, Zinbu.

U-Flak, VIIC41: same units like VIIC but without Akita
vdr1981 is offline   Reply With Quote
Old 11-06-16, 06:14 PM   #15
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

the trick is, unfrotunately, is that not all of us know the files very well. I have high respect for people who do, but i, myself, can't do it the way of just opening the files, like Steve or TDW. That is why I used to do this all with help of TDW's GR2 editor. Problem with it - it is not complete and still has lots to be figured out. My mines project, for exmample, still have major issues of lacking damage model. The amount of time I have spent on it.... ooooo.... LOL

Obviously i've been away and some things might have changed. Once I get my main computer out of storage (probably still few month), i'll start lokking into this a bit again.
Targor Avelany is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:34 PM.


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.