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Old 07-29-10, 12:16 AM   #1
tater
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Default [TEC] external cargo

Most SH4 ships lack K nodes, but that is easy enough to fix.

The question I have is where are the cargoes in cargos.dat pointed to from?

Lazi03, for example. A crate. The external cargoes are mentioned in zones.cfg, but it doesn't point to the name. It would make sense if it was like the EQP file, and the 3d object was as named in the dat, but it ain't. Where is it, or are they hard-coded?
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Old 07-29-10, 12:57 AM   #2
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Quote:
Originally Posted by tater View Post
Most SH4 ships lack K nodes, but that is easy enough to fix.

The question I have is where are the cargoes in cargos.dat pointed to from?

Lazi03, for example. A crate. The external cargoes are mentioned in zones.cfg, but it doesn't point to the name. It would make sense if it was like the EQP file, and the 3d object was as named in the dat, but it ain't. Where is it, or are they hard-coded?
look at the node's id

then look for it in other files using s3d

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Old 07-29-10, 04:43 AM   #3
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Quote:
Originally Posted by tater View Post
Most SH4 ships lack K nodes, but that is easy enough to fix.

The question I have is where are the cargoes in cargos.dat pointed to from?

Lazi03, for example. A crate. The external cargoes are mentioned in zones.cfg, but it doesn't point to the name. It would make sense if it was like the EQP file, and the 3d object was as named in the dat, but it ain't. Where is it, or are they hard-coded?
In the Sea folder is a file "CargoDef.cfg" which creates a dropdown list in the mission editor. (I think)

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Old 07-29-10, 08:17 AM   #4
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cargodef.

OK, I looked in there a few times and didn't see it. I knew there had to be a cfg file, I was looking in Roster for it.

Thanks so much, I must have looked in that same folder a few times already, I just wasn't paying attention.

My goal will be to try and make deck cargo actually show up properly, even if it means more small sized cargos instead of larger blobs that only fit on a few ship types.

The benefit of large is that they confuse the silhouette a little, but then again, only about 2 ships can use them. My chief limitation might be a personal requirement that it not mess up the way ships look in RSRDC (I switch between RFB and TMO, but never even think about playing without RSRDC ).
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Old 07-29-10, 01:26 PM   #5
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Quote:
Originally Posted by tater View Post
cargodef.

OK, I looked in there a few times and didn't see it. I knew there had to be a cfg file, I was looking in Roster for it.

Thanks so much, I must have looked in that same folder a few times already, I just wasn't paying attention.

My goal will be to try and make deck cargo actually show up properly, even if it means more small sized cargos instead of larger blobs that only fit on a few ship types.

The benefit of large is that they confuse the silhouette a little, but then again, only about 2 ships can use them. My chief limitation might be a personal requirement that it not mess up the way ships look in RSRDC (I switch between RFB and TMO, but never even think about playing without RSRDC ).
If you want a specific cargo, you could copy what you need from the cargo.dat, paste it into the ship.dat. Give them "new IDs" and names, including the 3D model.
Copy the material nodes it uses and paste them into the ship.dat with new IDs . Then link the 3D model to the ship. You could even make your own 'cargo' 3D model and use that.

If you look at the NLL, Liberty cargo, they have the cargo on the ship. Lazi03, Lazi04 etc.

The advantage to doing this is that nobody could put cargo on that doesn't belong there.

And one other thing, there is a missing piece of this puzzle that maybe someone else would know. I don't. Some ships allow allow a "Loadout" definition, for example a tugboat can be armed or not armed. Some ships allow external AND Internal cargo, some do not. I have suspected it is somehow linked to "shiptype" or a specific node type, but I really don't know. And since I have not built any 'new' ships I never tried to figure it out.

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Old 07-29-10, 02:58 PM   #6
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Yeah, the idea is not to assign the cargo to a specific ship, though. I want it more variable, not locked onto the ship model.

I am making some new cargoes, including japanese disassembled planes.

In my current experiments, the idea is that any of the individual cargoes should be about the same footprint as the jap tank. (with a little slop). Then, instead of a single node in a given area, I can tile K nodes. Assign tanks, and it puts , say, 5 tanks on Nagara's forward space where there is actually a K node. Smaller ships might have cargoes in different places. We can even possibly place k nodes on DDs for tokyo express runs.
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Old 07-29-10, 04:18 PM   #7
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Hard to see the rear one, but left front is tanks, right is trucks, rear is crates.

Only a few ships have K nodes, Nagara, Heito, and Kinposan.

A couple more have deck cargo on the model itself---largely because the K node paradigm they used was 1 node per pile of cargo. My idea is multi K nodes, with smaller cargoes.

So before I'd have shown the trucks, but I could not put them on smaller ships since they had no nodes. In this case, I can put single units aboard smaller ships. Right now the only downside is the inability for LARGE piles of deck cargo (what you see right now for stacks of crates on the ships with K nodes)
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Old 07-29-10, 07:31 PM   #8
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Zeros on deck (in pieces).
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Old 07-30-10, 04:09 AM   #9
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Zeros on deck (in pieces).
Beautiful
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Old 07-30-10, 11:20 AM   #10
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love it !

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Old 07-30-10, 12:13 PM   #11
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I'm trying to make a proper tarp in Wings 3D. I have the tarp object done, it's quite simple.

I try and import it, and S3D tells me it has quads or polys. It does not. It's not that big, I checked all of them.

It's driving me nuts
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Old 07-30-10, 12:19 PM   #12
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Looks like their grid paradigm is broken. It won't even let me manually close a few.

Back to square one.

Got it.

All the tutorials are wrong. I cannot use "combine" in vertex mode, I need tesselate in face mode. The former doesn't connect every vertex, and wont with some even when explicitly selected (!?).
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Old 07-30-10, 04:53 PM   #13
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Quote:
Originally Posted by tater View Post
Looks like their grid paradigm is broken. It won't even let me manually close a few.

Back to square one.

Got it.

All the tutorials are wrong. I cannot use "combine" in vertex mode, I need tesselate in face mode. The former doesn't connect every vertex, and wont with some even when explicitly selected (!?).


Don't forget to invert the frammajammer when you transfer it to obfuscate mode.

JCC
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Old 07-30-10, 07:35 PM   #14
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Quote:
Originally Posted by John Channing View Post
Don't forget to invert the frammajammer when you transfer it to obfuscate mode.

JCC
Nice work Tater.

@ JC
But let me get this straight...He is going to tesselate while inverting the frammajammer to transfer to obfuscate mode? I didn't know he would be allowed to tessellate in this forum. Isn't that grounds for brig time?

I ran that through the google translator and the servers crashed. Now google wants me to pay for the damage.

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Old 07-30-10, 09:56 PM   #15
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Who else hates the flags?

Show me a picture of a jap freighter taken by a periscope, or under air attack where she's flying a meatball from a mast...
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