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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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EDIT: I removed download link for standalone version of this ship, because fixed and improved version is already available both in TWoS, and for non-TWoS players in my mod The Little Ships
Got to stay at home much longer than I'd usually like so I dusted off my old modding projects, and I have something to share with you ![]() After a lot of trial and error I finally managed to make a working GR2 format ship: ![]() It's a small 250 GRT coastal merchant. I used NF_boat_1 as base template so it won't break in half but other than that it works fine. Some more screens: https://imgur.com/a/0h9ooBs Last edited by kapuhy; 09-19-20 at 01:20 PM. |
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#2 | |
Navy Seal
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Looks really great kapuhy !
![]() EDIT: Quote:
The reason for "easy" sinking may be the outer red distress flare damage zone. As I can see, all other damage boxes are packed inside it. This means that when distress flare zone is destroyed, all other zones within it will be destroyed as well , regardless of their hit points. This may need some adjustments. Nevertheless, the ship really looks great! ![]() ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 04-05-20 at 06:59 PM. |
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#3 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
EDIT: does it also happen for overlapping zones or just if one box is completely inside another? Last edited by kapuhy; 04-06-20 at 02:41 AM. |
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#4 | |
Navy Seal
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![]() I'll check my old RSD thread and if I find anything useful I'll let you know. ![]()
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#5 | |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
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![]() Quote:
![]() I'll rework zones this weekend hopefully and start work on next ship. |
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#6 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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You made it kapuhy
![]() To my knowledge, this is the first fully fledged AI unit ever released for SH5 directly in GR2 format, and she looks nice too. Bravo! Out of curisosity: I have noticed that your ship doesn't include any FX file. As far as I can understand, those files are used for linking certain bones (opportunely placed around units' 3D meshes) with explosions/fire/smoke effects stored in Baza_FX.dat. A perfect copy of the same bones, but without 3D meshes, is also found in the *_FX.GR2 file of each stock sea unit though, to be honest, I don't understand the need for this redundancy. More in general, I have not clear how the said effects are triggered by ship damage and how they interact with the effects linked to damage zones (see note below), nonetheless you have probably noticed how in SH5 fires and smoke seem to come out from portholes, doors, etc. where one of the stock ships has been damaged, and I am pretty sure that such a precise effect placement is achieved by means of those files. Have you tried experimenting with them? NOTE: a possible mechanism, but that's just my speculation, is that whenever a damage box is damaged beyond a certain level, and a given particle effect is triggered (according to Zones.cfg settings), the game checks if the damaged box overlaps one or more FX_* bone linked to the same effect. If yes, one instance of the said effect will originate from each of those bones, otherwise one instance of it will originate from the center of the box (or maybe from where the last impact has happened) ![]() |
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#7 | |
Grey Wolf
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![]() https://kendras-sh3-modding.forumgam...ics-and-theory |
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