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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: Mar 2006
Location: Grid AO07
Posts: 6
Downloads: 18
Uploads: 0
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Hey all!
After a couple days (...) of work I finally managed to complete my model of the british Abdiel-Class fast minelayer and to import it - thanks to Sansals Pack3D and the informations I found here - into SH3. Up to now I didn't have the time for extensive tests, but as far as I can tell (and yes, I try to be impartial) it looks good and works quite fine. But there are still some bugs I would like to fix and some points that should be changed. To do his I have some questions and hope someone here can enlighten me: 1. Is it possible to change the parent IDs iof single 3D-objects inside a units .dat-file, for example to move the flag-node from one mast to another or the A0X nodes from the units xxx_B to xxx_F? 2. I have read, that it is possible to add nodes or objects, like an additional funnel. How can you do this? 3. Is it possible to change the names of the embedded .tga-files after cloning a units .dat-file? (I encountered a problem with the textures of either the parent or the newly created unit during a single mission created by mission editor: one of the units tended to use the wrong texture which looked funny, but wasn't...) 4. How can you change the position of the bow wave after editing the hull or creating a new one from scratch? If I am correct it depends, just like the positions of the vulnerable areas on the .zon-files which can only be modified by hex editing. For all these questions (maybe without point 4 as it seems to me it can only be done by hex editing) I would really appreciate if anybody can tell me, if (and maybe how) it is possible to a) do them without hex editing (because I really don't have any experience with that kind of stuff) and if not, b) can it be done by hex editing in a way, even an unexperienced amateur (and I really mean this) like me can do it? Thanks in advance Props Oh, before I forget it: here are some pics (one of them showing some points I want to change) ![]() ![]() |
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#2 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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Nice looking ship.
![]() To change the ship description have you tried editing NDD_Type34_ge and NDD_Type34_en files in the ship folder? Other than that i know little of ship building. I would love to have a step-by-step guide for making ships, as I want to get into it. |
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#3 |
Pacific Aces Dev Team
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Is this work for U-Boat: Battle in the Mediterranean by X1 software (early name Seawolves: Mediterranean) or you are going release this ship for free?
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#4 |
Swabbie
![]() Join Date: Mar 2006
Location: Grid AO07
Posts: 6
Downloads: 18
Uploads: 0
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@Boris
Not yet. I thought it would just be for the museum and not affecting the unit in-game, so I just didn't take the time to do it yet. But anyway, thanks for the tip. If you want to build your own ships, maybe you should just try it. If you use Sansals Pack3D you can open the .dat-files and extract the objects, which you can use to practice with a 3D modelling program of your choice (I think many people here use Wings3D). At least, thats how I began... @sergbuto No, it is not for any mod or mod-compilation, as I am not part of any of those how ever you want to call that "groups" (like X1). I am just a single player, who spent a lot of time in this forum and after downloading many of the ships that were created by players I wanted to try it by myself. So yes, I plan to release it for free. But I hope that I can fix the points I mentioned before. Props |
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#5 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Have you PM'd UBOAT234? He knows how to add extra node points, including smoke.
Have you fixed the zones and damage model? You may want to ask DerTeddyBar about that, as he knows about those areas. As for the flag, I would switch the 3d models of each mast using your 3d editing program, and then switch their positions using Pack3d. You may be able to move the flag on its own though - I've never tried it. :hmm: However, since the current forward mast is much larger than the aft one, it may create another problem with the damage file. |
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#6 | |
Pacific Aces Dev Team
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Anyhow, you can change the bow wave position and .tga names using Pack3D. As for the rest, I am afraid it requires hex-editing. The worst thing you need to adjust damage zones in the ZON file, as AG124 mentioned. |
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#7 |
Swabbie
![]() Join Date: Mar 2006
Location: Grid AO07
Posts: 6
Downloads: 18
Uploads: 0
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Sorry that I couldn't reply sooner (had to work).
@AG124 I moved the flag-position with Pack3d and it would be possible to move it to the aft mast. The problem with this solution (at least as far as I can see) would be, that it would still be there, hanging in the air, if the aft mast is destroyed (on the other side it should disappear, if the main mast got hit). For the same reason I would like to change parent IDs of single 3D objects as for now, on of the two searchlights is connected to the main mast (original type34 hierarchy) and therefore disappears after the mast is destroyed. A similar problem affects the cranes, which are located on the aft half of the ship, but still refer to the front half, which looks funny if the ship detonates and brakes into halves. ![]() Beside this thanks for the tip about UBOAT234 and DerTeddyBar! I will give it a try. @sergbuto No problem, I think i have read enough in the forum to know, why people "like" X1 software the way they do .... (Maybe I can try to update my profile with some more infos as soon as I can figure out where ![]() Changing the names of the .tga files didn't work with Pack3d, but I managed to do it by hex editing (yeah, it worked! at least I can do this with a hex editor!). As for the bow wave, moving it with Pack3d just moved the horizontal one (meaning the waves on water surface), but not the vertical one (where the hull "cuts" through the water). So I am afraid his means hex editing, too ... *desperation*... . Edit: (just figured out, the text in the image isn't that readable) on the left side you can see the seearchlight connected to the main mast, and on the right side the cranes, showing through the aft half of the hull as they are connected to the front half (type34 hierarchy) |
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#8 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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did you ever get this to work ?
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#9 |
Blade Master
![]() Join Date: Jan 2002
Posts: 1,388
Downloads: 0
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Props,
The ships are made up of 3 peices, the complete ship that everyone normally sees and inside that, 2 halves that you see when the ship breaks in two. AG124 sent me some ships, they are really nice work. On his Lake ship, I really like the look of this ship, I have rezoned and tested it for sinking and it is all ready to go almost.... There are 2 issues, firstly there are a LOT of left bits and pieces from the original ship. This is not an issue in itself as I can easily delete these parts. Secondly, the 2 halves are that of the original ship. Again should not really be an issue as I can just move the parts from the 2 halves onto the complete ship. The problem is that when I save any merchant ship, be it an original or the Lake by AG124, I loose the texture mapping and end up with a totally albino ship. hmmm, a bit lost there.... So you need to remodel the 2 halves ... |
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#10 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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How can you delete the parts ( presume you mean nodes too ) and with what - if you would be so kind |
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#11 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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I can actually form two new halves from the main hull, if the Lake Ship is ready to send back to me.
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#12 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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By renaming it ****_T01 ( as there wasnt a ****_T01 in there ) it worked Dont know whether that will fix what you are getting |
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