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Old 05-16-11, 07:36 AM   #181
Zedi
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Ok, then I wait a bit longer for the final update. Tehre is still plenty of work to be done, so no rush.
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Old 05-16-11, 08:32 AM   #182
SteelViking
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Quote:
Originally Posted by Rongel View Post
Some cfg-files in SteelVikings package are older modified versions that don't support multiple textures, for example the Kasagisan ship and PSTyohei. I'll post here soon a new package with the Steelvikings textures that support different textures, please use it. The file structure system is also different, we don't need to put ship textures to "Textures" folder. I think it's best if these ships are modified only where it's necessary.
Exactly, I purposefully moved the textures from the tex folder to the individual ship folders because the .cfg files were pointing there.

But, yeah, only some of the .cfg files I had were set up to use multiple textures.
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Old 05-16-11, 09:30 AM   #183
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Quote:
Originally Posted by SteelViking View Post
Exactly, I purposefully moved the textures from the tex folder to the individual ship folders because the .cfg files were pointing there.
Yes, I think that is the best system too !

Okay, here are the revised ships, they use SteelVikings textures, but the normal maps are from stock. I didn't touch the PTElco patrol boat, TDW may have anyway better version from it. I cleaned the dat-file a bit too. Some new functions:

-Ships are manned with SH 5 crew members.
-Ships have SH 4 weapons, they start unarmed, but get guns later in the war.
-Ships have several textures that change randomly when the game loads textures for the ships.

I made a new slot for textures to the NMFMPC-ship. Now it has two exactly same textures, so all it needs is that some talented artist modifies the other one a bit.

Bugs:

-Some ships still turn and roll too much in the water. Stoainm seems like a good stabilator... great work on my lifeboats
-Mysterious moving wake/foam when the ship is already destroyed. Only happens with SH 5 foam effect.
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Old 05-16-11, 09:54 AM   #184
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Japs names have to go, so give me few new names.
I would give them your nick.. Rongel, Urkel and .. not sure about Akita imported by TDW
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Old 05-16-11, 11:14 AM   #185
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Japs names have to go, so give me few new names.
I would give them your nick.. Rongel, Urkel and .. not sure about Akita imported by TDW
Wow, that would be weird! But luckily those names you are pointing in the cfg don't ever appear in game! It's still the same Small old Split Freighter in recognition manual. So there can read almost anything, well nothing too coarse
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Old 05-16-11, 11:38 AM   #186
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And that can be fixed. Im not a master in working in roster, but I think if those names are inserted in names.cfg they will be shown in rec manual too. You all deserve to have you names to be printed on these ships as you guys did such a great job importing these ships and give the community some new toys to play.

SteelViking .. how about you import another ship, so we can have your nick used on one of the new sh5 ships?
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Old 05-16-11, 12:02 PM   #187
skwasjer
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I'm not really following the discussions, but I just like to say/add that S3D only mimics the way the game renders. I wrote my own shaders for it to be as close as possible, and designed for SH4, and the shaders had to support all models (I did not write seperate shaders for interiors, characters, etc). F.ex. S3D renders SH3 units too bright by default.

The lighting model of S3D is obviously the most different from the game. I simply added 3 directional light sources (top, left and one I believe at an opposite intermediate angle) and some ambient light. I am not sure of the key-combo but you can move them around with CTRL+ALT+mouse or something (or other modifiers, don't remember).

So don't take S3D as a rule of thumb, in the way that it renders... especially in SH5!
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Old 05-16-11, 12:34 PM   #188
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I have a problem with the harbor terrain and Im not sure who can help.. Sober maybe. There are months since I try to figure out why the patrol ships inside the ports are tend to get stuck after a while and they just sit there and sound the alarm. Even asked TDW to help with IRAI but no go. But now I think I found the source of the problem...

Most of you already know that the sea floor is constantly changing and there is also an invisible barrier that will not let the sub to touch the ground in shallow water. After many testing here is what I think is the source of the problem:



Every single ship that get stuck has a rock like these nearby and in some cases.. plants. I think that the ships dont have instructions to deal with these terrain objects so they get stuck. So I would need somebody who can lower the sea floor in ports and even remove the rocks and plants.. this might finally set the ships free. If someone is willing to help, pls lets do a test in Kiel because this port is my playground now.
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Old 05-16-11, 02:04 PM   #189
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I might have a go at importing a ship.

About those rocks Zedi, they aren't even collisionable objects. Are we sure that the AI even takes them into account at all?
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Old 05-16-11, 02:19 PM   #190
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Believe me, there is more than a month I struggle to figure out why the ships that patrol inside the ports are get stuck after a while. Even TDW was so kind and helped me with test versions of IRAI, still no results. Then accidentally I discovered a rock near one of the ships and after a close look at the rest of the ships I discovered more rocks. So basically, every ship that was stuck and sounding the alarm, had a rock or a big plant nearby.

Is why Im pretty sure this is the reason why the ships have stopped. But to be 100% sure I need to test this theory by lowering the terrain in the ports and also remove every rock and plants. But I have no clue how to do it, is why I need someone to help test my theory. And this is happening with stock game but also with mods, there is no difference.

I need this problems solved somehow because right now Scapa Flow is not functional, no wonder that the devs put only 4 destroyer in the whole area.
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Old 05-16-11, 03:09 PM   #191
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Quote:
Originally Posted by Zedi View Post
Believe me, there is more than a month I struggle to figure out why the ships that patrol inside the ports are get stuck after a while. Even TDW was so kind and helped me with test versions of IRAI, still no results. Then accidentally I discovered a rock near one of the ships and after a close look at the rest of the ships I discovered more rocks. So basically, every ship that was stuck and sounding the alarm, had a rock or a big plant nearby.

Is why Im pretty sure this is the reason why the ships have stopped. But to be 100% sure I need to test this theory by lowering the terrain in the ports and also remove every rock and plants. But I have no clue how to do it, is why I need someone to help test my theory. And this is happening with stock game but also with mods, there is no difference.

I need this problems solved somehow because right now Scapa Flow is not functional, no wonder that the devs put only 4 destroyer in the whole area.
I think rocks and sea plants are puted random by game in shallow waters... dunno for sure
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Old 05-16-11, 04:04 PM   #192
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Well that was easier than I thought. Working on importing the NAMC from SHIV, and I just sunk one in SH5.

It of course needs a lot of work, same as all imported ships, but this is my first try at importing.
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Old 05-16-11, 04:13 PM   #193
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Quote:
Originally Posted by SteelViking View Post
Well that was easier than I thought. Working on importing the NAMC from SHIV, and I just sunk one in SH5.

It of course needs a lot of work, same as all imported ships, but this is my first try at importing.
Well done Mate, May she always have coal abaord
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Old 05-16-11, 04:43 PM   #194
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Still figuring out stuff .
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Old 05-16-11, 04:49 PM   #195
Zedi
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Originally Posted by SteelViking View Post
Well that was easier than I thought. Working on importing the NAMC from SHIV, and I just sunk one in SH5.

It of course needs a lot of work, same as all imported ships, but this is my first try at importing.
The famous SteelViking merchant ship


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Still figuring out stuff .
Im counting on that :P
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