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 12-14-13, 05:02 PM   #4276
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Hmm.. OK, let's try again then.
Targor Avelany is offline   Reply With Quote
Old 12-14-13, 05:56 PM   #4277
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
Hmm.. OK, let's try again then.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-14-13, 10:41 PM   #4278
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

can't figure out the .eqp part. Really annoying.
Targor Avelany is offline   Reply With Quote
Old 12-15-13, 11:47 AM   #4279
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
can't figure out the .eqp part. Really annoying.
Code:
[Equipment 1]
NodeName=P01
LinkName=Mine_chain
StartDate=19380101
EndDate=19451231
The above is an example of a possible eqp file for your mine.

NodeName refers to a bone you should create in the the main mine model, as a child of the root bone where model's meshes are placed. Name it cfg#P01_*, where * = name of the GR2 file used for the mine = name of its model = name of its skeleton = name of its root bone.

LinkName refers to the root bone of the chain model. You can name it however you want, as far as you match the LinkName line with it.

Start and EndDate are quite self-explanatory.

Beware that neither GR2 Editor nor Goblin Editor preview equipments. You should check their correct placing in game

One last note: take it with a pinch of salt, but I have read somewhere that an empty line, possibly followed by a comment line (such as: '; END OF FILE'), might be required for SHIV (and 5?) to read all the eqp entries correctly.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-15-13, 12:10 PM   #4280
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Code:
[Equipment 1]
NodeName=P01
LinkName=Mine_chain
StartDate=19380101
EndDate=19451231
The above is an example of a possible eqp file for your mine.

NodeName refers to a bone you should create in the the main mine model, as a child of the root bone where model's meshes are placed. Name it cfg#P01_*, where * = name of the GR2 file used for the mine = name of its model = name of its skeleton = name of its root bone.

LinkName refers to the root bone of the chain model. You can name it however you want, as far as you match the LinkName line with it.

Start and EndDate are quite self-explanatory.

Beware that neither GR2 Editor nor Goblin Editor preview equipments. You should check their correct placing in game

One last note: take it with a pinch of salt, but I have read somewhere that an empty line, possibly followed by a comment line (such as: '; END OF FILE'), might be required for SHIV (and 5?) to read all the eqp entries correctly.
That is exactly what I'm trying, gap, but it does not show up in game. Neither in a single unit to just check mission, nor in Trev's test mission.
Targor Avelany is offline   Reply With Quote
Old 12-15-13, 04:34 PM   #4281
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
That is exactly what I'm trying, gap, but it does not show up in game. Neither in a single unit to just check mission, nor in Trev's test mission.
Have you tried changing cfg bone type? Maybe some equipment types are not rendered underwater. Try renaming it to cfg#H01_* (hydrophone) . Also make sure that the bone has a no offset/rotation, and offset chain's vertices so that its origin is the center of the mine model
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-15-13, 11:30 PM   #4282
bandit484
Medic
 
Join Date: Dec 2011
Location: Oklahoma
Posts: 165
Downloads: 523
Uploads: 0
SHO Radio messages

Can someone please tell me how to disable these radio messages. They are really getting annoying!PLEASE!!!!!
bandit484 is offline   Reply With Quote
Old 12-16-13, 06:18 AM   #4283
Silent Steel
Sea Lord
 
Join Date: Jun 2008
Location: Noch dabei
Posts: 1,732
Downloads: 618
Uploads: 0
Default

Quote:
Originally Posted by bandit484 View Post
Can someone please tell me how to disable these radio messages. They are really getting annoying!PLEASE!!!!!
Hi bandit,


1) Copy this folder; C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English
2) Paste it anywhere you like for backup
3) Delete the same folder: C:\Ubisoft\Silent Hunter 5\data\RadioMessages\English
Silent Steel is offline   Reply With Quote
Old 12-16-13, 06:25 AM   #4284
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by gap View Post


I think Trevally can start placing balloons in campaign, while I work on ironing out the aforementioned limitations.
Great work Gap - I will start on these this evening

Quote:
Originally Posted by pigzippa47 View Post
I've got Open Horizons 2.0, curious if I can update to 2.2 and keep playing my saved campaign.

I haven't updated yet but I'd like to. Do I need to perhaps create a new career and edit some files to keep playing with the new version?
You can if you are careful.
Wait until you have finished the campaign that you are on and save it just before you select the next campaign (i.e. HappyTimes etc)
Replace OHII v2 with v2.2 in the exact same part of your mod list.
Load your save and select the next campaign stage - this will load the newer files without conflict with your career.

It is a bit risky - so keep a few saves before
Also - v2.3 is only a few days away so hold off for that one perhaps

Quote:
Originally Posted by Zuncha View Post
Hey, thanks for this mod
My pleasure

Quote:
Originally Posted by bandit484 View Post
Can someone please tell me how to disable these radio messages. They are really getting annoying!PLEASE!!!!!
OHII campaign messages are only a few per month - so unless you message tolerance level is very low - some other factor is responsible.

Try adjusting the message options in TDWs option editor (I did a guide for it if you search)
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 12-16-13, 06:29 AM   #4285
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

@ Gap and Targor

No rush for the mines guys - take you time
I will add the new balloons and get an update about the mines then.
If we keep the dat ones as a backup and name Targors new gr2 ones with the same name - we can switch with an easy patch.
This way I can adjust the mines fields as Rongel wanted

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 12-16-13, 06:35 AM   #4286
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

have you seen this http://www.subsim.com/radioroom/showthread.php?t=209880

I am by no way a good modder (just look at what TDW can do)

If you do vote for me - I must assume that you are voting for OHII. OHII is made by many people and like them I just want to make SH5 better.
OHII is a mod for subsim and SH5 players.

+ SH5

and thanks to Illyustrator for nominating OHII
http://www.subsim.com/radioroom/show...45&postcount=5
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 12-16-13, 08:23 AM   #4287
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
Great work Gap - I will start on these this evening
I am now considering setting the balloons as "Artillery" (unit type 403), and moving them in the land roster. How easy would be for you changing their campaign layer accordingly, once you have started adding them?

I can upload an update with the above changes in place, if this is going to do your work easier

Quote:
Originally Posted by Trevally. View Post
Voting right away
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-16-13, 08:40 AM   #4288
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by gap View Post
I am now considering setting the balloons as "Artillery" (unit type 403), and moving them in the land roster. How easy would be for you changing their campaign layer accordingly, once you have started adding them?

I can upload an update with the above changes in place, if this is going to do your work easier
Ya - sure Gap
I have the old balloons in the environ layer so that they have no nation.
If you want them as type 403 - I may even make a new layer for all campaigns just for the balloons - perhaps even the new mines




Quote:
Voting right away
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 12-16-13, 09:15 AM   #4289
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
Ya - sure Gap
I have the old balloons in the environ layer so that they have no nation.
If you want them as type 403 - I may even make a new layer for all campaigns just for the balloons - perhaps even the new mines
Setting them the way I suggested would make our watch crew to report "coastal defences spotted" when balloons are in sight, which is pretty cool, and IMO better than having "aircraft", or nothing at all, reported instead. Moreover, if we stand a future chance of making the balloons collisionable/damageable as units (rather than as object editor-placed objects), we need to give them a CollisionableObject and an Unit_ controller, but making stationary air units not to crash on soil is not possible, and sea units are obviously not allowed on land.

I will upload an update before this evening
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 12-16-13, 11:36 AM   #4290
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

@gap,
So, I cannot seem to make the chain work through .eqp. I will finish off the files today/tomorrow and send you 2 variasions: with .prt working chain and all the options I have for the .eqp file, but so far not working.
Maybe you will be able to figure it out. Please, please, pleaaaaasseee!!!!
Targor Avelany is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


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 01:22 AM.


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.