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Old 04-30-08, 10:36 PM   #421
skookum
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I'm getting this too regardless of the presence of other boats. However mine only happens in the Type IID


GWX 2.1

OLCE2 1.8

Rubini's exhaust
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Old 05-01-08, 05:25 AM   #422
Samwolf
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by Samwolf
RUBINI,

Noticed some strange behavior with my submarine wakes and since OLC's OLCE2 and your waterstream mods are the only ones I'm using that change the submarine .val files. I'd thought I'd ask here. I noticed that the U-boat doesn't leave a wake unless there's another ship also visible. If I go to external view while cruising around alone I only get the bow spray and a short propeller wake. If there's another ship around like in a harbor or a target, I get the normal wake along side the U-boat and behind it. Any ideas?
I never noticed or had this bug. Are you shure that nothing more is overwriting your .val? Do you test with others uboats?:hmm:

SKOOKUM:

Thanks!!! I forgot about the Exhaust Mod and that was enabled after the Waterstream mod so the problem is probably there.

Did a quick check of the shipwake values in the waterstream and exhaust mods and there is a difference. The exhaust mod has larger values. I'm going to make the exhaust mod match the waterstream mod and see what happens.
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Last edited by Samwolf; 05-01-08 at 06:09 AM.
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Old 06-29-08, 08:15 PM   #423
TheDarkWraith
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Rubini,

This mod is great! I have an idea about 'cleaning' up the files though and making them a little friendlier You have a fastparticlegenerator for every 'hole'...this can be done with just one FPG (or 2,3, depending on what effects you're looking for). And this one (or 2 or 3) FPG can be available to every sub or ship (a global file if you will). The nodes for the 'holes' can be placed in another file besides the .dat (and in a new file all you own!) thus people don't have to worry about losing their fav skin. The 'stream' of water can be modelled to be a gushing river and then slow to a drip and stop. I already have a working model of it (from a bilge pump mod I made for myself) that would be easy to incorporate. I also see some FPG's that don't make any sense (in testing your mod I deleted them and couldn't see what they did).
I've already made the changes to my own version of your mod for the TIIA and it looks pretty cool. My streams are off because you assigned two different locations for them to appear (once in the 'hole' node and again in the 'over_water' node - the one called by the waterinteraction controller). If the location of where the stream is to be shown is placed in the 'hole' node there's no need to give the 'over-water' node a location - 000000000000h will do. Only the pitch,yaw, and roll needs values (if any). Which then a 'universal' FPG for the stream can be used (which is placed in it's own .dat file)!
You also gave the 'over-water' nodes a bogus parent ID...one that doesn't exist (i used a program I wrote to scour for this ID in all the SH3 files). I made the universal FPG have a parent ID of 0000000000000000h and it works like a champ.

Last edited by TheDarkWraith; 07-01-08 at 10:40 AM.
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Old 06-29-08, 09:21 PM   #424
Rubini
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Hi Racerboy!

What a good surprise to see you again here in the forum!

Now the absent guy is me.
Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore.

The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller.

And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod!

By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too.

Nice to see you back!

Rubini.
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Old 06-29-08, 09:27 PM   #425
TheDarkWraith
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Quote:
Originally Posted by Rubini
Hi Racerboy!

What a good surprise to see you again here in the forum!

Now the absent guy is me.
Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore.

The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller.

And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod!

By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too.

Nice to see you back!

Rubini.
if you're spawning them via a PG (not an FPG) then there's a way to give them random starting motion (IIRC). I'll have to dig up one of my test mods on this.....
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Old 06-29-08, 11:42 PM   #426
Wolfehunter
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Quote:
Originally Posted by Racerboy
Quote:
Originally Posted by Rubini
Hi Racerboy!

What a good surprise to see you again here in the forum!

Now the absent guy is me.
Iīm playing others games and meet again others old hobbies too. Sh3 is not in my dayly attention anymore.

The Water stream was my first mod messing with all the Sh3 .dat structure (I mean Ids, controllers, properties, etc). So it could have some things not so depured in it...but all them have a motive there (after hours and hours - days to say the truth - in hard test...). Some iDs are just left behind because they donīt matter to the whole thing works...some of then have crossing callings to make a fake idea of water stream showing after a water pass over the hole...sh3 donīt have this specific controller.

And all my mods are open to the community, they are for the community and not mine indeed. I will be happy with anybody that could make them yet better. So, if you have good ideas on the matter I will be happy in help you with anything that I could recall about the original mod!

By the way, IIRC, if Privateer yet dont found a good solution, the Lifeboat mod needs a hand...we are stuck on the LB mod (with movement) always going in only one direction and with some small buoyance problems (the version with movement only). I donīt achieve to found a good solution for this issue neither privateer (if Iīm not wrong - already some time since my last contact with him)...this is the main motive that we stop on the version currently available without any other progress. If some good fresh brain could join the matter...perhaps we could find a good solution here too.

Nice to see you back!

Rubini.
if you're spawning them via a PG (not an FPG) then there's a way to give them random starting motion (IIRC). I'll have to dig up one of my test mods on this.....
RB there is a cool new Program you can use below which is very friendly.

http://www.subsim.com/radioroom/showthread.php?t=119571

I don't know if your already know about it.:hmm:
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Old 06-30-08, 08:02 AM   #427
TheDarkWraith
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Quote:
Originally Posted by Wolfehunter
RB there is a cool new Program you can use below which is very friendly.

http://www.subsim.com/radioroom/showthread.php?t=119571

I don't know if your already know about it.:hmm:
Yes, I'm familiar with the S3D. It's a tool and as such has limitations. The hex editor has no limitations - it's limited only by your imagination
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Old 06-30-08, 09:52 PM   #428
Madox58
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@Racerboy

By all means,
Play with the Life Boat Mod.

Anything that can make it better is cool.

I stopped messing about because other things take
priority.

And,

Welcome back.
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Old 07-01-08, 12:32 AM   #429
TheDarkWraith
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Default improved water drains on subs

deleted by RB. moved to new thread: http://www.subsim.com/radioroom/show...92&postcount=1

Last edited by TheDarkWraith; 07-01-08 at 10:41 AM.
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Old 07-01-08, 12:41 AM   #430
Wolfehunter
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Quote:
Originally Posted by Racerboy
I have taken Rubini's most excellent water streams mod and improved upon it. It's a total re-write, but the idea and how Rubini made it happen is still his. He is credited in the hex files for the idea. This is just a BETA for the TIIA sub and only the left side has been done.
What to look for: watch how the water slides down the sides of the sub, conforming to the surface. Watch how the water whisps in the wind. Watch how the water has 'hang-time' as the sub is bouncing on the surface. Watch how the streams start and fade out like real water streams. These are just some of the things to watch for.
Run the single mission "water_drains_TIIA". After it loads just pan around the sub while it's stationary (speed @ 0) for awhile to observe the water drains. Then give it some speed and watch them.

how to install and view:
unzip to MODS folder....enable via JSGME.

http://rapidshare.com/files/12623517...s_BETA.7z.html

ok Im in and sold hehehe

Ok tried it.

Your water particles are blocky. Look too cube like.


Sometimes the water runoff isn't even on top of the boat deck and you get drainage.

Other than that it looks good. Oh I caught a glimps under the U-boat when the waves are very low and the sub is very high. Some runoff off the hull goes through it in the front drains.
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Last edited by Wolfehunter; 07-01-08 at 01:02 AM.
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Old 07-01-08, 01:17 AM   #431
TheDarkWraith
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deleted by RB. moved to new thread: http://www.subsim.com/radioroom/show...92&postcount=1

Last edited by TheDarkWraith; 07-01-08 at 10:41 AM.
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Old 07-01-08, 01:34 AM   #432
Wolfehunter
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Quote:
Originally Posted by Racerboy
you have a conflict, ID wise. The 'blocks' are missing TGAs for the particle. I forgot to mention that you have to disable any previous version of Rubini's water stream mod because I reused his IDs. You can reenable his mod after you test/view the BETA I released.

Here's what it is supposed to look like:
Thats odd I'm not using rubinis water mod. Its not compatible with GWX 2.1 unless OLC is using it for his enviromental super mod?

Updated:
Its OLC's enhanced Particle effect mod that causes the issue. Your mod works now properly.
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Old 07-01-08, 01:37 AM   #433
TheDarkWraith
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I'm not sure about OLC's mod.....it's my first day back!
I was afraid of possible problems with re-using some of his IDs.....I'll assign new IDs to everything in the files tomorrow and re-release my BETA. Thanks for giving it a whirl though - you found a problem right off the bat
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Old 07-01-08, 01:49 AM   #434
Wolfehunter
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Quote:
Originally Posted by Racerboy
I'm not sure about OLC's mod.....it's my first day back!
I was afraid of possible problems with re-using some of his IDs.....I'll assign new IDs to everything in the files tomorrow and re-release my BETA. Thanks for giving it a whirl though - you found a problem right off the bat
Here is the link Trust me use this MOD minus the particle one.

Fixes all graphical issues bigtime!!!

http://www.subsim.com/radioroom/showthread.php?t=134186

Best enviromental mod out there for SH3.
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Old 07-01-08, 10:31 AM   #435
onelifecrisis
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WB RB!

In the OLC Ubermod the particle effect modlets all incude Rubini's particle generator, so that people can combine the two mods if they wish. This generator does nothing for folks who use OLCE2 without the water stream mod.

RB, if you could choose a different ID it'd solve the problem.
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