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Old 03-27-11, 11:35 AM   #1
Aces
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Default A question regarding VisibleUnderwater controller

Hi foks,

I have setup a visibleunderwater controller with the value of "true" for some objects in the Control tower dat file and it doesn't work can anyone advise on what I've missed or maybe another method of hiding objects whilst surfaced and showing them whilst submerged. This is the opposite of what is usually required.

Best Regards and thanks

Aces
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Old 03-27-11, 11:43 AM   #2
Madox58
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DL DivingDucks Visible Mines and see if his solution works for your needs.
http://www.gamefront.com/files/75642...Mines_V1_0_rar
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Old 03-27-11, 11:46 AM   #3
Hans Witteman
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Hi Aces,

Put them at false to hide them underwater and at true to make them visible.

Best regards Hans
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Old 03-27-11, 11:48 AM   #4
Aces
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Thanks chaps, true doesn 't work for me, they remain visible when surfaced where they should dissapear.

I'll have a look at that link now thanks mate.

Loving the new MG's top work mate.

Cheers and thanks chaps

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Old 03-27-11, 11:53 AM   #5
Hans Witteman
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Hi Aces,

This is strange because on my typIIA i have it on the retractable bollards and when surface the bollards show and when diving they disappear just like my flak 2cm.

Make sure your controller is a child of the object you want it to apply to and double check that the parent node is the correct one.

Best regards Hans
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Old 03-27-11, 12:03 PM   #6
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Aces,

Note that S3D will not show the 'Above' setting DivingDuck used.
You'll need to hex it in.
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Old 03-27-11, 12:04 PM   #7
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Thanks mate, I'll double check.

Cheers

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Old 03-27-11, 12:10 PM   #8
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Hi Aces,

I also forgot to mention if you did a copy of an existent controller make sure you assign a new random Id

Best regards Hans
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Old 03-27-11, 12:11 PM   #9
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http://www.gamefront.com/files/20164...eUnderWater.7z

Here's a replacement file for S3D that will allow you to see, add, and edit this type setting.
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Old 03-29-11, 04:09 PM   #10
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Moin Aces and Hans,

just found your thread.

There is an easy workaround to make objects "disappear". Anvart most probably does not like it this way. He'd say it's a dirty approach because the objects do not really disappear but are moved out of sight only. Sorry, Anvart. Anyway, here it is. Link the object to a dial, linear at best. If using a circular dial, make sure to have the pivot well off center. Otherwise the object just rotates. Check my christmas tree. It has bi-colored lights. At a certain depth they will be rotated by 180 degrees (pivot centered to object). The rotation is too fast for the human eye to catch, thus giving the impression of just switching from white to red. I'd recommend a linear dial linked to the sub's depth. Check the OH's food for comparison, but use a depth linked dial instead of a fuel linked one.

@Anvart
Long time no see. I'm sad to hear about your computer. I keep my fingers crossed you will be sorted and back into business soon.


[Addition]
The 'VisibleUnderWater' controller might even work with interior files too, BUT the interior NEVER submerges. It's Y-value is 300,00. If you use 0,00 for Y, the controller might eventually do what it was meant for. But on the other hand your interior would be constantly flooded / intersected by the waterline.
[/Addition]


Regards,
DD

Last edited by DivingDuck; 03-29-11 at 04:32 PM.
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Old 03-29-11, 06:42 PM   #11
Hans Witteman
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Quote:
Originally Posted by DivingDuck View Post
Moin Aces and Hans,

just found your thread.

There is an easy workaround to make objects "disappear". Anvart most probably does not like it this way. He'd say it's a dirty approach because the objects do not really disappear but are moved out of sight only. Sorry, Anvart. Anyway, here it is. Link the object to a dial, linear at best. If using a circular dial, make sure to have the pivot well off center. Otherwise the object just rotates. Check my christmas tree. It has bi-colored lights. At a certain depth they will be rotated by 180 degrees (pivot centered to object). The rotation is too fast for the human eye to catch, thus giving the impression of just switching from white to red. I'd recommend a linear dial linked to the sub's depth. Check the OH's food for comparison, but use a depth linked dial instead of a fuel linked one.

@Anvart
Long time no see. I'm sad to hear about your computer. I keep my fingers crossed you will be sorted and back into business soon.


[Addition]
The 'VisibleUnderWater' controller might even work with interior files too, BUT the interior NEVER submerges. It's Y-value is 300,00. If you use 0,00 for Y, the controller might eventually do what it was meant for. But on the other hand your interior would be constantly flooded / intersected by the waterline.
[/Addition]


Regards,
DD
Hi Diving Duck,

Great to see you here mate,

Very cleaver way to do the trick a thousand thank my friend i never figured this one out by myself

And again amazing info for the visibleunderwater controller since boot interior are theoretically not submerge it make sense that by putting negative value we will get it to work

The only problem left to solve would be to find a way to make the water invisible?

Will put to practice your approach later on tonight and will comment back here on it i think Aces start a really good thread here brilliant and priceless infos.

Fantastic work mate and i own you couple beer!



Best regards Hans
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Old 03-30-11, 04:19 AM   #12
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Moin Hans,
Quote:
Originally Posted by Hans Witteman View Post
...

And again amazing info for the visibleunderwater controller since boot interior are theoretically not submerge it make sense that by putting negative value we will get it to work

The only problem left to solve would be to find a way to make the water invisible?
You would grow old searching for a solution. No way to make it invisible. The waterline is intersecting all objects placed in the water, ship and sub alike. In case you would manage to turn it invisible, all surface vessels would float in mid air instead of water. As a second problem the interior's Y-value does not change when diving, AFAIK. And it should not, otherwise the interior, at least the XXI interior, would suffer from the intersecting water already when diving deep. Besides, if you'd placed the interior below the waterline, you'd have to deal with the ambient underwater settings derived from the scene.dat. No matter if you manage to make the waterline invisible, you'd find yourself submerged in murky water. Change that too and you'll never use the exterior cam to make a nice underwater screenie again.

Thus I hardly recommend to use another workaround. The misuse of dials is the easiest way I can think of with the tiny rest of my mind that still keeps SH modding knowledge of old.

Regards,
DD
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Old 03-30-11, 10:31 AM   #13
Hans Witteman
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Quote:
Originally Posted by DivingDuck View Post
Moin Hans,

You would grow old searching for a solution. No way to make it invisible. The waterline is intersecting all objects placed in the water, ship and sub alike. In case you would manage to turn it invisible, all surface vessels would float in mid air instead of water. As a second problem the interior's Y-value does not change when diving, AFAIK. And it should not, otherwise the interior, at least the XXI interior, would suffer from the intersecting water already when diving deep. Besides, if you'd placed the interior below the waterline, you'd have to deal with the ambient underwater settings derived from the scene.dat. No matter if you manage to make the waterline invisible, you'd find yourself submerged in murky water. Change that too and you'll never use the exterior cam to make a nice underwater screenie again.

Thus I hardly recommend to use another workaround. The misuse of dials is the easiest way I can think of with the tiny rest of my mind that still keeps SH modding knowledge of old.

Regards,
DD
Hi mate,

Yep you are right about the water i did some test last night, i just put the value at 0.0 for y axis and when i start the game absolutely nothing was visible no command room show up around me.

And just like you mention it was already clear in my mind that even if we have a way to turn water invisible the whole ocean would be empty so this is a no go.

But the dials trick is working just made a test with a simple object.

I will continue to investigate for further possibility.

Best regards Hans
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Old 04-14-11, 03:57 PM   #14
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Quote:
Originally Posted by Hans Witteman View Post
...
... i did some test last night, i just put the value at 0.0 for y axis and when i start the game absolutely nothing was visible no command room show up around me.
...
Я когда экспериментировал с CommandRoom интерьером семерки пришел к выводу, что при соординате Y=300 игровых единиц (3000 м) всё в интерьере работает нормально. При координате ниже 300, но выше 200 FreeCommandRoom камера работает не стабильно... её можно вывести из интерьера в экстерьер и если попятиться точно назад можно опять попасть в интерьер, но не всегда... не нужно забывать, что интерьер не виден из экстерьера...
При координате ниже 200 при инициализации игры, InteriorFore камера (F2) инициализируется в экстерьере и чтобы попасть в CR вам приходится сначала попасть в неопущенный интерьер (например в RR по клавише "R") и затем только по "F2" в опущенный CR.
FreeCommandRoom камеру также можно вывести из интерьера в экстерьер... только вернуться обратно в интерьер уже не удастся... придется перезагружать миссию чтобы поставить эту камеру в CR.
При опускании CR интерьера в воду и при попадании в CR описанным выше хитрым путем, воды внутри CR я не заметил.
*************************************
Interior cameras (CommandRoom as ex.) works stably and correctly only at an altitude of 300 gaming units.
Below 300 but above 200 g.u. FreeCommandRoom camera works unstably ... it can be moved from the interior to the exterior ... but there is no guarantee that you will be able to return it back into the Interior. Remember that the interior is not visible from the exterior.
Below 200 g.u. InteriorFore camera is initialized in the exterior (upon initialization of game)... and you can get to CommandRoom only from non downed interior (from RR as ex. - at first press R then press F2)... FreeCommandRoom camera can be moved from the interior to the exterior ... and you cannot move it back... need restart the mission.
And when i put CR into the water i didn't notice the water in the interior of CR.
Conclusion. Interior must have Y-coord. = 300.
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Last edited by Anvart; 04-14-11 at 05:31 PM.
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Old 03-30-11, 10:38 AM   #15
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Quote:
Originally Posted by DivingDuck View Post
...
There is an easy workaround to make objects "disappear". Anvart most probably does not like it this way. He'd say it's a dirty approach...
Quote:
Originally Posted by Anvart View Post
...and you can use dial controller ...
Why do you think that i am against the use of dial controllers for such cases?
I use dial controllers for animation of non standard objects since 2006.
I don't like that the excess of food (boxes with food) prevents the normal work of sailors ... and food should really disappear, for example, via WaterInteraction controller (Dial controller + Waterinteraction controller)...
Quote:
...
The 'VisibleUnderWater' controller might even work with interior files too, BUT the interior NEVER submerges. It's Y-value is 300,00. If you use 0,00 for Y, the controller might eventually do what it was meant for. But on the other hand your interior would be constantly flooded / intersected by the waterline.
...
This fact does not solve the problem... and why you speak about it?
Quote:
@Anvart
Long time no see. I'm sad to hear about your computer. I keep my fingers crossed you will be sorted and back into business soon.
Yes, without computer as without hands...
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Last edited by Anvart; 03-30-11 at 11:41 AM.
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