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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Which version of TSWSM are you looking forward to? | |||
Version 1 |
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156 | 20.72% |
Version 2 |
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79 | 10.49% |
Version 3 |
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29 | 3.85% |
Version 4 |
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77 | 10.23% |
All of them |
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490 | 65.07% |
Multiple Choice Poll. Voters: 753. You may not vote on this poll |
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#271 | ||||
Silent Hunter
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#272 | ||
Sea Lord
![]() Join Date: Aug 2008
Location: Stinking drunk in Eindhoven, the Netherlands
Posts: 1,844
Downloads: 28
Uploads: 0
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Quote:
It's not hard to change this hex value into an unused number, but as long as I can't find the file which determines in what string to convert this hex value, I cannot clone torpedoes. If anyone knows how to add a different torpedo type please post or PM, it'd help a lot. |
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#273 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Skwasjer said the types, hence the number of torpedoes available was hard coded, I would tend to agree untill proven wrong. keltos |
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#274 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Tom, Sledge, Ivan, I suggest we adopt a numbering scheme for damage zones for all the ships we are adding to the TSWSM. What I suggest is that we agree a standard number of zones for each ship and "reserve" a block for whichever ship we are zoning ... and for any we don't use from the reserved number, use a defaul name like "Filler 1 ... Filler 2" etc. I'm guessing we would need around 35 unique zones per ship.
For example in zones..cfg ... suggest we agree a starting point ... I've been using the one from the North Carolina (cos it improves damage effects on AI ships). Now the NC uses zones 210 - 246. Now I know the NC won't be in release 1, so let's start with German ships; 210 - 245 - Bismark 245 - 280 - Graf Spee etc. And if when working on the Bismark we only actually use 31, we would make zones.cfg look like this; 240 = Bismark zone 240 whatever that is 241 = Bismark zone 241 whatever that is 242 = Filler 1 i.e. unused 242 = Filler 2 243 = Filler 3 244 = Filler 4 245 = Graf Spee zone 1 By doing the above we can work damage models independentally and then when we bring them all together in the mod, all we need to do is merge the zones.cfg and NOT rework all the .ZON files and .UPC / UPCGE files. Thoughts ? |
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#275 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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Oh, I didn't see that skwas said that (he says, well, anything, about the engine and I believe it
![]() BTW, that was not my quote above. <S> tater |
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#276 |
Seaman
![]() Join Date: Aug 2007
Posts: 35
Downloads: 78
Uploads: 0
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Hey guys, really looking forward to this mod. Great job! I was just wondering if at this moment there is any planned release date? Or maybe an update as to how its coming? I just cannot wait to give this a try.
Thanks guys! |
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#277 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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I was just playing GWX 3,0 and I noticed that some ships have lighted rooms and portholes. But as far as I know/seen no SH4 ships have lights other than search lights! Does anyone know how I would go about giving both playable and AI ships light?
By the way, I did a patrol with one of my raiders 2 days ago and did horrible, DO NOT attack a North Carolina class BB with a raider!!!! It will not end well ![]() ![]() ![]() I did even get to target it with my guns or torpes!! ![]() |
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#278 |
Seaman
![]() Join Date: Aug 2007
Posts: 35
Downloads: 78
Uploads: 0
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Do you guys happen to have a current list of the playable ships in the game so far?
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#279 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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any ideas?
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#280 |
Weps
![]() Join Date: Sep 2005
Posts: 359
Downloads: 43
Uploads: 0
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Ivan - my SH4 skills prevent me from being able to tell you exactly how to do illumination ... but I used to do exactly that for Freelancer. essnetially it involves adding another texture or even layer texture (DDS files allow this I think). Essentaially you get hold of a standard texture and make the whole thing black ... spaert from the areas you want illuminated - make this white or a very light colour (yellow, blue, whatever). Now I now how to add these to a Freelancer ship model, but no idea how to do it in SH4. Suggest SKWAS would be the man to ask ? Or maybe even direct approach to someone in GWX. In fact I remember the illuminated lights turning up in SH3 before GWX 2 and then they got rolled in to the GWX mod. Check the GWX credits / release notes - sure you'll find something about an illuminated merchants mod in there somewhere.
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#281 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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Okay thanks! did you get my email?
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#282 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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To be included in TSWSM is my Hilfskreuzer and AMC mod, however I need correct gun placement and other details for my ships.
Atlantis has provided great information to be in the past, however I need something else. Does anyone have blueprints or know a website where I can get blueprints or profile drawings of the German raiders? I have 2 profile pictures as of now but only one of them really helps me! If you know of any please PM me or post it here! HK Pinquin: ![]()
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Head of The Surface Warfare Super-Mod Team ![]() Leutnant z. S. David U. Ziegler U-105 IXB On Patrol 1 Last edited by ivank; 02-24-09 at 08:45 PM. |
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#283 |
PacWagon
Join Date: Jun 2007
Location: Drinking coffee and staring at trees in Massachusetts
Posts: 2,908
Downloads: 287
Uploads: 0
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well, I would think that the Kormoran would have the same weapon placement as the Pinguin.
I'm sure you checked out WW2db.com to see if they have good enough pictures of the ship to discern the gunports. (if it looks like a large porthole or a vent, go for it.) But im not sure how to make the ships lighted. Ask the GWX cronies (no offense to the GWX crew, amazing work they will do for GWX 4, methinks)
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Cold Waters Voice Crew - Fire Control Officer Cmdr O. Myers - C/O USS Nautilus (SS-168) 114,000 tons sunk - 4 Spec Ops completed V-boat Nutcase - Need supplies? Japanese garrison on a small island in the way? Just give us a call! D4C! |
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#284 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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thanks man! going to check out that website now
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#285 |
The Old Man
![]() Join Date: Apr 2008
Location: Huntington, Long Island, New York
Posts: 1,426
Downloads: 284
Uploads: 0
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they have no pictures of any of the raiders!
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