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#1 | |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
Uploads: 0
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#2 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Model needs the Y node to attach those parts Yes you are correct in that the SH5 units have funnels etc all modelled in And would take an editor such as Goblin to remodel those But is doable No mileage in just cloning what we have Ther are already 4 units using the Liberty model ![]() I can see the OPs point There isnt enough variety in units Where are the fishing vessels ? Smallest unit for merchants is 1850 then next is over 4000 then all over 6700 Not to mention the age old issue of Germany having allied units - Liberty errrm ok As the point of the game is to sink ships you would have thought there would have been a decent mix on release But alas again NO |
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#3 |
Lieutenant
![]() Join Date: May 2004
Location: Lethbridge, Alberta
Posts: 260
Downloads: 40
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Yeh I know what you mean with there not being enough variety. In doing my plane mod I found out there aren't very many different planes. Most just use the same model but give different stats or loadout. But for me to add more I need all new models for more planes. Maybe I can pilfer some from sh3/4
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#4 |
Silent Hunter
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Agree 100% - this is probably one of the worst stock merchant selections for any game in the SH series. When I last played I almost sank a liberty ship before I realized that it was operating under the Nazi flag - utterly ludicrous. All in all, a VERY slapdash effort IMHO. Sergbuto asked the powers-that-be some pointed questions about why they changed the 3d model format (thus making it difficult to import SH3/SH4/modded vessels) - to my knowledge he didn't get a straight answer.
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#5 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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#6 |
Captain
![]() Join Date: Apr 2004
Location: Ottawa
Posts: 536
Downloads: 106
Uploads: 0
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Yeah, it's so bad that I was going to make anything remotely resembling a merchant ship into a ad hoc merchant ship by adding .cfgs to the Brit SEA roster folder....but they've already done that.
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#7 | |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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I don't know where sergbutto asked but there was no intention to make SH3/4 modded vessels hard to import. The change to .gr2 format is just a problem of technology advance that we needed. We had TONS of issues with the old format and exporter. Adding new ships should be easier - work in a modelling tool as its normal instead of hacking existing ships. This was one of the things we aimed - to allow people to freely add new ships/objects. Its just that people are used to having this or that ship and of course if they worked, it would have been great. Agree that the merchants selection is poor, and that is partly my fault.
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With strength I burn... |
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#8 | |||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
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Can see that Quote:
As you know modders do stuff in their own time and modding doesnt come quick A lack of 3d ship builders has always been a PITA And some form of tutorial\instructions on how to import using the new system would have been a good idea Cos you just know we all want more merchants yesterday ![]() Quote:
Of course a lot of us think new units will become available in a DLC May be the course or may be you ran out of time ![]() Appreciate the answers tho |
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#9 |
Navy Seal
![]() Join Date: Mar 2007
Location: New Mexico, USA
Posts: 9,023
Downloads: 8
Uploads: 2
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To do it with the eqp file, the objects you'd wish to move need to already be known so you can place them.
You can also make a real clone, and move the bits around—far easier in SH4 with S3D, open ship, move stuff, save ship. Done, trivially. Dunno about SH5. If SH5 also reads dats, you could perhaps add some SH4 ships that you have altered easily with S3D? (seems possible given dan's post, below. S3D is your friend, you can bang out all kinds of goodness in that case). Last edited by tater; 03-24-10 at 11:18 AM. |
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#10 |
Ace of the Deep
![]() Join Date: Mar 2005
Location: Bucharest, Romania
Posts: 1,058
Downloads: 3
Uploads: 3
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I wonder how the AOTD gang were able to import these aircraft:
http://www.subsim.com/radioroom/showthread.php?t=163515 I'm pretty sure those are SH4 era dat files, part of one of their mods?
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With strength I burn... |
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#11 | |
Grey Wolf
![]() Join Date: Jun 2006
Posts: 769
Downloads: 200
Uploads: 0
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HI to you and thanks for joining in this discussion, forgive me if I am stating the obvious but are you one of the dev team -
If so I wonder if you can provide some hints or ideas as to how to modify the game to offer more diversity or improve game play Best Regards Rascal Quote:
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#12 |
Stowaway
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It's pretty simple to make the Normals and Ambient Occlusion Textures.
The problem right now is the Game won't use them from a dat. I really do not believe that will be a problem for long. I can see one of 2 things happening soon. 1. The Engine is adapted to use them 2. Some kind of adjustment to the Granny system that would allow them to release a way to import to the GR2 files. Much like NeverWinters, EVE, and others did. |
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