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Old 06-05-10, 02:02 PM   #1
peabody
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Quote:
Originally Posted by Admiral8Q View Post
Pardon to interrupt, but someone should make "Theodore".
So, when do you think you will have it done?

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Old 06-05-10, 04:34 PM   #2
peabody
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See if we can get some more done and get your Akizuki in the water.

Now you should have the Asashio MOD with all the changes you made so far, and the Akizuki folder should be in the Submarine folder with the filenames changed to NSS.......

1. Open the NSS_Akizuki folder and delete the NSS_Akizuki.cfg
2. Open the NSS_Asashio folder and copy the NSS_Asashio.cfg folder to the AKizuki folder. Change Asashio to Akizuki. Open the file with notepad and change Asashio to Akizuki (Leave the filename the same just change the work Asashio) Change MaxSpeed to 33, Length to 135, Width to 11.6, Surface Depth to 3.8 Save.
3. Copy the NSS_Asashio.upcge to the Akizuki Folder. Rename. Open and rename Asashio to Akizuki in several places. Find/Replace works good here.
Save.
4. Now you need S3D.
5. Open the NSS_Asashio.dat file. We are going to pull out the nodes you need to make it playable. Actually what you are going to do is delete the stuff you don't need, so when you are done you will actually have a set of files you can save to reuse on building other ships.
6. NSS_Asashio.dat is open is S3D. Now we are going to delete all the nodes except the ones that were added to make it a playable ship/sub.
One thing that I did was combine the conning tower and the ship, since you don't need a separate conning tower and it avoids conflict with the numbering of conning towers as "UnitParts5Gato.upc" The numbering can cause problems.
One thing we are going to do so I can use node numbers to tell you what to delete is start from the bottom. If I start from the top, the nodes renumber as I delete nodes. So I will start at the bottom. I hope you have the same version I do, if not, go by the node names.
7. The <empty> nodes are materials and the Akizuki has it's own so we don't need them.
8. Delete 192: <empty> It will ask to delete child nodes, select yes.
9. Open node 10 so you can see the nodes. Node 10 is the main ship node that most of the stuff links to.
10. Delete Node 195:NDD_Asashio_B, delete child nodes =Yes
11. Delete Node 15: NDD_Asashio_F, delete child nodes=Yes
12. Delete Node 12: UnifiedRenderController, delete child=Yes.
13. Now we can't delete the main node and child nodes since it will delete everything. So we do one at a time.
14. Delete A 11:NDD_Asashio
15 Delete 2: 3D Model
16 Delete 10: Node Delete Child Nodes=NO When I did the delete on the 3d model, this actually changed to 9. The "name" disappeared since in step 14 you deleted the label.
17. There are two more Node: <empty>...Delete both, deleted child node=Yes.
18. Delete the EOF, Index, Unknow chunk, End.
19. I leave in the Authorinfo and Start as an easy way to find the beginning when importing.
20. Now, save the file as ShipParts.dat.
Now you have the parts you need in the .dat file to use in the Akizuki.dat file to start making it playable. And you can reuse this file for other ships. To be playable a ship must be converted to a sub and you must put in dive planes and at least one torpedo tube. (I don't remember if you "NEED" the periscopes or not, but I put them in) then you convert the ship to a sub in the sim file....but let's not jump ahead.
************************************************** *****
Now, let's finish the Akizuki.dat file.

1. From the "copy" you made in the Asashio MOD/submarine folder, Open the NSS_Akizuki.dat file with S3D.
2. Select 177: EOF (you select this so the stuff you are importing will go after this location.)
3. Go to Menu/File/Import/DAT file.
4. Find ShipParts.dat and Import.
5 When it imports the "tree" is all open. So go to the leftmost minus signs and close each one. Doing that makes it less likely to select the wrong node.
5. Now everything below the Akizuki EOF (end of file) is the new stuff that needs to be added.
6. Select the 180: Japan_m.tga and using the green arrow keys on the toolbar, move it up the top just below the 5:<empty> OR you can hold down Shift+Ctrl and press 'X' to cut (copy) the node and child nodes, then select the 5<empty> and paste. Either way will put the flag in.
7. Now the rest are simple. First thing to do is 'Select' the main Akizuki node. 10:NDD_Akizuki. On the right side is the ID box, copy the ID.
8. Go to 183:Node-cfg#O02_NSS_Turm9D2 and PASTE the ID into the "PARENT ID" box on the right. The file should jump up into the Akizuki list, below the Akizuki_F and above the <empty>.
9 Continue with each node Pasting the ID into the "Parent ID" box of the other items. (Do not do the Aurhor info or the Start. They are only there as a help in knowing where the Akizuki ends and the "ShipParts.dat" begins.
10. When you get all the items moved, then you can delete the "AuthorInfo" and 'Start" that are left at the bottom of the file.
11. You can rename the main node NDD_Akizuki to NSS_Akizuki to keep it the same as what you are using in the rest of the files.
12. Save this file to the Asashio MOD folder, you will be overwriting the .dat file, so make sure you are not saving it into the game files, only into your 'working' folder.

Most of the stuff you just imported will need to be moved, since it is a different ship, they won't be in the correct location, but we don't need to do that now. You can do it after we make sure the ship works.
************************************************** *******
Sim file:

1. Open the NSS_Asashio.sim file.
2. Delete all Obj_Funnel
3. Delete all Obj_Turrets (I haven't checked all the links yet, we will probably be adding more AA like you wanted and make sure one gets linked to the Playable Main gun, but again that can be done later.)
4. Save the file as ShipParts.sim in the same location you saved the ShipParts.dat.
5 Open the NSS_Akizuki.sim file.
6. Select the 28:End
7. File/Import/DAT file, find the ShipParts.sim and Import.
8. These files can NOT be moved using an ID since the 'Parent ID" is in the .dat file.
9. Again close the 'tree' by clicking the - signs.
10. Delete 2:AIShip
11. Select 31: cmdr_AIHumanSub. Shift+Ctrl-'X' to cut/copy.
12. Select the 1.Start and paste.
13. Same procedure for all..Copy SpecialabilitiesController, selet AI_HumanSub and paste.
14. The other can be copying and pasted below the Turrets. The only reason I do it this way is to keep it organized.
14. When you get to Unit_Submarine, you can transfer information from the Unit_ship into the Unit_Submarine. You will also need to open the NSS_Akizuki.dat file to get the names for the Propellers and Rudders. The other stuff like dive planes is already correct since it was added in the dat file, it was not part of the Akizuki like the propellers and rudder. When you get that done, delete the Unit_Ship.
15. Copy the ID of the NSS_AKizuki from the .dat file and paste into the "Parent ID" of the
cmdr_AIHumanSub
SpecialAbilitiesCtrl
Wpn_SubTorpedoSys
Unit_Submarine

16 The Parent IDs for the Watchmen would be the WCS dummys in the .dat file, so they should already be correct since we copied them directly from the Asashio.
17. Now at the bottom of the file, delete the stuff after the Akizuki end that were part of the ShipParts.sim. Authorinfo, Start, End. (The ones at the bottom, not the top).
18. Save the NSS_Akizuki.sim.

************************************************** ***
No changes were made to the .val file.

************************************************** *****
No changes were made to the .dsd file

************************************************** ****
Cam file;

1. Delete the NSS_Akizuki.cam file
2. Copy the NSS_Asashio.cam file into the NSS_Akizuki folder and change Asashio to Akizuki.
3. The first three are linked correctly to the Conning Deck, Binoculars, and the UZO.
4. The other two need to be linked but first we have to set up the "Slot" for the gun.
5 You can save the .cam file also as ShipParts.cam the third file you can reuse....the gun slots will have to be fixed each time since the guns are already on the ship.
Right now I have to leave.....I will try to finish this up when I get back. Then since it is bit and pieces I need to review and check what else needs to be done. (.zon file for one)

Peabody


************************************************** *

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Old 06-05-10, 10:35 PM   #3
peabody
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Continue:

1. Open the NSS_Akizuki.dat file
2. Open 87 node:-NDD_Akizuki_F
3. Find the A01 node.
4. Select the item just above it.
5. Right click and "Append New chunk/Nodes (type 4)/Node (type 4/100)"
6 The node will go to the bottom of the list.
7. Select the node you just made and right click and "Append New Child Chunk/Label (type 8/0)
8. In the box to the right that says Name: <New Label>. Replace <new label> with slot_A01_Akizuki.
9. Go back up and select 87:node NDD_Akizuki_F and copy the ID.
10. Paste the ID in the Parent ID of the new node you made. Mine is 107:Node-slot_A01Akizuki. Your number may be different.

11. The slot A01 node should now be just above the cfg#A01.
12. Now you need to put the cfg "inside" the slot node.
13. Select the 107:Node slot_A01_Akizuki, copy the ID.
14. Select the 110:Node-Cfg#A01_NDD_Akizuki. Now here you will notice the Parent ID is not is a box. It is already linked, to change it you have to hold down Ctrl and Click on it. The Paste the ID that you just copied. The cfg A01 should indent under the Slot A01.

15. Now select the cfg#A01 so you can create a Slot for A02, so you want it to be created below the A01.
16. With cfg#A01 selected, follow the same procedure as above except now it is A02, New chunk-Node, New Child chunk- Label, add the slot_A02_Akizuki in the name box, copy the NDD_Akizuki_F ID and paste into the Slot A02 Parent ID, Copy A02 ID and paste into cfg#A02 Parent ID.

17. Now copy the Node: slot_A01_Akizuki ID
18 Open the NSS_Akizuki.sim file.
19 Find the CamUsersDataCfg that controlls the A01 gun. Paste into the Parent ID.
20. Go back to .dat copy slot A02 ID, go to sim paste into Parent ID of the A02 camera controller.
21. Save the .sim file.

Now close everything, we want to start fresh so there are no mistake on this part. You will most likely have to start over with the .dat, .sim. zon etc if you mess this up. NO, NO don't close Subsim you won't be able to read what to do........Hello, hey come back.

You are going to "Remap IDs" so all those IDs don't cause conflicts.
1. Open S3D
2. Open NSS_Akizuki.dat
3. On the top on S3D to the right click on .sim, just let them open on top of each other.
4. Click on zon
5. Click on val
6. Click on cam
7, Click on dsd
Now you have all the windows open.
8. Go to the menu/Tools/Remap IDs
9 A window will open, click on Random this time and ONLY this time, do NOT click it again.
10. Click OK.
11. File/Save
12. File/Close the dsd
13. Menu/Tools/Remap Ids. Click OK
14. File Save (.cam)
15. File/Close
17. Continue with each: Remap Ids, OK, Save, Close. When you have them all done, close S3D.


Now just for a test, go to the NSS_Akizuki.upcge file and open with notepad. If you used the find/Replace to rename the info from Asashio to Akizuki or if you renamed all of them, we need to change one of them back to Asashio so we can see if the ship works.
Scroll down ....way down, until you find the UpgradePackSlot section or do a "find" for: Upack5InchDoubleAkizuki That is the playable deckgun, but it will cause the game to crash since we have not built your gun yet. Change it back to this: Upack5InchDoubleAsashio.

Edit: I forgot one node. Before you delete the Asashio folder. Go to the NSS_Asashio.dat and open the Asashio_B node and find the Japan_FLG. Do a Shift+Ctrl and 'C" Use C not X , this time it gets copied not deleted. Then Open the Akizuki.dat file and open the Akizuki_F node and put it in there somewhere. Then select the node Akzuki_F, copy the ID and make it "parent ID' on the flag. On the flag ID click the NEW to give it a new ID. In the Linked 3D model section there is a 'material list', delete the ID and then Select Add/Add and from the list choose Japan_m.tga.

Now if you have been working in the Asashio Mod folder you will still have the Asashio in the Submarine folder. Take the Asashio folder out of the Mod and leave the Akizuki folder in there. Back out to the main folder and copy it to your MODs folder, enable it. (just to be sure, it should be the only MOD enabled so we know if it works or not)

Start Sh4. The Mod contained a German Single Mission called Convoy Guardian. Play that and see if it works. Your deck crew will be in mid-air and your view will not be where it belongs but if you did everything right it should work at this point. If it works, look at the top of the bridge, there is an AA gun up there. You may have to move that to put your view up there since the bridge has no windows. Unless you can do 3D and put in a bridge, and open the windows.

If this works we will make the gun, the Asashio 5" is on there right now.

The DD is not done, but it should work. Let me know.

Peabody
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Last edited by peabody; 06-06-10 at 11:40 AM.
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Old 06-06-10, 06:24 AM   #4
L.T
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now i know what to do monday

tx m8 have a good sunday
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Old 02-05-12, 03:03 PM   #5
chrysanthos
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oh gosh...peabody....i dont know your real name but anyway....i said in my preivous message that if you will forgive me for my mistakes i have done here:/...thats all.. and i try to convert the ship too but....i stuck as always...see ya
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Old 02-06-12, 03:32 AM   #6
TBear
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ya. Trying your self kinda explains how hard it is...im stuck with the maya on the 4th month, but he saved my but with the Takao

Hes an awsome chap
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Old 02-06-12, 05:16 AM   #7
peabody
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Quote:
Originally Posted by TBear View Post
ya. Trying your self kinda explains how hard it is...im stuck with the maya on the 4th month, but he saved my but with the Takao

Hes an awsome chap
The Maya is a Takao class. There were four ships built Takao, Maya, Atago, Choaki. The only difference is some of the armament. So it should be an easy fix to get the Maya working. The Maya that I built a LONG time ago was built using a US sub not a German one so it worked on the US side but was still Japanese and US ships would fire at it.

If I get a few minutes tomorrow, maybe I can spit out the Furutaka, I never finished that one either, but it should only take a while.

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Old 10-31-12, 12:38 AM   #8
Arael
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Sorry to raise this thread from the dead, but I followed your instructions and now have a drivable Chitose. Now where do I go from here to give it guns and the like?
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