SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 12-26-10, 12:01 PM   #1
rowi58
Eternal Patrol
 
Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
Uploads: 0
Default [REL] Converted external cargo from SH5

Hi folks,

SH5 has some nice external cargo. Thanks to privateer's extracting tool, i converted some of this objekts to SH3:



How to use it is written in the "ReadMe".

Thanks to iambecomlife for his "M40B" merchant ship (from his MFM). This ship is ideal for locomotives and rail cars as external cargo.



With some slightly modification, this ship is also in this MOD.

You can download it here: http://www.mediafire.com/?ys0lzyiakb511bq

Have fun.

Greetings
rowi58
__________________

Last edited by rowi58; 02-09-11 at 12:37 PM.
rowi58 is offline   Reply With Quote
Old 12-26-10, 12:31 PM   #2
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
Default


Excellently, Rowi58!
__________________
Alex ®


Moses said: "Don't create yourself an idol"...
Anvart is offline   Reply With Quote
Old 12-26-10, 12:43 PM   #3
Sailor Steve
Eternal Patrol
 
Sailor Steve's Avatar
 
Join Date: Nov 2002
Location: High in the mountains of Utah
Posts: 50,369
Downloads: 745
Uploads: 249


Default

COOL!
__________________
“Never do anything you can't take back.”
—Rocky Russo
Sailor Steve is offline   Reply With Quote
Old 12-26-10, 01:02 PM   #4
nikbear
Sea Lord
 
Join Date: Feb 2007
Location: Northampton,UK
Posts: 1,859
Downloads: 86
Uploads: 0
Default

Really looking forward to giving this a try
__________________
'It is not surely known when the grey wolf shall come upon the seat of the gods'
Ericksmal.
nikbear is offline   Reply With Quote
Old 12-26-10, 01:15 PM   #5
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 190,539
Downloads: 63
Uploads: 13


Default

This will make a nice/pleasant change
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!

Jimbuna is offline   Reply With Quote
Old 12-26-10, 01:16 PM   #6
BUKER
中国水兵
 
Join Date: Jan 2010
Location: RUSSIA-Siberia
Posts: 284
Downloads: 409
Uploads: 0
Default

Hi rowi58,

Wow,great work...really great !

Your work is much appreciated!
Thank you!


__________________
BUKER is offline   Reply With Quote
Old 12-27-10, 03:45 AM   #7
clouclou
Gunner
 
Join Date: Apr 2005
Posts: 91
Downloads: 244
Uploads: 0
Default

Can-o, change the name in m40b, m40c example, not to conflict with the Mod MFM iamcomlife?
clouclou is offline   Reply With Quote
Old 12-27-10, 11:50 AM   #8
STEED
Lucky Jack
 
Join Date: Jan 2006
Location: Down Town UK
Posts: 27,695
Downloads: 89
Uploads: 48


Default

Nice, shall give this a spin.
__________________
Dr Who rest in peace 1963-2017.

To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT!
STEED is offline   Reply With Quote
Old 12-27-10, 12:59 PM   #9
rowi58
Eternal Patrol
 
Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
Uploads: 0
Default

Quote:
Originally Posted by clouclou View Post
Can-o, change the name in m40b, m40c example, not to conflict with the Mod MFM iamcomlife?
Hi clouclou,

in this case - but only in this case - you can do so. But it is a little bit more:

1. rename the folder to M40C
2. rename all filles in this folder to M40C.* or M40C_*.*
3. go to folder "Roster/British/sea and rename this file to M40C.cfg too
4. and this is verry important: open both M40C.cfg files and change the line to
ClassName=M40C !!!

I've cloned the "original" M40B.dat" so you should not get any problem. I've also renamed the "Label" of all chunks, even the embedded deckskin-TGA file.

So it should work

Greetings
rowi58


@ all Thanks for your feed back
__________________

Last edited by rowi58; 12-27-10 at 02:29 PM.
rowi58 is offline   Reply With Quote
Old 12-28-10, 02:44 AM   #10
clouclou
Gunner
 
Join Date: Apr 2005
Posts: 91
Downloads: 244
Uploads: 0
Default

Rowi, thank you and happy holiday.
Claude.
clouclou is offline   Reply With Quote
Old 12-28-10, 03:12 AM   #11
rea00cy
Loader
 
Join Date: Jul 2007
Location: Central FL
Posts: 88
Downloads: 337
Uploads: 0
Default

That's a nice X-mas gift. Thanks for posting!

rea00cy
__________________
ATROPOS-the deadly nightshade
rea00cy is offline   Reply With Quote
Old 12-31-10, 01:06 PM   #12
EmeAzul
US Navy LT
 
Join Date: Apr 2004
Location: Bay Area, California
Posts: 120
Downloads: 582
Uploads: 0
Default Adding New Cargo to EQP Files

Rowi58, thanks for this nice contribution, but I need a little more help. I understood how to change the CargoDef.cfg file, but am a bit lost on how to change the individual ship EQP files so that these new cargos will appear in game. I see what you did for the M40B, with NodeName P01 to P04, but am not sure that is what I should do for example for the NGRA ship. Can I just create new NodeNames or must I use some that are already included in the EQP file will NULL values? Thx
EmeAzul is offline   Reply With Quote
Old 12-31-10, 03:09 PM   #13
rowi58
Eternal Patrol
 
Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
Uploads: 0
Default

Hi EmeAzul,

as i see, the NGRA has one node for external cargo - the K01 node. That means, SH3 will randomly put some kind of external cargo on this place. A kind of external cargo, that is defined by the CargoDef.cfg. (K-nodes will not work within the EQP file!)

There are many ways to get this new external cargo to be shown.
- change the LinkName in the CargoDef.cfg, for example replace "Truck" by "FireTruck"
- add to the existing CargoDef.cfg at the end of the file the new external cargo objects you want to see (randomly),
- or change the K01 node into a P01 node and add an entry to the EQP file like this:

[Equipment xx]
NodeName=P01
LinkName=FireTruck
StartDate=19400701
EndDate=19451231
(for this one you need a HexEditor or S3D to change the node label),

And / or a combination ot the three methods mentioned above
__________________
rowi58 is offline   Reply With Quote
Old 01-01-11, 12:09 PM   #14
EmeAzul
US Navy LT
 
Join Date: Apr 2004
Location: Bay Area, California
Posts: 120
Downloads: 582
Uploads: 0
Default Thank You

Rowi58, thanks for the clarification -- I'll probably go with Option 2 (adding on to the CargoDef) to keep them all random. But I don't ever remember seeing anything other than the crates in game. Don't remember seeing a Tank or a Truck or anything else other than the crates. Perhaps GWX 3.0 set it up this way.

In any event, thanks again for these nice Cargo additions. This goes into my 1,450+ collection of mods, along some of you earlier 2006 additions, like the Marineversorger (NAMD), Sperrbrecker (NYAM), ShipWrecks (NWRE) and EmptyTankers (NTLE/NTME). Cheers
EmeAzul is offline   Reply With Quote
Old 01-09-11, 07:24 PM   #15
wriedt
Swabbie
 
Join Date: Jan 2011
Posts: 5
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by rowi58 View Post

- add to the existing CargoDef.cfg at the end of the file the new external cargo objects you want to see (randomly),
Hello,

Sorry to bother you., but if I used this method in the CargoDef.cfg I would add (as an example below) at the very end of the file:

[CargoEntry 24]
NodeName=Trucks
LinkName=Sherman

StartDate=19380101
EndDate=19451231
CargoType=0


[CargoEntry 25]
NodeName=Trucks
LinkName=Howitzer

StartDate=19380101
EndDate=19451231
CargoType=0


[CargoEntry 26]
NodeName=Trucks
LinkName=Fueltruck

StartDate=19380101
EndDate=19451231
CargoType=0


[CargoEntry 27]
NodeName=Trucks
LinkName=TrainCar1

StartDate=19380101
EndDate=19451231
CargoType=0


Etc etc (probably except the locomotive one or TrainEngine). Is this correct way to do it?

Have a nice day.
wriedt is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:09 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.