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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 04-22-11, 05:19 PM   #226
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by stoianm View Post
i spoked with vanilla and he will help me with the dolphins... so pls send me this work also... if i will be not able to do by myself i will ask Zedi, TheBeast or TDW for help... but i wanted to work with this kinds of file long time ago... so i think is time for me to start
adding new units is very easy once you understand the how part of it
TheDarkWraith is offline   Reply With Quote
Old 04-22-11, 05:21 PM   #227
Paris_England
Soundman
 
Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
Default

@stoianm

Easiest way is to download DWs iceburg mod and see how he added iceburgs. There's a dolphin mod on the SH3 boards iirc. Just repeat what DW did only reference the dolphin.dat.

The sh3 dolphin will need a new texture (that's what I did anyway) -- but I did it only as a proof of concept so I don't have permission to release.

Anyway, this method will make the dolphins available for mission creation. Putting them in campaign is the big part of the project. Ideally they need to be randomly spawned within a certain distance of the player and then killed once they reach a max distance -- otherwise it's handplacing dolphins and waypoints
Paris_England is offline   Reply With Quote
Old 04-22-11, 05:22 PM   #228
Paris_England
Soundman
 
Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
Default

NINJA'D by the DW!
Paris_England is offline   Reply With Quote
Old 04-22-11, 05:25 PM   #229
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Quote:
Originally Posted by Paris_England View Post
@stoianm

Easiest way is to download DWs iceburg mod and see how he added iceburgs. There's a dolphin mod on the SH3 boards iirc. Just repeat what DW did only reference the dolphin.dat.

The sh3 dolphin will need a new texture (that's what I did anyway) -- but I did it only as a proof of concept so I don't have permission to release.

Anyway, this method will make the dolphins available for mission creation. Putting them in campaign is the big part of the project. Ideally they need to be randomly spawned within a certain distance of the player and then killed once they reach a max distance -- otherwise it's handplacing dolphins and waypoints
Thanks... i have a bit left untill i will finish the env mod and after that i will start to work on the dolphins... but you can send me your work.. i will just look inside.. i will not use... just to make a better ideea

tnx
stoianm is offline   Reply With Quote
Old 04-23-11, 05:59 AM   #230
oscar19681
Admiral
 
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
Default

Quote:
Originally Posted by Vanilla View Post
I am sorry for being a bit slow here. It is rather tedious thing to do. So far I have added custom waypoints for one room and made one sailor appear on those 'extra' waypoints just as a proof of concept. It works fine, however the problem is that with the way new waypoints are addeded it is not possible to check animations in Goblin needing to launch the game each time. My idea is to work around it by creating several 'submarine file sets' each one holding one waypoints set, check animations there and then combine them all together. Since it will take quite some time I switched to simple adding missing crew, it has to be done anyway, extra waypoints or not, and many people are eager to get extra crew ASAP. But having some issues in RL I've managed to add only 8 sailors in the time given. Need 12 more. And unfortunately I am away untill the 10th. I will continue to work on it afterwards. Sorry the delay.
Oh that to bad. Another delay. I,m so eagerly awaiting this work to be finished but it seems plaged by real life stuff all the time.
__________________
we live we die but death does not ends it.

Jim Morrison 1943-1971
oscar19681 is offline   Reply With Quote
Old 04-23-11, 08:46 AM   #231
Zedi
Sea Lord
 
Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
Default

Quote:
Originally Posted by Paris_England View Post
... and then killed once they reach a max distance -- otherwise it's handplacing dolphins and waypoints
What do you mean by this?
I placed a group of dolphins in the campaign, but seems like they dont wanna follow waypoints.
Zedi is offline   Reply With Quote
Old 04-23-11, 09:04 AM   #232
ryanwigginton
Weps
 
Join Date: Apr 2007
Location: Nottinghamshire
Posts: 368
Downloads: 68
Uploads: 0
Default

Awesome work! I really like the extra crew. I can't wait to see this game in one years time. Now, if only I can just forget about it and pretend it's not there.... will be a real treat when I come back.
__________________
Windows 8 Pro 64-bit, Intel Core i7-2760QM @ 2.40GHz, 8GB RAM, AMD Radeon HD 6990M
ryanwigginton is offline   Reply With Quote
Old 04-24-11, 11:36 AM   #233
Paris_England
Soundman
 
Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
Default

Quote:
Originally Posted by Zedi View Post
What do you mean by this?
I placed a group of dolphins in the campaign, but seems like they dont wanna follow waypoints.
You know, you reminded me that when in the mission the Dolphin didn't follow the waypoints. It was spawned correctly and started off moving to waypoint 2, but just kept going in that same direction forever.

Never did anything more to the dolphin -- just presumed it was my inexperience with the mission editor that was the problem and moved on to other things.

P
Paris_England is offline   Reply With Quote
Old 04-24-11, 11:58 AM   #234
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Paris_England View Post
You know, you reminded me that when in the mission the Dolphin didn't follow the waypoints. It was spawned correctly and started off moving to waypoint 2, but just kept going in that same direction forever.

Never did anything more to the dolphin -- just presumed it was my inexperience with the mission editor that was the problem and moved on to other things.

P
You have to ensure the units have:
- a propeller
- a rudder

If not they can't follow waypoints correctly You specify these in the .sim file
TheDarkWraith is offline   Reply With Quote
Old 04-26-11, 04:39 PM   #235
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

Hey folks, I wouldn't mind lending a hand with this. Also, the OP mentions some incompatibilities with my mod's, wouldn't mind at least helping to straighten them out/combine things.
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 04-27-11, 01:51 AM   #236
Paris_England
Soundman
 
Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
Default

Hi SteelViking,

Long time user of your mods -- great work; many thanks!

I haven't worked on this for a long time now, but I believe Vanilla is working on something similar. If he's using the method posted in this thread, then iirc the gr2 file from your mod needs to be the base. For vanilla sh5, then the original gr2 file needs worked from. No huge deal if I recall -- just a pita to do it twice. Thankfully most of the hardwork is done in other files.

Of coure my memory may be wrong and/or Vanilla may have found another way to do it.
Paris_England is offline   Reply With Quote
Old 04-27-11, 02:08 AM   #237
stoianm
Ocean Warrior
 
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
Default

Unfortunately seems that Vanilla is very busy also in RL... so we need to have patience until this mod will see the light
stoianm is offline   Reply With Quote
Old 04-29-11, 12:41 PM   #238
Vanilla
Lieutenant
 
Join Date: Nov 2006
Location: St. Petersburg, Russia
Posts: 264
Downloads: 72
Uploads: 0
Default

Hi everybody, just don't worry, I am not lost. Just away until the 10th of May, then I'll continue adding the crew. If anyone wants to try it as well - no problemo, I'll do a full description on what to do just after the 10th. It is not difficult at all, thanks to Paris' work.

Quote:
Originally Posted by Paris_England View Post
Hi SteelViking,

Long time user of your mods -- great work; many thanks!

I haven't worked on this for a long time now, but I believe Vanilla is working on something similar. If he's using the method posted in this thread, then iirc the gr2 file from your mod needs to be the base. For vanilla sh5, then the original gr2 file needs worked from. No huge deal if I recall -- just a pita to do it twice. Thankfully most of the hardwork is done in other files.

Of coure my memory may be wrong and/or Vanilla may have found another way to do it.
I am doing it exactly the same way as you did, I guess it is the only way to do it. The only difference I've made is that I add extra GR2 file directly to the room's file (creating new prt file for the room and joining it in goblin) instead of the boat's prt. This way we don't have to change a lot in prt files for every boat we have. So credit for all the hard work goes to 100% to you. Thanks Paris!
Vanilla is offline   Reply With Quote
Old 05-16-11, 09:24 PM   #239
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by privateer View Post
Every GR2 file has ID's attached to each entry in it.
(You can see the ID's in Goblin)
You can not change those. (YET!)
So a copy, even if renamed and such retains the original ID's.
Incorrect. Change one letter in a name contained in there and a new ID is made (you can verify in Goblin). The ID is determined somehow from the names of the bones/entries.
TheDarkWraith is offline   Reply With Quote
Old 05-23-11, 02:09 PM   #240
oscar19681
Admiral
 
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
Default

Whats the word on this mod ? I,ve been away and was kind of hoping to see some real progress bynow. But ive seen some cool stuff from TDW as well .
__________________
we live we die but death does not ends it.

Jim Morrison 1943-1971
oscar19681 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 12:13 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.