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Old 08-29-11, 07:45 AM   #1
THE_MASK
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Lets say i want to add a search light to the kiel lighthouse .
I open goblin and open the kiel.sim file found in
C:\Ubisoft\Silent Hunter 5\data\Terrain\Locations\CustomAreas\kiel
then i merge the kiel.gr2 file . Why do i do it this way , because if i open the gr2 file first and merge the sim then goblin will crash .
Ok so i have merged the gr2 file witht he sim file . It says lost controllers , who cares . I know that the lost controllers #12 is the harborcontroll object @ far which is the light house . I know this because i opened the gr2 file first and then merged the sim file and checked . Then i opened the sim first and merged the gr2 file . No idea where the origin point is on the light house . I notice in shcontrollers there is searchlighteffect controller . I add this to lost controller 12 and save . I then open the correct way to check and merge the sim file after opening the gr2 file . It has
harborobjectcontroll@far
searchlighteffect@far

The lighthouse at kiel still doesnt have a light
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Old 08-29-11, 08:19 AM   #2
TheDarkWraith
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Quote:
Originally Posted by sober View Post
Lets say i want to add a search light to the kiel lighthouse .
I open goblin and open the kiel.sim file found in
C:\Ubisoft\Silent Hunter 5\data\Terrain\Locations\CustomAreas\kiel
then i merge the kiel.gr2 file . Why do i do it this way , because if i open the gr2 file first and merge the sim then goblin will crash .
Ok so i have merged the gr2 file witht he sim file . It says lost controllers , who cares . I know that the lost controllers #12 is the harborcontroll object @ far which is the light house . I know this because i opened the gr2 file first and then merged the sim file and checked . Then i opened the sim first and merged the gr2 file . No idea where the origin point is on the light house . I notice in shcontrollers there is searchlighteffect controller . I add this to lost controller 12 and save . I then open the correct way to check and merge the sim file after opening the gr2 file . It has
harborobjectcontroll@far
searchlighteffect@far

The lighthouse at kiel still doesnt have a light
If you look at my FX_Update mod you'll see how I gave the lighthouse a rotating light (though not the type of rotating light you are trying to do). The searchlighteffect controller isn't going to work as you expected either. It would more than likely remain stationary. You'd have to get creative to make it turn.
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Old 10-02-11, 12:27 PM   #3
lorka42
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ungh, controllers have always driven me batship.
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Old 11-24-11, 12:09 PM   #4
Forensicman101
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Default problems opening files

When I try opening a sub GR2 file I get the following error message:
"You do not have the actor DLLs for the following controller types: Sapiens. Please get the appropriate actor DLLs."

When I try merging the submarine sim file I get this longer list of missing actor DLL files: "Gun Station Controller Properties, Ship Damage State, Interior Effects Manager, Special Abilities Ctrl, Water Reflection, cmdr_AI Human Sub, Obj_Turret, Unit_submarine, & wpn_SubTorpedo Sys."

Has anyone any idea why these are missing and how I can get hold of the files?
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Old 11-24-11, 09:14 PM   #5
TheDarkWraith
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Quote:
Originally Posted by Forensicman101 View Post
When I try opening a sub GR2 file I get the following error message:
"You do not have the actor DLLs for the following controller types: Sapiens. Please get the appropriate actor DLLs."

When I try merging the submarine sim file I get this longer list of missing actor DLL files: "Gun Station Controller Properties, Ship Damage State, Interior Effects Manager, Special Abilities Ctrl, Water Reflection, cmdr_AI Human Sub, Obj_Turret, Unit_submarine, & wpn_SubTorpedo Sys."

Has anyone any idea why these are missing and how I can get hold of the files?
Post #1 of this thread tells you what you need to do
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Old 11-25-11, 05:27 AM   #6
Forensicman101
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Default problem solved

Thanks Darkwraith. I did the Root Folder & Actors Directory thingy as in Post number one, but for some reason this had got deleted between me first trying out the editor and my second attempt. I've put the addresses in the two directories again and everything works fine. I'm now the happy user of a 30-knot Type 7a SSN....
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Old 09-25-12, 02:21 PM   #7
Targor Avelany
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maybe a stupid questions or even answered somewhere already, but I'm just learning and was not able to find an answer yet so...

In the game all parts of the uboat and other ships get combined properly. But in Goblin editor if you open both files/merge the coning tower, ie, will be off - higher and to the back of the hull...

So, my question is: how and where does it gets defined for seprate parts of the boat - hull, guns, coning tower, propellers, flag turms, etc...
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