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 02-17-13, 02:44 AM   #1
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default Some Problem with MissionEditor

Messing around with files, attempting to clone a unit (primarily make a type 9 uboat, ai at least for now).

However, this is what I get when I get into MissionEditor to try and make a test mission:


Any ideas?
Targor Avelany is offline   Reply With Quote
Old 02-17-13, 02:53 AM   #2
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Default

It means that you won't be able to put the IX in that mission,
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394
Cybermat47 is offline   Reply With Quote
Old 02-17-13, 03:49 AM   #3
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Targor Avelany View Post
Messing around with files, attempting to clone a unit (primarily make a type 9 uboat, ai at least for now).

However, this is what I get when I get into MissionEditor to try and make a test mission:


Any ideas?
I have seen this wanrng many times - it can be fixed

When you start up ME2 - it does a check of all units etc in you SH5 folder.
This error shows that the new unit you have added has bits missing.
To see what is missing in more detail - run TDWs SHValidator - this will also check and list the errors found.

If you want - you can send me the file and I can also have a look
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-17-13, 11:51 AM   #4
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by Trevally. View Post
I have seen this wanrng many times - it can be fixed

When you start up ME2 - it does a check of all units etc in you SH5 folder.
This error shows that the new unit you have added has bits missing.
To see what is missing in more detail - run TDWs SHValidator - this will also check and list the errors found.

If you want - you can send me the file and I can also have a look
ah, thank you, sir Trevally!

I also think I know why I'm getting the error - I removed the actual files in the Submarine folder that I was working on (since i'm working on AI unit, not players).

btw, how do you add specifically AI units? For example - IIA uboat? Can't seem to figure that out...

@Cybermath

Here's a picture from a кайбошед (abandoned) project:

Targor Avelany is offline   Reply With Quote
Old 02-17-13, 01:11 PM   #5
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

You should have your copy/clone uboat in the submarine folder and also a cfg within the roster folder, for the country. If one of these is missing or set as wrong unit type (not type=200 in both places) - this error is shown in ME

So your error looks like the German roster is missing for your clone
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-17-13, 01:20 PM   #6
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by Trevally. View Post
You should have your copy/clone uboat in the submarine folder and also a cfg within the roster folder, for the country. If one of these is missing or set as wrong unit type (not type=200 in both places) - this error is shown in ME

So your error looks like the German roster is missing for your clone
yeah, figured that Found and fixed! Thank you!
Targor Avelany is offline   Reply With Quote
Old 02-17-13, 01:25 PM   #7
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
yeah, figured that Found and fixed! Thank you!
I wish you good look with your awesome project, Targor
gap is offline   Reply With Quote
Old 02-17-13, 06:39 PM   #8
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

BAHA!!! TEST SUCCESSFUL!!! MWAHAHAHAHA!!!

Still lots to do: textures are all messed up and mesh replacement was literally just so it was obvious that the gr2 is getting pulled from correct location. But, alas - it works as intended!



Targor Avelany is offline   Reply With Quote
Old 02-17-13, 06:42 PM   #9
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default



can't believe my own eyes!!!
gap is offline   Reply With Quote
Old 02-17-13, 07:05 PM   #10
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Default

I can't see the pictures!

Must... get... home!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394
Cybermat47 is offline   Reply With Quote
Old 02-18-13, 03:58 AM   #11
Cybermat47
Willing Webfooted Beast
 
Cybermat47's Avatar
 
Join Date: Aug 2012
Location: Australia
Posts: 5,408
Downloads: 300
Uploads: 23


Default

Gentlemen, I think we have....

BREAKTHROUGH!
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620
Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394
Cybermat47 is offline   Reply With Quote
Old 02-18-13, 07:59 AM   #12
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Good job Targor
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 02-18-13, 08:53 AM   #13
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Wonderful

__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 02-18-13, 01:21 PM   #14
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

well, now I gotta re-do all the meshes and bones. Ugh. And see if I can come up with something for animation.

Two questions:
1) any technics on moving bones that is not as painfull as doing it based on visual? The valuses that you change for location, what are they based on?
2) any way to MAKE the unit attack in a test mission? because as it is right now it just sails away on its waypoints, even if it sees the target.

I'll post better/more screenshots later.
Targor Avelany is offline   Reply With Quote
Old 02-18-13, 01:36 PM   #15
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
well, now I gotta re-do all the meshes and bones. Ugh. And see if I can come up with something for animation.

Two questions:
1) any technics on moving bones that is not as painfull as doing it based on visual? The valuses that you change for location, what are they based on?
2) any way to MAKE the unit attack in a test mission? because as it is right now it just sails away on its waypoints, even if it sees the target.

I'll post better/more screenshots later.
Regarding your first question, from my experience I can answer that bone positions are relative to their parent bone. Bones whose parent index is set to -1 should be world aligned.

As for unit, I think it is the same used in SHIII/IV: 1 unit = 10 m, but I can be wrong on this.
gap 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 07:11 AM.


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.