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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Navy Seal
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Might sound stupid, but is the Willis really needed?...tanks and trucks are already nice
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#2 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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[CargoEntry 14] NodeName=Jeep LinkName=jeep1 StartDate=19380101 EndDate=19451231 CargoType=0 [CargoEntry 15] NodeName=Firetruck LinkName=Firetruck StartDate=19380101 EndDate=19451231 CargoType=0 And it worked! I could select them from the mission editor, and they appeared in game also. Yep, the jeep is missing textures, and the Willis-car could maybe use better textures, looks a bit ugly to me. But I don't know anything about the UV-stuff (and I don't want to know ![]() I did another test as well, I think the most important test so far. I modded the Coastal Waters campaign, so that all the random traffic cargo ships have some external cargo. I added k-nodes to HogIsland ships and started a new campaign. While patrolling near Poland I met this one HogIslander, and yes it had external cargo! So this is a random ship, I haven't placed manually any cargo to it. ![]() Everything seems to work so far! |
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#3 |
Ocean Warrior
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Well done
![]() ![]() So, now we just need Trevally to make changes to the campaign and put the edited .cfg and ship files to the mod ![]()
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#4 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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But help would be nice, especially with editing the campaign (Trevally??), or adding missing zones (boxes and spheres) to the cargo.zon file. Any brave volunteers? ![]() |
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#5 | ||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Here is a view of it with its brand-new textures: ![]() ![]() Quote:
![]() Since we are at it, what do you think about some totally new cargo models? I was thinking about an assortment of barrels and sacks. I have found some good royalty-free meshes on the web. I could try combining them and putting them in a dat file for you to test them in game, if you agree. ![]() Quote:
http://www.mediafire.com/?lmjaiazbpg8k2p9 Dropping it in the Textures/TNormal/tex folder is enough. As for the other Jeep that you are mentioning, I think you meant the one called "jeep1". If you tell me what is wrong with its texture, I can try improving it ![]() Quote:
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![]() I have just one suggestion: when you are adding K bones to multiple hull ships, check that the parent object of the recently added bones is the appropriate hull part. Quote:
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#6 | |||
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Good work with the Willys Jeep-texture, Gap!
Should it be a little bit darker, SH 5 trucks and tanks are quite dark. They have the shadows painted in to the texture kind of. Anyway, nice fix, I already added it to the mod. Quote:
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It has already modified .zon file, I have added zones to couple of items, you can continue from there or start from the scratch. One thing that bothers me little, is that I can't find a good way for the crates to be destroyed. Tanks and trucks can be blow up in the air, but if crates do this, you can see that they have no bottom at all. So if there is a way just to blow them up, so that they dissappear, that would be great! This version also has a custom mission so that you can see the cargo ships easily. I think that now every cargo ship has the K-nodes, actually there was only three ships that didn't have them. |
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#7 |
Navy Seal
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Great work guys
![]() Yes Rongel - I would like to help and add your work to OHII. I can update all the campaign layers to make the ships take the cargo. I am having a little issue with my PC at the mo (I have kicked it down the stairs is a fit of rage ![]() When it arrives - I can join your team ![]() ![]() |
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#8 | |||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
http://www.mediafire.com/?787hs5xs7sd8l67 This is a preview of it in GR2 Editor: ![]() Much better, I think ![]() Quote:
![]() In theory we could clone the existing ship_cargo.GR2 file, and import the new models in it, but this would pose some serious limitations to the complexity of the objects we can model, since IIRC we cannot add new meshes but just replace the existing ones. On the other hand, we have several examples of "dat" equipments rendered on top of GR2 units (aircraft bombs, and leigh lights just to mention some). I think that as far as a dat object has no unified render controller, it is rendered correctly on top of any GR2 unit. ![]() Quote:
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#9 | |
Ocean Warrior
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__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#10 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#11 | |
Ocean Warrior
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I think this should be done because the convoys in OHII consist mostly of imported vessels
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I downloaded the RosettaStone and ABBYY Lingvo apps and am now heavily engaged in the study/learn of English.. am tired too often use an online translator.. so, a slight reboot/re-load of the brain does not hurt ![]()
__________________
. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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