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Old 06-30-13, 08:38 AM   #1
volodya61
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@ Volodya

If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg:

http://www.mediafire.com/?r25c8fcolhwj6iy
I can do that if it's needed.. is it needed?

And I forgot to post these message yesterday (at first power outages, and then forgot )

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There are several zones.cfg files..
FX Update contains it, OHII contains it.. also there is edited version of FX Update file, it was edited for compatibility with the AI Crew Damage Control patch, GenericPatcher contains it..
e.g. I use edited version from this mod - http://www.subsim.com/radioroom/showthread.php?t=193825
also there are several other versions but I don't review them seriously here..
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Old 06-30-13, 09:18 AM   #2
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I can do that if it's needed.. is it needed?
Yes, if we want to simulate the effect on ship integrity of hitting different cargo types.

Moreover, I am trying to create new cargo models which will include many smaller elements (i.e. single crates, sacks or barrels) instead of merging them together as per stock cargo models. Each element will get its own damage box. It means that they will blow up singularly, and that damaging a single element will trigger a chain reaction, with fires/explosions spreading from one element to the nearby ones. In order to do it, I need for new zones anyway

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And I forgot to post these message yesterday (at first power outages, and then forgot )
so we have:

FX Updates version
FX Updates + Crew Damage Control version
FX Updates + Crew Damage Control (Increased Flooding) version
FX Updates + BARF version
FX Updates + AST version

Merging new zones with the above mods will be really easy, as we won't need to tweak their settings, but just to append our new zones at the end of their respective Zones.cfg files. I could do it right now, but it would be a pointless excercise as we will need to adjust the new settings anyway
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Old 06-30-13, 11:01 AM   #3
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Yes, if we want to simulate the effect on ship integrity of hitting different cargo types...
OK, I'll re-edit file that I already edited before.. but a bit later.. isn't it an urgently?
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Old 06-30-13, 11:11 AM   #4
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OK, I'll re-edit file that I already edited before.. but a bit later.. isn't it an urgently?
You should ask our project leader, Rongel, but I would say not
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Old 06-30-13, 11:36 AM   #5
gap
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@ Rongel

Re. the problem of equipments looking poor when rendered on top of dat units, while digging into SHIII cargo models, I have discovered that they include a DynamicShadowCast controller which is absent from the SH4 cargo files that you sent me yesterday. Probably this controller won't work on SH5, but who knows, it could be worth a quick test.

In addition, SHIII cargo use WaterReflection controllers as well, but IIRC it sure that they are ignored by SH5's engine.
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Old 06-30-13, 12:26 PM   #6
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Flammable steel drums cargo ready for testing:

http://www.mediafire.com/?07t2vih4jz4u4qt

They use the same mesh repeated 60 times. Each drum got individual damage boxes and collision spheres. New version of Zones.cfg (FXU compatible) included in the package. I didn't include neither normal/ambient occlusion maps, nor the controllers I mentioned in my previous post. For ease of testing, we will add them step by step.

Let me know if it is working as supposed
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Old 06-30-13, 12:29 PM   #7
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..Let me know if it is working as supposed
Maybe you will make a custom mission also, to let me test it
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