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Old 06-03-20, 05:40 AM   #1
Rosomaha
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@gap, thank you for offering help. But I don't think it's necessary specifically here. If the problem is only in the shadows on the deck and our don't need to rerender – it's easier to fix it in Photoshop , I've already lightened the spots. You can help later with answers to questions about sh5 modding, which I have accumulated a many). So far I’ll may just ask: what can Softimage do for our piece-production individual SH5 modding, and what can't Autodesk 3ds Max do on its own in 2020? What is the feature or profit of all this manipulation?

 


Now I have the main question, guys, when making PlatformeGR2 I stopped and think: which way make their direction? The fact that in the old Platforme.dat ordinate axis their provisions were directed in the opposite direction from the main axis, their position is guns looks the opposite and does not match cfg napravleniem cell #, for example, from conventional weapons in the game it matches and where to watch the cell cfg # - to look and gun, and “Platformes” all looks in the opposite direction.

Well. What is the best way to do this - leave their own orientation as before in the opposite direction or turn them and make them like standard guns?

It would be possible to solve this while the assembly is in progress, It makes no difference to me, I can rotate them by turning cfg # in the opposite direction, but then it will probably be important, perhaps in the future they can be used elsewhere.

Last edited by Rosomaha; 06-03-20 at 05:58 AM.
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Old 06-03-20, 01:51 PM   #2
gap
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Quote:
Originally Posted by Rosomaha View Post
@gap, thank you for offering help. But I don't think it's necessary specifically here. If the problem is only in the shadows on the deck and our don't need to rerender – it's easier to fix it in Photoshop , I've already lightened the spots.
Yes, I have seen your screenshot and the deck looks much better now!

Quote:
Originally Posted by Rosomaha View Post
You can help later with answers to questions about sh5 modding, which I have accumulated a many). So far I’ll may just ask: what can Softimage do for our piece-production individual SH5 modding, and what can't Autodesk 3ds Max do on its own in 2020? What is the feature or profit of all this manipulation?
Please refer to post #15 in this thread. For devs the advantage of Softimage over Max was that Softimage had better auto-UV and AO baking features. I have never used Max so I can't confirm dev's opinion. For me the advantages of using Softimage are that it has a free version, that I have learned how to use its remdermap generation tool for creating AO maps, and that with the experience learned the quality of my AO maps has become consistent with the ones of stock game.
If you are familiar with Max and you are happy with the AO maps it generates, I see no reason for switching to any other program.

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Originally Posted by Rosomaha View Post
Now I have the main question, guys, when making PlatformeGR2 I stopped and think: which way make their direction? The fact that in the old Platforme.dat ordinate axis their provisions were directed in the opposite direction from the main axis, their position is guns looks the opposite and does not match cfg napravleniem cell #, for example, from conventional weapons in the game it matches and where to watch the cell cfg # - to look and gun, and “Platformes” all looks in the opposite direction.

Well. What is the best way to do this - leave their own orientation as before in the opposite direction or turn them and make them like standard guns?

It would be possible to solve this while the assembly is in progress, It makes no difference to me, I can rotate them by turning cfg # in the opposite direction, but then it will probably be important, perhaps in the future they can be used elsewhere.
Maybe I a missing something, but I don't see any Platforme.GR2 in your mod. Isn't your model using stock guns?

In any case, in SH5 all the guns are facing the same direction, and their orientation in game is determined by the rotation of the equipment nodes they are linked to. If you plan to create new guns to be used with you C3-class freighter, my suggestion is to maintain the same orientation as stock guns, so not to create confusion in case the same guns will be used on multiple ships

One last note. I have never seen a ship ensign in front of a funnel. Usually ensigns are found near the stern of a ship, and during navigation they are often flown from the rearmost mast
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Old 06-04-20, 01:05 AM   #3
Rosomaha
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Originally Posted by gap View Post
Maybe I a missing something, but I don't see any Platforme.GR2 in your mod. Isn't your model using stock guns?

In any case, in SH5 all the guns are facing the same direction, and their orientation in game is determined by the rotation of the equipment nodes they are linked to. If you plan to create new guns to be used with you C3-class freighter, my suggestion is to maintain the same orientation as stock guns, so not to create confusion in case the same guns will be used on multiple ships
It work in progress. I wrote about it above, @gap.
I built the model in 3ds Max, made textures, put the entire mesh replacing the cell in ship_cargo to see how it looks in the game-it looks good, checked, but everything is useless. I can't split it up and distribute the bones as I need .
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Old 06-04-20, 03:49 AM   #4
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Originally Posted by Rosomaha View Post
It work in progress. I wrote about it above, @gap.
I built the model in 3ds Max, made textures, put the entire mesh replacing the cell in ship_cargo to see how it looks in the game-it looks good, checked, but everything is useless. I can't split it up and distribute the bones as I need .
I think I have got you now. You want the guns not to stick out directly from ship decks, but to be fitted on top of some raised platforms, right?
To the best of my knowledge, there are three ways to do that:
  • You could combine the gun platforms with hull mesh, but that's probably the trickiest method as you would be forced re-importing the hull, and that might mess your AO mapping.

  • If your GR2 file has still some unused meshes, you could import the platforms as individual parts, separated from the main ship hull, and you could change the parent bone settings of each gun equipment bone appropriately so that when a platform is destroyed, then gun(s) on top of it will be destroyed as well.

  • You could import the platforms in a separated GR2 file to be stored in the library folder and link them to your ship through equipment bones. Again, if you want a gun to be destroyed when its platform is destroyed, you should move the gun linking bones from the main unit to the platform equipment items in the library folder. Nested equipment items work perfectly in SHIII and I suppose they similarly work in SH5.

I would recommend you to stick to the latter method, as it would minimize the tweaks to be done on the main GR2 file, and it would have the advantage of making each platform configurable by date and ship class as well as any other equipment.
Whatever is your decision, you might need to duplicate some bones. Unfortunately the latest version of GR2 Editor is not the best for doing that. Its bone-cloning features are severely bugged, but you can do that using some older version of the program. Please find at the link below all the GR2 Editor versions in my own possession:

http://www.mediafire.com/file/cb609a...o_1_1_453_1.7z

For now I think that's all from my part but let us know if something is unclear to you or if you need any other advise
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Old 06-06-20, 05:05 AM   #5
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  • Why do models of ship halves after destruction sometimes stick together and penetrate each other? How to fix it? This was not the case with me in the early experiments of the NKC3 and it fell apart well, but then the ship during the experiments in the mission had a different property - at the time of destruction, its parts appeared much higher than water and fell from above, then I twisted the values in the .sim file and the parts the ships stopped “bouncing”, but apparently, this periodic “sticking together” appeared instead. This does not happen every time, but sometimes.
     


  • Another point: holes - 3d_damage on ships from weapons falling into the destroyed parts. But as I understand it, the same thing happens on other original ships of the game. Is this a general game bug or some kind of local flaw in the construction of units?

gap, . TY.

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Originally Posted by gap View Post
  • You could combine the gun platforms with hull mesh, but that's probably the trickiest method as you would be forced re-importing the hull, and that might mess your AO mapping.

  • If your GR2 file has still some unused meshes, you could import the platforms as individual parts, separated from the main ship hull, and you could change the parent bone settings of each gun equipment bone appropriately so that when a platform is destroyed, then gun(s) on top of it will be destroyed as well.

  • You could import the platforms in a separated GR2 file to be stored in the library folder and link them to your ship through equipment bones. Again, if you want a gun to be destroyed when its platform is destroyed, you should move the gun linking bones from the main unit to the platform equipment items in the library folder. Nested equipment items work perfectly in SHIII and I suppose they similarly work in SH5.

I would recommend you to stick to the latter method, as it would minimize the tweaks to be done on the main GR2 file, and it would have the advantage of making each platform configurable by date and ship class as well as any other equipment.
Yes. I understand this game mechanics. The problem is not with that. Problems with understanding the mechanics of GR2EditorViewer. I'm just learning to use it. I can't use its menu functionality:
  • Create a new bone
  • Remove a bone that has a mesh inside it
  • To bind any bone to the "World" : parent (-1)

Last edited by Rosomaha; 06-06-20 at 05:31 AM.
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Old 06-06-20, 09:12 AM   #6
vdr1981
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Originally Posted by Rosomaha View Post
  • at the time of destruction, its parts appeared much higher than water and fell from above, then I twisted the values in the .sim file and the parts the ships stopped “bouncing”
What values? This is also the case with almost all stock gr2 ships in SH5. When catastrophic explosion occurs, they'll just bounce of the water and then fall down...
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Old 06-06-20, 09:52 AM   #7
gap
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Originally Posted by Rosomaha View Post
Problems with understanding the mechanics of GR2EditorViewer. I'm just learning to use it. I can't use its menu functionality:
  • Create a new bone
  • Remove a bone that has a mesh inside it
  • To bind any bone to the "World" : parent (-1)
You can't "create" any bone from scratch, but you can clone existing bones.
As I said in my previous post here, this feature is buggy in the latest version of GR2 Editor; nonetheless bone-cloning can be performed with one of the previous versions of the program that I have linked in the same post.

You can't simply remove a bone with a mesh inside it.
If you have redundant bones/meshes, the best way to deal with them is either replacing them with a basic mesh (a simple triangle is okay) and setting them as invisible, or further separating your main model so that you can import the separated parts in place of the redundant meshes.

You can't bind any bone to the 'world'.
If you need to import a number of individual models in the same GR2 file (a series of equipment items for example), the way to go is choosing as template a stock GR2 file with a similar number of world-bound bones.
Bone/model number is not the only criterion to be followed though. Not all the stock files have support for AO, specular and normal maps. GR2 Editor can detect these limitations on loading a file and, in theory, it will let the used to choose whether he wants to add the extended data for some of the missing maps. Nonetheless this feature has never been 100% reliable for me, so you better make sure that you choose a native GR2 file with all the needed maps
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Old 06-06-20, 12:08 PM   #8
Rosomaha
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Originally Posted by gap View Post
You can't "create" any bone from scratch, but you can clone existing bones.
As I said in my previous post here, this feature is buggy in the latest version of GR2 Editor; nonetheless bone-cloning can be performed with one of the previous versions of the program that I have linked in the same post.

You can't simply remove a bone with a mesh inside it.
If you have redundant bones/meshes, the best way to deal with them is either replacing them with a basic mesh (a simple triangle is okay) and setting them as invisible, or further separating your main model so that you can import the separated parts in place of the redundant meshes.

You can't bind any bone to the 'world'.
If you need to import a number of individual models in the same GR2 file (a series of equipment items for example), the way to go is choosing as template a stock GR2 file with a similar number of world-bound bones.
Bone/model number is not the only criterion to be followed though. Not all the stock files have support for AO, specular and normal maps. GR2 Editor can detect these limitations on loading a file and, in theory, it will let the used to choose whether he wants to add the extended data for some of the missing maps. Nonetheless this feature has never been 100% reliable for me, so you better make sure that you choose a native GR2 file with all the needed maps
Wonderful! Excellent! Great!... It'sm just bursting with optimism!!

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Originally Posted by vdr1981 View Post
[/LIST] What values? This is also the case with almost all stock gr2 ships in SH5. When catastrophic explosion occurs, they'll just bounce of the water and then fall down...
I only remember changing these parameters at the time:



  • Guys, please remind me what this is and what is responsible for: Islands=xxxxx in the xxx.cfg file?

  • @gap, perhaps you know: Registration of additional diffuse textures (_T02, _T03...) in SH5 works similarly as in SH4? I added everything, and registered it in the Roster too, but I have never seen the options yet.
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