![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
as for the "boxes" i was afraid to mess with those things because i know nothing about what they are and how or if i could tell what any changes might do. |
|
![]() |
![]() |
#17 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
![]()
Well, I don't know what the "sphere" entries are for, but the "boxes" can be traced with the index (zones.cfg) to compartments and parts on the ship; screws, rudder, engineroom, fuelbunker, etc. In S3 editor they usually show an armorlevel of -1 ("-1 means it has armor of general category."). Further down in "zones.cfg" you'll find the actual properties of the zones / compartments, listing stuff such as HitPoints for that zone, yet another ArmorLevel listing, and FloodingTime. By comparing the NSM zones.cfg to the original, I noticed this is actually where you'll find the biggest changes. Still, even with NSM, it isn't that difficult to send a Shokaku type to the bottom with a single shot.
There's also a remarkable difference between the 3 CV types; http://i268.photobucket.com/albums/j...iryuscreen.jpg http://i268.photobucket.com/albums/j...aihoscreen.jpg http://i268.photobucket.com/albums/j...kakuscreen.jpg I think you'll notice Taiho has the most entries, followed by Hiryu and then Shokaku with only 2 "SH3ZonesCtrl" entries. :hmm: The last "SH3ZonesCtrl" for all 3 is rather similar, with 40+ "box" sub-entries, made up out of fuelbunkers, ammobunkers, enginerooms, keels, etc. Her's the thing; http://i268.photobucket.com/albums/j...e/Hiryubox.jpg http://i268.photobucket.com/albums/j...e/Taihobox.jpg Hiryu, like in that example, has a "box" sub-entrie for most of the "SH3ZonesCtrl" entries. These boxes, according to the index, are masts, srews, rudder, etc. Not actually parts of the hull, but parts of the ship attached to the hull. Taiho, on the other hand is missing these single "box" entries for masts and such. Shokaku... well, she has only 2 "SH3ZonesCtrl" entries, the first one not containing any "boxes", and the second is the 40+ "boxes" one with the hullparts (enginerooms and such). To me it seems Hiryu is the only ship with "complete" entries, followed by Taiho and then Shokaku. Quess what the order of vulnerability is in my tests? Hiryu shrugs of the first hit like nothing happened, Taiho shows it noticed getting hit and Shokaku... goes down like a brick. Maybe Ubi never got around to actually finishing the Shokaku model (among others, apparently), which would explain this strange behaviour. :hmm: Gonna see if I can blow of some screws; if it works for Hiryu (which has 4 screw "box" listings) but not the others (which don't have any such listings), I think we can say for certain that the actual 3d model could do with some more zones. Is your head hurting? Mine is. Ow, and as long long as you make backups of anything you mess with and keep them safe, you can mess all you want. And a reinstall of stock SH4 shouldn't be much trouble if something goes wrong anyway. ![]()
__________________
Contritium praecedit superbia. |
![]() |
![]() |
![]() |
#18 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
![]()
Well there's your problem.:rotfl: :rotfl: :rotfl:
Guess what? Taiho; http://i268.photobucket.com/albums/j...aihobefore.jpg http://i268.photobucket.com/albums/j...Taihoafter.jpg Shokaku; http://i268.photobucket.com/albums/j...kakubefore.jpg http://i268.photobucket.com/albums/j...okakuafter.jpg Hiryu; http://i268.photobucket.com/albums/j...iryubefore.jpg http://i268.photobucket.com/albums/j...Hiryuafter.jpg I think I'm gonna send my copy to Ubi with a note attached asking them to please finish it. :rotfl: I have a "friend" that has a copy of a very expensive piece of 3d graphics software, maybe I can use it to finish the models. (and send the bill to Ubi! :rotfl: ) I'll see what can be accomplished with the entries that are actually there, maybe we can still improve the way Shokaku behaves, but with such a crippled model it's never going to be perfect. I suggest you do the same, I'll report any findings back here. If we put both our findings together we might come up with a solution, and maybe some other guys can pitch in who have some more experience with this stuff. We can definitly conclude the game was never finished, but as far as I know that's pretty well known already. ![]()
__________________
Contritium praecedit superbia. |
![]() |
![]() |
![]() |
#19 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
are you saying the shokaku has missing zones and thats why it "floats like a brick"? |
|
![]() |
![]() |
#20 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
![]()
Yeah, that's what it looks like to me, it seems to be nowhere near complete, would certainly explain a lot. The best example is in my previous post; the before and after shots.
Only carrier that seems to have a complete list is the Hiryu, which is also the only one where you can blast off the screws. The other 2 don't react to damage the way you'lld expect them to, with Shokaku as the clearest example overall. I've got nothing on my schedule till next tuesday, gonna look into it some more and see if we can work something out. Just starting to learn myself, so bear with me. ![]()
__________________
Contritium praecedit superbia. |
![]() |
![]() |
![]() |
#21 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
so do you think its the main zones file is where the key to fixing it will be? and if so will fixing it fix more than just the shokaku alone? the reason i ask is the heavy cruiser maya will go decks awash like a submarine every time after only one torpedo then need 3 more additional torps to sink which is more than i would expect it to take but still not out of line, but the decks being awash after only one is not indicative of a ship that could take 2 more torpedos without sinking and need a forth to finish it off so i would imagine it has missing compartments too. |
|
![]() |
![]() |
#22 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
![]()
Well, not necessarily missing compartments as missing funtioning parts, like destructible screws and masts getting blown of. I'm shifting my attention to the "spheres" at the moment, haven't got a clue what those do yet. The compartments ("boxes") are all there, at least for engine rooms and bunkers and such. "boxes" seem to be for special effects, with their own separate attributes. From zones.cfg;
[BBEngineRoom] Category=Engines Room Multiplier=5.0 (damage multiplier? Could explain why it sinks at engine room hit) Flotability=0.5 HitPoints=100 Destructible=No Armor Level=-1 Critic Flotation=0.3 Critical=Yes (chance of destroying ship in 1 go) Critical Chance=0.05 (that chance in %) FloodingTime=120 CargoType=None Crash Depth=30 (depth at wich compartment is destroyed) Problem is, if you change this stuff, you change all warships. ![]() You don't always hit one of the "boxes", so I guess that's where the "spheres" come in. Shokaku has 22 of these "spheres", compared to ~130 for Hiryu, which again seems to indicate something is missing. I'm struggling, but I think I'm making progress. ![]() And no, fixing Shokaku does just that. New zones would have to be introduced for every ship that seems to be missing them. ![]()
__________________
Contritium praecedit superbia. |
![]() |
![]() |
![]() |
#23 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
The Spheres are what 'take' the hits.
If you have a box with no spheres? You'll get no hit. That's why DC's sometimes pass through a Sub's hull!! It misses the sphere's!! Each box should be filled with spheres of different sizes and placements so to fill the box as best as possible. that way you get the 'hit'. |
![]() |
![]() |
#24 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() ![]() Spheres for collisions ... For correct collisions, spheres should repeat precisely of ship figure and superstructure and masts too ...
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 06-22-08 at 12:56 AM. |
![]() |
![]() |
![]() |
#25 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
Exactumundo!!
![]() |
![]() |
![]() |
#26 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
|
![]() Quote:
![]()
__________________
Alex ® ![]() Moses said: "Don't create yourself an idol"... |
|
![]() |
![]() |
![]() |
#27 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
òî÷íî
|
![]() |
![]() |
#28 |
Navy Seal
![]() Join Date: Jun 2008
Location: Land of windmills, tulips, wooden shoes and cheese. Lots of cheese.
Posts: 8,467
Downloads: 53
Uploads: 10
|
![]()
I finally figured that "spheres for collision" part out as well. Was just about to write here when I read it.
![]() Thanks for the info, I'm hitting a brick wall at the moment. Weird thing is that I set all spheres to 0 radius but collision detection still works fine?! So boxes determine special properties for specific parts of the ship and spheres are for collision? Web; like I said, hitting a brick wall. Those zones don't seem to effect "flotability properties", so to say. Tried giving Shokaku "unique" parts, like an engine room only used by her that didn't multiplie damage, still sank like a brick. Came to the conclusion she's not sinking because of no HP left, but due to instability, which means it will go down no matter how many HP you give it. Opened up ship's 3d model (basically skin, or hull), as well as the 3d damage model (what you see inside when you blow a hole). Can't make sense of it, I'm not a 3d modeler. Short of recreating NSM (change everything to rebalance) I wouldn't know what to do. I have no idea what determines the ships CG and the way she floats. ![]() On the positive side; I think that, with some more practice, it should be possible to get screws and masts destructible like they should be. Even that would be an improvement IMO. I really hope more poeple will give some input, I'm not about to give up but I don't have a clue what to try anymore.
__________________
Contritium praecedit superbia. |
![]() |
![]() |
![]() |
#29 | |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]() Quote:
here's a dumb question, if like you said the zones are shared by all ships and just coded for each ship, could you just copy all the stuff from a working version ship and recode it? what i was thinking is could another ship be used as a guide or blueprint to finish the unfinished shokaku file? |
|
![]() |
![]() |
#30 |
Stowaway
Posts: n/a
Downloads:
Uploads:
|
![]()
or what about this as a fix?
i forget which one but you said only one of the carriers looked to have a complete model so could that ship be copied and just replace the skin with the shokaku textures files? could that in effect replace the shokaku and work? or is there a lot more to cloning a ship than just swapping texture files? |
![]() |
![]() |
|
|