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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 | |
Black Magic
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#17 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#18 |
Black Magic
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Here is SH3's NKC3 for SH5. Unzip straight to MODS folder.
http://www.gamefront.com/files/20231...KC3_For_SH5_7z Follow the 'blueprint' in the .dat file to add/import multi-hull units into SH5. Now realize there is more work to do on these. All that I've done is merely show you how to import new units into SH5. We need to fix the damage decals, wakes, bow waves, and that's what comes to mind so far. The wakes are easy to fix because we use the new SH5 controllers for shipwakes. If we can find a way to get reflections for them that would be awesome ![]() The more people working/playing around with these the better ![]() |
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#19 | |
Electrician's Mate
![]() Join Date: Aug 2010
Posts: 131
Downloads: 107
Uploads: 0
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Seems to me that you're doing just that. As someone who has no modding or artistic skills, I am very grateful for all the hard work you and the other modders have done on this sim, and look forward to a very bright future for it. |
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#20 | |
Seaman
![]() Join Date: Aug 2008
Location: 54.346028,13.755192
Posts: 36
Downloads: 91
Uploads: 0
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#21 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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thank you for your terrific news, and for all the information that you share with us! I am currently involved in a project with stoianm. It is a major rework of SH5 climate settings to recreate a more complex and dinamic regional and seasonal climatic pattern that should reproduce the real thing as close as possible in SH5 world. It is still experimental (the ability of SH5 engine to handle several new climatzones obtained by combining different factors, is something that has to be tested yet) but I hope that in a few days we will know wether it going to be possible or not. Sticking again to the topic of this thread, once we finish with the above mentioned project, I will be more than happy to give a go to the importing of new ships for SH5, according to your instructions. Take in mind anyway that I'm moving my first steps in Silent Hunter editing, so it could require a rather big amount of time (and assistance by you) until the first results. I hope in the meanwhile more skilled modders will undertake this task and join their efforts. If so, I'll be even happier to give my modest contribution. Anyhow, by looking to the orizon I see that happy times are prepairing for SH5. Credits given to you and to the other great modders in this forum, of course! |
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#22 | |
Black Magic
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![]() Also remember that my method of importing units from SH3/4 isn't perfect. It's functional. The units have no reflections, cast no shadows, and the damage decals aren't displaying correctly. Shipwakes have to be redone because the SH3/4 way of ship wakes looks horrible in SH5. SH5 gave us new controllers to use for shipwakes that is a 1000% improvement AND causes 3D waves also ![]() I continue to keep trying to resolve the issues I mentioned. The more people also trying to resolve these issues the better. Every discovery, no matter how small it is, can be the light that someone needs to figure out the problem at hand ![]() |
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#23 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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havent read the whole thread in detail...but what does this great invention mean for new playable uboat units?
does it mean something?
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#24 |
Black Magic
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I don't see why not. If you follow what I've posted you should be able to add a new playable/AI sub allbeit with more detailed work.
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#25 |
Ace of the deep .
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#26 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#27 |
Black Magic
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That looks like SH3's NKC3
![]() Did you notice how horrible the ship's wake looks? While we can use SH3/4's ship wake as stock I don't like the wake. Much much better results are made using the new controllers in SH5. Noticing any anomolies or anything bad with the unit? Everything should be 100% functional damage wise with the unit except for the fact that it won't split into two pieces when destroyed. |
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#28 | |
The Old Man
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Also, not sure GR2 Interior will fit inside the DAT format Model. In DAT format the interior is loaded when you enter the interior. In GR2 the Exterior and Interior Models load at same time. This is why you can get more lag spike when standing with Deck Watch. Now you have Interior, Exterior and Environment all at same time. |
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#29 |
Black Magic
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First attempt at making new AI subs for SH5. This is SH3's 9C IXD2 (and it is configured as an AI sub):
Not bad ![]() ![]() @ TheBeast: ![]() These are not the easiest to port over either. They take a lot of work to make them show in game but it can be done! |
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#30 | |
The Old Man
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I see that the Conning Tower Exterior is invisable. I think this is because of Sub Emblem being called out in 3D Model Materials list and properties for that material enables Alpha Channel Blend. Try removing that and Conning Tower will display. Also, the IXD2 model from SH4 is much better Model then SHIII Model to use for import. Far more detail... |
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