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Old 04-16-11, 08:03 PM   #16
TheDarkWraith
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Quote:
Originally Posted by Jester_UK View Post
This is fantastic news!!

I've always felt that the lack of variety amongst the merchants was SH5's biggest flaw.

Great work TDW!!
I'm showing people how to add/import units into SH5. Now whether people actually use the information I provide to add/import new units is something to wait and see
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Old 04-16-11, 08:04 PM   #17
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Originally Posted by TheDarkWraith View Post
I'm showing people how to add/import units into SH5. Now whether people actually use the information I provide to add/import new units is something to wait and see
He he... be sure that somebody will start to work soon on this
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Old 04-16-11, 08:50 PM   #18
TheDarkWraith
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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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Old 04-16-11, 09:39 PM   #19
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Originally Posted by TheDarkWraith View Post
I'm showing people how to add/import units into SH5. Now whether people actually use the information I provide to add/import new units is something to wait and see
Sometimes the most important thing one man can do for another is give him the tools and knowledge he needs to complete his goals.

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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Old 04-17-11, 02:40 AM   #20
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Originally Posted by Jester_UK View Post

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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Old 04-17-11, 06:09 AM   #21
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Originally Posted by TheDarkWraith View Post
The more people working/playing around with these the better
Hi TDW,
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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Old 04-17-11, 07:36 AM   #22
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Quote:
Originally Posted by gap View Post
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.
We need shipbuilders in SH5 so I'll help you however I can. The best thing to remember is there is NO stupid question
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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Old 04-17-11, 08:45 AM   #23
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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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Old 04-17-11, 08:47 AM   #24
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Originally Posted by urfisch View Post
havent read the whole thread in detail...but what does this great invention mean for new playable uboat units?

does it mean something?
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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Old 04-17-11, 08:56 AM   #25
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Old 04-17-11, 08:58 AM   #26
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- i knew you will do this today - you were online and you were to quiet
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Old 04-17-11, 09:00 AM   #27
TheDarkWraith
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That looks like SH3's NKC3 Did you add it to the campaign or just using the single mission I included?
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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Old 04-17-11, 09:45 AM   #28
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Quote:
Originally Posted by urfisch View Post
havent read the whole thread in detail...but what does this great invention mean for new playable uboat units?

does it mean something?
I think that the interior may need to be imported as well. Not sure the GR2 Interior will load for DAT format Submarine.
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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Old 04-17-11, 11:15 AM   #29
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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 Has some work to be done on it still but for first try I'd say it's outstanding

@ 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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Old 04-17-11, 11:55 AM   #30
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Quote:
Originally Posted by TheDarkWraith View Post
@ 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!
Yes I know this for certain.

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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