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#16 |
Willing Webfooted Beast
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I think it's how the ships names appear on the map. For example, if CAKent Unit 1 was at Scapa Flow, the name HMS Suffolk would appear under the name of the Harbour.
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#17 |
Willing Webfooted Beast
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eh? How!? if you can change camoflage and equpment, i might be able to make a seperate unit for the Tirpitz!
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#18 | ||||
Navy Seal
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![]() Anyway, since vanilla SH5 got "cloned" units too, it will be easy for you understanding what I meant. Try opening one of them, NAMC_Patroclus for instance. Its folder got several files. the main one is NAMC_Patroclus.cfg. Open it in notepad and you will see the following entries (commented by me here): Quote:
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M = cannons (main armaments) A = AA guns W = depth charge projectors T = torpedo tubes L = searchlights O = visual sensors H = hydrophones N = sonar R = radar not all the above mentiones bone/node types are featured in every ship. In order to check wich ones are available for the ship you are cloning, and for locating their position on the 3D model, you should open its GR2 file in goblin editor (NAMC_Rawalpindi.GR2 in our example), and look at the list on the left, for bones whose name start with "cfg#" followed by an equipment ID (i.e. "N01", "A03", etc.) and the name of the 3D model itself ("_NAMC_Rawalpindi" in our case). By selecting those entries with a mouseclick, their position will be shown on the unit preview, on the right. For dat inported units the proceidure is about the same, but you can open them with s3d. Should you need to add a new bone/node to a 3D model, the tools are TDW's GR2 Editor/Viewer/Extractor/Importer for GR2 units and the above mentioned Silent 3Ditor by Skwas for dat units. Notice that eqp and sns files can get several entries of the same bone/node, as long as you set different date ranges for each of the relevant groups. In this way you can set different armament/sensor outfits for different periods of the war. For having a list of armaments and sensors available in game, whose names can by directly typed as LinkName settings, you should open respectively guns_radars_01.GR2 (path: data\Library\ShipParts) and AI_Sensors.GR2 (path: data\Library). Again, the required tool is goblin editor (made available by devs in main SH5 folder of the stock game), and you will see those names listed on the left of the screen. The last step will be adding the cloned unit to the roster, similarly to what you already did with other units. Remember that roster cfg files should be named after the ClassName setting in unit's cfg.file. Talking abou them, these are the settings of AMCPatroclus.cfg, found in data/Roster/British/Sea: Quote:
In stock game different camoufflages are painted on the ambient occlusion map. Theoretically they could be painted on the diffuse map as well, making things a lot easier (it is not that easy to locate different ship parts in an occlusio map), but I am not really sure that alternative diffuse maps are actually used in SH5. If different texture definitions with overlapping date ranges are set, the frequency setting is used. An example: let's say that for a given date we have two texture definitions: [Texture 1] and [Texture 2], and that their rescpective frequencies are 1 and 3. The chance for each texture to be sisplayed in game will be respectively: 1/(1+4)=25% and 4/(1+4)=75% finally, [Unit] entries, as suggested by Trevally, are used for single units names. When spawning a new unit, the game should assign a name to her, picking it randomly from the list of [Unit] entries whose date ranges match the current date. Call me dumb,I've still to understand where these names are displayed in game. ![]() |
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#19 |
Ace of the Deep
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#20 |
Willing Webfooted Beast
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Thank you!
I'll start looking at that!
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#21 |
Willing Webfooted Beast
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v.0.0.03 released!
See post #1 for details!
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Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#22 | |
Ace of the Deep
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#23 | |
Navy Seal
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cfg#???_* where: ??? = NodeName (i.e. A04, L02, O01, etc.) * = name of unit's main node By clicking on them you can see their position and rotation, relative to the unit's 3d model. ![]() |
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#24 | |
Ace of the Deep
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#25 | |
Navy Seal
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![]() Quote:
![]() On the right, you see 6 different equipment bones: A18, L03, A15, L04, A16, L06. One of them is selected, and its position is marked in the preview window on the right (see closely the platform at the center of the preview). ![]() |
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#26 | |
Ace of the Deep
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Thanks, gap, that actually helps big time |
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#27 | |
Navy Seal
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Location: CJ8937
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#28 | |
Ace of the Deep
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Thank you, gap. Sorry to be slow like this... ![]() |
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#29 | |
Navy Seal
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![]() I you wanted to create a subtype of an existing equipment, you should clone it. But this is not yet possible for SH5 guns, because they are in GR2 format. When TDW will make possible the addition of new meshes/subsets to a Gr2 file, making the same gun to have different specs on different ships will be very easy ![]() Don't mention it! ![]() |
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#30 | |
Ace of the Deep
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tbh, it was the SubFlag mod by TDW that made me furiously search how the heck/where/etc ![]() ![]() |
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