![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#16 |
Navy Seal
![]() |
![]()
Rosomaha can you please tell which tool you were using to create files NKC3_ClassShips.fx and NKC3_ClassShips_FX.dsd? S3D maybe? I had some CTD problems with new C-3 moddel in my museum rendering test. I've re-saved mentioned files in goblin editor and CTDs are gone...
![]() BTW, the new model looks truly gorgeous. P.S. Do I have the permission to add this ship to TWoS ? I can also upload here C3 files with some tweaks, including mentioned CTD fixes, few damage zones tweaks for better listing effects ect.
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 05-31-20 at 12:24 PM. |
![]() |
![]() |
![]() |
#17 |
GLOBAL MODDING TERRORIST
|
![]()
NKC3_ClassShips.fx does have the S3D information listed in the AuthorInfo section.
NKC3_ClassShips_FX.dsd does not. |
![]() |
![]() |
![]() |
#18 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#19 |
GLOBAL MODDING TERRORIST
|
![]()
I'd have to have vdr1981's files to examine in 010 to see if I can spot the problem.
I have the original files released. It could be a problem with the cs files for S3D adapted for SH5. ![]() One can remove the whole AuthorInfo section in S3D and S3D will never 'brand' the file again. I wonder if that section is removed will Goblin throw a fit? NKC3_ClassShips_FX.dsd only lists RSMaH as the Author. The description where you would find Goblin or S3D listed is blank. That makes me wonder what was used to edit that file? Last edited by Jeff-Groves; 05-31-20 at 01:33 PM. |
![]() |
![]() |
![]() |
#20 | |
Navy Seal
![]() |
![]() Quote:
__________________
Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
|
![]() |
![]() |
![]() |
#21 |
GLOBAL MODDING TERRORIST
|
![]()
Got them Thanks!
I'll see what is going on and report back. ![]() |
![]() |
![]() |
![]() |
#22 | |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
|
![]()
Hi guys. I had a short break.
Quote:
![]() So, this explains some of the points that I had - one day the ship took off СTD during destruction in a SingleMissions, while I slightly adjusted some numerical values in .sim, for example, mass, speed, displacement, etc. and the next day not a single departure - the ship is stable in the game, then again. I did not understand the relationship and dependencies of this and how changing the values could affect CTD, but it was very likely that the parameters themselves did not matter, and I just saved the files in different programs, probably when there was a save to S3D and there were crashes. Your example and guesses now open up a new perspective on this for me. Therefore, I always say that we need testers and high-quality feedback. ![]() It turns out that at the end of the work it is necessary to re-save all files through GoblinEditorApp ![]() Yes of course you can. You can also wait for the final update of NKC3 - there I am going to make changes. So far I have put a little order in the NKC3_ClassShips_FX.GR2 file by distributing the points of fracture effects according to the model. I also deleted a couple of explosions, I think there are too many of them in the source file and there is an excess of fireworks. I think whether to delete something else. Link who wants to try: http://www.mediafire.com/file/kehch3..._file.zip/file Destruction effects can be quickly viewed in the Museum: if in the file .zon - ColisionableObject - Hit_Points set the value = 0 - sequential destruction of the ship; if you reset the remaining values or completely remove ColisionableObject - the instantaneous catastrophic destruction of the ship. I also plan to rename cfg # Yx, as advised by @kapuhy to cfg # K0x, put the third cargo cfg # K03 on the front, borrowing the radar cell - active detection tools are still not used on vehicles in the game. And main - in the process of working, the file with “Platforme” for NKC3 will be platforms similar to the old Platforme.dat only on the basis of the GR2 file and they can be put on the GR2-model of ships without problems in rendering harmony, I've found a suitable gr-donor, and I think I can. I welcome @gap. I read about AO. Yes, you're right, the textures of AO, however, like everything else, are very old and were made for SH4. I am an alien for SH5), I used to dig mainly with units in SH4. There are no dynamic shadows there, so a “shadow prerender” was needed, more “bold” and there was a slightly different ship equipment. It was all more harmonious and to the point: In SH5 now, some parts have too much black-out shading on the deck if you mean it (?). But adding the three main Cargo in its place and adding platforms that will also change commensurate boxes in these places, I hope will improve the overall picture. Maybe, can still lighten the spots. I will not redo the UV-sweep and re-render, this is rebuilding GR2 again, this is labor costs comparable to assembling a new unit. Last edited by Rosomaha; 06-01-20 at 09:57 AM. |
|
![]() |
![]() |
![]() |
#23 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
you have made some good points, yet there is another point that you should consider: if you are planning to make external cargo nodes configurable as suggested by kapuhy, your ship is going to carry a variety cargo types of different sizes and shapes or, in some cases, no cargo at all. In most cases the pre-rendered ao shadows mapped on deck would be inappropriate to the cargo actually carried, so it would be preferable making those shadows very subtle or not having them at all. If, as I suppose, the secondary (ambient occlusion) UV map of your units is non-overlapping, you don't need redo it, nor you need to re-import the 3D model. All is needed is re-baking the ao map based on model's geometry. As suggested by Jeff, devs used Autodesk Softimage for this task. I have always used the free version of that program and with excellent results. If you decide to give it a try I can explain to you how to calculate the ao map using the rendermap tool or, if you prefer, I can do that for you ![]() |
|
![]() |
![]() |
![]() |
#24 |
Medic
![]() Join Date: Jun 2007
Location: Russia
Posts: 163
Downloads: 97
Uploads: 0
|
![]()
Hi guys,
Correct me if I'm wrong, but NKC3 is already in TWOS 2.2.18. Are we going to have updated files for this ship to be replaced in /data/Sea ? |
![]() |
![]() |
![]() |
#25 |
Grey Wolf
![]() Join Date: Oct 2010
Location: Poland
Posts: 874
Downloads: 72
Uploads: 3
|
![]()
I'm using TWoS 2.2.18 and after just replacing Sea/NKC3 folder Rosomaha's ship appears in game in place of TWoS's version. I haven't experienced any CTD's, though from what vdr1981 wrote above, in certain circumstances they might happen so you might want to open and save files he mentioned in Goblin to fix it.
|
![]() |
![]() |
![]() |
#26 |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
|
![]()
@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. |
![]() |
![]() |
![]() |
#27 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
![]() Quote:
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. Quote:
![]() 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 ![]() ![]() |
|||
![]() |
![]() |
![]() |
#28 | |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
|
![]() Quote:
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 . ![]() |
|
![]() |
![]() |
![]() |
#29 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
|
![]() Quote:
To the best of my knowledge, there are three ways to do that:
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 ![]() |
|
![]() |
![]() |
![]() |
#30 | |
Loader
![]() Join Date: Nov 2012
Location: Russia
Posts: 83
Downloads: 72
Uploads: 1
|
![]()
gap, ![]() Quote:
Last edited by Rosomaha; 06-06-20 at 05:31 AM. |
|
![]() |
![]() |
![]() |
|
|