SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 03-28-06, 03:22 PM   #16
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Sometimes you will get errors like that - it happens when the damage file is incorrect (I don't know how to change this, but it has affected my Coastal Tanker).

Try shooting the original two funnels - I bet that when an original one is destroyed, the new one that is a part of that .obj file will collapse too.

Unless you have replaced different objects (like unneeded vents) with the two new funnels.
__________________


DOWNLOAD GWX HERE:
http://www.thegreywolves.com/index.html
AG124 is offline   Reply With Quote
Old 03-28-06, 04:22 PM   #17
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by AG124
Sometimes you will get errors like that - it happens when the damage file is incorrect (I don't know how to change this, but it has affected my Coastal Tanker).

Try shooting the original two funnels - I bet that when an original one is destroyed, the new one that is a part of that .obj file will collapse too.

Unless you have replaced different objects (like unneeded vents) with the two new funnels.
Yes when I shot to the position the cosh original, they go down, just where it continues to exit the smoke...

and they are lost to me...

I wonder where to go to try now?

I remember that: if you modify the original obj in measure, and deformation, but do not "add" other face or obj, i the in the same obj, this works.

in the meantime I have tried this, is a new generation of hexeditor, can be useful:
http://www.hexprobe.com/hexprobe/index.htm


however thanks I will still have need...

BEST REGARDS
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 03-28-06, 04:48 PM   #18
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by UBOAT234
Yes when I shot to the position the cosh original, they go down, just where it continues to exit the smoke...
What happens is that the objects are 'transparent' to sh3, what defines if they are solid is a box that is defined in the zon file, the box is about the same size of the object, and it's position relative to the center of it, if you replace an object with other of the same size there is no problem, but if , for example with the cosh, you move the vertices in the 3d program to reposition it instead of moving the position of the node in pack3d, you are moving it off the hit box defined in the zon file.

You should ask Teddy Bar, he's the expert in zones due to his work on NYGM mod.

Ref
__________________
ref is offline   Reply With Quote
Old 03-28-06, 06:49 PM   #19
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

...also,

in conclusion, if I have not made confusion:

-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?

And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.

Is right?

BEST REGARDS
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 03-28-06, 07:58 PM   #20
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Quote:
-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?
I've actually always found it to be the other way around - Pack3d moves my .obj's alright while my 3d program (Wings3d) moves them out of sinc with the damage zones.
Quote:
And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.
That is correct. And if you want to move the funnels, make sure you do not move the original one in your 3d program; use Pack3d. It doesn't matter how you move the new/dummy one though, as it has no damage zone anyway.

Hope this helps a bit.
__________________


DOWNLOAD GWX HERE:
http://www.thegreywolves.com/index.html
AG124 is offline   Reply With Quote
Old 03-28-06, 08:02 PM   #21
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

Fine...

just a try,

BEST REGARDS
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 03-28-06, 08:32 PM   #22
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by UBOAT234
...also,

in conclusion, if I have not made confusion:

-- if I move in 3d my obj, is right.
-- if I move an obj with pack3d, this obj go out of definition of :zon file?

And when I add a object, in 3d software, es. I duplicate a cosh, and import this, only one of this cosh, is defined in .zon file. And only when this is in the same position original.

Is right?

BEST REGARDS
UBOAT234
No, you must move the object within pack3d, because the hit zone position is relative to the center of the object, when you change the 3d object coordinates in pack3d you also move the hit zone, check this picture :



You notice that if you move the vertex away fromt the object center , you also move them away from the hit zone that's attached to the center of the object, instead move the object and take note fo the displacement, then reposition the object in the center of the scene (coords 0,0,0) and then export it as obj, then import the object with pack3d and copy the values you take note before in maya and input them in pack 3d. also notice that if you make the size of your object diferent from the original the hit zone must be modified (.zon file), for that you must ask teddy to help you, I recommend finishing your mod first, check that everything is ok, and only then you send the object to teddy, as he's very busy with his on mods.

Ref
__________________
ref is offline   Reply With Quote
Old 03-28-06, 08:41 PM   #23
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Ref, what ship are you constructing there in those shots? :hmm:
__________________


DOWNLOAD GWX HERE:
http://www.thegreywolves.com/index.html
AG124 is offline   Reply With Quote
Old 03-29-06, 07:02 AM   #24
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

I'ts a (very) beta stage of a Littorio Class battleship.

Ref
__________________
ref is offline   Reply With Quote
Old 03-29-06, 10:44 AM   #25
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by UBOAT234
I have cloned the liner with Pack3d and export obj... and now have many problem:
I try with MAYA 3d

Ok

But: I have try to move the hull, long axis Z, and after I have moved, all the object over the bridge of the ship, in same place where are in origin, and this is function correct. Smoke and zon reference. The reference is the hull?



In this case, in this image have formed a hull of clemson, but I dont have change vertex and the position rispect the 0rigin. If I move the object, I must move with Pack3d?
(in case of clemson unit, is not present the funnel cfg...)

Many thans

BEST REGARDS
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 03-29-06, 11:20 AM   #26
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

[quote="UBOAT234"]
Quote:
Originally Posted by UBOAT234
I have cloned the liner with Pack3d and export obj... and now have many problem:
I try with MAYA 3d

For the smoke in the first image a smoke node must be added, and the only way to do it at the time is by extensive hex editing of the dat,zon, and sim files, or the easyest way is to pick a model with the same name of funnels.
In the second picture, you have the hull of center in the z axis, I don't know how the game will react to this, you have to keep in mind that a ship in SH3 is defined by a number of files, in the dat you have the actual 3d models, textures, and non 3d nodes, in the zon file are defined the damage model of the ship, in the sim file is defined the behaviour of the diferent parts (controller, AI, etc.), in the val file the FX are defined, nad in the dsd file resides the sounds of the object, and all the files are heavily cross referenced
don't misunderstud me I'm not trying to discourage you, but if this is your first try on modelling, you may want to keep it as simple as you can, starting with a base ship as closer as your desired model s you can, in size, guns,propellers,funnels,etc.

Quote:
Originally Posted by UBOAT234
But: I have try to move the hull, long axis Z, and after I have moved, all the object over the bridge of the ship, in same place where are in origin, and this is function correct. Smoke and zon reference. The reference is the hull?



In this case, in this image have formed a hull of clemson, but I dont have change vertex and the position rispect the 0rigin. If I move the object?
(in case of clemson unit, is not present the funnel cfg...)

Many thans

BEST REGARDS
UBOAT234
I think the global reference is a dummy object placed at 0,0,0 coordinates, not the actual hull.

The best advice i can give you is to read this thread :
http://www.subsim.com/phpBB/viewtopic.php?t=43343
I know its a long one, but reading it from the begining will give you the best info on building ships, most of the doubts I have where answered by reading it.

Ref
__________________
ref is offline   Reply With Quote
Old 03-29-06, 12:46 PM   #27
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

OK,

my experiment is limited to change only texture with TT tools, cloned .dat with PACK3D, and little change of object of the original ship.

I have noted, for many clone of ship, the modify is limeted to tho file: .dat and .sim. if I change the dimension of global ship, must be change .zon file?

And after finish with ask...

Many Many Thanks,

BEST REGARDS
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 03-29-06, 01:36 PM   #28
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by UBOAT234
OK,
I have noted, for many clone of ship, the modify is limeted to tho file: .dat and .sim. if I change the dimension of global ship, must be change .zon file?

And after finish with ask...

Many Many Thanks,

BEST REGARDS
UBOAT234
Regretably, this is what we can do for the moment (dat and sim), for the dimesion it's my believe that yes, you have to change the zon file.

Abd for the asking part, don't worry, that's the way to learn, and if it's in my posibilities, I will answer any question you want.(It's the least I can do to repay the kindness of this forum people)

Ref
__________________
ref is offline   Reply With Quote
Old 03-30-06, 06:05 AM   #29
UBOAT234
Weps
 
Join Date: Oct 2005
Location: Repubblica di San Marino (Italy)
Posts: 362
Downloads: 0
Uploads: 0
Default

I have noted with compare in hex, there is change the reference id for obj?

Is true?

BEST REGARDS
UBOAT234
UBOAT234 is offline   Reply With Quote
Old 03-30-06, 08:11 AM   #30
ref
Grey Wolf
 
Join Date: Nov 2005
Location: Mar del Plata, Argentina
Posts: 871
Downloads: 0
Uploads: 0
Default

Quote:
Originally Posted by UBOAT234
I have noted with compare in hex, there is change the reference id for obj?

Is true?

BEST REGARDS
UBOAT234
This is made by pack3d when cloning, so there are no ships with the same id.

Ref
__________________
ref is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:21 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.