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 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 11-05-13, 06:13 PM   #4126
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by privateer View Post
Given you have problems with mines already?
I'd slim the model down by doing graphics work for all the bolts and nuts!
Those things will produce a massive amount of verts to render!

Even haveing the LOD version once you get to close?
I'd expect problems.
Here's what I did for bolts on the 12 pounder.
I was pretty much thinking along the same lines. It will have to be as low poly mesh as possible.

But I want to start with a pretty
Targor Avelany is offline   Reply With Quote
Old 11-05-13, 06:18 PM   #4127
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Do a high poly model then low poly it.
Do a norms burn and the low poly will be fantastic if one looks at it in Game.


Aside from maybe a cool screen shot? Not many are going to really zoom on it often enuff to make the issue lesser then the model.
  Reply With Quote
Old 11-06-13, 12:35 PM   #4128
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by privateer View Post
Given you have problems with mines already?
I'd slim the model down by doing graphics work for all the bolts and nuts!
Those things will produce a massive amount of verts to render!

Even haveing the LOD version once you get to close?
I'd expect problems.
Here's what I did for bolts on the 12 pounder.
@ privateer

awesome work on that gun

@ Targor Avelany

Re bolts and nuts: what about using the same mesh for each single bolt, linket to the main model through dummy bones and prt file?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 11-07-13, 04:07 PM   #4129
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Quote:
Originally Posted by TheBeast
OH II V2.0
- Campaign: Arctic Convoys
- - Mission: PQ/OP Convoys
- - - Objective: Tansport Crew to Bear Island to Setup Weather Station

The Mission Objective marker is no where near Bear Island.
I am unable to launch Crew from Marker area.
I waited at marker for 3 days game time.
If I go to Bear Island I am unable to lauch Crew at island.

Please advise!
Quote:
Originally Posted by Trevally. View Post
Hi TheBeast

I have checked this mission (script only) and everything looks ok.
The area is 10km radius that you should drop off your supply boat.
Ensure you are inside this area - come to dead stop on surface and goto bridge. You should get an option to launch supply boat.


I will add this to my list for checking for the next patch.
Any firther info would help.

Cheers
Trevally
I just encountered the same mission problem noted above; the indicator icon was about 500km SSW of Bear Island and the description was as above (Deliver meteorological supplies).
I went to the location shown on the above map near Bear Island at dead stop and no completion, so I was heading back to the indicated mission marker thinking that maybe if I come to dead stop near the marker the mission would complete.
When I was near it I encountered a convoy and after sinking one ship I got skill points and an Objective Complete for a Patrol objective.

I'm thinking that the bugged objective mission is not the Bear Island drop off as shown above, but that there might be a Patrol objective mission out there with a description that incorrectly has the same as description as the Bear Island delivery/drop off.

Could that be the case?
Katze is offline   Reply With Quote
Old 11-07-13, 05:00 PM   #4130
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Katze View Post
I just encountered the same mission problem noted above; the indicator icon was about 500km SSW of Bear Island and the description was as above (Deliver meteorological supplies).
I went to the location shown on the above map near Bear Island at dead stop and no completion, so I was heading back to the indicated mission marker thinking that maybe if I come to dead stop near the marker the mission would complete.
When I was near it I encountered a convoy and after sinking one ship I got skill points and an Objective Complete for a Patrol objective.

I'm thinking that the bugged objective mission is not the Bear Island drop off as shown above, but that there might be a Patrol objective mission out there with a description that incorrectly has the same as description as the Bear Island delivery/drop off.

Could that be the case?


Here is the only mission I could find in the area you suggest?
can you show your save game?
here:-

C:\Users\User\Documents\SH5\data\cfg\SaveGames\0000000a\Campaign-2010-03-11_1458\CampaignMission.tsr

your save game number
your campaign start date
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-07-13, 05:14 PM   #4131
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
@ privateer

awesome work on that gun

@ Targor Avelany

Re bolts and nuts: what about using the same mesh for each single bolt, linket to the main model through dummy bones and prt file?
I'll see what I can do. My problem is atm is doing spikes - trying to decide how thick they should be and what type base: round or a bolt shape. Both have their challenges in implementation on a round surface. I also have been extremely short on time (more then usual) , so please accept my apologies for the delay.
Targor Avelany is offline   Reply With Quote
Old 11-07-13, 05:39 PM   #4132
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post


Here is the only mission I could find in the area you suggest?
can you show your save game?
here:-

C:\Users\User\Documents\SH5\data\cfg\SaveGames\0000000a\Campaign-2010-03-11_1458\CampaignMission.tsr

your save game number
your campaign start date
Hi,
this would be the latest under
\Documents\SH5\data\cfg\SaveGames\00000007\Campaig n-2013-10-24_2221

The CampaignMission.tsr shows:

Code:
[Text]
Patrol the specified area=New patrol area assigned. Reposition and continue operation
Fail1B=Reposition to new designated area. BDU
Fail2B=Reposition to new area. Be more aggressive. BDU
Fail3A=Cease all operations and return to base. BDU
MissionBriefing=Patrol the specified area
MissionTitle=Patrol the specified area
Reposition and patrol the designated area=Reposition and continue patrol operations
Patrol the designated area=Patrol the designated area
Screenshot before completion

Screenshot after complete

Hope the information helps!
Katze is offline   Reply With Quote
Old 11-07-13, 07:07 PM   #4133
Mikemike47
Grey Wolf
 
Join Date: Sep 2006
Location: NY
Posts: 995
Downloads: 1078
Uploads: 6
Default Is everyone on the same page for a version?

Starting at post # 4135, TheBeast quote reference states OHII v2.0. We are at version OHII v2.2. Is the problem occurring for other fellow captains at v 2.2?

I did not spot the version OHII v2.2 references without having to compare other files or the pictures being shown.
We are waiting patiently for version 2.3 Trevally. Take whatever time you need to do it right.If you need any type of help with the skills I got, please let me know.
Mikemike47 is offline   Reply With Quote
Old 11-07-13, 07:44 PM   #4134
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

I should have included, running Open Horizons II_full v2.2, yes.

On a related note, I noticed the South African flag is upside down when viewed in-game, and wasn't sure if it was a stock image until I just noticed it in the OH 2.2 data folder (\data\Textures\TNormal\tex\SouthAfrica.dds ).

I flipped it vertically for my own use but would be another minor thing to correct for the upcoming version 2.3. I never would have noticed but running my latest campaign at full realism I'm trying to ID ships before blowing them from the Atlantic and had a tough time finding it was from South Africa as it was upside down and the orange band looked like red to me.
Katze is offline   Reply With Quote
Old 11-08-13, 04:06 AM   #4135
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Mikemike47 View Post
Starting at post # 4135, TheBeast quote reference states OHII v2.0. We are at version OHII v2.2. Is the problem occurring for other fellow captains at v 2.2?

I did not spot the version OHII v2.2 references without having to compare other files or the pictures being shown.
We are waiting patiently for version 2.3 Trevally. Take whatever time you need to do it right.If you need any type of help with the skills I got, please let me know.
Thanks guys

To fix this should not be hard - the hard part if finding the correct mission.mis file that is wrong. Looking that the save game tsr file did not help, but it was worth a try

next attempt should be to scan the mission folder with a text editor looking for any files with "bear island" in it.
Text-crawller is the one I used to use as it can scan subfolders.

the folder that needs to be scanned is (not at my games PC so guessing here) data/campaign/campaign projects/missions/artic convoys

so if anyone has some time to try this and identify any .mis or .tsr file that has bear island - that would be great

__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-08-13, 04:08 AM   #4136
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by Katze View Post
I should have included, running Open Horizons II_full v2.2, yes.

On a related note, I noticed the South African flag is upside down when viewed in-game, and wasn't sure if it was a stock image until I just noticed it in the OH 2.2 data folder (\data\Textures\TNormal\tex\SouthAfrica.dds ).

I flipped it vertically for my own use but would be another minor thing to correct for the upcoming version 2.3. I never would have noticed but running my latest campaign at full realism I'm trying to ID ships before blowing them from the Atlantic and had a tough time finding it was from South Africa as it was upside down and the orange band looked like red to me.
Good find Katze - I will add this to the fixes for v2.3
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-08-13, 10:33 AM   #4137
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post
Good find Katze - I will add this to the fixes for v2.3
Thanks for all your hard work! Looking forward to the next version. Do you have a list of expected new features? I noticed the talk about external cargo and the new mines / balloons; anything else?
Katze is offline   Reply With Quote
Old 11-08-13, 01:12 PM   #4138
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default


here is my to do list and update log:-

Code:
 
add gaps balloons
cargo ?? see rongel
 
I will thin the minefield out - all those groups are in 50s.
Only ever 6 or 7 groups within render range at one time = 350 units.
Not to bad
I will change them to groups of 20 - less than half.
If I adjust their spacing - the need to avoid is still there - without the fps drop.
Originally Posted by Katze
On a related note, I noticed the South African flag is upside down when viewed in-game, and wasn't sure if it was a stock image until I just noticed it in the OH 2.2 data folder (\data\Textures\TNormal\tex\SouthAfrica.dds ).
I flipped it vertically for my own use but would be another minor thing to correct for the upcoming version 2.3. I never would have noticed but running my latest campaign at full realism I'm trying to ID ships before blowing them from the Atlantic and had a tough time finding it was from South Africa as it was upside down and the orange band looked like red to me.
 

OHII full v2.3
03/11/2013
Added Serge65 fixes for aeroplane guns - Thanks Serge
Added war start radio messages as campaign messages
Added Rongels fixes for PT boat burning, rendering NMFMPC_Z and some terrain. - thanks Rongel
Added Sobers terrain fixes from v2.2 - Thanks Sober
Fixes bad spelling in Baltic area
Added more risk to the Scapa raid
Added some lithuania ships to Memel adjusted the jumpers
Increased fps when in wilhelmshaven
Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)
@ Gap
How did you get on with the reduction in cables?
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 11-08-13, 04:51 PM   #4139
Katze
Loader
 
Join Date: Mar 2011
Posts: 85
Downloads: 186
Uploads: 0
Default

Quote:
Originally Posted by Trevally. View Post

here is my to do list and update log:-

Code:
 
add gaps balloons
cargo ?? see rongel
 
I will thin the minefield out - all those groups are in 50s.
Only ever 6 or 7 groups within render range at one time = 350 units.
Not to bad
I will change them to groups of 20 - less than half.
If I adjust their spacing - the need to avoid is still there - without the fps drop.
Originally Posted by Katze
On a related note, I noticed the South African flag is upside down when viewed in-game, and wasn't sure if it was a stock image until I just noticed it in the OH 2.2 data folder (\data\Textures\TNormal\tex\SouthAfrica.dds ).
I flipped it vertically for my own use but would be another minor thing to correct for the upcoming version 2.3. I never would have noticed but running my latest campaign at full realism I'm trying to ID ships before blowing them from the Atlantic and had a tough time finding it was from South Africa as it was upside down and the orange band looked like red to me.
 

OHII full v2.3
03/11/2013
Added Serge65 fixes for aeroplane guns - Thanks Serge
Added war start radio messages as campaign messages
Added Rongels fixes for PT boat burning, rendering NMFMPC_Z and some terrain. - thanks Rongel
Added Sobers terrain fixes from v2.2 - Thanks Sober
Fixes bad spelling in Baltic area
Added more risk to the Scapa raid
Added some lithuania ships to Memel adjusted the jumpers
Increased fps when in wilhelmshaven
Removed convoys leaving Kiel when player in port (TG, MN, WA & TP)
Greatly reduced traffic leaving Kiel when player in port(TG, MN, WA & TP)
@ Gap
How did you get on with the reduction in cables?
Looks awesome; I look forward to the airplane gun fix and fps fixes for Kiel and minefields.
Katze is offline   Reply With Quote
Old 11-08-13, 05:34 PM   #4140
Madox58
Stowaway
 
Posts: n/a
Downloads:
Uploads:
Default

Quote:
Originally Posted by Trevally. View Post

so if anyone has some time to try this and identify any .mis or .tsr file that has bear island - that would be great

Missions\Artic_Convoys_M\AC_PQ_Commando files

That's stock SH5 though.
  Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


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 09:50 AM.


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.