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Old 10-02-10, 06:57 PM   #31
Madox58
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There's an attachment Node for Room_EXT that is roughly 1 or 2 meters below the main hull.
I'm wondering if this contributes to the problem?
As I'd think a bounding box would include this Node.
One way to test if it has any effect would be to remove it.
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Old 10-03-10, 12:02 AM   #32
Oby
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I'm not sure but I think I found a possible bugger who is responsible for described problem.There is a node in Waypoints_Room_QR1 approximately 20m below main sub hull.If you open it with Goblin editor,you'll see an entry which name is Cam01_wake_up_box.And I think that one is responsible for we can't dive to the bottom of the sea...

Now I don't know how to edit that file or delete that node.Any suggestion is welcome...
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Old 10-03-10, 12:30 PM   #33
Madox58
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That's a 3D object that is near 20m below the Hull.
It is possible to edit the placement of that object in the GR2 file.
It has to be done in a Hex editor,
then tested to assure no weird side effects are caused.
Like a whacked room placement or such.
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Old 10-03-10, 02:38 PM   #34
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Uf...Can you explain what should I do in HEXa editor to change the placement of a single node in .GR2 file?

I'm sorry if I'm clumsy...Thanks...
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Old 10-05-10, 09:25 AM   #35
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You can try this file.
http://www.mediafire.com/?a1aoqwxmao5j4ud

All I did was move the vertices of the 3D object "Cam01_wake_up_box".
I did not re-calculate the Normals as it's a hidden object.
The 'Bone' or positional Node, was left in place.

If it works great.
If there are problems we need to move to the Mod thread and work on them.
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Old 10-05-10, 10:38 AM   #36
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I try your file,but unfortunately it doesn't work...Screenshot shows minimum distance from sea bottom I achieved.It won't go deeper...




As I did some further tests,it might be that there is not problem with sub model...
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Old 10-05-10, 03:32 PM   #37
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Breaktrough! I finally managed to run aground with my sub...trully amazing...

...it seems that this is related to sphere zones.What I do was that I removed sphere controller from zone file...Now I must figure out how to mix all together...

Ajoj.That algaes are so unreal...like trees under ocean...Don't they suppose to be smaller?...
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Old 10-05-10, 03:51 PM   #38
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excellent find! Sometimes the most obvious items are overlooked
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Old 10-05-10, 03:58 PM   #39
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Quote:
Originally Posted by Oby View Post
Breaktrough! I finally managed to run aground with my sub...trully amazing...

...it seems that this is related to sphere zones.What I do was that I removed sphere controller from zone file...Now I must figure out how to mix all together...

Ajoj.That algaes are so unreal...like trees under ocean...Don't they suppose to be smaller?...
Woohoo!

If you would be so kind, when you have it all working right, to publish this mod for all to enjoy. Thanks!
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Old 10-05-10, 04:12 PM   #40
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Yes please! release this in a much wanted mod!
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Old 10-05-10, 04:57 PM   #41
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Problem with deleting it is that collision detection now is likely to fail, granny can use ray-sphere collision detection as it seems what they used in SH5 case.

The way to see if there is a problem is making sure collision is still working by crashing down into the sea floor, run aground and ram the sub into a ship.
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Old 10-05-10, 05:08 PM   #42
TheDarkWraith
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just looked with Goblin editor and all spheres are normal size (sub and conning tower)....something else is arai here
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Old 10-05-10, 05:54 PM   #43
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This is supermod stuff guys. since months i feel were slowly getting somewhere.
But if this gets finished maybe somene can fix the " trees" on the ocean floor.
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Old 10-05-10, 07:32 PM   #44
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since Oby gave some insight as to where the possible problem is I started playing around with the .zon file. I didn't remove any zones or anything, I just disabled some collisions and moved one sphere up some and decreased it's radius. Result:


yes the sub is actually going through the bottom. That's not really the problem though. The problem is I did a 180 degree turn to get to the point in the screenie above. Before that 180 degree turn the terrain was sloping down at a shallow angle and the sub was hovering above the terrain. Do the 180 degree turn and sub is going through the terrain now. This means there is a problem with the game's terrain functions. It appears that it calculates a mean depth from a certain area of the terrain and uses that for the collision detection with objects
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Old 10-05-10, 08:05 PM   #45
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Great TDW...I agree totally...Although sferes play some role in that problem,the main bugger still exists...As you said,it appears to be something wrong with terrain...Solving that would be a great achievement...
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