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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 |
Stowaway
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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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#32 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
Posts: 169
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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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#33 |
Stowaway
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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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#34 |
Medic
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Location: BH7853
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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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#35 |
Stowaway
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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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#36 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
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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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#37 |
Medic
![]() Join Date: Jul 2007
Location: BH7853
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Breaktrough! I finally managed to run aground with my sub...trully amazing...
![]() Ajoj.That algaes are so unreal...like trees under ocean...Don't they suppose to be smaller?... |
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#38 |
Black Magic
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excellent find! Sometimes the most obvious items are overlooked
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#39 | |
Engineer
![]() Join Date: Apr 2010
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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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My PC: ASUS P5VD2-VM mobo 3.2 GHz Pentium 4 4GB 667MHz RAM ATI Radeon HD 5750 1 GB Graphics Card Windows XP Pro, SP3, v. 5938 |
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#40 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
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Yes please! release this in a much wanted mod!
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#41 |
Watch
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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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#42 |
Black Magic
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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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#43 |
Admiral
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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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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#44 |
Black Magic
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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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#45 |
Medic
![]() Join Date: Jul 2007
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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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