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 12-21-05, 06:51 AM   #1
chris911
Chief
 
Join Date: Oct 2005
Posts: 312
Downloads: 0
Uploads: 0
Default

Hi with damage modell u are somehow right , the compartments are really not changed as we didn t find out how to do it atm , which damage modell do u use for ur S-class sub btw. Maybe that helps to get thr dam zones right.Reflections also dosnt work right for this modell as when i change sth. there is a bug with the UV mapping which totaly disoriantares them. Have u solved this for ur Models ?

To the dev thing , i heard sth. that this is not possibke atm cause they are busy doing other jobs.
chris911 is offline   Reply With Quote
Old 12-21-05, 07:25 AM   #2
Stary Wuj
Lieutenant
 
Join Date: Jan 2002
Location: Poland, Zabrze
Posts: 268
Downloads: 36
Uploads: 0
Default

Krupp wrote:

" Umm... dumb question then about these "extra" ships: Do I need to do anything else than just install this with mod enabler and it's ready to go (or sink when spotted)?.."

Same question here :-)

Great ship, really :-)

Stary Wuj
Stary Wuj is offline   Reply With Quote
Old 12-21-05, 07:27 AM   #3
Dowly
Lucky Jack
 
Join Date: Apr 2005
Location: Finland
Posts: 25,053
Downloads: 32
Uploads: 0


Default

Quote:
Originally Posted by Stary Wuj
Krupp wrote:

" Umm... dumb question then about these "extra" ships: Do I need to do anything else than just install this with mod enabler and it's ready to go (or sink when spotted)?.."

Same question here :-)

Great ship, really :-)

Stary Wuj
I think they have to be put in the campaing from mission editor. Not sure tho, as I`ve never done anything like it. Maybe someone with better knowledge will tell you.
Dowly is offline   Reply With Quote
Old 12-21-05, 08:20 AM   #4
CWorth
Grey Wolf
 
Join Date: Apr 2005
Location: Gettysburg PA
Posts: 845
Downloads: 38
Uploads: 0
Default

Not sure but if this is anything like sergbutos extra merchants mod that added 2 more ships to the game...they appeared randomly without having to edit anything in the game...just simply installing the files into SH3 was enough.
CWorth is offline   Reply With Quote
Old 12-21-05, 08:23 AM   #5
sergbuto
Pacific Aces Dev Team
 
Join Date: Sep 2002
Location: Sweden
Posts: 1,331
Downloads: 15
Uploads: 0


Default

Quote:
Originally Posted by chris911
Hi with damage modell u are somehow right , the compartments are really not changed as we didn t find out how to do it atm , which damage modell do u use for ur S-class sub btw. Maybe that helps to get thr dam zones right.
For S-class I used the Type VII sub which has the same length of the hull. For other parts, I tried to align damage zones by aligning the S-class parts with those of Type VII before replacing them via importing.

However, this method will not properly work if the imported ship is bigger or arbitrarily scaled compared to the parent ship. In this case one needs to edit the damage zone sizes and maybe there positions in the corresponding ZON file. As far as understand, those zones are sets of spheres and rectangular boxes which are groupped by the 3D object.

F.e. in case of HMS Ceramic, one will be basically torpedoing the NAXC or British Aux. cruiser with props and rudder moved further behind but not the 200m ship.

Quote:
Originally Posted by chris911
Reflections also dosnt work right for this modell as when i change sth. there is a bug with the UV mapping which totaly disoriantares them. Have u solved this for ur Models ?
UV mapping should not change during extraction/importing with Pack3D. You probably mean the use/assignment of the wrong texture plate. There is no such problem for external new models since I need to use new texture plates anyway.
__________________
Serg's SH4 and SH3 pages
sergbuto is offline   Reply With Quote
Old 12-21-05, 08:42 AM   #6
Schultzy
Commander
 
Join Date: Dec 2001
Location: Großbritannien
Posts: 452
Downloads: 48
Uploads: 0
Default

Looks amazing!!

Great work, thanks a lot!!
Schultzy is offline   Reply With Quote
Old 12-21-05, 09:22 AM   #7
Stary Wuj
Lieutenant
 
Join Date: Jan 2002
Location: Poland, Zabrze
Posts: 268
Downloads: 36
Uploads: 0
Default

Quote:
Originally Posted by CWorth
Not sure but if this is anything like sergbutos extra merchants mod that added 2 more ships to the game...they appeared randomly without having to edit anything in the game...just simply installing the files into SH3 was enough.
Good news, but.............someone can confirm ?


:hmm:
Stary Wuj is offline   Reply With Quote
Old 12-21-05, 11:38 AM   #8
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Type 102 (Cargo) vessels should appear in the stock campaign without editing. However, I don't think there are any random entries for type 103 (Passenger) vessels. And convoys have scripted ship types.
AG124 is offline   Reply With Quote
Old 12-21-05, 11:44 AM   #9
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

Quote:
Have you tried to ask the Devs to correct the damage model? If they can't help maybe the person like timetraveller can write an utility to plot and correct zones from ZON files.
I have three ships which are being fixed by the Dev team right now. However it is taking a long time (And understandably so. I'm not complaining) and I have not heard from Der Teddy Bar lately (he's handling the matter). I was hoping to release a merchant pack soon, but there are some core changes which just cannot be made by modders right now.

And yes, a tool for rezoning (and retexturing ) would be very uselful at the moment.
AG124 is offline   Reply With Quote
Old 12-21-05, 01:54 PM   #10
chris911
Chief
 
Join Date: Oct 2005
Posts: 312
Downloads: 0
Uploads: 0
Default

Quote:
Stary Wuj wrote:
Krupp wrote:

" Umm... dumb question then about these "extra" ships: Do I need to do anything else than just install this with mod enabler and it's ready to go (or sink when spotted)?.."

Same question here :-)

Great ship, really :-)

Stary Wuj
it is ready to sink when u enable it with the mod installer but it is not yet scripted into the *.SCR or *.RND layer of course.
For the *.RND layer there are entries like 1xRandom British which should sometimes in theory generate the ship as it is with the hospitalship or other merchants tested by me but i think the possibilty for a 103 type ship is much lower then for a small coastal merchant .

For the *.SCR layer , that will come with one of the next of the HT Releases . Than u will definatly See her in some Ports maybe leaving or entering or just staying there( What ever Rubini Thinks that looks Right he will surely skript into the *.SCR layer).
chris911 is offline   Reply With Quote
Old 12-21-05, 02:01 PM   #11
chris911
Chief
 
Join Date: Oct 2005
Posts: 312
Downloads: 0
Uploads: 0
Default

A rezoning tool would be very nice. but as the NAXC is not so much smaller the Damage does work with the ship of course it is not perfect but the funnel is where the Machines and the Bunkers are the Probs where moved and the Keel is that of a 170 meter ship but
anyways if u hit the ship midship with two or three trops it normaly sinks and if u need 4 or even more thats good when uthink about it such aship would in reality of course need more than one impact trop. and the mag trop one hit kill seems to be no prob as such ships shouldn t resist a mag hit unter the keel anyways , simply cause they where not reinforced like heavy cruisers of about the same size.
chris911 is offline   Reply With Quote
Old 12-21-05, 09:13 PM   #12
Hunterbear
A-ganger
 
Join Date: Apr 2005
Location: California, USA
Posts: 72
Downloads: 18
Uploads: 0
Default

Nice looking ship chris911

Keep up the great work!

Hunterbear is offline   Reply With Quote
Old 12-21-05, 11:27 PM   #13
AG124
Sea Lord
 
Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
Default

The Ceramic has been added to my roster. I am also unconcerned if the damage model is not perfect - she'll do just fine for me. I need to sink something new.

Will you have a couple of more ready soon? I won't be releasing any of mine yet, but I hope to do so as soon as possible.
AG124 is offline   Reply With Quote
Old 12-22-05, 04:35 AM   #14
Krupp
Weps
 
Join Date: Nov 2005
Posts: 351
Downloads: 0
Uploads: 0
Default

Thanks for the answer chris911
__________________
"Gentlemen, we have no choice. Total engagement.
Die with dignity."
Krupp is offline   Reply With Quote
Old 12-30-05, 04:40 PM   #15
Kpt. Lehmann
GWX Project Director
 
Kpt. Lehmann's Avatar
 
Join Date: Jul 2005
Location: The Republic of Texas
Posts: 6,994
Downloads: 124
Uploads: 0


Default

Nice work Chris!
__________________

www.thegreywolves.com
All you need is good men. - Heinrich Lehmann-Willenbrock
Kpt. Lehmann 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 02:39 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.