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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#3751 | |
Ocean Warrior
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![]() PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..
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. Where does human stupidity end? . ![]() ![]() El sueño de la razón produce monstruos © - and for some people awakening will be cruel |
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#3752 | |||
Navy Seal
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#3753 |
Ace of the Deep
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btw, I'm also more than happy to help with conversaions. So let me know
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#3754 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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For aircraft, the only use of them I can see are spinning propellers, but there is probably more than this in stock GR2 planes. In any case dat aircraft look fairly good, and I wouldn't hurry converting them. As for ship armaments, playable guns and depth charge racks for sure got animations (Goblin Editor previews them). AI guns seem more simplified, and looking ino SHIV guns imported into SH5 (but also SH5 coastal artillery guns provide a good example of it), I am sure they wouldn't require any special animation to train/elevate in game. Talking about guns, crew animations come also into the picture. These animations are stored into the Characters/Animations folder, and Obviously we cannot handle them yet, which means that any gun converted from dat to GR2 format (and vice versa) are going to miss their manning crews. Other than this, they should work perfectly. ![]() Quote:
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![]() welcome back to your modding activity mate. I hope to release the new balloons soon. Then, your help will be required for sure ![]() |
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#3755 | |
Ace of the Deep
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In regards to buoys & mines: will do. Will keep you updated on the process. |
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#3756 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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#3757 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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#3758 | |
Ace of the Deep
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Even working on importing 9b AI unit I had to make all the tube doors from scratch. And considering that there is no way I can do animation (for some reason no matter what I do .dat animation does not combine with GR2 at all), they are static. The uboat shoots tho ![]() And yeah, I'll see if I can get very good meshes. Mines must look good ![]() Even if the captain would not see them and dies :P |
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#3759 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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- double check that your animated dat tubes are set correctly and that their animations play normally in s3d; - have a close look into u-boat flags and see the method used by TDW for attaching his flags to u-boats. Quote:
![]() stock mines: - are smaller (main diameter: ca. 1 m); - their 3d model is lesser detailed and (at least in wings) it doesn't look like a perfect sphere; - their texture is more detailed with bolts and scratched coating painted on it; - got detailed normal, reflect and ambient occlusion maps. OH's mines: - are much bigger (main diameter: ca. 2.3 m); - their 3d model is better, with more detailed spike horns and regular spherical body; - lesser detailed diffuse map (just some featureless rust); - misses other maps. If it was just on me I would adopt the following workflow: - get the meshes from open horizons, or alternatively get the details from the stock meshes but redo the main body (this is easy: a regular sphere is enough); - get the stock texture, maybe with some additional rust, seaweed, etc. overlapped, and with red paint exposed under the scratches (see link below); - redo the UV mapping for both diffuse and AO. - bake a new AO map; - optional: paint some camouflage on the AO map. Being set as regular sea units, OH's mines can accept up to 3 different skins that Trevally can choose from when placing them in campaign; ![]() - retain the stock normal map and specular mask (with some eventual touch-ups for added rust and encrustations); - if needed, resize the model according to historical sizes. HNSA got a digital copy of the American Mine Identification Manual, with blueprints and sizes of nearly all the mines used during WWII, along with useful general information on mine types, their aspect, characteristics, etc. ![]() Eventually, with the time, we can rework both 3d models for use with OH ![]() Last edited by gap; 09-06-13 at 06:03 PM. |
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#3760 |
Nub
![]() Join Date: Aug 2013
Posts: 2
Downloads: 10
Uploads: 0
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Hi,
I'm freezed in Happy Times Campaign, because I've finished "Atlantic Air Gap" mission, but there are no more missions to accomplish. I've make progress till Dec. 1941 just finishing many patrols without leaving the harbor, but no new missions are avalaible to complete the campaign. My mods are the following ones: ![]() and my file "Campaign.cfg" is this one: [Campaign] NameId=Happytimes40 Title=Campaign.Title Description=Campaign.Description StartDate=19400615 EndDate=19410301 IsStartingCampaign=false RequiredSubTypes=SSTypeIIA,SSTypeVIIB RequiredProfileAchievements= RequiredCareerAchievements=TotalGermany39_Defeat [Campaign.CampObj] Name=Campaign.CampObj.Name ValuePointsRequired=8 ValuePointsMajorVictory=10 DateMajorVictory=19410301 DateHistoricalVictory=19410301 IsCompleted=false IsFailed=false DateOfCompletion=0 [Campaign.CampObj.MacroObj 1] ObjectiveID=HT_British_Supplies Name=Campaign.CampObj.MacroObj 1.Name MapZone=British_Supplies ValuePointsProvided=4 FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo StartDate=19400601 EndDate=19410131 IsCompleted=true IsFailed=false IsUnlocked=true GenAchiev=OBJ War Supplies GenAchievOnFail=OBJ War Supplies AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements= [Campaign.CampObj.MacroObj 1.PersObj 1] PersObjType=0 Name=Patrol_the_North_Atlantic Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description RelatedMapLocations=Area_BS,Line_Great_Circle IsCompleted=true [Campaign.CampObj.MacroObj 1.PersObj 1.Amount] IsTonnage=true Tonnage=90000 NumOfShips=0 [Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount] IsTonnage=false Tonnage=106487 NumOfShips=0 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1] Type=102 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2] Type=101 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3] Type=103 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4] Type=109 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 5] Type=3 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 6] Type=4 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 7] Type=108 TargetType=1 [Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1] TargetIdType=1 ToNode=Liverpool FromNode=Halifax [Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 2] TargetIdType=2 MapZone=British_Supplies_Zone [Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 3] TargetIdType=1 ToNode=Halifax FromNode=Liverpool [Campaign.CampObj.MacroObj 2] ObjectiveID=HT_Strategic_Supplies Name=Campaign.CampObj.MacroObj 2.Name MapZone=Strategic_Supplies ValuePointsProvided=2 FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo StartDate=19401101 EndDate=19410301 IsCompleted=false IsFailed=false IsUnlocked=false AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements=OBJ War Supplies,OBJ HTWA [Campaign.CampObj.MacroObj 2.PersObj 1] PersObjType=0 Name=Patrol_the_South_Western_Approach Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description RelatedMapLocations=area_strategic IsCompleted=false [Campaign.CampObj.MacroObj 2.PersObj 1.Amount] IsTonnage=false Tonnage=0 NumOfShips=3 [Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount] IsTonnage=false Tonnage=0 NumOfShips=0 [Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1] Type=101 TargetType=1 [Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2] Type=102 TargetType=1 [Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3] Type=103 TargetType=1 [Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4] Type=108 TargetType=1 [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1] TargetIdType=1 ToNode=Liverpool FromNode=Gibraltar [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2] TargetIdType=1 ToNode=Liverpool FromNode=Halifax [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3] TargetIdType=1 ToNode=Liverpool FromNode=Kingston [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4] TargetIdType=1 ToNode=OG_RALLY FromNode=Liverpool [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 5] TargetIdType=1 ToNode=Liverpool FromNode=OG_RALLY [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 6] TargetIdType=1 ToNode=Liverpool FromNode=Freetown [Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 7] TargetIdType=2 MapZone=SS [Campaign.CampObj.MacroObj 3] ObjectiveID=HT_Strong_Escorts Name=Campaign.CampObj.MacroObj 3.Name MapZone=Convoys2 ValuePointsProvided=4 FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo StartDate=19401001 EndDate=19410201 IsCompleted=false IsFailed=false IsUnlocked=false GenAchiev=OBJ HTWA GenAchievOnFail=OBJ HTWA AssocMissionsActive= AssocMissionsCompleted= ObjActivationAchievements=OBJ War Supplies [Campaign.CampObj.MacroObj 3.PersObj 1] PersObjType=0 Name=Patrol_the_Western_Approach_area Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description RelatedMapLocations=Area_BSS,Line_Great_Circle IsCompleted=false [Campaign.CampObj.MacroObj 3.PersObj 1.Amount] IsTonnage=true Tonnage=70000 NumOfShips=1 [Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount] IsTonnage=false Tonnage=0 NumOfShips=0 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1] Type=102 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2] Type=103 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3] Type=109 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4] Type=101 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5] Type=3 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6] Type=4 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 7] Type=7 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 8] Type=6 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 9] Type=11 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 10] Type=108 TargetType=1 [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1] TargetIdType=2 MapZone=ConvoyA [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2] TargetIdType=0 ToNode=Liverpool [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3] TargetIdType=4 FromNode=Liverpool [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4] TargetIdType=0 ToNode=Clyde [Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5] TargetIdType=4 FromNode=Clyde I'm going mad about this ![]() ![]() |
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#3761 | |
Ace of the Deep
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#3762 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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On the other hand, the aforementioned document makes no mention of the nationality of the depicted mines, and I doubt that the model numbers used in it are more than conventional US designations. It is therefore hard to say wether the source is complete or not, but I suspect that only Axis mines are included in the list. There are few other resources available on the web: "German Underwater Ordnance Mines (OP 1673A, 14 Jun 46)" Contains B/W pictures, schemes, specifications and much more. US "Mine Disposal Handbook, 1945" Contains B/W pictures, schemes, and specifications French, Italian, Japanese, Russian, British and American mines @ navweaps.com one page for each nation, with specs, short descriptions and few pictures Let me know if you find more information ![]() Last edited by gap; 09-09-13 at 12:50 AM. |
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#3763 |
Nub
![]() Join Date: Aug 2013
Posts: 2
Downloads: 10
Uploads: 0
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I think I have fixed the problem, because I have advanced till Oct. 1940 and now I have available "Western Aproach" mission ![]() I have changed the parameter in the .cfg file to IsUnlocked=true instead of IsUnlocked=false in the remaining missions of "Happy Times" and that seems to be the reason why I had no more missions apart from "Atlantic Air Gap". |
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#3764 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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I have got a problem inporting my barrage balloon model into GR2 Editor; UV coordinates get all messed up.
![]() My UV map seen in Wings 3d: ![]() Wings 3d obj export options: ![]() GR2 Editor inport options: ![]() The UV map inported into GR2 Editor: ![]() The model is rendered with correct texture mapping both in Wings 3d and in Softimage Mod Tool, but evidently not so in GR2 Editor. Latest versions of Wings 3d and GR2 Editor used. I have the same problem with the lighthouse model I had been working on until recently. Targor, Michal, privateer, are you there? ![]() What am I doing wrong? |
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#3765 |
Ace of the Deep
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You might have to swap Z & Y axes. That was one of the problems for me. At least at some point for something...
Also, you can try deselecting the "Flip V texture coordinates" option on import. |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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