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Old 06-28-10, 07:12 PM   #16
Madox58
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Quote:
Originally Posted by G7eT2 View Post
Hello

if implementing SH4 style internal damage visuals is too big a job would it be possible to use something like the 'Torpedo damage final version 2.0' mod for SH3 by Ocean Blue ?
Would it be possible to make the mod apply to the new ships and ignore the stock ships ?

It would not be as pretty as full 3D style damage but better than nothing. It is good to be able to see where your torpedoes have hit.
Visual damages don't work the same in SH4 as they did in SH3.
So 'No' that won't work.
I've seen 'twinkles' but no damage effect whatsoever unless a proper conversion is done.

What is a proper conversion?
Any Unit needs the AO stuff Baked and imported.
It also needs the 3D damage model inside the Hull.
I'm working on a program to make planting the Damage 3D model easy.
But AO bakeing and importing still would need done.
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Old 06-28-10, 10:10 PM   #17
G7eT2
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OK

Thank you for the reply.
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Old 06-29-10, 04:48 PM   #18
McHibbins
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Ok maybe it´s the wrong thread but since there are enough modders in here right now and I didn´t get any response in another thread....

Which files are responsible for the catastrophic explosion ? Seems so they were deactivated in RFB and even for some ships in OM too.

And which files are controling the sinking mechanics ?

Thx in advance
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Old 06-29-10, 05:43 PM   #19
Madox58
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Quote:
Originally Posted by McHibbins View Post
Ok maybe it´s the wrong thread but since there are enough modders in here right now and I didn´t get any response in another thread....

Which files are responsible for the catastrophic explosion ? Seems so they were deactivated in RFB and even for some ships in OM too.

And which files are controling the sinking mechanics ?

Thx in advance

The .zon file for each Unit has boxes which are controlled by the zone.cfg file.

Open any ship in S3D, then open the .zon for that ship.
Select the Button to Toggle zone editing in the Model Viewer of the open dat file.
You'll see the boxes and spheres then.
Each box is assigned a zone type.
Say it's Type 71

Look in the zones.cfg with notepad.

71=AmmoBunker

Scroll down to:

[AmmoBunker]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=50
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo

here's some info to help explain what this all means.
http://www.mediafire.com/?mngjwmymjy1
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Old 06-30-10, 03:56 AM   #20
McHibbins
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Thanks privateer, that helps a lot

But I can´t find a solution bringing back the catastrophic explosions (the big fireballs) to RFB. They must be also hidden somewhere in the unit.zone files.

If I´m using stock unit.zones, they´re there, but then without the sinking mechanics of course So I have to find out which files need to be tweaked in the .zone for each unit or/and zone.cfg to get that visual effect back.
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Old 06-30-10, 06:32 PM   #21
Madox58
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Compare the Zones.cfg files.
Look at the Effects settings in each zone type.
It may be there.
Another thing that changes things is if the particles.dat was replaced
or modified.
All the effect called are in the particles.dat,
which then calls stuff from the Materials.dat.
It's a vicious circle!
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Old 07-09-10, 05:19 PM   #22
McHibbins
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http://www.subsim.com/radioroom/show...=1#post1440184

Post 281 FF



looks very very interesting. Someone managed to add damage to iambecomelifes merchants which seemed to be impossible for a long time.
There are only two files from vickers which are responsible for that
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Old 07-09-10, 05:27 PM   #23
Madox58
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That's a SH3 damage Mod, used in SH3.
SH4 uses a 3D model inside the main Unit.
Once the Unit takes a 'hit',
part of the texture goes clear and you can see inside to the 3D damage model.
The .val needs corrected to SH4 standards,
and the models need mapped to SH4 standards.
Not just a quick 'take from SH3, plant and forget'.
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