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06-28-10, 07:12 PM | #16 | |
Stowaway
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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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06-28-10, 10:10 PM | #17 |
Watch
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OK
Thank you for the reply. |
06-29-10, 04:48 PM | #18 |
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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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06-29-10, 05:43 PM | #19 | |
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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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06-30-10, 03:56 AM | #20 |
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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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06-30-10, 06:32 PM | #21 |
Stowaway
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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! |
07-09-10, 05:19 PM | #22 |
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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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07-09-10, 05:27 PM | #23 |
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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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