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-   -   [WIP] Type IX for sh5 (https://www.subsim.com/radioroom/showthread.php?t=233811)

mkiii 12-27-17 10:16 AM

Quote:

Originally Posted by vdr1981 (Post 2533350)
OK, no problems mkiii...:up:

Regarding problematic dials...In SH5 deck compass, dials, uzo and other stuff are taken from "data\Objects\Sensors\UBoot_Sensors.gr2" and placed on assigned bones trough the appropriate eqp file entries.

Code:

[Equipment 4]
NodeName=I01
LinkName=Compass_Type1,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

[Equipment 5]
NodeName=I02
LinkName=Telegraf_Type1,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

[Equipment 6]
NodeName=I04
LinkName=Helm_Post,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

[Equipment 7]
NodeName=I03
LinkName=UZO_Type1_Soclu,data\Objects\Sensors\UBoot_Sensors
StartDate=19000101
EndDate=19990631

You are aware of this I guess?:hmm2:

One more thing...You have probably noticed that in SH5 player has to go bellow the deck (manually) at least once in order to "wake up" teleport function, otherwise game may CTD. That's why it is quite important to allow more or less normal manual passage from the deck to CT interior. After that teleport can be used safely. Is this feasible?

yes, disabled the link for the stock dials, because they are part of the conning tower meshes in the new stuff, just added dials and dial controlles
but gr2 editor, goblin, and the game cant agree where the dials are positioned, (makes things difficult).

got the hatch sorted it needed a rotation flag adding to its extended data, so it opens the correct way now,

working on the portals and ladders now, to enable the manual walk below decks.

nothing is easy or straightforward to do, altering 1 thing, affects something else, so the work gets bigger instead of smaller

vdr1981 12-27-17 10:42 AM

Quote:

Originally Posted by mkiii (Post 2533384)

nothing is easy or straightforward to do, altering 1 thing, affects something else, so the work gets bigger instead of smaller

I know what You're talking about...:doh:
Keep up and happy holidays! :salute:

mkiii 12-27-17 01:29 PM

Quote:

Originally Posted by vdr1981 (Post 2533387)
I know what You're talking about...:doh:
Keep up and happy holidays! :salute:

you to vecko:up:

mkiii 12-29-17 07:45 PM

https://s19.postimg.org/52mibv01f/SH...0_00.23.51.png
got the dials and needle sorted more or less!

https://s19.postimg.org/nuydfgbv7/SH...0_00.21.22.png

torps all present and correct

https://s19.postimg.org/rrbpbfp4z/SH...0_00.21.42.png

crew all present and correct

https://s19.postimg.org/kbcfpngv7/SH...0_00.21.33.png

needs a new image, as does the torps page.

all pics are in mission,
found out that incorrect bone names on the torp doors will break the torpedo page.
still don`t know what broke the crew page though.
working on the portal system and ladders and suchlike now,

mkiii 12-30-17 07:02 AM

Hmmm....just discovered the torp doors animation works and at the same time does not work.
when you move the bones and meshes they stay where you put them, as static meshes.
but when the animation triggers they move back to their original positions, when it stops they go back where you put them.
I kinda understand why it happens, keyframes and mesh deformation in the animation info. sadly there is nothing I can do about it gr2 editor does not play with animation at all.
its not a deal breaker, unless you use the external view or event cam you will never see the doors disappear and reappear. the tubes themselves function as thy should in single shot and salvo

mkiii 12-31-17 09:58 AM

after trying to make the walk below decks work till 3am this morning, I finally realized why I was stuck on the ct ladder....the collision mesh for the deck passes through the ct, and some idiot forgot to cut a hole in it ( that would be me then), so we can now do the walk below decks ok :up:

got to modify the meshes for the room ct and conning deck mesh to line things up properly now

mkiii 01-05-18 02:38 PM

wow altering meshes is hard when you have little idea what you are doing.
for example doing a boolean cut does really horrible things to the mesh,
figured it out in the end, add vertice and edges, then delete polys, result pretty good hole after a bit of adjustment, got the con decks done,
have to rebuild the ct now, can`t delete a mesh subset without screwing the file
It will be the last build though, everything is in place and working in the last version, just needed a hole for the hatch.
no pics (you should all know what a hole looks like:03:)

Jeff-Groves 01-05-18 02:51 PM

Quote:

Originally Posted by mkiii (Post 2533887)
Hmmm....just discovered the torp doors animation works and at the same time does not work.
when you move the bones and meshes they stay where you put them, as static meshes.
but when the animation triggers they move back to their original positions, when it stops they go back where you put them.

I knew that was coming. :haha:

Also the following posts about cutting the hole.
Open Bunker was the same kind of thing. Only I did it all in a hex editor.
:o

Been busy with some SH4 animation stuff but I'll look at the SH5 animations again soon.
:03:

I'm thinking you can't open or work with the animation file for the torps?

mkiii 01-05-18 08:36 PM

Quote:

Originally Posted by Jeff-Groves (Post 2535064)
I knew that was coming. :haha:

Also the following posts about cutting the hole.
Open Bunker was the same kind of thing. Only I did it all in a hex editor.
:o

Been busy with some SH4 animation stuff but I'll look at the SH5 animations again soon.
:03:

I'm thinking you can't open or work with the animation file for the torps?

I can open them and stick new meshes in Jeff, but the animation itself is no go in gr2 editor, I may have a workaround for it, its a bit of a bodge but may work, not tried it yet been too busy butchering geometry.

mkiii 01-07-18 12:06 PM

well there you have it shipmates, a fully functional IX, with a full crew, torpedo tubes and torps in the right places and working, still a few bugs to iron out, telegraph needle goes the wrong way round, compass dial is off,(I think this is image related, tried everything else)
need to work up some decent alpha maps for specularity, and modify the ct (again) for better hatch position,
need to get the snorkel mask and snorkel equipment into a gr2 file and linked up to eqp nodes, the rest is just fine tuning bone positions (tedious)
https://s19.postimg.org/qjmsa0677/SH...7_16.42.01.png

https://s19.postimg.org/ds8m3h1k3/SH...7_16.43.43.png

https://s19.postimg.org/fk1kydsmr/SH...7_16.43.53.png

https://s19.postimg.org/c0fn8mncz/SH...7_16.45.05.png

HW3 01-07-18 01:51 PM

:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers:

TheLetterR 01-07-18 02:16 PM

Mark this day folks as a blessed day for SH5. Great work

propbeanie 01-07-18 04:00 PM

Very nice mkiii! :yeah:

Have fun with the "fine tuning"! :salute:

Jeff-Groves 01-07-18 04:58 PM

Have you got the torp doors animations adjusted?

mkiii 01-07-18 06:39 PM

Quote:

Originally Posted by Jeff-Groves (Post 2535393)
Have you got the torp doors animations adjusted?

no jeff, that`s on the to do list, thinking of using 2 sets of the file, one for the back doors and one for the fronts, and just stick some really low poly meshes in the doors that are not being used,(just to lower the file size)and setting the extended data to hide them, then give the main bone a position flag and move the whole thing backwards or forwards into position, in theory the doors will still have the same offset to the main bone so should stay where they are..... time will tell, and like I said its a bit of a hack job


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