SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   [REL] The Little Ships of SH5 - Coaster Pack (https://www.subsim.com/radioroom/showthread.php?t=245817)

Jeff-Groves 12-06-21 06:08 PM

Quote:

Originally Posted by kapuhy (Post 2781656)
I think I'll be able to at least give the trawler animated sails.

Can GR2 files use an animation from a Dat file?
:hmmm:

kapuhy 12-07-21 02:49 AM

Quote:

Originally Posted by Jeff-Groves (Post 2781727)
Can GR2 files use an animation from a Dat file?
:hmmm:

Looking at how flags are set up, it can at least use Dat format animated equipement. It won't be ideal because such sail won't cast dynamic shadow, but still better than motionless sail.

kapuhy 12-13-21 03:06 PM

Slowly going forward :)

Added optional U-Boat deterrent to a fishing boat:

https://i.imgur.com/5MA78ZK.png

and in another part of shipyard, some progress on small freighter:

https://i.imgur.com/8NITFkM.png

Aktungbby 12-13-21 03:35 PM

Quote:

Originally Posted by propbeanie (Post 2780894)

Das Pic proves it! You're not nuts..just inseine !:arrgh!:

Jeff-Groves 12-13-21 04:04 PM

Quote:

Originally Posted by kapuhy (Post 2781760)
Looking at how flags are set up, it can at least use Dat format animated equipement. It won't be ideal because such sail won't cast dynamic shadow, but still better than motionless sail.

:hmmm:
If you could send me your dat with animated sails?
I MIGHT be able to get them into the GR2 format.

kapuhy 12-13-21 05:48 PM

Quote:

Originally Posted by Jeff-Groves (Post 2782696)
:hmmm:
If you could send me your dat with animated sails?
I MIGHT be able to get them into the GR2 format.

Sounds great! I haven't finished it yet but as soon as it's ready I'll send you the file.

kapuhy 12-26-21 03:27 PM

So, lineup for next update is this:

https://i.imgur.com/KjbiOFj.png

Two minesweepers, coaster, two tramp steamers and a ferry.

All ships on this screenshot are done modeling, texturing, and three of them are already in game and ready. Working on importing remaining three and then I'm planning to relase an update.

I might be able to squeeze a fishing boat into it of other work goes fast, but as it requires new texture set (or several, for variants), I might save it for next update.

GrenSo 12-27-21 02:30 AM

Quote:

Originally Posted by kapuhy (Post 2784803)
So, lineup for next update is this:

https://i.imgur.com/KjbiOFj.png

Two minesweepers, coaster, two tramp steamers and a ferry.

All ships on this screenshot are done modeling, texturing, and three of them are already in game and ready. Working on importing remaining three and then I'm planning to relase an update.

I might be able to squeeze a fishing boat into it of other work goes fast, but as it requires new texture set (or several, for variants), I might save it for next update.


Very very nice! :Kaleun_Applaud:

skin-nl 12-27-21 07:50 AM

They look very good kapuhy....keep up the good work :salute:

Mister_M 12-27-21 10:12 AM

Incredible work ! :Kaleun_Applaud:

Did you plan variant skins for the merchant ships ? Red decks were probably not a good idea for sailing into WWII convoys. :hmmm:

kapuhy 12-27-21 12:00 PM

Quote:

Originally Posted by Mister_M (Post 2784918)
Did you plan variant skins for the merchant ships ? Red decks were probably not a good idea for sailing into WWII convoys. :hmmm:

Yes, but not just for these. Merchant ships should ideally have two variants -
1) "peace" skin used for neutrals and nations that only recently joined the war and their ships are not repainted yet.
2) "war" skin for ships that were repainted into low visibility colours or produced during the war.

Now, my earlier coasters all have their "peace" skins so I will be making "war" skins for them but at the same time, why not go the other way around and prepare "peace" skins for stock ships that currently all wear late war camouflage even if it's September 1939 or they belong to neutral nations?

The tricky part is to configure the game so it assigns proper texture for time and nation the ship belongs to. While in theory this is easily configured by roster files, in practice it often does not work as intended (as is often the case with SH5). So there will be need for some pretty tedious testing...

gap 12-28-21 09:34 PM

Quote:

Originally Posted by Jeff-Groves (Post 2781727)
Can GR2 files use an animation from a Dat file?

They do Jeff; SH5 flags are keyframe-animated meshes just like SHIII and SHIV :yep:

Quote:

Originally Posted by kapuhy (Post 2781656)
Hmm, looked into the animations a little bit and while I still have no way to make functional floats or nets...

Have you checked the object_float controller? I have experimented with it in SHIII on a particle-generator-spawned object and it works like a charm. I am not sure that it will work as well on an object which is part of a sea unit, but I think it is worth a try.

Quote:

Originally Posted by kapuhy (Post 2781656)
...I think I'll be able to at least give the trawler animated sails.

Quote:

Originally Posted by kapuhy (Post 2781760)
Looking at how flags are set up, it can at least use Dat format animated equipement. It won't be ideal because such sail won't cast dynamic shadow, but still better than motionless sail.

cool but... a well-trimmed sail shouldn't flutter/flap in any notable way :hmmm:

Quote:

Originally Posted by kapuhy (Post 2782685)
Slowly going forward :)

Added optional U-Boat deterrent to a fishing boat:

https://i.imgur.com/5MA78ZK.png

and in another part of shipyard, some progress on small freighter:

https://i.imgur.com/8NITFkM.png

Quote:

Originally Posted by kapuhy (Post 2784803)
So, lineup for next update is this:

https://i.imgur.com/KjbiOFj.png

Two minesweepers, coaster, two tramp steamers and a ferry.

All ships on this screenshot are done modeling, texturing, and three of them are already in game and ready. Working on importing remaining three and then I'm planning to relase an update.

I might be able to squeeze a fishing boat into it of other work goes fast, but as it requires new texture set (or several, for variants), I might save it for next update.

I see some amazing stuff cooking for us :yeah:

Quote:

Originally Posted by kapuhy (Post 2781268)
how's your puffer? (no pressure, just curious ;) )

At this point a little pressure wouldn't be out of place lol.

You can read a couple of quick updates with screenies at the following posts in Jeff's Almageist thread:
https://www.subsim.com/radioroom/sho...0&postcount=36
https://www.subsim.com/radioroom/sho...0&postcount=45

Demon777 12-29-21 04:01 AM

amazing job, Kapuhy! :salute:
very cool content for future TWOS updates! thanks!!

kapuhy 12-29-21 05:06 AM

Quote:

Originally Posted by gap (Post 2785169)
Have you checked the object_float controller? I have experimented with it in SHIII on a particle-generator-spawned object and it works like a charm. I am not sure that it will work as well on an object which is part of a sea unit, but I think it is worth a try.

I will check it out, but for now I decided to first focus on importing complete models. See, modeling is fun, seeing your ship in game is fun, but process of placing countless bones in proper positions is rather tedious, as a result I have growing number of finished models that wait for import :oops:

Quote:

Originally Posted by gap (Post 2785169)
cool but... a well-trimmed sail shouldn't flutter/flap in any notable way :hmmm:

Perhaps a way to make it turn turret-like to follow the wind while ship turns would be better :hmmm:

gap 12-29-21 07:28 AM

Quote:

Originally Posted by kapuhy (Post 2785197)
I will check it out, but for now I decided to first focus on importing complete models. See, modeling is fun, seeing your ship in game is fun, but process of placing countless bones in proper positions is rather tedious, as a result I have growing number of finished models that wait for import :oops:

I totally understand.

In case you get time for it, you might also try the object_pendulum controller or a combination of object_pendulum and object_float.

Quote:

Originally Posted by kapuhy (Post 2785197)
Perhaps a way to make it turn turret-like to follow the wind while ship turns would be better :hmmm:

Yes, you could set sail, boom and gaff as a fake rudder, in which case they would turn slightly when your boat changes course, and they would return in their original position once the boat is the on the new route. Alternatively, you could exploit this patch by TDW for making the sail to always follow the apparent wind direction (real wind + boat motion). The latter method might be more realistic in some circumstances, but it might also lead to totally unrealistic outcomes at certain wind angles (a sail can only turn 180 deg, whereas the wind can come from all the directions; see the following drawing)

https://lh3.googleusercontent.com/pr...8jveOfgBmnOrp4

Both methods should be compatible with mesh animations. There is another important drawback inherent to both methods though. As you can see from the drawing above, the sail convexity changes when wind and sail turn from port to starboard and vice-versa. You can choose your sails to have the right convexity fo either side or, through keyframe animation, you can make the convex side to change randomly, but you can't make the sail to flip appropriately, according to its rotation.


All times are GMT -5. The time now is 06:06 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.