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-   -   [REL] S3D - Silent 3ditor (https://www.subsim.com/radioroom/showthread.php?t=119571)

skwasjer 03-11-10 01:54 PM

The 'entry' labels are the same as the indexes in S3D [0], [1], etc.

For delay and variation you would create a new class, adorned with a SHType-attribute and then just dump in the two floats. Look at the rest of the controller templates for examples. It's all in there...

ensign bob 03-11-10 09:27 PM

I REALLY appreciate all the hard work you put into S3D, without it the game would be collecting dust on the shelf somewhere. Thank you to all who worked on this great program. :yeah: :yeah:

urfisch 03-12-10 03:59 AM

Quote:

Originally Posted by skwasjer (Post 1308929)
The 'entry' labels are the same as the indexes in S3D [0], [1], etc.

For delay and variation you would create a new class, adorned with a SHType-attribute and then just dump in the two floats. Look at the rest of the controller templates for examples. It's all in there...

really? i looked yesterday...and cannot find these classes defined somewhere. any specific file i would have to look into?

thanks!

slestat 03-12-10 02:18 PM

Thanks skwasjer
 
skwasjer, i'm a progammer with lot of years behind me, i have a kid too and I can understand you in a very perfect way.

Years go away, time escapes with them,
but our passion is alive until the last day of our lifes.

Thank you very much indeed,
S3D was by far a very helpfull friend to me.

Good luck.
(sorry if i make english grammar mistakes, i usually speak another languaje)

skwasjer 03-12-10 07:06 PM

Understood perfectly fine, thanks :up:

Royale-Adio 03-14-10 06:57 AM

Hi. I just want to know how to add INTERNAL torpedo reserves on a sub that hasn't got any.

Thanks

urfisch 03-15-10 02:56 PM

i felt free to build a beta release for new particle templates ;) in the sh5 mod section.

but what really annyoing is, to replace all existing particle controllers by hand. the parser needs an update...but this is definitely nothing i can do...

;)

Royale-Adio 03-19-10 12:51 AM

anyone care to answer?

Nbjackso 06-09-10 08:34 PM

Camera ???
 
In the cameras.dat file, which camera, (node) is used for the US sub control room when the game first loads? I want to change the starting viewpoint.

Bubblehead1980 06-09-10 11:44 PM

So I would like to use this tool to fix a few things in SH 4/TMO such as making magnetic detonators even less reliable, and changing some other things. Any tutorials? Where is the latest version? using vista.

aergistal 06-23-10 04:54 AM

I'm having some issues with the OBJ export in 0.9.9. Even if I select the top-most parent the 3d viewer displays only a partial mesh when the 'Show only selected object' is enabled. And that is exactly what gets exported, a partial mesh without the masts etc.

It looks like it's not exporting all the child-nodes. Am I doing something wrong?

edit: this happens with SH4 models

Nisgeis 06-23-10 11:29 AM

Quote:

Originally Posted by aergistal (Post 1426105)
It looks like it's not exporting all the child-nodes. Am I doing something wrong?

You're not doing anything wrong, you have to export each seperate object individually.

skwasjer 06-23-10 11:35 AM

As Nisgeis indicates, there's no batch import/export function due to limitations in the OBJ-file format. Each model must be exported seperately.

aergistal 06-23-10 01:48 PM

Thank you both for your answers. Don't know why but I was almost sure it worked in a previous version.

I'll just import the pieces separately and reposition them according to the node info.

The software is excellent. Many thanks skwasjer!

JoeCorrado 07-01-10 10:44 PM

Probably already asked and answered but this is a huge thread and rather than spend hours looking;

Can somebody tell me how to match ammo to the gun. I am wanting to modify the damage done by the 25mm_single_barrel_Jp machine gun (AA) so that it does less damage.

I found the weapon listed in the Guns_radars.dat file, but I don't know which ammo to adjust in the shells.zone file.

Can anybody help?

Nisgeis 07-02-10 02:49 AM

  • Open up guns_radar.dat (or file 2) and find the gun you want. Copy the ID of the top node for that gun.
  • Search (CTRL-F) for that ID in guns_radars.sim (or file 2) to find the wpn_Cannon node that corresponds to it.
  • Open up the wpn_Canon node underneath it and copy find the type of ammo you are looking for (large guns have only one type). The value is under wpn_cannon.ammo_stroage.AP.shell (or instread of AP, HE or AA). Copy that ID value.
  • Open up shells.zon and search for that ID.

JoeCorrado 07-02-10 01:00 PM

Thanks for your help! :salute:

Madox58 07-12-10 07:29 PM

@Skwasjer,

I'd like the ability to run two open applications of S3D.
One modified for SH5.
The other running stock to compare SH3/4 files to SH5 files.
Aside from running 2 systems, can this be done?

Ducimus 07-14-10 04:50 PM

Dumb question. Probably a very basic question, and i'm sure the answer is easy, and i could find it on my own if i give it enough time, - but i have much to go through, and it would be a super time saver if someone could just tell me.

Anywho, what would cause an object that was transparent in SH3, to appear black in SH4?

Madox58 07-14-10 04:57 PM

A misplaced assignment to a texture would cause this.


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