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-   -   [REL]The Wolves of Steel - SH5 Megamod (https://www.subsim.com/radioroom/showthread.php?t=210703)

vdr1981 11-23-15 06:48 PM

Quote:

Originally Posted by gap (Post 2360968)
Looks nice :up:
we only need for a slightly wider platform then
If I can, I would suggest raising the platform a little more though. It should be more or less as high as a docking pier, and by the way, have you tried restoring all the sim file controllers except StaticObject. Water reflections and winter (snowy) textures are a cool feature which I don't think will affect gun's fucntionality. ;)

Yes, only static object controller was problematic...Others are fine...

Quote:

Originally Posted by gap (Post 2360968)
Okay, but the models I have pointed before are not "complicated" at all. For instance one of the best looking models among them (the top left one in the 3D warehouse page), is well below 1000 vertices (this is including the bunker and the big artillery gun), which is nothing compared to even the simplest ship model in game. Add to that that, likewise stock sea units, by having those models as GR2 files we can create for them LOD models with further decreased polygonal resolution, for when looking at those badasses from far away. :03:

I dont know how to describe it exactly but this is not only about model complexity . Sometimes even single extra node/object can cause all kind of problems and CTDs. Take for example Sub Flags, Sub exhaust or even SH5 Leigh Lights...All these mods are created by the book and they look like really simple low demanding mods, but in reality it is not like that...
From some reason SH5 engine just doesn't like them. Why is that so, I really cant tell...
This is the exact reason why I'm asking first simple models with only few necessary nodes . After that, if everything is OK, 3D models could be improved. Do you see my point here?

Did you find your GR2 bunkers? Can you upload them maybe?

gap 11-23-15 07:18 PM

Quote:

Originally Posted by vdr1981 (Post 2360977)
Yes, only static object controller was problematic...Others are fine...

Good!

Quote:

Originally Posted by vdr1981 (Post 2360977)
I dont know how to describe it exactly but this is not only about model complexity . Sometimes even single extra node/object can cause all kind of problems and CTDs. Take for example Sub Flags, Sub exhaust or even SH5 Leigh Lights...All these mods are created by the book and they look like really simple low demanding mods, but in reality it is not like that...
From some reason SH5 engine just doesn't like them. Why is that so, I really cant tell...
This is the exact reason why I'm asking first simple models with only few necessary nodes . After that, if everything is OK, 3D models could be improved. Do you see my point here?

Of course I am aware of that.
Short OT: talking about sub flags, the other day I was wondering if the problem was in having two different flag models (the stock one and the one from TDW's mod) rendered at the same time. We ccould try copying TDW's flag entries into stock flags.dat, and making sub flags to be rendered on top of the same weaving model as used by AI-controlled units :hmm2:

Quote:

Originally Posted by vdr1981 (Post 2360977)
Did you find your GR2 bunkers? Can you upload them maybe?

:o
Didn't I post a link here? I thought I did...

EDIT:

Here :salute:

vdr1981 11-23-15 07:55 PM

Quote:

Originally Posted by gap (Post 2360986)

Didn't I post a link here? I thought I did...

EDIT:

Here :salute:

Thanks!:up: You even have radio in it ! :D:yeah:

Can I hide rocks with goblin, just for testing?:hmm2:

gap 11-23-15 08:26 PM

Quote:

Originally Posted by vdr1981 (Post 2360993)
Thanks!:up: You even have radio in it ! :D:yeah:

Can I hide rocks with goblin, just for testing?:hmm2:

Yep, you can do whatever you want with it. :up:

Initially I had conceived it not as gunnery bunker but as a land unit for use as coastal surveillance post, hence the radio and the rock/bush camoufflage.
I used as inspiration many similar bunkers which are still spread along the coasts of my island (Sicily) :03:

http://www.milistory.net/Public/data...pcm_vito_2.jpg
https://encrypted-tbn2.gstatic.com/i...SnaLd0b-PU43KZ https://encrypted-tbn0.gstatic.com/i...C-xXQeKDJURx89

misha1967 11-24-15 02:25 AM

Wow. I've been gone for quite some time, forgot how much I enjoyed this game back in the day and I'm so glad to see so many of the Old Guard still around, not to mention all of the new faces who've joined us since then (welcome to all!!!), and I know that I'm rusty when it comes to my elite Kaleun skills, don't even get me started on how rusty or you'll be laughing yourselves to death. :haha:

Anyway. I just want to start out by thanking everybody who's had a part in this MegaMod. It made it so much easier for me to "jump back in." Actually, it made it possible for me to jump back in, because I wasn't about to spend the months of tweaking of my mod soup that I did back then to make it all work again. I just couldn't have. But you guys made a package of just about every single one of my favorite mods from back then with quite a few new ones too and made it dead easy to install. I can't thank you enough.

As I said years ago: Without modding, Silent Hunter V would have been the worst fiasco in gaming history. With modding, it's become the ultimate U-Boat simulator.

Sure, I've had to do some tweaking, for instance I don't like the default SH3 interface but that wasn't too hard to fix once my memory got jogged enough to remember how I used TDW's second to none options modifier and I had to throw in a few of my old personal tweaks as well, but as a packaged standard solution, this is one HECK of a job! :salute:

One question, though: Am I really supposed to be going 9 kts on ahead third in a VIIA??? I mean, it's not that I don't like it, I can pretty much circumnavigate the world three times on a tank of gas that way, but I'm beginning to think that I did something wrong here. I mean, my boat is going 7 kts on Ahead Slow. That used to be a pretty good speed for me.

vdr1981 11-24-15 04:55 AM

Quote:

Originally Posted by misha1967 (Post 2361028)

One question, though: Am I really supposed to be going 9 kts on ahead third in a VIIA??? I mean, it's not that I don't like it, I can pretty much circumnavigate the world three times on a tank of gas that way, but I'm beginning to think that I did something wrong here. I mean, my boat is going 7 kts on Ahead Slow. That used to be a pretty good speed for me.

Hi misha1967,
Don't worry , I can assure you that those are realistic type VII U-boat speeds taken from Type VIIC manual:yep:... I had a link somewhere but I can't find it right now...

Submarine surface range has nothing to do with telegraph, ahead slow , 1/3 ect. The range depends of engine RPM...

vdr1981 11-24-15 05:10 AM

Gap, can you upload increased platform and some gr2 bunker (SH4 or that freeware maybe) for this afternoon? :hmm2::up:

xXNightEagleXx 11-24-15 05:40 AM

vdr1981,

I just saw that a new patch has been released and that's cool. However i would like to ask you what is the correct procedure to update an already mod installation.

Should i revert the snapshot, "remove" the old patch, add the new one and re-apply the generic exe mod ?

vdr1981 11-24-15 05:52 AM

Quote:

Originally Posted by xXNightEagleXx (Post 2361062)
vdr1981,

I just saw that a new patch has been released and that's cool. However i would like to ask you what is the correct procedure to update an already mod installation.

Should i revert the snapshot, "remove" the old patch, add the new one and re-apply the generic exe mod ?

Just follow patch 13 install instructions and yes, you can remove previous patch...:yep:

It is not necessary to restore snapshot again but it wont hurt if you do so...

gap 11-24-15 11:37 AM

Quote:

Originally Posted by vdr1981 (Post 2361057)
Gap, can you upload increased platform and some gr2 bunker (SH4 or that freeware maybe) for this afternoon? :hmm2::up:

Sorry Vecko, I am just back home. I can upload the bigger platform in half an hour. I am afraid the SHIV bunker will take a bit longer (not too much though): as it is now it looks a bit dull. If you agree, I would like to retexture it and to create a self illumination map for it. In the meanwhile you can start placing the model in game using the dat version. When the GR2 version will be ready, switching model will be as easy as changing path in MapObjects.ini. Since the two models will be identical, no other tweaks will be required :salute:

EDIT:

Should I replace the old (70m radius) platform with the new wider one, or you will need for both platforms?

vdr1981 11-24-15 11:46 AM

Quote:

Originally Posted by gap (Post 2361149)
Sorry Vecko, I am just back home. I can upload the bigger platform in half an hour. I am afraid the SHIV bunker will take a bit longer (not too much though): as it is now it looks a bit dull. If you agree, I would like to retexture it and to create a self illumination map for it. In the meanwhile you can start placing the model in game using the dat version. When the GR2 version will be ready, switching model will be as easy as changing path in MapObjects.ini. Since the two models will be identical, no other tweaks will be required :salute:

Very good! :up: I just cant wait to see new models...:D

EDIT
You better make a new one , so I could chose between two or more platforms...:yep:

gap 11-24-15 12:22 PM

Quote:

Originally Posted by vdr1981 (Post 2361153)
You better make a new one , so I could chose between two or more platforms...:yep:

Okay, working on it right now :up:

gap 11-24-15 01:36 PM

Quote:

Originally Posted by gap (Post 2361166)
Okay, working on it right now :up:

Download link: :up:

http://www.mediafire.com/download/oz..._Platforms.zip

Working on the large bunker now. First I will rework the large bunker from SHIV along the lines of my previous post and I will hand it over to you for placement in game. The second step will be importing one of the type M272 bunkers found on 3dwarehouse, together with its 15 cm Tbts. KC 36 gun. I really hope the game will "like" them :)

Quote:

Originally Posted by vdr1981 (Post 2361153)
Very good! :up: I just cant wait to see new models...:D

If you have ideas about adding other new units/objects to SHV, I strongly suggest you having a close look into the 3dwarehouse gallery. Most of its models are free to use and can be easily converted into wavefront (obj) format, which on turn is supported by s3d and GR2 Editor. Another good place for royalty-free models is cadnav.com. Moreover I have on my HD a big collection of ship/aircraft mods for SHIII-IV, whose model we could import in SH5 if we get permissions from their authors, and I have recently discovered how to rip models from World of Tanks/World of Warplanes/Word of Warships. :salute:

vdr1981 11-24-15 01:59 PM

Very nice, although I'm not really sure will KC 36 gun actually work with unit ship controller...:hmmm: So far I've only used in-game guns trough eqp file...

vdr1981 11-24-15 02:17 PM

On a side note Gap, do you know by any chance how can I get rid of contact tails and if you do, can you create quick dirty patch for me (or just tell me how, my gimp skill are quite limited but what a hell :P)?:)
http://s6.postimg.org/6mr5ej04t/SH5_...4_13_45_01.jpg

vdr1981 11-24-15 03:16 PM

I know Gap that I'm pain in the ass but I was thinking about something...:hmm2: Take a look at my "artwork"...

http://s6.postimg.org/glc4109kd/GSDFS.jpg http://s6.postimg.org/8tve2g5f1/SH5_...4_20_59_21.jpg
Platform on pictures is original r=70m object...:yep:

These platform shapes would really make CD placement significantly easier for me (which will be pain in any case), plus it can offer us few more advantages because platform would be always orientated in the same way and the bunker would always be in the same spot (read: possibility for some cool war "decoration", sandbags ect...:hmm2:)

EDIT
Also, here's a new bunker dat file with slightly modified nodes positions so you can use it for reference, IF it's not to late already...:yep:
https://www.mediafire.com/?oytkwa3maf4ll51

gap 11-24-15 04:12 PM

Quote:

Originally Posted by vdr1981 (Post 2361194)
Very nice, although I'm not really sure will KC 36 gun actually work with unit ship controller...:hmmm: So far I've only used in-game guns trough eqp file...

Seeing how aicraft guns are an integral part of their unit's model, I am pretty sure all is needed for a gun to work is a gun controller, non need for an eqp file. Nonetheless my idea was putting the KC 36 in an external file (likewise stock naval guns) for it to be shared by several coastal defence or ship units.
On a side note, the KC 36 was actually a naval cannon, originally mounted on Narvik-class destroyers, Emden light cruiser (as refitted on 1942) and some merchant raiders:

http://www.navweaps.com/Weapons/WNGER_59-48_skc36.htm

I should check if the gun is already modelled in stock game. :03:

Quote:

Originally Posted by vdr1981 (Post 2361201)
On a side note Gap, do you know by any chance how can I get rid of contact tails and if you do, can you create quick dirty patch for me (or just tell me how, my gimp skill are quite limited but what a hell :P)?:)
http://s6.postimg.org/6mr5ej04t/SH5_...4_13_45_01.jpg

Wasn't No Contact Tails part of TDW's Add-on mods?

Quote:

Originally Posted by vdr1981 (Post 2361216)
I know Gap that I'm pain in the ass but I was thinking about something...:hmm2: Take a look at my "artwork"...

No problem mate, my pleasure :03:

Quote:

Originally Posted by vdr1981 (Post 2361216)
Platform on pictures is original r=70m object...:yep:

These platform shapes would really make CD placement significantly easier for me (which will be pain in any case), plus it can offer us few more advantages because platform would be always orientated in the same way and the bunker would always be in the same spot (read: possibility for some cool war "decoration", sandbags ect...:hmm2:)

Okay to elongated platform and sandbags. :up:
What version of the platform should I use as base (70 or 140-m)? Which new shape takes the priority, left or right?

Quote:

Originally Posted by vdr1981 (Post 2361216)
EDIT
Also, here's a new bunker dat file with slightly modified nodes positions so you can use it for reference, IF it's not to late already...:yep:
https://www.mediafire.com/?oytkwa3maf4ll51

When it is about bones, you are always in time: as far as there is at least one bone on the model, new bones can be cloned/moved/rotated at wish :salute:

vdr1981 11-24-15 04:20 PM

Quote:

Originally Posted by gap (Post 2361239)


Wasn't No Contact Tails part of TDW's Add-on mods?

I'm aware of that , download links are dead but nevermind...:up:


Quote:

Originally Posted by gap (Post 2361239)
No problem mate, my pleasure :03:

Okay to elongated platform and sandbags. :up:
What version of the platform should I use as base (70 or 140-m)? Which new shape takes the priority, left or right?

When it is about bones, you are always in time: as far as there is at least one bone on the model, new bones can be cloned/moved/rotated at wish :salute:

70 m platform and left one...:yep:

YoYo 11-24-15 04:28 PM

Need a wallpaper of WofS in 4K? Click it twice: :D

http://s25.postimg.org/vzlv653an/Wof_S_wall_2.jpg
free image uploading

http://s25.postimg.org/8wvc6z1tb/Wof_S_wall_1.jpg
screenshot tool

Btw.
Today I tested WofS in 4K. Antialiasing is amazing with full FPS (60, blocked) but icons are very small:

http://s25.postimg.org/c2fxx6kff/sh5...2_01_59_61.jpg

gap 11-24-15 04:34 PM

Quote:

Originally Posted by vdr1981 (Post 2361242)
I'm aware of that , download links are dead but nevermind...:up:

The mediafire link is working for me :hmm2:

Quote:

Originally Posted by vdr1981 (Post 2361242)
70 m platform and left one...:yep:

:up:

Quote:

Originally Posted by YoYo (Post 2361246)
Need a wallpaper of WofS in 4K? Click it twice: :D

Nice screenies YoYo, love your grainy post-production! :up:

Quote:

Originally Posted by YoYo (Post 2361246)
Today I tested WofS in 4K. Antialiasing is amazing with full FPS (60, blocked) but icons are very small:

What screen resolution are you playing SH5 at?


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