SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-06-13, 10:35 AM   #3751
volodya61
Ocean Warrior
 
volodya61's Avatar
 
Join Date: Feb 2012
Location: Rostov-on-Don, local time GMT+4
Posts: 3,300
Downloads: 374
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
yep, from now on the acronym SH means to me a totally new game and new challenges: Spam Hunter - Battle of the Web ..


PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..
__________________
.
Where does human stupidity end?

.


El sueño de la razón produce monstruos © - and for some people awakening will be cruel
volodya61 is offline   Reply With Quote
Old 09-06-13, 11:59 AM   #3752
Trevally.
Navy Seal
 
Join Date: Apr 2007
Location: AN1536 (Orkney)
Posts: 5,451
Downloads: 166
Uploads: 28


Default

Quote:
Originally Posted by gap View Post

If you are playing Caesar, make sure to get rid of those annoying Britons
Yes for sure - come on the Picts




Quote:
I got several other ideas for improving various graphical features of OH:

- converting mines, buoys, etc. to GR2 objects;
- various improvement of the Whale;
- porting some stock armaments to the dat format for use with the imported ships;
- giving a go to the conversion of the imported units to the GR2 format.

This, plus some new features I have in mind (a few new ships and airplanes, new bombs, British fire ballons, etc.). But let's do things step by step, I am focusing on the barrage balloon right now.
Sounds great

Quote:
Originally Posted by volodya61 View Post


PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..
Thanks Volodya
__________________
Trevally Mods for SH5
Trevally. is offline   Reply With Quote
Old 09-06-13, 12:21 PM   #3753
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

btw, I'm also more than happy to help with conversaions. So let me know
Targor Avelany is offline   Reply With Quote
Old 09-06-13, 01:33 PM   #3754
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
Importing various small stuff and ships into GR2 will be moderately easy.
Anything with animation - a very different story.
Among the objects I have mentioned before, only aircraft and guns got animations, though I ignore what they are used for exactly.
For aircraft, the only use of them I can see are spinning propellers, but there is probably more than this in stock GR2 planes. In any case dat aircraft look fairly good, and I wouldn't hurry converting them.
As for ship armaments, playable guns and depth charge racks for sure got animations (Goblin Editor previews them). AI guns seem more simplified, and looking ino SHIV guns imported into SH5 (but also SH5 coastal artillery guns provide a good example of it), I am sure they wouldn't require any special animation to train/elevate in game.
Talking about guns, crew animations come also into the picture. These animations are stored into the Characters/Animations folder, and Obviously we cannot handle them yet, which means that any gun converted from dat to GR2 format (and vice versa) are going to miss their manning crews. Other than this, they should work perfectly.

Quote:
Originally Posted by Targor Avelany View Post
I have tried something once and so far it didn't work very well:
I took tube doors + animation gr2 from 7b and tried replacing one of the tube doors. There is something with the symmetry of the gr2. Whether I was exporting obj files off, using some weird settings - but so far all my attempts resulted in very bizare results: the objects comes out like an inside-out glove

I'm still trying, but it is something to keep in mind.
Seems a problem with mesh normals pointing to the wrong direction. Have you tried inverting the object inside-out before inporting it back into GR2 Editor?

Quote:
Originally Posted by Targor Avelany View Post
btw, I'm also more than happy to help with conversaions. So let me know
Thank you Targor. As a proof of concept, do you have time to convert of OH's mines or buoys to GR2 objects. I would do it myself, but I don't want other distraction from my main task right now

Quote:
Originally Posted by volodya61 View Post


PS: BTW, I got and installed all of the hardware for my PC (RAM, GPU, cooler, power supply), overclocked it a little and I think in a couple of days I'll choose Win7 build.. and I'll be able to help you and Trevally in your tests.. just let me know..


welcome back to your modding activity mate. I hope to release the new balloons soon. Then, your help will be required for sure
gap is offline   Reply With Quote
Old 09-06-13, 01:48 PM   #3755
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
Among the objects I have mentioned before, only aircraft and guns got animations, though I ignore what they are used for exactly.
For aircraft, the only use of them I can see are spinning propellers, but there is probably more than this in stock GR2 planes. In any case dat aircraft look fairly good, and I wouldn't hurry converting them.
As for ship armaments, playable guns and depth charge racks for sure got animations (Goblin Editor previews them). AI guns seem more simplified, and looking ino SHIV guns imported into SH5 (but also SH5 coastal artillery guns provide a good example of it), I am sure they wouldn't require any special animation to train/elevate in game.
Talking about guns, crew animations come also into the picture. These animations are stored into the Characters/Animations folder, and Obviously we cannot handle them yet, which means that any gun converted from dat to GR2 format (and vice versa) are going to miss their manning crews. Other than this, they should work perfectly.



Seems a problem with mesh normals pointing to the wrong direction. Have you tried inverting the object inside-out before inporting it back into GR2 Editor?



Thank you Targor. As a proof of concept, do you have time to convert of OH's mines or buoys to GR2 objects. I would do it myself, but I don't want other distraction from my main task right now





welcome back to your modding activity mate. I hope to release the new balloons soon. Then, your help will be required for sure
In regards to normals: yes, have tried that. Not that much luck.

In regards to buoys & mines: will do. Will keep you updated on the process.
Targor Avelany is offline   Reply With Quote
Old 09-06-13, 01:51 PM   #3756
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Trevally. View Post
Yes for sure - come on the Picts


He doesn't look especially friendly. Be cautious mate, never trust the progeny of the perfidious Albion

Vale et protinus te videre Consul Tresvallus
gap is offline   Reply With Quote
Old 09-06-13, 02:02 PM   #3757
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
In regards to normals: yes, have tried that. Not that much luck.
That's weird

Quote:
Originally Posted by Targor Avelany View Post
In regards to buoys & mines: will do. Will keep you updated on the process.
About mines, note that guns_radars_01.GR2 contains two models of contact mines, though I don't think they are actually used in game. Look into the file and see if by any chance they look better than the dat meshes which come with OH. You cannot open that file with the latest version of GR2 Editor, but some of the older version should be good to export meshes from it.
gap is offline   Reply With Quote
Old 09-06-13, 03:43 PM   #3758
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
That's weird



About mines, note that guns_radars_01.GR2 contains two models of contact mines, though I don't think they are actually used in game. Look into the file and see if by any chance they look better than the dat meshes which come with OH. You cannot open that file with the latest version of GR2 Editor, but some of the older version should be good to export meshes from it.
yeah, it's very painfull. One of this days when I have a bit of time I intend to sit down and really go through exported versions of meshes and see what is going on.
Even working on importing 9b AI unit I had to make all the tube doors from scratch. And considering that there is no way I can do animation (for some reason no matter what I do .dat animation does not combine with GR2 at all), they are static. The uboat shoots tho

And yeah, I'll see if I can get very good meshes. Mines must look good
Even if the captain would not see them and dies :P
Targor Avelany is offline   Reply With Quote
Old 09-06-13, 05:51 PM   #3759
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
yeah, it's very painfull. One of this days when I have a bit of time I intend to sit down and really go through exported versions of meshes and see what is going on.
Even working on importing 9b AI unit I had to make all the tube doors from scratch. And considering that there is no way I can do animation (for some reason no matter what I do .dat animation does not combine with GR2 at all), they are static. The uboat shoots tho
That is odd. I am sure that stock flags are animated dat object attached on GR2 units, and even TDW managed to do the same with his u-boat flag mod. I suggest you to...

- double check that your animated dat tubes are set correctly and that their animations play normally in s3d;

- have a close look into u-boat flags and see the method used by TDW for attaching his flags to u-boats.

Quote:
Originally Posted by Targor Avelany View Post
And yeah, I'll see if I can get very good meshes. Mines must look good
Even if the captain would not see them and dies :P
Just had a look myself; stock mines (on the left) vs. OH's mines:



stock mines:
- are smaller (main diameter: ca. 1 m);
- their 3d model is lesser detailed and (at least in wings) it doesn't look like a perfect sphere;
- their texture is more detailed with bolts and scratched coating painted on it;
- got detailed normal, reflect and ambient occlusion maps.

OH's mines:
- are much bigger (main diameter: ca. 2.3 m);
- their 3d model is better, with more detailed spike horns and regular spherical body;
- lesser detailed diffuse map (just some featureless rust);
- misses other maps.

If it was just on me I would adopt the following workflow:

- get the meshes from open horizons, or alternatively get the details from the stock meshes but redo the main body (this is easy: a regular sphere is enough);
- get the stock texture, maybe with some additional rust, seaweed, etc. overlapped, and with red paint exposed under the scratches (see link below);
- redo the UV mapping for both diffuse and AO.
- bake a new AO map;
- optional: paint some camouflage on the AO map. Being set as regular sea units, OH's mines can accept up to 3 different skins that Trevally can choose from when placing them in campaign;
- retain the stock normal map and specular mask (with some eventual touch-ups for added rust and encrustations);
- if needed, resize the model according to historical sizes. HNSA got a digital copy of the American Mine Identification Manual, with blueprints and sizes of nearly all the mines used during WWII, along with useful general information on mine types, their aspect, characteristics, etc.

Eventually, with the time, we can rework both 3d models for use with OH

Last edited by gap; 09-06-13 at 06:03 PM.
gap is offline   Reply With Quote
Old 09-08-13, 03:09 PM   #3760
alvarue
Nub
 
Join Date: Aug 2013
Posts: 2
Downloads: 10
Uploads: 0
Default "Happy Times" missions missed

Hi,

I'm freezed in Happy Times Campaign, because I've finished "Atlantic Air Gap" mission, but there are no more missions to accomplish.

I've make progress till Dec. 1941 just finishing many patrols without leaving the harbor, but no new missions are avalaible to complete the campaign.

My mods are the following ones:



and my file "Campaign.cfg" is this one:

[Campaign]
NameId=Happytimes40
Title=Campaign.Title
Description=Campaign.Description
StartDate=19400615
EndDate=19410301
IsStartingCampaign=false
RequiredSubTypes=SSTypeIIA,SSTypeVIIB
RequiredProfileAchievements=
RequiredCareerAchievements=TotalGermany39_Defeat

[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19410301
DateHistoricalVictory=19410301
IsCompleted=false
IsFailed=false
DateOfCompletion=0

[Campaign.CampObj.MacroObj 1]
ObjectiveID=HT_British_Supplies
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=British_Supplies
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19400601
EndDate=19410131
IsCompleted=true
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ War Supplies
GenAchievOnFail=OBJ War Supplies
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Patrol_the_North_Atlantic
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=Area_BS,Line_Great_Circle
IsCompleted=true

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=106487
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=109
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 5]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 7]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=British_Supplies_Zone

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Halifax
FromNode=Liverpool

[Campaign.CampObj.MacroObj 2]
ObjectiveID=HT_Strategic_Supplies
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=Strategic_Supplies
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19401101
EndDate=19410301
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies,OBJ HTWA

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Patrol_the_South_Western_Approach
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=area_strategic
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=3

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=OG_RALLY

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=SS

[Campaign.CampObj.MacroObj 3]
ObjectiveID=HT_Strong_Escorts
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=Convoys2
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19401001
EndDate=19410201
IsCompleted=false
IsFailed=false
IsUnlocked=false
GenAchiev=OBJ HTWA
GenAchievOnFail=OBJ HTWA
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies

[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_the_Western_Approach_area
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_BSS,Line_Great_Circle
IsCompleted=false

[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=1

[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=109
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 8]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 9]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 10]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=ConvoyA

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=0
ToNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=4
FromNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=Clyde

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=4
FromNode=Clyde


I'm going mad about this , I'll apreciate any help
alvarue is offline   Reply With Quote
Old 09-08-13, 06:36 PM   #3761
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
That is odd. I am sure that stock flags are animated dat object attached on GR2 units, and even TDW managed to do the same with his u-boat flag mod. I suggest you to...

- double check that your animated dat tubes are set correctly and that their animations play normally in s3d;

- have a close look into u-boat flags and see the method used by TDW for attaching his flags to u-boats.



Just had a look myself; stock mines (on the left) vs. OH's mines:



stock mines:
- are smaller (main diameter: ca. 1 m);
- their 3d model is lesser detailed and (at least in wings) it doesn't look like a perfect sphere;
- their texture is more detailed with bolts and scratched coating painted on it;
- got detailed normal, reflect and ambient occlusion maps.

OH's mines:
- are much bigger (main diameter: ca. 2.3 m);
- their 3d model is better, with more detailed spike horns and regular spherical body;
- lesser detailed diffuse map (just some featureless rust);
- misses other maps.

If it was just on me I would adopt the following workflow:

- get the meshes from open horizons, or alternatively get the details from the stock meshes but redo the main body (this is easy: a regular sphere is enough);
- get the stock texture, maybe with some additional rust, seaweed, etc. overlapped, and with red paint exposed under the scratches (see link below);
- redo the UV mapping for both diffuse and AO.
- bake a new AO map;
- optional: paint some camouflage on the AO map. Being set as regular sea units, OH's mines can accept up to 3 different skins that Trevally can choose from when placing them in campaign;
- retain the stock normal map and specular mask (with some eventual touch-ups for added rust and encrustations);
- if needed, resize the model according to historical sizes. HNSA got a digital copy of the American Mine Identification Manual, with blueprints and sizes of nearly all the mines used during WWII, along with useful general information on mine types, their aspect, characteristics, etc.

Eventually, with the time, we can rework both 3d models for use with OH
Hm... I can't really find the look of mines in OH in any mines manuals. The stock one might be more realistic in the shape and horn placements.
Targor Avelany is offline   Reply With Quote
Old 09-09-13, 12:37 AM   #3762
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Targor Avelany View Post
Hm... I can't really find the look of mines in OH in any mines manuals. The stock one might be more realistic in the shape and horn placements.
You are right, going by horns' number and shape, OH's mines should be classified as a '7-Spike Horns Round' mine, but none of the mines with similar specifications listed in the American manual resambles that model.

On the other hand, the aforementioned document makes no mention of the nationality of the depicted mines, and I doubt that the model numbers used in it are more than conventional US designations. It is therefore hard to say wether the source is complete or not, but I suspect that only Axis mines are included in the list.

There are few other resources available on the web:

"German Underwater Ordnance Mines (OP 1673A, 14 Jun 46)"
Contains B/W pictures, schemes, specifications and much more.

US "Mine Disposal Handbook, 1945"
Contains B/W pictures, schemes, and specifications

French, Italian, Japanese, Russian, British and American mines @ navweaps.com
one page for each nation, with specs, short descriptions and few pictures

Let me know if you find more information

Last edited by gap; 09-09-13 at 12:50 AM.
gap is offline   Reply With Quote
Old 09-09-13, 10:07 AM   #3763
alvarue
Nub
 
Join Date: Aug 2013
Posts: 2
Downloads: 10
Uploads: 0
Default

Quote:
Originally Posted by alvarue View Post
Hi,

I'm freezed in Happy Times Campaign, because I've finished "Atlantic Air Gap" mission, but there are no more missions to accomplish.

I've make progress till Dec. 1941 just finishing many patrols without leaving the harbor, but no new missions are avalaible to complete the campaign.

My mods are the following ones:



and my file "Campaign.cfg" is this one:

[Campaign]
NameId=Happytimes40
Title=Campaign.Title
Description=Campaign.Description
StartDate=19400615
EndDate=19410301
IsStartingCampaign=false
RequiredSubTypes=SSTypeIIA,SSTypeVIIB
RequiredProfileAchievements=
RequiredCareerAchievements=TotalGermany39_Defeat

[Campaign.CampObj]
Name=Campaign.CampObj.Name
ValuePointsRequired=8
ValuePointsMajorVictory=10
DateMajorVictory=19410301
DateHistoricalVictory=19410301
IsCompleted=false
IsFailed=false
DateOfCompletion=0

[Campaign.CampObj.MacroObj 1]
ObjectiveID=HT_British_Supplies
Name=Campaign.CampObj.MacroObj 1.Name
MapZone=British_Supplies
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 1.FurtherInfo
StartDate=19400601
EndDate=19410131
IsCompleted=true
IsFailed=false
IsUnlocked=true
GenAchiev=OBJ War Supplies
GenAchievOnFail=OBJ War Supplies
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=

[Campaign.CampObj.MacroObj 1.PersObj 1]
PersObjType=0
Name=Patrol_the_North_Atlantic
Description=Campaign.CampObj.MacroObj 1.PersObj 1.Description
RelatedMapLocations=Area_BS,Line_Great_Circle
IsCompleted=true

[Campaign.CampObj.MacroObj 1.PersObj 1.Amount]
IsTonnage=true
Tonnage=90000
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=106487
NumOfShips=0

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 2]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 4]
Type=109
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 5]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetType 7]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 2]
TargetIdType=2
MapZone=British_Supplies_Zone

[Campaign.CampObj.MacroObj 1.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Halifax
FromNode=Liverpool

[Campaign.CampObj.MacroObj 2]
ObjectiveID=HT_Strategic_Supplies
Name=Campaign.CampObj.MacroObj 2.Name
MapZone=Strategic_Supplies
ValuePointsProvided=2
FurtherInfo=Campaign.CampObj.MacroObj 2.FurtherInfo
StartDate=19401101
EndDate=19410301
IsCompleted=false
IsFailed=false
IsUnlocked=false
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies,OBJ HTWA

[Campaign.CampObj.MacroObj 2.PersObj 1]
PersObjType=0
Name=Patrol_the_South_Western_Approach
Description=Campaign.CampObj.MacroObj 2.PersObj 1.Description
RelatedMapLocations=area_strategic
IsCompleted=false

[Campaign.CampObj.MacroObj 2.PersObj 1.Amount]
IsTonnage=false
Tonnage=0
NumOfShips=3

[Campaign.CampObj.MacroObj 2.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 1]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 2]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 3]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetType 4]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 1]
TargetIdType=1
ToNode=Liverpool
FromNode=Gibraltar

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 2]
TargetIdType=1
ToNode=Liverpool
FromNode=Halifax

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 3]
TargetIdType=1
ToNode=Liverpool
FromNode=Kingston

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 4]
TargetIdType=1
ToNode=OG_RALLY
FromNode=Liverpool

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 5]
TargetIdType=1
ToNode=Liverpool
FromNode=OG_RALLY

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 6]
TargetIdType=1
ToNode=Liverpool
FromNode=Freetown

[Campaign.CampObj.MacroObj 2.PersObj 1.TargetIdentif 7]
TargetIdType=2
MapZone=SS

[Campaign.CampObj.MacroObj 3]
ObjectiveID=HT_Strong_Escorts
Name=Campaign.CampObj.MacroObj 3.Name
MapZone=Convoys2
ValuePointsProvided=4
FurtherInfo=Campaign.CampObj.MacroObj 3.FurtherInfo
StartDate=19401001
EndDate=19410201
IsCompleted=false
IsFailed=false
IsUnlocked=false
GenAchiev=OBJ HTWA
GenAchievOnFail=OBJ HTWA
AssocMissionsActive=
AssocMissionsCompleted=
ObjActivationAchievements=OBJ War Supplies

[Campaign.CampObj.MacroObj 3.PersObj 1]
PersObjType=0
Name=Patrol_the_Western_Approach_area
Description=Campaign.CampObj.MacroObj 3.PersObj 1.Description
RelatedMapLocations=Area_BSS,Line_Great_Circle
IsCompleted=false

[Campaign.CampObj.MacroObj 3.PersObj 1.Amount]
IsTonnage=true
Tonnage=70000
NumOfShips=1

[Campaign.CampObj.MacroObj 3.PersObj 1.CrtAmount]
IsTonnage=false
Tonnage=0
NumOfShips=0

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 1]
Type=102
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 2]
Type=103
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 3]
Type=109
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 4]
Type=101
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 5]
Type=3
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 6]
Type=4
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 7]
Type=7
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 8]
Type=6
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 9]
Type=11
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetType 10]
Type=108
TargetType=1

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 1]
TargetIdType=2
MapZone=ConvoyA

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 2]
TargetIdType=0
ToNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 3]
TargetIdType=4
FromNode=Liverpool

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 4]
TargetIdType=0
ToNode=Clyde

[Campaign.CampObj.MacroObj 3.PersObj 1.TargetIdentif 5]
TargetIdType=4
FromNode=Clyde


I'm going mad about this , I'll apreciate any help
Hi,

I think I have fixed the problem, because I have advanced till Oct. 1940 and now I have available "Western Aproach" mission

I have changed the parameter in the .cfg file to

IsUnlocked=true

instead of

IsUnlocked=false

in the remaining missions of "Happy Times" and that seems to be the reason why I had no more missions apart from "Atlantic Air Gap".
alvarue is offline   Reply With Quote
Old 09-09-13, 05:27 PM   #3764
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

I have got a problem inporting my barrage balloon model into GR2 Editor; UV coordinates get all messed up.

My UV map seen in Wings 3d:


Wings 3d obj export options:


GR2 Editor inport options:


The UV map inported into GR2 Editor:


The model is rendered with correct texture mapping both in Wings 3d and in Softimage Mod Tool, but evidently not so in GR2 Editor. Latest versions of Wings 3d and GR2 Editor used. I have the same problem with the lighthouse model I had been working on until recently.

Targor, Michal, privateer, are you there?
What am I doing wrong?
gap is offline   Reply With Quote
Old 09-09-13, 05:47 PM   #3765
Targor Avelany
Ace of the Deep
 
Join Date: Jan 2010
Location: Vancouver, BC, Canada
Posts: 1,183
Downloads: 225
Uploads: 0


Default

You might have to swap Z & Y axes. That was one of the problems for me. At least at some point for something...

Also, you can try deselecting the "Flip V texture coordinates" option on import.
Targor Avelany is offline   Reply With Quote
Reply

Tags
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 11:35 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.