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Old 10-01-13, 01:31 PM   #1
Rongel
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Default [REL] SH5 External Cargo

SH5 External Cargo v.1.0 by Rongel



No more empty cargo ships! SH5 External Cargo-mod adds crates, trains, trucks and other stuff to those empty cargo platforms. It uses cargo models from stock SH 5 that weren't used in the game.

Notes:

- You must start a new career (or advance to next campaign) for the effects to kick in!
- Imported ships don't get external cargo.
- Port traffic is not affected.
- Cargo is destroyable, but for some reason direct deck gun hits don't cause any effect. External cargo will however break down or explode from torpedo hits or other area effects. Hopefully this is fixed in later versions!
- Historical Mission included where you can see what the mod does.
- SH 4 .dat cargos or custom made cargo can also be used, but at this point I wan't to keep it simple and stick with stock SH5 cargo.

Technically speaking, this mod adds K-nodes to couple of ships that were missing them, creates new cargo definitions list, adds damage zones to all cargo items, and makes cargo entries to campaign files.


Requires OH II 2.2!

Install with JSGME!


Download link 1: http://www.subsim.com/radioroom/down...o=file&id=4224
Download link 2: http://www.mediafire.com/download/op...l+Cargo+1.0.7z


A big thanks to Gap & volodya61 for assisting and helping with this mod!

This is the first version of the mod so all feedback is welcome!

Last edited by Rongel; 10-04-13 at 04:05 PM.
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Old 10-01-13, 02:49 PM   #2
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Thank you Rongel
I've been waiting for this mod

PS: no need to thank, I did nothing or almost nothing for this mod
PPS: maybe it would be better to upload it to one more hosting.. maybe some users still have problems with gamefront downloads
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Old 10-01-13, 03:19 PM   #3
Rongel
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Hope you like it! Yes, it took some time, I was away for a while, but I always seem to come back!

PS. There is now a new mediafire link for the mod!
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Old 10-01-13, 03:55 PM   #4
Trevally.
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Its looking good Rongel
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Old 10-01-13, 04:03 PM   #5
gap
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LOL, I thought you had abandoned this project, I am glad I was wrong

P.S: here is a better Willis skin, with AO shadows overlayed on the diffuse texture:

http://www.mediafire.com/?lmjaiazbpg8k2p9

Are you still with me on the idea of adding new cargo models to the game?
We can model their damage more accurately, and with some tricks we can make them to look decent even on dat units
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Old 10-01-13, 05:04 PM   #6
Sailor Steve
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Looks great!
Quote:
Originally Posted by Rongel View Post
PS. There is now a new mediafire link for the mod!
Would you like to upload it here at Subsim as well?
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Old 10-01-13, 05:06 PM   #7
gap
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Looks great!

Would you like to upload it here at Subsim as well?
Yep, good idea

I or Steve could upload it for you, but why don't you ask Neal to give you uploading privileges?
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Old 10-02-13, 01:34 AM   #8
Rongel
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Quote:
LOL, I thought you had abandoned this project, I am glad I was wrong
No, nothing like that, never quit!

And thanks for the new texture Gap! I'll test it and put it to the next version.

Quote:
Would you like to upload it here at Subsim as well?
That would be great if somebody would upload it! Maybe I'll ask those rights later myself!

Quote:
Are you still with me on the idea of adding new cargo models to the game?
We can model their damage more accurately, and with some tricks we can make them to look decent even on dat units
That is possible in the upcoming versions. SH 4 cargo looks pretty good in GR2 ships, it only is missing shadow. But now I want to see that this works 100% and then maybe add more stuff. There is currently one bug that I would like to fix, maybe you know something about it Gap? Cargos have now working damage modelling, but straight deck gun hits just dissappear and don't cause damage. I have tried almost everything (even .dat cargo acts that way), either I suck at damage modelling, or the cargo system is a bit different than in previous games.
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Old 10-02-13, 01:47 AM   #9
Kretschmer the IV
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Ou jeez! i have waited for this
Thanks
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Old 10-02-13, 06:16 AM   #10
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Quote:
Originally Posted by Rongel View Post
thanks for the new texture Gap! I'll test it and put it to the next version.
My own pleasure

Quote:
Originally Posted by Rongel View Post
That would be great if somebody would upload it!
Done! New link:
http://www.subsim.com/radioroom/down...o=file&id=4224

Quote:
Originally Posted by Rongel View Post
Maybe I'll ask those rights later myself!
Okay, when you do it, try asking if your mods that I have already uploaded to Subsim can be transferred directly to your profile, so that you will be able to edit them

Quote:
Originally Posted by Rongel View Post
That is possible in the upcoming versions. SH 4 cargo looks pretty good in GR2 ships, it only is missing shadow.
Do you mean gpu-calculated external shadows? I am afraid that dynamic shadows are only cast by GR2 objects.

This would force us to have a double set of cargo models: better looking GR2 cargo for native ships, and dat cargo for imported ships. Moreover, during the last weeks I have done several tests with GR2 Editor, and I have had some problems with the importing of UV maps (see Open Horizon's thread on this subject). Nothing insurmontable, I hope, but I still need to figure out what I am doing wrong

Quote:
Originally Posted by Rongel View Post
But now I want to see that this works 100% and then maybe add more stuff.
I agree. Wise plan!

Quote:
Originally Posted by Rongel View Post
There is currently one bug that I would like to fix, maybe you know something about it Gap? Cargos have now working damage modelling, but straight deck gun hits just dissappear and don't cause damage. I have tried almost everything (even .dat cargo acts that way), either I suck at damage modelling, or the cargo system is a bit different than in previous games.
Have you added collision spheres to them? Which damage box zone have you used?

Later today I will look into your issue, and I will let you know in case I find anything
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Old 10-02-13, 06:25 AM   #11
Rongel
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Quote:
Originally Posted by gap View Post
Have you added collision spheres to them? Which damage box zone have you used?
Yep, I added spheres to all cargo, and tried out sevaral different zones. Currently I'm using "Load", "CLoad" and "HLoad" zones. I also tested again with your "explosive barrels" setup, and cargo blew up really easily, but only if the shot hit near the object, actual hit to the cargo did nothing.

And thanks to the uploaders!
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Old 10-02-13, 06:52 AM   #12
gap
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Quote:
Originally Posted by Rongel View Post
Yep, I added spheres to all cargo, and tried out sevaral different zones. Currently I'm using "Load", "CLoad" and "HLoad" zones. I also tested again with your "explosive barrels" setup, and cargo blew up really easily, but only if the shot hit near the object, actual hit to the cargo did nothing.
I think I know what is going on then: if you look at stock cargo models, they miss collision (DMG_Col) models. This could explain why they get blast damage but they are immune from direct hit damage

Later on I will give my barrel set DMG_Col nodes, for you to test my theory

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And thanks to the uploaders!
ops... I think I have just stepped in Steve's shoes: now your mod got four different download links, two of them on Subsim
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Old 10-02-13, 12:57 PM   #13
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Thanks!!
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Old 10-02-13, 01:23 PM   #14
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Quote:
Originally Posted by gap View Post
LOL, I thought you had abandoned this project, I am glad I was wrong

P.S: here is a better Willis skin, with AO shadows overlayed on the diffuse texture:

http://www.mediafire.com/?lmjaiazbpg8k2p9

Are you still with me on the idea of adding new cargo models to the game?
We can model their damage more accurately, and with some tricks we can make them to look decent even on dat units
Not only not abandoned, but a credit acknowledgement to his help ( you and Volodya61) as well. First I've seen in my short time, and a standard to be followed in the SUBSIM creative process.
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Old 10-02-13, 01:32 PM   #15
gap
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Quote:
Originally Posted by Aktungbby View Post
Not only not abandoned, but a credit acknowledgement to his help ( you and Volodya61) as well. First I've seen in my short time, and a standard to be followed in the SUBSIM creative process.
This is the spirit we like here. Armony and cooperation do matter. Even more than the mods that are actually being produced
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