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Thread: Examining models_naval tables and CA's ship model

  1. #61
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    Maybe, if we are able to create new ships in the future, creating "turret guns" could be possible. The turret not being part of the ship model but as gun model.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  2. #62

    Default Re: Examining models_naval tables and CA's ship model

    That's great news! It seems a little more Of total war is uncovered everyday!

  3. #63

    Default Re: Examining models_naval tables and CA's ship model

    Quote Originally Posted by wangrin View Post
    Maybe, if we are able to create new ships in the future, creating "turret guns" could be possible. The turret not being part of the ship model but as gun model.
    Wasn't there a ship that used mortars in ETW and NTW That used mortars which turned? Not sure about it though.

  4. #64
    Primergy's Avatar Protector of the Union
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    Default Re: Examining models_naval tables and CA's ship model

    True! I have now seen, that there are also sometimes gatlings placed on deck. Those should also be turnable...

  5. #65
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I think that cannon and other artillery engines can rotate around themselves.
    I suppose it's true for mortars as well as Gatlings for FotS ships.
    I'm curious to know how the angle of fire is define. Is it tied to collision model or is there, somewhere, parameters defining what this angle is.

    Obiously, I didn't found such data in cannon fields from models_naval tables.
    Maybe should I look to bomb ketch tables.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  6. #66
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I've summarized data found.

    I've also begin to have a look to "flag" fields

    Code:
    bow_kobaya
    MARKER f     l     a     g
    04 00  66 00 6C 00 61 00 67 00  00 00 00 00  01 00 00 00  56 0E 2D 3E  83 C0 52 41  91 ED 3C 40  00 00 00 00  00 00 80 3F  00 00 00 00  00 00 00 00
    
    cannon_bune
    MARKER f     l     a     g
    04 00  66 00 6C 00 61 00 67 00  00 00 00 00  01 00 00 00  56 0E 2D 3E  8B 6C 86 41  FE D4 50 40  00 00 00 00  00 00 80 3F  00 00 00 00  00 00 00 00
    
    caravel
    MARKER f     l     a     g     0     1
    06 00  66 00 6C 00 61 00 67 00 30 00 31 00  00 00 00 00  01 00 00 00  B6 F3 7D 3D  6D 67 4D 42  54 E3 45 C0  00 00 00 00  00 00 80 3F  00 00 00 00  00 00 00 00
    
    chiyodagata
    MARKER f     l     a     g
    04 00  66 00 6C 00 61 00 67 00  00 00 00 00  01 00 00 00  00 00 00 00  06 81 68 42  8F C2 9D 40  00 00 00 00  00 00 80 3F  00 00 00 00
    
    chiyodagata_2
    MARKER f     l     a     g
    04 00  66 00 6C 00 61 00 67 00  00 00 00 00  01 00 00 00  00 00 00 00  06 81 68 42  8F C2 9D 40  00 00 00 00  00 00 80 3F  00 00 00 00
    I've also have a look to several ships tables in their order of appearance in models_naval tables
    Code:
    MARKER b     o     w     _     k     o     b     a     y     a      MARKER
    0A 00  62 00 6F 00 77 00 5F 00 6B 00 6F 00 62 00 61 00 79 00 61 00  2E 00
    
    MARKER c     a     n     n     o     n     _     b     u     n     e      MARKER 
    0B 00  63 00 61 00 6E 00 6E 00 6F 00 6E 00 5F 00 62 00 75 00 6E 00 65 00  2F 00
    
    MARKER c     a     r     a     v     e     l      MARKER
    07 00  63 00 61 00 72 00 61 00 76 00 65 00 6C 00  2B 00
    
    MARKER c     h     i     y     o     d     a     g     a     d     a      MARKER
    0B 00  63 00 68 00 69 00 79 00 6F 00 64 00 61 00 67 00 61 00 74 00 61 00  2F 00
    
    MARKER c     h     i     y     o     d     a     g     a     d     a     _     2      MARKER
    0D 00  63 00 68 00 69 00 79 00 6F 00 64 00 61 00 67 00 61 00 74 00 61 00 5F 00 32 00  31 00


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  7. #67
    Primergy's Avatar Protector of the Union
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    Default Re: Examining models_naval tables and CA's ship model

    I add some information regarding rotatable cannons on deck.

    I indeed succeeded to make them rotatable, changing the gun type from naval_gatling_gun to the normal gatling_gun in the gun table. But then they didn't shoot :/

    Edit: well, my last words were wrong. They do shoot, under certain circumstances, since it's rather buggy.

    The cannons seam to need a 100% free field of fire (which is of course totally correct) which makes it a bit buggy on the current ship. But if wangrin finally hacks the ship code, and someone want to model a dreadnought rotatable turrets are doable.

    Last edited by Primergy; January 05, 2014 at 01:14 PM.

  8. #68

    Default Re: Examining models_naval tables and CA's ship model

    Wangrin,i have checked the buoyancy of the bow kobaya at page 3,have you seen this ?

  9. #69
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    Yep, I've seen it but have not enough time to compile it.


    BUOYANCY - by manolops3


    logic.xml :
    Code:
    <buoyancy>
            <bobby id="0" mass="1417.92" radius="1.227" x="1.418" y="-0.406" z="0.334">
                <breach radius="0.878" x="0.0" y="0.0" z="48.3216"/>
                <connection bobby="26"/>
                <connection bobby="5"/>
            </bobby>
    </buoyancy>
    models_naval tables - buoyancy data
    Code:
    BOBBY_ID       mass           radius         X              Z              Y              breach radius  X breach       Z breach       Y breach       number of connections    connected bobby ID....
    2A 00 00 00    BC DC 3C 44    7D 3F 75 3F    AA F1 72 3F    FC A9 91 3F    F6 28 0E C1    00 00 00 00    00 00 00 00    00 00 00 00    00 00 00 00    01 00 00 00              27 00 00 00
    2B 00 00 00    BC DC 3C 44    7D 3F 75 3F    CD CC 6C BF    FC A9 91 3F    F6 28 0E C1    00 00 00 00    00 00 00 00    00 00 00 00    00 00 00 00    02 00 00 00              26 00 00 00    2A 00 00 00  
    29 00 00 00    E1 D2 5C 45    56 0E 9D 3F    39 B4 28 BF    F8 53 03 3F    DD 24 F2 C0    00 00 00 00    00 00 00 00    00 00 00 00    00 00 00 00    05 00 00 00              2B 00 00 00    24 00 00 00    28 00 00 00     22 00 00 00     23 00 00 00
    EXAMPLE :
    Code:
            <bobby id="38" mass="11.6221" radius="1.227" x="-0.993" y="-8.863" z="1.203">
                <breach radius="0.878" x="0.0" y="0.0" z="48.3216"/>
                <connection bobby="39"/>
                <connection bobby="36"/>
            </bobby>
    Code:
    BOBBY_ID       mass           radius         X              Z              Y              breach radius  X breach       Z breach       Y breach       number of connections    connected bobby ID....
    38             11.6221        1.227          -0.993         1.203          -8.863         0.878          0.0            48.3216        2              bobby 39       bobby 36
    26 00 00 00    1F F4 39 41    56 0E 9D 3F    3F 35 7E BF    E7 FB 99 3F    D9 CE 0D C1    9C C4 60 3F    00 00 00 00    52 49 41 42    00 00 00 00    02 00 00 00    27 00 00 00    24 00 00 00
    Last edited by wangrin; January 07, 2014 at 03:42 PM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  10. #70
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    Questions about buoyancy :
    • is there a marker that define the begining of bobby field ?
    • is there a marker that define the end of bobby field ?
      • I don't understand the meaning of the field 01 00 00 00 between the last bobby (id 43 or 2B 00 00 00) and the beginning of deck fields that is market by a 0B 00 sequence

    • if you look at unknown field, several bobby have the same pattern
      Code:
      00 00 00 00   52 49 41 42   00 00 00 00   00 00 00 00
      instead of
      00 00 00 00   52 49 41 42   00 00 00 00   00 00 00 00
      It is the case for bobby 36 to bobby 39 for example and could be tied to "breach"



    Example of bobby with "breach" :
    Code:
            <bobby id="39" mass="11.6221" radius="1.227" x="1.01" y="-8.863" z="1.203">
                <breach radius="0.878" x="0.0" y="0.0" z="48.3216"/>
            </bobby>
    Code:
    BOBBY_ID       mass           radius         X              Z               Y              breach radius  Xbreach        Zbreach        Ybreach         number of connections    connected bobby ID....
    39             11.6221        1.227          1.01           1.203           -8.863         0.878          0.0            48.3216        0.0             0
    27 00 00 00    1F F4 39 41    56 0E 9D 3F    AE 47 81 3F    E7 FB 99 3F     D9 CE 0D C1    9C C4 60 3F    00 00 00 00    52 49 41 42    00 00 00  00    00 00 00 00


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  11. #71

    Default Re: Examining models_naval tables and CA's ship model

    Hey is it possible to just introduce a new ship model? I was wondering if i could replace a cannon bune model with a korean turtle ship. The crew and cannons could be set to be non seeable.

    If possible, what would the resualts be like? Would it even work?

  12. #72

    Default Re: Examining models_naval tables and CA's ship model

    @TheBlackKnight

    every ship is build of several components,because of this i got your idea too,i thought maybe when i only replace the ship-walls for example,so it looks like Turtle Ship,and change nothing else,the game should know
    from where the cannons have to shoot.but Wangrin told me that this will not work.......
    so i believe we have to do all the work to figure out how this works first,unfortunately.........

  13. #73
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    About adding new ship models should be possible, but we don't know how CA place cannons.

    The idea is to :

    1. define models_naval tables structure (particularly for fields such as cannons or ef_artillery_info)
    2. study bow_kobaya.max to understand its structure (objects, layers, etc.) and how CS2 and Bob convert it to game files



    The first step, finding models_naval tables structure is not that far from being complete.
    Then, we will be able to study ship .max in the same way as what have been done for buildings.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  14. #74

    Default Re: Examining models_naval tables and CA's ship model

    i tried to compare the damage model.

    here is the result :

    logic xml :

    <damage_model>
    <part name="port_side_panel_above_water_1_top">
    <panel>
    <vertex x="-0.003" y="7.273" z="1.161"/>
    <vertex x="-1.389" y="7.273" z="1.161"/>
    <vertex x="-1.389" y="7.235" z="2.897"/>
    <vertex x="-0.003" y="7.235" z="2.897"/>
    </panel>


    Code :

    part name ID

    21 00 70 00 6F 00 72 00 74 00 5F 00 73 00 69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00 5F 00 74 00 6F 00 70 00


    first panel-------last panel

    00 00 00 00-----1F 00 00 00


    number of vertex for this panel

    04 00 00 00



    x vertex 1---------z vertex 1--------y vertex 1


    A6 9B 44 BB------A6 9B 94 3F-------6A BC E8 40


    x vertex 2---------z vertex 2--------y vertex 2


    C1 CA B1 BF------A6 9B 94 3F-------6A BC E8 40


    x vertex 3---------z vertex 3--------y vertex 3


    C1 CA B1 BF------73 68 39 40-------1F 85 E7 40


    x vertex 4---------z vertex 4--------y vertex 4


    A6 9B 44 BB------73 68 39 40-------1F 85 E7 40


    ANOTHER EXAMPLE :

    logic xml :

    </part>
    <part name="stern_panel_above_water_1">
    <panel>
    <vertex x="3.019" y="-9.429" z="2.86"/>
    <vertex x="2.728" y="-7.836" z="3.353"/>
    <vertex x="2.995" y="-8.929" z="3.667"/>
    </panel>


    Code :

    part name ID

    19 00 73 00 74 00 65 00 72 00 6E 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00



    first panel-------last panel

    00 00 00 00-----14 00 00 00



    number of vertex for this panel

    03 00 00 00



    x vertex 1---------z vertex 1--------y vertex 1


    4C 37 41 40 -----3D 0A 37 40------2F DD 16 C1


    x vertex 2---------z vertex 2--------y vertex 2


    8D 97 2E 40------8D 97 56 40------83 C0 FA C0


    x vertex 3---------z vertex 3--------y vertex 3


    14 AE 3F 40------21 B0 6A 40------2F DD 0E C1

  15. #75

    Default Re: Examining models_naval tables and CA's ship model

    CUSTOM POSITIONS :

    LOGIC XML :

    <custom_positions>
    <custom_position name="flag">
    <position x="0.169" y="2.952" z="13.172"/>
    </custom_position>
    </custom_positions>


    CODE :

    after the last efline it begins with 01 00 00 00 i dont know is this a part of the code or not , maybe it is the same as between the last bobby (id 43 or 2B 00 00 00) and the beginning of deck fields that is market by a 0B 00 sequence , like between the Buoyancy and the decks. a " between - marker " ???

    then:

    marker piece
    04 00

    name flag ID
    66 00 6C 00 61 00 67 00

    first custom position name flag / last custom position name flag
    00 00 00 00---------------------------01 00 00 00

    -position X--------------position Z-------------position Y------
    87 16 D9 3D----------- 6A BC F1 41-----------25 06 81 3F

    it seems that this is the end of the custom positions.

    then there are :

    ???????? maybe a end marker for the end of ship_logic ???

    00 00 00 00 00 00 80 3F ( or is this the second custom position without name flag and x,y,z, after the first custom position ??? ( it ends with 3F , like the position y of the first custom position too )

    00 00 00 00 00 00 00 00 ( then only this is the end marker ??? ,but is there a end marker ??? )

  16. #76
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    OP updated :
    DAMAGE MODELS - by manolops3


    logic.xml :
    Code:
        <damage_model>
            <part name="port_side_panel_above_water_1_top">
                <panel>
                    <vertex x="-0.003" y="7.273" z="1.161"/>
                    <vertex x="-1.389" y="7.273" z="1.161"/>
                    <vertex x="-1.389" y="7.235" z="2.897"/>
                    <vertex x="-0.003" y="7.235" z="2.897"/>
                </panel>
                ...
                <panel>
                    <vertex x="-1.537" y="-1.354" z="-1.537"/>
                    <vertex x="-1.356" y="2.447" z="-1.609"/>
                    <vertex x="-0.003" y="2.447" z="-1.609"/>
                    <vertex x="-0.003" y="-1.354" z="-1.611"/>
                </panel>
    models_naval tables - damage models
    Code:
    MARKER   PART NAME                                                                                                                                                                                                FIRST PANEL N° LAST PANEL N°
    21 00    70 00 6F 00 72 00 74 00 5F 00 73 00 69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00 5F 00 74 00 6F 00 70 00    00 00 00 00    1F 00 00 00
    33       p     o     r     t     _     s     i     d     e     _     p     a     n     e     l     _     a     b     o     v     e     _     w     a     t     e     r     _     1     _     t     o     p        0              31
    
    N° OF VERTEX   X1             Z1             Y1             X2             Z2             Y2             X3             Z3             Y3             X4             Z4             Y4             ...
    04 00 00 00    A6 9B 44 BB    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    73 68 39 40    1F 85 E7 40    A6 9B 44 BB    73 68 39 40    1F 85 E7 40
    4              -0.003         1.161          7.27299        -1.389         1.161          7.27299        -1.389         2.897          7.235          -0.003         2.897          7.235          (panel 1)
    ...
    04 00 00 00    E3 A5 1B BE    6A BC 54 BF    9A 99 39 C1    6A BC C4 BF    EE 7C 4F 40    71 3D 30 C1    4C 37 41 C0    3D 0A 37 40    2F DD 16 C1    C5 20 30 BE    8D 97 8E BF    7F 6A 22 C1
    4              -1.537         -1.537         -1.354         -1.356         -1.609         2.447          -0.003         -1.609         2.447          -0.003         -1.611         -1.354         (panel 31)
    EXAMPLES :
    Code:
    PARTS :
    
    21 00    70 00 6F 00 72 00 74 00 5F 00 73 00 69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00 5F 00 74 00 6F 00 70 00    00 00 00 00    1F 00 00 00
    33       p     o     r     t     _     s     i     d     e     _     p     a     n     e     l     _     a     b     o     v     e     _     w     a     t     e     r     _     1     _     t     o     p        0              31
    
    19 00    73 00 74 00 65 00 72 00 6E 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00    00 00 00 00   14 00 00 00
    25       s     t     e     r     n     _     p     a     n     e     l     _     a     b     o     v     e     _     w     a     t     e     r     _     1        0             20
    
    18 00    70 00 72 00 6F 00 77 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00    00 00 00 00    22 00 00 00
    24       p     r     o     w     _     p     a     n     e     l     _     a     b     o     v     e     _     w     a     t     e     r     _     1        0              34
    
    22 00    73 00 74 00 61 00 72 00 62 00 5F 00 73 00 69 00 64 00 65 00 5F 00 70 00 61 00 6E 00 65 00 6C 00 5F 00 61 00 62 00 6F 00 76 00 65 00 5F 00 77 00 61 00 74 00 65 00 72 00 5F 00 31 00 5F 00 74 00 6F 00 70 00    00 00 00 00    1F 00 00 00
    34       s     t     a     r     b     _     s     i     d     e     _     p     a     n     e     l     _     a     b     o     v     e     _     w     a     t     e     r     _     1     _     t     o     p        0              31
    Code:
    PANELS :
    
    N° OF VERTEX   X1             Z1             Y1             X2             Z2             Y2             X3             Z3             Y3             X4             Z4             Y4   
    
    04 00 00 00    A6 9B 44 BB    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    A6 9B 94 3F    6A BC E8 40    C1 CA B1 BF    73 68 39 40    1F 85 E7 40    A6 9B 44 BB    73 68 39 40    1F 85 E7 40
    4              -0.003         1.161          7.27299        -1.389         1.161          7.27299        -1.389         2.897          7.235          -0.003         2.897          7.235          (port_side_panel_above_water_1_top - panel 1)
    
    03 00 00 00    17 D9 3E 40    75 93 D8 3F    B0 72 00 41    73 68 21 40   E7 FB 09 40    75 93 E8 40    00 00 38 40    1D 5A C4 3F    75 93 E8 40    
    3              2.982          1.692          8.028          2.522          2.156          7.268          2.875          7.268          1.534          (stern_panel_above_water_1 - panel 1)




    CUSTOM POSITIONS


    logic.xml :
    Code:
        <custom_positions>
            <custom_position name="flag">
                <position x="0.169" y="2.952" z="13.172"/>
            </custom_position>
        </custom_positions>
    Code:
    MARKER   f     l     a     g        ?              N° OF PIECE    X1             Z1             Y1             ?              ?              ?              ?
    04 00    66 00 6C 00 61 00 67 00    00 00 00 00    01 00 00 00    56 0E 2D 3E    83 C0 52 41    91 ED 3C 40    00 00 00 00    00 00 80 3F    00 00 00 00    00 00 00 00
    If we look at an other ship, such as cannon_bune :
    Code:
    MARKER   f     l     a     g        ?              N° OF PIECE    X1             Z1             Y1             ?              ?              ?              ?
    04 00    66 00 6C 00 61 00 67 00    00 00 00 00    01 00 00 00    56 0E 2D 3E    8B 6C 86 41    FE D4 50 40    00 00 00 00    00 00 80 3F    00 00 00 00    00 00 00 00
    caravel
    Code:
    MARKER   f     l     a     g     0     1        ?              N° OF PIECE    X1              Z1             Y1             ?              ?              ?                ?
    06 00    66 00 6C 00 61 00 67 00 30 00 31 00    00 00 00 00    01 00 00 00    B6 F3 7D 3D    6D 67 4D 42    54 E3 45 C0    00 00 00 00    00 00 80 3F    00 00 00 00    00 00 00 00
    chiyodagata (torpedo boat)
    Code:
    MARKER   f     l     a     g        ?              N° OF PIECE    X1             Z1             Y1             ?              ?              ?                 ?
    04 00    66 00 6C 00 61 00 67 00    00 00 00 00    01 00 00 00    00 00 00 00    06 81 68 42    8F C2 9D 40    00 00 00 00    00 00 80 3F    00 00 00 00
    
    and then :
    MARKER   s     h     i     p     _     w     h     e     e     l     _     l     o     o     p     _     a     n     i     m        ?              N° OF PIECE    X1             Z1             Y1             ?              ?              ?             ?
    14 00    73 00 68 00 69 00 70 00 5F 00 77 00 68 00 65 00 65 00 6C 00 5F 00 6C 00 6F 00 6F 00 70 00 5F 00 61 00 6E 00 69 00 6D 00    02 00 00 00    01 00 00 00    6E 12 83 BA    E9 26 91 BF    06 81 45 C1    00 00 00 00    00 00 80 3F    00 00 00 00    02 00 00 00
    
    MARKER   s     t     e     a     m     f     u     n     n     e     l        ?
    0B 00    73 00 74 00 65 00 61 00 6D 00 66 00 75 00 6E 00 6E 00 65 00 6C 00    01 00 00 00
    MARKER   S     m     o     k     e     _     N     a     v     a     l     _     g     r     o     u     p     _     l     a     r     g     e        ?               X1             Z1             Y1             ?              ?              ?              ?
    17 00    53 00 6D 00 6F 00 6B 00 65 00 5F 00 4E 00 61 00 76 00 61 00 6C 00 5F 00 67 00 72 00 6F 00 75 00 70 00 5F 00 6C 00 61 00 72 00 67 00 65 00    00 00 00 00     52 B8 DE 40    7D 3F 4D C0    00 00 00 00    00 00 80 3F    00 00 00 00
    
    MARKER   s     t     e     a     m     f     u     n     n     e     l        ?
    0B 00    73 00 74 00 65 00 61 00 6D 00 66 00 75 00 6E 00 6E 00 65 00 6C 00    01 00 00 00
    MARKER   S     m     o     k     e     _     N     a     v     a     l     _     g     r     o     u     p     _     l     a     r     g     e        ?              X1             Z1             Y1             ?              ?              ?              ?
    17 00    53 00 74 00 65 00 61 00 6D 00 5F 00 4E 00 61 00 76 00 61 00 6C 00 5F 00 67 00 72 00 6F 00 75 00 70 00 5F 00 6C 00 61 00 72 00 67 00 65 00    00 00 00 00    50 8D CF 40    37 89 21 C0    00 00 00 00    00 00 80 3F    00 00 00 00
    Note that, when looking at caravel, I've also found entries for sails.
    This is likely something that should be written in caravel logic.xlm.
    Code:
    0F 00    62 00 6F 00 74 00 74 00 6F 00 6D 00 5F 00 73 00 61 00 69 00 6C 00 73 00 5F 00 30 00 31 00    00 00 00 00    02 00 00 00    04 00 00 00    3B DF 43 C1    B2 9D 9D 41    8D 97 81 41    1F 85 41 C1    9E EF 41 41    8D 97 81 41    93 18 42 41    CF F7 41 41    8D 97 81 41    BE 9F 44 41    D3 4D 9D 41    8D 97 81 41    04 00 00 00    BE 9F 44 41    D3 4D 9D 41    E9 26 82 41    93 18 42 41    CF F7 41 41    E9 26 82 41     1F 85 41 C1    9E EF 41 41    E9 26 82 41    3B DF 43 C1    B2 9D 9D 41    E9 26 82 41    0F 00
    0F 00    b     o     t     t     o     m     _     s     a     i     l     s     _     0     1        0              2              4              -12.242        19.702         16.199
    
    0F 00    6D 00 69 00 64 00 64 00 6C 00 65 00 5F 00 73 00 61 00 69 00 6C 00 73 00 5F 00 30 00 31 00    02 00 00 00
    0F 00    m     i     d     d     l     e     _     s    a     i     l     s     _     0     1        2
    Same for masts.
    These entries can be found after DAMAGE MODELS and before COLLISIONS


    I've also listed several marker that define the begining of each ship tables :
    bow_kobaya : 0A 00 (10)
    cannon_bune : 0B 00 (11)
    caravel : 07 00 (7)
    chiyodagata : 0B 00 (11)
    chiyodagata2 : 0D 00 (13)
    Last edited by wangrin; January 25, 2014 at 05:38 AM.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  17. #77

    Default Re: Examining models_naval tables and CA's ship model

    oh sorry i compared the custom positions of the wrong ship,and again i didnt understood all of the meanings right.
    but it seems that the bow_kobaya is done now.what could i do next ?

  18. #78
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I'm trying to resume all these data into only one document (Excel spreadsheet).
    Then, we should try to examine some other ships to look for differences (markers for examples) and new fields.


    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  19. #79
    wangrin's Avatar Unguibus et Rostro
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    Default Re: Examining models_naval tables and CA's ship model

    I've uptaded the OP.

    We have to find the meaning of some remaining unknown fields for DECKS and PIPES.

    I've create a spreadsheet that resume our work on bow_kobaya naval tables :



    « Le courage, c’est de ne pas subir la loi du mensonge triomphant qui passe, et de ne pas faire écho de notre âme, de notre bouche et de nos mains aux applaudissements imbéciles et aux huées fanatiques.. » Jean JAURES

  20. #80

    Default Re: Examining models_naval tables and CA's ship model

    Just wondering, If anyone had tried just making a new ship with existing ship models? Existing naval mod for S2 seemed to modifying existing ship only.

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