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-   -   [REL] SH4-Style Flags for GWX 3.0 (https://www.subsim.com/radioroom/showthread.php?t=156503)

Anvart 09-23-09 04:00 AM

People have different tastes, therefore ...
first post is updated ...
In this addition i have made animation speed for flagS.dat as stock (12.5 FPS)...
(in main mod speed of flags animations in flagS.dat is 20 FPS)...

java`s revenge 09-23-09 05:54 AM

Thank you for this great work !

nikbear 09-23-09 09:55 AM

Excellent work:salute::salute::salute:Thank you.

bojan811 09-23-09 10:22 AM

it`s nice i must admit.

Anvart 09-23-09 11:21 AM

Quote:

Originally Posted by Padvotke (Post 1177284)
Very nice. Is it possible to make flag to flutter depending on wind speed ? I mean flutter gently when it is calm day and fast in a stormy day ?

Unfortunately to make it for AI ships (subs) ... it's impossible...
For Human subs at good level ... it's impossible too ...

conus00 09-23-09 08:18 PM

Great job! Was trying to figure this one myself but gave up.
I have some suggestions, please check your PM....

Kpt. Lehmann 09-24-09 01:00 AM

I like the faster flag animations even better!

Anvart. I would like some coffee flavored flags please.:D

Anvart 09-24-09 03:01 AM

OK, as you will tell ... :haha:

Anvart 09-24-09 03:41 AM

Attention, please...
...
As i have understood (reading this thread and private messages),
some modders tried to use flag.dat from SH4 for SH3 and have failed (animation did not work)...
I wish to give you the basic tips for this purpose ...
The MeshAnimation mechanism (controller) in SH3 and SH4 is identical, but ...
Animated mesh in SH3 must have type 2 ... 2 ... 2 ... and only 2 ...
...
If who has not understood look next picture:

http://img14.imageshack.us/img14/2642/animmeshtype.jpg

...
and you should make flag material bilaterial (2-sided) ...
and you should remove SinchroMesh controller (not use in SH3) ...
and you should add MeshAnimation controller (for smooth animation) ...
...
and common tip ...
IIRC, in SH3 we have next mesh types:
00 – Shadow Model (invisible)
02 – Animated Mesh
04 – Usual (main) Model
06 – Reflected (in the water ... and invisible) Model and some other …
and so on ... now don't remember ...

coronas 09-24-09 03:55 AM

Good work, Anvart. :salute:

sergei 09-24-09 08:38 AM

Downloaded this a few days ago but only just got the chance to try it out.
What can I say? Flags now look very nice.
Good work mate :up:

Anvart 09-24-09 10:03 AM

Last 3 months very often i have problems with subsim connection ...
:wah:

Kpt. Lehmann 09-24-09 09:09 PM

Quote:

Originally Posted by Anvart (Post 1177807)
Attention, please...
...
As i have understood (reading this thread and private messages),
some modders tried to use flag.dat from SH4 for SH3 and have failed (animation did not work)...
I wish to give you the basic tips for this purpose ...
The MeshAnimation mechanism (controller) in SH3 and SH4 is identical, but ...
Animated mesh in SH3 must have type 2 ... 2 ... 2 ... and only 2 ...
...
If who has not understood look next picture:

http://img14.imageshack.us/img14/2642/animmeshtype.jpg

...
and you should make flag material bilaterial (2-sided) ...
and you should remove SinchroMesh controller (not use in SH3) ...
and you should add MeshAnimation controller (for smooth animation) ...
...
and common tip ...
IIRC, in SH3 we have next mesh types:
00 – Shadow Model (invisible)
02 – Animated Mesh
04 – Usual (main) Model
06 – Reflected (in the water ... and invisible) Model and some other …
and so on ... now don't remember ...

Very good of you to post those diections Anvart. Thank you for taking the time to do so. I know that for you, breaking the language barrier is not easy.

Anvart 09-25-09 05:03 AM

Quote:

Originally Posted by Kpt. Lehmann (Post 1178266)
Very good of you to post those diections Anvart. Thank you for taking the time to do so. I know that for you, breaking the language barrier is not easy.

Thanks, Captain...
You are absolutely right... :damn:

Anvart 09-25-09 05:23 AM

Quote:

Originally Posted by Padvotke (Post 1178368)
I haven't noticed much difference in size of the flags (with additional version and without) but faster flag flutter is of course closer to golden middle for all kind of wind speed as far as flag flutter can not be adjusted to flutter accordingly to wind speed. Job well done indeed.Appreciated.

In stock game (and in this mod) the flag-size in flagS.dat is less than flag-size in flag.dat on ~25 % ...
The length of flags in the mod (in both cases) is little bit more than length of flags in stock game ...
And next ...
You can change speed of animation yourself... For this purpose using S3D (author Skwasjer), export 3D model of any flag with animation into any empty folder ... and then import sequence of obj-files (simply load first file with number * _000.obj) back into flag(s).dat using new parametres of animation (for example, 20 FpS instead of 12 FpS)...


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