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)... |
Thank you for this great work !
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Excellent work:salute::salute::salute:Thank you.
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it`s nice i must admit.
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For Human subs at good level ... it's impossible too ... |
Great job! Was trying to figure this one myself but gave up.
I have some suggestions, please check your PM.... |
I like the faster flag animations even better!
Anvart. I would like some coffee flavored flags please.:D |
OK, as you will tell ... :haha:
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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 ... |
Good work, Anvart. :salute:
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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: |
Last 3 months very often i have problems with subsim connection ...
:wah: |
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You are absolutely right... :damn: |
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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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