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-   -   Hammering the welding machine (https://www.subsim.com/radioroom/showthread.php?t=239263)

scissors 11-26-18 09:54 PM

Hammering the welding machine
 
Since my very first play-through there is one thing that has bothered me, maybe not the most but its just always there .
when at dock ,and in every dock , There is a fellow with a hammer and he is beating unceasingly on a welding machine .This is no service manual made where this is proper operational procedure and i can only assume he is some sort of infiltrator who is there to destroy equipment .
The welder is there , But he is down the dock hovering over an oil barrel .
Anyway , its not a game-breaking thing and i admit im nitpicking the game , but after some years of this needling me i needed to get it off my chest .

Jeff-Groves 11-27-18 06:12 PM

Try going to bunker_animation_info.txt in the Characters\Animations folder
and remove the
BK_G_work_06 39.2799 39.2799 line

scissors 11-28-18 11:41 PM

Ty
 
Quote:

Originally Posted by Jeff-Groves (Post 2579156)
Try going to bunker_animation_info.txt in the Characters\Animations folder
and remove the
BK_G_work_06 39.2799 39.2799 line


Tried it and it didnt work at least the first time i loaded in , No worries tho , i have played with text files before and they didnt take the first load in but later on they did , IDK why . I think im in the right folder .
Anyways , Jeff your time is far too important for such a minor issue as this .
Your supposed to be designing a japanese sub with bomber airplanes for the new japanese campaign . JK , but for real thank you i wouldnt bother you with such a thing , thank you for the heads up on which folder to look in .I iwll dig around some more and see what happens .

Jeff-Groves 11-29-18 08:00 PM

waypoint_info.txt
Terrain\Locations folder.
Line 37:
BK_G_work_06 offset 0 0 0 actions BK_G_WORK_06_IDLE01 end_actions

try deleting that also.

It's no trouble for me to look and think about stuff like this.
:salute:

I had planned to change some things like that after I did the Open Bunker but lost the files.
Again.

scissors 11-30-18 12:17 AM

It worked!
 
Quote:

Originally Posted by Jeff-Groves (Post 2579448)
waypoint_info.txt
Terrain\Locations folder.
Line 37:
BK_G_work_06 offset 0 0 0 actions BK_G_WORK_06_IDLE01 end_actions

try deleting that also.

It's no trouble for me to look and think about stuff like this.
:salute:

I had planned to change some things like that after I did the Open Bunker but lost the files.
Again.

That did it ! Thank you VM .
This is just one of those things that has always made me wonder what were they thinking ? When they already had the welder .

If someone were to place him and the welding machine someplace where you could see it but couldn't get close to inspect really closely , and place a light source that would glow and stop , glow and stop , illuminating the surrounding area . Instant welder at work.
In any case Thank you very much for taking the time , the real thing is you have educated me a little bit and for that i am grateful .

Jeff-Groves 11-30-18 09:14 PM

Here's the thing to think about.....
How many other animations can you change now?
Understanding those files you could add or delete animations to suit your wants.
For lower end systems with in Bunker problems? Remove animations.
Higher end systems? Those marching Guards would be cool in other areas.

It's your Game. Do what you want.

Now if I could get the Open Bunker file I did I'd fix a lot more.

scissors 11-30-18 11:48 PM

Quote:

Originally Posted by Jeff-Groves (Post 2579563)
Here's the thing to think about.....
How many other animations can you change now?
Understanding those files you could add or delete animations to suit your wants.
For lower end systems with in Bunker problems? Remove animations.
Higher end systems? Those marching Guards would be cool in other areas.

It's your Game. Do what you want.

Now if I could get the Open Bunker file I did I'd fix a lot more.

!!! /mind explodes
TY Jeff .

scissors 12-02-18 07:54 PM

so many questions
 
Quote:

Originally Posted by Jeff-Groves (Post 2579563)
Here's the thing to think about.....
How many other animations can you change now?
Understanding those files you could add or delete animations to suit your wants.
For lower end systems with in Bunker problems? Remove animations.
Higher end systems? Those marching Guards would be cool in other areas.

It's your Game. Do what you want.

Now if I could get the Open Bunker file I did I'd fix a lot more.

Where do you get the info on which file does what ?, I was frankly amazed that you were able to pull that particular file out of your hat the way you did , I imagine you are just familiar with them but is there some directory or such ?
I will look into them a bit further but without some sort of system , some key to address what each listing is actually i dont know who from who without actually deleting a file and loading the game to see who is missing now .
I guess what im asking is do you have any suggested reading because i have way to many questions for anyone to be able to actually answer them all .
Edit , ok , i take it the bk prefix signifies that its a bunker character , is the number at the end of the entry location information ?

Jeff-Groves 12-03-18 11:31 AM

Using Granny viewer?
I load the CharacterBodyParts.GR2
Then I load the animations in the animations folder 1 at a time and watch what they are doing.

That's how I found the Mad Hammerer.
Then it was just check a few files here and there.
:)

If I wanted to see what the numbers do? I'd just change them some and run the Game. Trial and error is how many of us figure things out.
:D

gap 12-03-18 12:03 PM

@ Jeff

OT here, but since we are talk about inspecting files, do you happen to know what is this SH5 Vegetation Export Settings.ges found in the data\Terrain\Textures_and_Vegetation? The file extension doesn't tell anything to me, and after opening the file in an hex editor I must admit that I am totally clueless :hmmm:

Jeff-Groves 12-03-18 12:08 PM

:har:

Funny you should ask!
I was just looking at that file!
(Based on your thread)

I scanned every file in SH5 and got no clue as to what calls it. (Yet)
I'm still looking into it.
:03:

Jeff-Groves 12-03-18 12:19 PM

I'm wondering if it is used by the Terrain Editor?

gap 12-03-18 12:19 PM

Quote:

Originally Posted by Jeff-Groves (Post 2579948)
:har:

Funny you should ask!
I was just looking at that file!
(Based on your thread)

I scanned every file in SH5 and got no clue as to what calls it. (Yet)
I'm still looking into it.
:03:

Wow, that's what they call 'telepathy', I guess lol :D

Have you read my remarks on the apparently hardcoded features relative to SH5 trees (size and textures, post #2 in the EcoMod thread)? I suspect that the said file might have something to do with that.
Let me know in case you find anything; in the meanwhile I will move the file elsewhere and see if anything changes :hmm2:

gap 12-03-18 12:21 PM

Quote:

Originally Posted by Jeff-Groves (Post 2579953)
I'm wondering if it is used by the Terrain Editor?

That's another valid hypothesis. It might as well be a leftover by the devs with no function in the final game...

Jeff-Groves 12-03-18 12:25 PM

That post is what got me interested in said file.
The Devs were notorious for giving the file extensions a meaning full name at times.
So WTH does ges stand for in Romanian?
:har:


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