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Old 04-19-20, 11:12 AM   #196
John Pancoast
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Originally Posted by U301 View Post
Hi John,
Thanks for that!
I have to say I am very happy with how the depth charges in NYGM's play!

KUrtz
If you want to know the details, just look a the various depth charge files in the NYGM library folder.
You'll need S3D to do that.
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Old 04-19-20, 11:56 AM   #197
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Definitely keeping an eye on it, sounds great ! Besides, the past great work you two have done makes it on the "must try" list.
Thank you John, Padi's reputation is well deserved. As for me, I am a lazy boy too curious not to start more projects than I can finish, but I promise I will do my best to accomplish all the ideas I have in mind for this mod
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Old 04-20-20, 03:18 PM   #198
Jeff-Groves
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MeshAnimations import with S3D is an unfinished/imperfect function.
One can edit the file with a hex editor to make it work.
But you need to know exactly what you are doing.

Now. Having said that? Here's what you should do for a best bet import.
DO NOT IMPORT the base 3D model.
Select the 3D model with a starting number of say 000.
You'll get a pop up after that.
Import and keep your fingers crossed.

So if you have edited the base object then created animations?
Import the base object. then save the file.
All the animation frames should be other obj files with the same name but _000 through however frames you have.
Like DC_Man_000.obj to DC_Man_011.obj.
Then open your saved file, do a 3D model import selecting the DC_Man_000.obj

Last edited by Jeff-Groves; 04-20-20 at 03:37 PM.
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Old 04-20-20, 05:53 PM   #199
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Hi Jeff,
thank your for your iputs!

I just replied your e-mail and I sent you all the files you might need to investigate our problem, but please take your time on them, as I understand that mesh animations are not a simple feature.

In a similar way, I think I will need some time for re-reading carefully your tips below and for trying to apply them. For now I have just a couple of questions.
  • The first time I import the mesh # 00 and I get the pop up window, should I opt for importing that single mesh, or all the meshes composing the animation?

  • When exporting an animated mesh from S3d, I have noticed that, together with the sequentially numbered meshed, a mesh with no number in its name is created. When I exported the meshes of my own animated character I omitted adding a non-numbered copy of it, thinking that during the import process it was ignored anyway. Is that correct, or should I add to the sequence a model with similar naming?
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Old 04-21-20, 02:07 AM   #200
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Thank you John, Padi's reputation is well deserved. As for me, I am a lazy boy too curious not to start more projects than I can finish, but I promise I will do my best to accomplish all the ideas I have in mind for this mod
Don't underestimate your contribution, I would have never been able to create the 3D-models and the other visual goodies that hopefully will be included...
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Old 04-21-20, 10:07 AM   #201
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@gap

Check your e-mail ASAP please.
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Old 04-21-20, 10:28 AM   #202
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@gap

Check your e-mail ASAP please.
I did and I have already replied

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  • The first time I import the mesh # 00 and I get the pop up window, should I opt for importing that single mesh, or all the meshes composing the animation?

  • When exporting an animated mesh from S3d, I have noticed that, together with the sequentially numbered meshed, a mesh with no number in its name is created. When I exported the meshes of my own animated character I omitted adding a non-numbered copy of it, thinking that during the import process it was ignored anyway. Is that correct, or should I add to the sequence a model with similar naming?
A reminder, just in case you missed my questions of yesterday
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Old 04-21-20, 10:35 AM   #203
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I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings.


I'll try following my old advise (along with DivingDuck's) and get back to you soon.
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Old 04-21-20, 11:47 AM   #204
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I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings.


I'll try following my old advise (along with DivingDuck's) and get back to you soon.
Okay, if I grasped the point of your post of yesterday, the steps to be followed are:

- get a clean copy of the relevant chunks;
- import only the first animation mesh (the one with the _00 suffix in its name) in the 3D chunk;
- save, close and reload the file;
- import all the animation meshes in the 3D chunk;
- customize MeshAnimationData settings;
- save, cross the fingers and test in game

Let me know if missed some important step or I got something wrong...
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Old 04-21-20, 03:34 PM   #205
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Then can we expect this wonderfull mod? What stage are we in ?
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Old 04-23-20, 02:17 PM   #206
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Then can we expect this wonderfull mod? What stage are we in ?
Hi,

for the release date as unsatisfactory as it sounds we could only tell that it is done when it is done.
We are working hard on it, so it could be released, but it will take time and at this point we couldn´t estimate in the slightest, how long it would take us.
Sorry that I couldn´t give you a better answer...

We are now in the stage, that the already modeled items need to be integrated into the game and have to be checked for bugs.
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Old 04-23-20, 03:14 PM   #207
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Hi,

for the release date as unsatisfactory as it sounds we could only tell that it is done when it is done.
We are working hard on it, so it could be released, but it will take time and at this point we couldn´t estimate in the slightest, how long it would take us.
Sorry that I couldn´t give you a better answer...

We are now in the stage, that the already modeled items need to be integrated into the game and have to be checked for bugs.
Maybe I can add that a realistic smoke-screen effect is in preparation for use with the smokefloats seen at page #186 in this thread. We have already created a semi-decent effect, but we are still not satisfied with it. Today I got in touch with an old friend who knows very well all the ins and outs of SHIII's particle generators, and I hope he will help us improving it.

In the same time, Jeff is checking what is going on with the dc-man model 'loosing' some of its faces during its animation and I am confident that he will solve the puzzle.

Once these little problems will be solved our work will proceed more steadily. As noted by padi, we have many depth charge models ready for import in game, and we will crate various versions of the new rack with different depth charge types and ammo loadouts that we will "fit" on all the British destroyers that historically used that type of rack.

EDIT:

Under Padi's suggestion, I add that US and other Commonwealth escorts will also get their ASW equipment revised and updated according to historical data available. Moreover, it is our hope that the surface combatants of other WWII Navies (German, French, Italian, Soviet, etc) will follow the same destiny, if we find enough information on them.
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Last edited by gap; 04-23-20 at 05:48 PM.
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Old 05-01-20, 04:38 AM   #208
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Hi,

new day, new news.
Today I'm happy to welcome Kendras to the Mod team.
He is an graphics expert, well known here, and together with Gap they have created some stunning and incredible visual goodies, which will enhance the experience in a great way.
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Old 05-01-20, 05:32 AM   #209
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Originally Posted by padi View Post
Hi,

new day, new news.
Today I'm happy to welcome Kendras to the Mod team.
He is a graphics expert, well known here, and together with Gap they have created some stunning and incredible visual goodies, which will enhance the experience greatly.
Hi,
Will this be compatible with NYGM?

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Old 05-01-20, 05:44 PM   #210
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Hi,
Will this be compatible with NYGM?

KUrtz
Most likely there will be compatibility files for some modpacks.
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Last edited by padi; 05-04-20 at 05:52 PM.
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