SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SHIII Mods Workshop
Forget password? Reset here

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 12-08-14, 02:05 AM   #1
Anvart
Admiral
 
Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
wolf_howl15 [REL] We don't need soulless dummies...

I long ago wanted to do something pleasing to Stiebler.
He still maintains one of the oldest mods for SH3.
He is worthy of respect.
Therefore despite the employment and laziness I finally
adapted my work for NYGM. And it is not important, will
he apply or no my mod, I did it.
*********************************************
Copy/Paste readme:
--------------------------
xxxxxxxxxxxxxxxxxxxx
x Mod: AI_Crew.7z
x Author: Anvart
xxxxxxxxxxxxxxxxxxxx
 
http://www.subsim.com/radioroom/show...98&postcount=6

This mod is the adaptation to NYGM 3.6c of one of my old works (for 3.6d must work too).
This work is more than just a mod... It's the development kit for creating animated Watch Crew and Gunners (the similar with human submarine) for AI objects. They can be used on AI submarines, AI ships and so on.
There are two parts: _AI_Crew_.7z - main mod... and _TestMission_4_AI_Crew_.7z - demo/test in single mission - ONLY FOR STUDY of this work.
AI objects (submarines, ships, etc.) do not have the mechanism of control over crew's behavior, therefore first we check the behavior of the AI Watch-Crew without the influence of this mechanism from the side of the human submarine... for this human submarine is under water. In this case, we see a limited number of playable animations... only from the Stalker_Idle's section of the proper Graph (UzoOfficerR and POSWatchR)... and in this case AI Watch Crew doesn't react to air and marine contacts and on all dangers.
After, as the human's submarine surfaced and Watch Crew emerged on the bridge, the mechanism of control over crew's behavior for the Watch Crew turns on, this mechanism also affects to the Watch Crew of AI objects... and AI Watch Crew performs the same animations as the Watch Crew on human's submarine.
The Gunners of AI objects are managed as the Gunners of AI ships.
This mod is the Eye Candy mod.
Let us all together say NO! we don't need soulless dummies,
which in surplus have filled the world of SH3 modding.
************************************************** ****
Installation. Unzip into JSGME's MODS folder.
Use JSGME tool.
First - main mod _AI_Crew_
Second - demo/test _TestMission_4_AI_Crew_
After learning _TestMission_4_AI_Crew_ must be deleted.
---------------------------------------------------------------------
All nodes of the AI Watch Crew and Gunners are in NSS_Uboat***.eqp
All names of the gunners nodes are in AI_SubGunners.txt.
All crew models are in AI_Crew.dat.

Known issue.
To control the appearance/disappearance of the gunners was used the gun barrel lifting mechanism. Therefore, when the angle position of the barrel is near with the trigger (time/angle), which switches appearance/disappearance of the gunners, you can see the short disappearance of the gunners... also if after guns deactivation the barrel will not take the initial position, the gunners remain on the place. Those are not the principal moments... they are inevitable in such animations scheme.

Good luck.

If you use this MOD or materials of this mod in your work, you have to give appropriate credits to the author of this mod, Anvart.

THIS MOD IS FREEWARE AND CAN'T BE USED FOR COMMERCIAL PURPOSES OF ANY KIND.
************************************************** ***********************
Link:
http://www.mediafire.com/file/ylkm0z..._Crew.rar/file
__________________
Alex ®


Moses said: "Don't create yourself an idol"...

Last edited by Anvart; 10-26-20 at 06:15 AM.
Anvart is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:28 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.