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Old 10-20-13, 05:43 AM   #346
arnahud2
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Thanks a lot, SilentMichal, pretty nice job !
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Old 10-20-13, 12:47 PM   #347
silentmichal
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Quote:
Originally Posted by gap View Post
Do you mean that you had added too many/too detailed food meshes and the game wasn't handling them well, or what else?
I reckon, some GFX's have problems with performance. My 2nd reason, why I deleted it, is that those fruits didn't look good. Shadows were corrupted.


Quote:
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This is actually a cool feature. Would be cool if food was replaced by dirt and personal objects out of place, but I doubt it can be possible. On a more serious note, do you think we can do the same with torpedoes? I can be wrong, but I don't think that the models shown in torpedo room are linked to actual torpedo reserves onboard...
Well, I didn't think about it. It's harder to do vanishing torpedoes... They're used for animations of loading torpedoes. In theory, I'm able to delete animations of loading torpedoes, add "new" torpedoes to GR2 model of this room, and add new things to *.sim file (disappearing)... I have to check is it possible. But school is more important .
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Old 10-21-13, 12:27 PM   #348
gap
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Quote:
Originally Posted by silentmichal View Post
I reckon, some GFX's have problems with performance. My 2nd reason, why I deleted it, is that those fruits didn't look good. Shadows were corrupted.
I see

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Originally Posted by silentmichal View Post
Well, I didn't think about it. It's harder to do vanishing torpedoes... They're used for animations of loading torpedoes. In theory, I'm able to delete animations of loading torpedoes, add "new" torpedoes to GR2 model of this room, and add new things to *.sim file (disappearing)... I have to check is it possible.
Nevermind Michal, I had overlooked that making torpedoes to vanish might have clashed with their animations. Better not to touch them

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But school is more important .
Of course it is
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Old 10-21-13, 01:36 PM   #349
silentmichal
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Quote:
Originally Posted by gap View Post
Nevermind Michal, I had overlooked that making torpedoes to vanish might have clashed with their animations. Better not to touch them
But we can always try to do it... And In the future I'm going to try it (I think I'll check sth before new year).

Best regards!
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Old 11-30-13, 05:35 PM   #350
silentmichal
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Hi everyone!

Recently I'm very busy... But I was thinking about adding hangings to sailors' beds, like that:





I added 3D object without any problems. But I have problem with hanging! When I added obj_Pendulum controller to it, it swung like that (red arrows):






My question is: how to add two "attachments" points, like in real? Does anybody know it? Any ideas? Please tell me that.

PS. From December 23 to January 7 I have lot of free time, so I reckon I'll improve my mod .
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Last edited by silentmichal; 12-01-13 at 05:48 AM. Reason: Had to add sth.
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Old 11-30-13, 08:03 PM   #351
CaptJulius
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This mod is awesome!
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Old 11-30-13, 10:47 PM   #352
Mikemike47
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Quote:
Originally Posted by silentmichal View Post
Recently I'm very busy... But I was thinking about adding hangings to sailors' beds.

From December 23 to January 7 I have lot of free time, so I reckon I'll improve my mod .
Keep doing well in school. We'll wait. Thanks for the update.
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Old 12-01-13, 05:57 AM   #353
gap
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Quote:
Originally Posted by silentmichal View Post
Recently I'm very busy... But I was thinking about adding hangings to sailors' beds, like that:


Quote:
Originally Posted by silentmichal View Post
I added 3D object without any problems. But I have problem with hanging! When I added obj_Pendulum controller to it, it swung like that (red arrows):

...

My question is: how to add two "attachments" points, like in real? Does anybody know it? Any ideas? Please tell me that.
I don't think you can have two attachment points for the same object, but have you tried reversing the x/z axes of the net mesh, and rotating its linking bones accordingly?
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Old 12-01-13, 06:27 AM   #354
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Wow, superb!!!
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Old 12-01-13, 07:12 AM   #355
silentmichal
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Quote:
Originally Posted by gap View Post
I don't think you can have two attachment points for the same object, but have you tried reversing the x/z axes of the net mesh, and rotating its linking bones accordingly?
No, I haven't tried it before... I also thought about "locking" Z-axis for swinging... Well, I have to take a look to Tomi_099's files (he's already made it in his II type interior)...
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Old 12-01-13, 11:34 AM   #356
gap
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Quote:
Originally Posted by silentmichal View Post
No, I haven't tried it before... I also thought about "locking" Z-axis for swinging...
yes, this would be the best approach, but how? has the obj pendulum controller such an option?

Quote:
Originally Posted by silentmichal View Post
Well, I have to take a look to Tomi_099's files (he's already made it in his II type interior)...
good idea
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Old 12-01-13, 11:42 AM   #357
gap
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This is a spinning vinyl record I have created a while ago:

https://www.mediafire.com/?4ws719d23c7x7k2

Feel free to use it if you think it feets into your mod.
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Old 12-01-13, 12:20 PM   #358
silentmichal
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Quote:
Originally Posted by gap View Post
This is a spinning vinyl record I have created a while ago:

https://www.mediafire.com/?4ws719d23c7x7k2

Feel free to use it if you think it feets into your mod.

Hah, just great !!! If I know how to add animations to SH5, I'll add it .

It really looks fantastic!
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Old 12-01-13, 12:47 PM   #359
gap
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Quote:
Originally Posted by silentmichal View Post
Hah, just great !!! If I know how to add animations to SH5, I'll add it .

It really looks fantastic!
The DAT object is already animated (you can preview its animation if you open the file in S3d). You can link the obect to a granny bone as it is, as you would do with any GR2 object
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Old 12-01-13, 12:51 PM   #360
silentmichal
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Quote:
Originally Posted by gap View Post
The DAT object is already animated (you can preview its animation if you open the file in S3d). You can link the obect to a granny bone as it is, as you would do with any GR2 object
Well, I tried doing it before, but I always had problem with textures... If you have some tutorial, please give me that.

And one more thing: I took a look to Tomi_099's files... he used normal obj_Pendulum controller... How did he "locked" one of axis? I have no idea .
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