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Old 03-14-10, 06:08 AM   #61
BlackSpot
Lieutenant
 
Join Date: Mar 2007
Location: Shropshire UK
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Nice mods ! Cheers.
I'm glad you changed the WO's face. The stock face was too smug. You'd never get tired of slapping a face like that.
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Old 03-14-10, 06:10 AM   #62
Vegas
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Thank you!!

What the MODS have done in just two weeks...
Unreal!
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Old 03-14-10, 08:03 AM   #63
Heretic
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Quote:
Originally Posted by coronas View Post
Hats up!
Suggestion: Same clothes and helmets for deck gun crew.
Thanks in advance.
Yeap, that's the sort of stuff I intend to work on as I make my way through the boat.
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Old 03-14-10, 08:26 AM   #64
sergei
Sea Lord
 
Join Date: May 2008
Location: London UK
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Fantastic work Heretic
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Old 03-14-10, 11:58 AM   #65
redcoat22
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Join Date: Apr 2008
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I thought someone said the 'going through hatch' animation existed based on the tutorial.

'if' that is true.. do we simply need to find it?

If it doesnt exist, will it be possible someday for a smart guy to make it?
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Old 03-14-10, 12:28 PM   #66
Baleur
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So if i only want the animations, can i remove the head/body textures/mesh files?
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Old 03-14-10, 12:29 PM   #67
Oscarkeeper
Swabbie
 
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Nice mod! Thanks for all the hard work. At least someone is getting something productive done, while I sit around and play the game.
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Old 03-14-10, 01:20 PM   #68
Heretic
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Quote:
Originally Posted by Baleur View Post
So if i only want the animations, can i remove the head/body textures/mesh files?
There are no animations or meshes, just scripts and some modified bio portraits for the alternate heads. If you don't want the alternate heads, use the stock version. That's why I made four versions.
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Old 03-14-10, 01:22 PM   #69
Heretic
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Quote:
Originally Posted by redcoat22 View Post
I thought someone said the 'going through hatch' animation existed based on the tutorial.

'if' that is true.. do we simply need to find it?

If it doesnt exist, will it be possible someday for a smart guy to make it?
The only 'through the hatch' animation we have is the one the tutorial uses to walk the WO from the bed to the control room. I resused that sequence.
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Old 03-14-10, 01:41 PM   #70
urfisch
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this is really nice work!!!
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Old 03-14-10, 01:50 PM   #71
Stormfly
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ohh my god, this realy adds to immersion and admosphere !

Thank YOU Heretic !
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Stormy......

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Old 03-15-10, 08:49 AM   #72
KarlSteiner
Bosun
 
Join Date: Jul 2004
Location: Ubi bene ibi patria
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Hi Heretic,

I use your excellent mod with the niew faces and bears.
IWO had a cap, now. Thanks.

Now another question:

Is it possible to alter the script,
that you delete the crewman without the binoc.?
And clone another one with binocs.
And than place them to the position of the deleted?

And bad weather related:

Is it possible with a script to put the Südwester-caps of SH3 on the hads?


Best regards


Karl


Hi,

thanks for the 4th bonocman on the bridge..
================================================== =============
P.S.:

You had it released with the 1.2.1. mod.
Best work good job, thanks.
Karl

Last edited by KarlSteiner; 04-01-10 at 10:01 AM.
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Old 03-15-10, 09:08 AM   #73
Heretic
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Quote:
Originally Posted by KarlSteiner View Post
Hi Heretic,
I use your excellent mod with the niew faces and bears.
IWO had a cap, now. Thanks.
Now another question:
Is it possible to alter the scrip,
that you delete the crewman without the binoc.?
And clone another one with binocs.
And than place them to the position of the deleted?
And bad weather related:
Is it possible with a script to put the Südwester-caps of SH3 on the hads?
Best regards
Karl
It's all a matter of animations. The animations have a fixed direction. The reason that one crewman doesn't use his binocs is because there are no animations pointing the right direction for him. I can have him use binocs if I face him forward or to the right, but those options are worse than what I have now.
Weather-related uniform changes would be possible if I had a way to determine the weather conditions. Currently, that doesn't seem possible. Also, there are no meshs/textures for rain gear. Down the road, once people figure out how to do the 3d stuff, that might change.
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Old 03-15-10, 09:32 AM   #74
JotDora
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Join Date: Feb 2010
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@heretic

Do you know if it's possible to write our own animations or are they hardcoded?

Thanks in advance

JotDora
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Old 03-15-10, 10:02 AM   #75
Heretic
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Quote:
Originally Posted by JotDora View Post
@heretic
Do you know if it's possible to write our own animations or are they hardcoded?
Thanks in advance
JotDora
They're in the the GR2 files in the character/animations folder. As far as I know, no one has figured out how to do anything with GR2 files. I looked through one in a hex editor and saw "3D Studios Max" in it. I don't know much about 3D modelling/animation, but it seems to me you would need to import the GR2 file into 3DS Max, do whatever to it, then export it back to a GR2 format. I've been investigating it, but since I do not own any 3D modelling tools, let alone 3DS Max($$$), this is all conjecture. It's used in other games, so it's possible there's some modders out there that know how to do this. If someone were to successfully make a new animation, I see no obstacle to using it in game, assuming they get the format correct.

It's the same problem with adding crewmen, waypoints, changing anything in the U-Boat models, etc.
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