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View Full Version : Possible to replace the droids with SH4 crew?


Hitman
09-28-09, 08:11 AM
Ever since Sh3 came out there is one aspect of it I have found most annoying: The damned crew models, closer looking to a droid than to a real human. Some time ago, discussing with Racerboy he mentioned that possibly porting them over from SH4 could be possible. That would be IMHO one of the major improvements possible to SH3, but are there any takers? Can someone see if this is possible?

Wolfehunter
09-28-09, 11:00 AM
Hit man I think its possible.. But how much can you add before the game engine dies... That is trial and error. I know Tomi099 had issues with making highly detailed subs.. The engine just couldn't take it with the drainage holes.

Too much detail and ctds... Maybe its different for the NPCs?

Anvart
09-28-09, 11:32 AM
... The damned crew models, ...Racerboy he mentioned that possibly porting them over from SH4 could be possible. ...
:haha:
How about Assemblages and Control of characters (in standard crew sockets ... it do by hardcode), Statemachine System, Graph Animation (animation), SkinMorph and so on ...?
If RB has told ... it's possible ... let will tell as it to make ... :har:

Rapt0r56
09-28-09, 11:52 AM
This would be first class... :yep:

Anvart
09-28-09, 12:00 PM
This would be first class... :yep:
This not would be ... :woot:

Royale-Adio
06-11-10, 08:46 PM
bump

Reece
06-11-10, 09:49 PM
I personally think the SH3 characters are better than SH4, there a bit chunky but if you could make them higher res then you could smooth out the bumps!:yep: Again though it means more memory, I can't run all the nice mods with XP, but hopefully in the near future Win 7 64 bit will be better, a little off topic but what is the max memory that SH and Win 7 64 can manage?:hmmm:

nemo7
06-12-10, 04:36 AM
http://img23.imageshack.us/img23/2799/sh4img20100428073730559.png
http://img94.imageshack.us/img94/5143/sh4img20100428190047274.png
http://img691.imageshack.us/img691/2176/sh4img20100506190429693.png
http://img25.imageshack.us/img25/2527/sh4img20100428185013007.png

Not bad hmm?:yep:

Great idea Hitman.:up:

Ktl_KUrtz
06-12-10, 04:48 AM
A good idea!
I hope someone comes up with a mod soon, it's the last issue I have with the game; the grotty crew!:nope:
KUrtz

Reece
06-12-10, 06:08 AM
Well I must say that the OM faces are pretty good!:yep:

nemo7
06-12-10, 07:07 AM
Well I must say that the OM faces are pretty good!:yep:

:03:

Sailor Steve
06-12-10, 08:34 AM
I would rather see the best of the SH3 Graphics mods remade for SH4. It has better crew management, better water, better radio log (clipboard) and is much more stable. Overall the better platform if people would give it a chance.

nemo7
06-12-10, 10:17 AM
I am convinced that SH3 (+GWX3+mods) remains the best U-boat sim ever made. Therefore deserves better crew models.

SH4 v1.5 OM is a great U-boat sim in aspect of graphics, crew managment and sea water environment. But there is no adequate U-boat boyancy and the rest of the environment (e.g. sunset) is quite excessive. I agree though that deserves more attention from the moders.

Ps. I wonder SS, why there is only one Mega-mod for SH4 v1.5? :hmmm:

java`s revenge
06-12-10, 10:27 AM
This will be a great idea and in the past someone had made
the crewmembers but he strugled with the animations.

Can`t find that post anymore.

Fubar2Niner
06-12-10, 10:45 AM
I personally think the SH3 characters are better than SH4, there a bit chunky but if you could make them higher res then you could smooth out the bumps!:yep: Again though it means more memory, I can't run all the nice mods with XP, but hopefully in the near future Win 7 64 bit will be better, a little off topic but what is the max memory that SH and Win 7 64 can manage?:hmmm:

@Reece

Win 7 can handle up to 192GB ram depending on the version you have;

While the maximum RAM limit for 32-bit Windows 7 editions is 4GB, when it comes to the 64-bit editions, the amount of memory that the OS can address depends on which edition you are running.

Here are the upper RAM limits for the different editions of Windows 7:

Starter: 8GB
Home Basic: 8GB
Home Premium: 16GB
Professional: 192GB
Enterprise: 192GB
Ultimate: 192GB
Best regards.

Fubar2Niner

Royale-Adio
06-12-10, 12:45 PM
@ Java

Not only that, but Tomi099 had a hard time making a high poly type 7. The game engine just couldn't handle it.

The data folder is not the same in sh3. I get lost pretty much while trying to mod. I like SH4 data folder better. More simple, more modder friendly IMO.

I would like to see the refinement of OM with type 2 and 7 High-Poly just like type 9 1.5(Tomi099 did the type 7.) rather than importing all to sh3.

Sailor Steve
06-12-10, 01:18 PM
I am convinced that SH3 (+GWX3+mods) remains the best U-boat sim ever made. Therefore deserves better crew models.

SH4 v1.5 OM is a great U-boat sim in aspect of graphics, crew managment and sea water environment. But there is no adequate U-boat boyancy and the rest of the environment (e.g. sunset) is quite excessive. I agree though that deserves more attention from the moders.
I disagree, especially about the sunsets. I've seen sunsets that look just like that, and the transparent water is amazing. SH5's is even better, but the foam needs a little tweeking. As for the bouyancy, With the current mods it's a lot better, and could probably be fixed entirely if someone felt motivated to do it.

SH4 is much more capable when it comes to adding mods like FM's new interiors, and IABL's merchant fleet could be cloned into individual nations with much less trouble than it is with SH3, possibly even into individual corporate stables. And I could guarantee that they got the correct names for all of those, if there was a ship-name application like SH3 Commander. That kind of fineness simply can't be done with SH3. So I'm biased.

Ps. I wonder SS, why there is only one Mega-mod for SH4 v1.5? :hmmm:
And that's the problem - nobody feels motivated to do it. The GWX team was starting a mod for SH4, but put it off when SH5 was announced and have gone their separate ways. They are still in touch, but are working on different projects, mostly involving SH5.

nemo7
06-12-10, 01:30 PM
I thought you were involved in a different SH4 v1.5 mega mod.:hmmm:

Ps. Especially sunset seems fake to me. I guess I m not a romantic...at all :oops:

Madox58
06-12-10, 01:38 PM
Not only that, but Tomi099 had a hard time making a high poly type 7. The game engine just couldn't handle it


It's not the Engines fault.
It will handle higher poly 3D models.
It's the excessive redundancy in SH3.
SH4 suffers from some of the same redundancy.
They just cut up the Campaign files to try and fix the load times.
SH5 uses a much better approach to this problem.
Still not optimized as much as it could be but much better.

Reece
06-12-10, 07:40 PM
@Reece

Win 7 can handle up to 192GB ram depending on the version you have;

While the maximum RAM limit for 32-bit Windows 7 editions is 4GB, when it comes to the 64-bit editions, the amount of memory that the OS can address depends on which edition you are running.

Here are the upper RAM limits for the different editions of Windows 7:

Starter: 8GB
Home Basic: 8GB
Home Premium: 16GB
Professional: 192GB
Enterprise: 192GB
Ultimate: 192GB

Best regards.

Fubar2NinerThanks for that info, just waiting for SP1 to be released, plus I'm still saving my pennies, ain't cheap!:yep:

Sailor Steve said:
As for the bouyancy, With the current mods it's a lot better, and could probably be fixed entirely if someone felt motivated to do it.That is the one big thing that is a game breaker for me, especially in a storm the boat near takes off and the crew appearing then disappearing all the time looks stupid!:-?

Ktl_KUrtz
06-14-10, 07:48 AM
Well I must say that the OM faces are pretty good!:yep:

Yes I agree!:up:
KUrtz

Herr-Berbunch
06-14-10, 09:34 AM
@Reece

Win 7 can handle up to 192GB ram depending on the version you have;

While the maximum RAM limit for 32-bit Windows 7 editions is 4GB, when it comes to the 64-bit editions, the amount of memory that the OS can address depends on which edition you are running.

Here are the upper RAM limits for the different editions of Windows 7:

Starter: 8GB
Home Basic: 8GB
Home Premium: 16GB
Professional: 192GB
Enterprise: 192GB
Ultimate: 192GB

Best regards.

Fubar2Niner

Also depends on your motherboard. Mine's only 8GB even with 7 Pro - boo-hiss!

Royale-Adio
06-17-10, 04:41 AM
Do you still think this is possible? I heard that the crew was hardcoded...

urfisch
06-20-10, 09:41 AM
yes, it is. theres no normal way to change them. only with lot of work via hex editing. every single animation has to be modified and theres no way to do this easily. tried several ways, no success.

a case for privateer or diving duck, our hex specialists.

Anvart
06-24-10, 04:16 AM
Theoretically is possible to make it...
To know hex-editing is not enough to make this work...
It is necessary completely to rework characters (models, textures and so on), animations and face's animations, StateMachine Classes and many else... and even in this case you do not get characters as in SH4 (restrictions of SH3's engine)...
More simply (really) slightly to rework existing characters meshes, anims and SM Classes...

- Unnecesary remarks edited out in benefit of forum's enjoyment- Hitman (Moderator)

McHibbins
06-24-10, 05:04 AM
Theoretically is possible to make it...
To know hex-editing is not enough to make this work...
It is necessary completely to rework characters (models, textures and so on), animations and face's animations, StateMachine Classes and many else... and even in this case you do not get characters as in SH4 (restrictions of SH3's engine)...
More simply (really) slightly to rework existing characters meshes, anims and SM Classes...


Damn....what is your problem Anvart ???
A forum is a platform to discuss ideas and suggestions....and nothing more is done here in this thread .

h.sie
06-24-10, 06:08 AM
the best solution is to ignore affronts in order to keep the peace here.

Hitman
06-24-10, 06:38 AM
Solved, unnecessary comments edited out in befefit of forum's enjoyment.

Keep the good discussion guys, I'd like to see at least the heads of SH4 crew ported to SH3 bodies ... :sunny:

java`s revenge
06-24-10, 11:56 AM
MAKE MY DAY !! :wah:

It would be one of the greatest mods. Away that droids.

urfisch
06-26-10, 11:07 AM
Solved, unnecessary comments edited out in befefit of forum's enjoyment.

Keep the good discussion guys, I'd like to see at least the heads of SH4 crew ported to SH3 bodies ... :sunny:

i still hope to see sh5 and sh3 benefits merged into a game, the blows the hell out of us!!!

possible? iīve just seen the ships simulator on e3...nice engine, though. maybe this might be a good base for starting from scratch?

Reece
06-26-10, 08:21 PM
i still hope to see sh5 and sh3 benefits merged into a game, the blows the hell out of us!!!

possible? iīve just seen the ships simulator on e3...nice engine, though. maybe this might be a good base for starting from scratch?
Ship Sim only has a small world of around 100km.:cry:

Madox58
06-26-10, 10:16 PM
Createing new animations is not that big of a deal.
It's the importing of those that is the problem at this time.
All the animations are broken up in a way that no Tool
available to us will do the job.
They can be Hexed into place once we discover the correct way to do so.

I did do some hexing on animation files.
I cut parts out with a hex editor, combined everything into a single dat,
then checked it with S3D.
It worked to a point.
I'm still missing the 'magic combination'.
Once that is found?
All bets are off.

Darkbluesky
07-01-10, 07:01 AM
It seems difficult to import them...why we don't rebuild from scratch the crew models? If so, which other things should be changed? Hardcoded or not?

Or is it possible to modify in a way that the same anim data works?, that should be ideal. I mean, if they were done from scratch, how to be sure that the anims will work ok w/o need of modification? Are there some "key" vertex whose position should be respected?

Even if it was just make a new 3D model or modify the existant I would be willing to try myself but I don't know how to model. I am afraid it is not a work for a 3D modelling newbie...

Hitman
07-01-10, 07:14 AM
why we don't rebuild from scratch the crew models?

As Privateer says, the problem is not creating animations, but the way the created animation is split and stored across the different files of the game. It is some sort of puzzle, and if you don't know where to place one of the bits or how to link it to others, it will not work correctly.

Darkbluesky
07-01-10, 07:19 AM
As Privateer says, the problem is not creating animations, but the way the created animation is split and stored across the different files of the game. It is some sort of puzzle, and if you don't know where to place one of the bits or how to link it to others, it will not work correctly.

Yes, but if not from scratch, then as I say (sorry, I was editing at same time that you answered), would it be possible to rebuild the models by respecting some "restrictions" that guarantees us that it will be "compatible" with the existing definition of the animation?

If we would know what are these "restrictions", maybe we could have freedom in the rest of the model to change it... Maybe it could be enough!(?).

Of course, if these "restictions" is the complete model, up to the last vertex, then that is not a solution, as we would need to adapt animation anyway... It is for that, that I wonder up to which extend we could modify the models without altering the animation...(?)

Madox58
07-09-10, 07:32 PM
Several VERY talanted people have looked at the Crew Animations.
Time and Time again!

There is a twist to the way they are placed in SH3 that we have not figured out yet.

Doing replacement animations is simple to build, Yes.
Importing them is still a Hex only event.

But we don't have the final keys yet.

You CAN NOT just replace the original crew body and stuff.
All animations are built off of the orginal 3D Model.
Change the Original Model?
The animations go whacky.

I still am bashing my head over the final key!!
:damn::damn::damn:

If I can break this?
:hmmm:

I could walk on water and not be happier!
:har:

urfisch
07-10-10, 06:24 PM
yeah, this is the problem. the main frame, that makes it easy to get all anis work with a changed model. i am no coding guy, but some time ago i digged into this and surrendered to the complexity...every animation has its own coordinates from the vertices, that move. so by thinking logically on this, you would need to adjust every new vertice by HAND - impossible. the new animation also goes wacky, if the new model has more vertices, than the old one. maybe the way is a loggin tool, that writes the data the vertices move directly from 3ds or some other animation software, where you create the new animation with a new model. and this data is placed into the old "coordinates" from the former model animation, like dropping content into a container.

cant help more on this, im sorry.

Madox58
07-10-10, 07:09 PM
Useing a Hex editor, you can build an exportable animation of the Crew.
But there is still somethings I don't understand yet to get the correct
model exports.
Exporting correct model animations gives us the key to import new.
S3D along with hexing will solve the puzzle.
Until there is good news on the SH5 front?
I'll go back to things for SH3 as my main focus.
At lest things work 90% of the time in SH3.

Madox58
07-11-10, 03:23 PM
Today I got the body animations for the
POS_20mmTwin_UFlak.anm
exported successfully.
:yeah:
I'll take one of the higher poly Charactors I've got and re-create the
positions and do an import.
I'll then move the animations to the correct area and test it.

I've also got a good handle on the eyes, lips,etc.

So if the body works OK, I'll do the head next.

Reece
07-11-10, 07:35 PM
You are persistent!!:yeah: Best of luck!:yep:

Madox58
07-12-10, 12:57 AM
Thunder got me started down the animations trail.
He did the base animations for the Lifeboats stuff and I imported them.
He taught me enuff to realize I could get dangerous!
:haha:
Those are simple animation jobs now.
I always wanted to go after the Crew animation stuff after that.
Skwasjer did a fine job codeing S3D to be able to do this.
Several of us discussed the Animations format with him while he was working on this part of S3D.
For SH3 Crew Animations,
S3D will do the job of importing and exporting.
It will also allow building the correct dat format to do this,
then allow moveing the needed parts to the proper places.
S3D will also allow tweaking things in real time.
:yeah:

I'll start keeping notes to provide a tutorial to all.
And make the rigs and base models available ASAP.
(Rigs and Models subject to change)

Before anyone asks,
S3D will not open the animations in SH4's Animations on demand folder.
That is a different animation setup all together.
But I am looking at those files.
If I can figure them out?
perhaps a re-write of some S3D files will allow opening them.
But that's secondary to finishing the steps for SH3 work.

For the base tests I'm useing a very simple Biped Rig.
As I'm only changeing the body at this point.
Granted,
any other Crew member useing the same body will be whacked
in Game at this point.
Because all animations use 1 of several bodies.
So any 3D Crew Mod will require MASSIVE amounts of 3D animation work!
Then the work to build export/import dats,
then placeing chunks in the proper places.


Model Specs for this test:
Stock Model:
1250 Vertices
1751 Faces

Test Model:
2255 Vertices
2807 Faces


Target Animation:
POS_20mmTwin_UFlak.anm

Reason for this Target:
Very simple animation to prove the theory of Crew Animation Modifications and how to proceed.

Reason to even try this madness:
1:
I'm tired of the Idiot danceing on the freaking Pole!
:nope:
2:
Next time one of the Crew look out the side of thier eyes at me?
I'll have his eyes on the floor!
:har:
3: (and most important)
Time to open new doors on what Modders can do!
:yeah:

Madox58
07-14-10, 04:52 PM
:har:
Not against all Mate.
Just interested in animation stuff.

It took years to break SH3 animations.
The skeletal animations are probably based on the .bip format?
(3D Max is the main tool as far as I know)

So cracking the incodeing is possible.
If S3D can not handle the job?
We create a new tool that will.

But that is for later work.
I have much to do now.
:up:

urfisch
07-21-10, 03:41 AM
Today I got the body animations for the
POS_20mmTwin_UFlak.anm
exported successfully.
:yeah:
I'll take one of the higher poly Charactors I've got and re-create the
positions and do an import.
I'll then move the animations to the correct area and test it.

I've also got a good handle on the eyes, lips,etc.

So if the body works OK, I'll do the head next.

you are the man, dude!

:yeah:

Damo
07-27-10, 10:54 PM
Reason to even try this madness:
1:
I'm tired of the Idiot danceing on the freaking Pole!
:nope:


:har:

I'm sooo with you on that one, especially when the red lights are on, I feel so dirty just looking at him..... :oops:

Good luck with it.

Damo.

Myxale
07-28-10, 12:26 AM
:har:

I'm sooo with you on that one, especially when the red lights are on, I feel so dirty just looking at him..... :oops:

Good luck with it.

Damo.

Damn you guys...i'll never look at the LI the same way again-:o

nemo7
07-31-10, 01:03 AM
Reason to even try this madness:
1:
I'm tired of the Idiot danceing on the freaking Pole!
:nope:
2:
Next time one of the Crew look out the side of thier eyes at me?
I'll have his eyes on the floor!
:har:
3: (and most important)
Time to open new doors on what Modders can do!
:yeah:

You are my hero privateer...:|\\

fitzcarraldo
09-16-10, 01:20 PM
I see my SH3 crew and my SH4 crew (Pacific Campaign, TMO + RSRDC), and SH3 seems more "human"...Iīm tired of that damn twins on the commands. The SH3 crew donīt need a rework, I think. They are part of the inmersive world of SH3 (GWX, LSH3, WAC, or NYGM), I think the best subsim ever...

The SH5 crew is absolutely disagreeable, I have hungry, the cooking mate is unbearable...:dead: And those indefinite nazis...

I love my loyal SH3 crew, they are part of my family :yep: And I can imagine the whole crew is fervently antinazi...

Regards!

Fitzcarraldo :salute:

Anvart
09-17-10, 04:56 AM
... The SH3 crew donīt need a rework, I think. ...
The SH5 crew is absolutely disagreeable,...

Regards!

Fitzcarraldo :salute:
I agree... SH5 crew - comics heroes...

Magic1111
09-17-10, 10:15 AM
I agree... SH5 crew - comics heroes...


:haha: :up:

...and itīs good to hear from you my Friend....:yeah:

Best regards,
Magic:salute:

SkyBaron
10-19-10, 09:14 AM
This idea sounds awesome!

iambecomelife
11-02-10, 02:09 AM
I have had an interesting "compromise" idea: one way to get SH4 crew in (at least the heads) might be to attach the SH4 heads as "child" objects to the SH3 heads in S3d, maneuver them into the correct position, and then toggle invisibility for the original (SH3) heads. The heads will of course not be animated, but it's better than nothing. Plus the ordinary seamen in SH3 never speak, so you would just lose the lip movements that occur with the officer models.

clouclou
11-02-10, 04:37 AM
iambecomelife
Can you liberate the "LAND TEXTURES" for sh3 which are magnificent
Claude

Hans Witteman
11-03-10, 01:08 AM
I have had an interesting "compromise" idea: one way to get SH4 crew in (at least the heads) might be to attach the SH4 heads as "child" objects to the SH3 heads in S3d, maneuver them into the correct position, and then toggle invisibility for the original (SH3) heads. The heads will of course not be animated, but it's better than nothing. Plus the ordinary seamen in SH3 never speak, so you would just lose the lip movements that occur with the officer models.

Hi iambecomelife,

How about a complete Hans Witteman clones crew?

Here it is

http://i886.photobucket.com/albums/ac68/Hans_Witteman/Hans_crew.jpg :har:

More seriously i remade all the crew for U-BOOTTYPIIA_HAHD they have new face texture with correct specular and normal bump, new uniform with correct specular and finally for the first time in Sh3 a decent normal bump map for the crew you can see it on the picture above for those of you who like it i will made a release for the crew only like i did with the torpedo.



Best regards Hans

iambecomelife
11-05-10, 04:24 PM
Last night I confirmed that my plan works. I replaced Officer Head No. 1 with a SH4 crewmembers' head, and it appeared in the game with no distortion. It will take some time to import the skins and adjust the lighting effects, as well as move the 3d planes so that the neck does not stick out through the shirt, but the basic premise definitely works.

Hitman
11-05-10, 04:41 PM
How about a complete Hans Witteman clones crew?

A-M-A-Z-I-N-G

:o:o:o:o:o:o:o

That has been since the release of SH3 my main gripe about it, the lifeless and artifical droids that killed all the inmersion feeling. But if you have been able to change faces into that (Even if admittingly looking a bit like bodies during an authopsia -and I know what I'm talking about) I will stick for Sh3 4eva!! :yeah:

Madox58
11-05-10, 06:05 PM
It's to late now, but an addition to S3D would allow selecting
animations much like Granny Viewer does for GR2 files in SH5.

All the Crew animations are simple mesh animations broken up
to other files.

It is possible with a Hex editor to place them in a dat to export.
Then create new animations and import.
Then Hex again to place them properly.

I've thought about writing a program to do the Hex parts for us.
But without Animators to do the new animations?
What would be the point?

Philipp_Thomsen
11-05-10, 08:25 PM
I can see us modding sh3 for some years to come yet.

Its kinda funny when you compare stock sh3 with now-days mods.

I don't think any other game in history had as many mods and dedication from modders as sh3.

Hans Witteman
11-06-10, 02:06 AM
A-M-A-Z-I-N-G

:o:o:o:o:o:o:o

That has been since the release of SH3 my main gripe about it, the lifeless and artifical droids that killed all the inmersion feeling. But if you have been able to change faces into that (Even if admittingly looking a bit like bodies during an authopsia -and I know what I'm talking about) I will stick for Sh3 4eva!! :yeah:

Hi Hitman,

So i look like a cadaver:hmmm: wait till my body is cold and stiff mate i still can feel some warmth in my carcass:har:

This was only a test the skin look strange because i didn't made the specular map and you could see the neck was not arrange either.

I try to load my facial animation with the morph controller but so far i wasn't lucky with it but believe me i will:yeah:

For my self it is clear that no company seem man enough to outdo this classic SH3 forever at last until i'm depth charge to death:salute:

Best regards Hans

Hans Witteman
11-06-10, 02:16 AM
It's to late now, but an addition to S3D would allow selecting
animations much like Granny Viewer does for GR2 files in SH5.

All the Crew animations are simple mesh animations broken up
to other files.

It is possible with a Hex editor to place them in a dat to export.
Then create new animations and import.
Then Hex again to place them properly.

I've thought about writing a program to do the Hex parts for us.
But without Animators to do the new animations?
What would be the point?

Hi privateer,

For Got sake do it privateer i mean i can animate anything professionally but still cannot import my animation of crew and morphing i am not good at all with hex editor unfortunately.

This could be the next big thing in the community if you manage to pull it i will make a statue of you as my new God:D

Best regards Hans

Hans Witteman
11-06-10, 02:22 AM
I can see us modding sh3 for some years to come yet.

Its kinda funny when you compare stock sh3 with now-days mods.

I don't think any other game in history had as many mods and dedication from modders as sh3.

Hi Philipp,

Right on mate you can be assure that SH3 is the most mod game around and it is still very actual in the sim community.

No game will ever come close to this status of a classic, i hate it when i see people only wanting better graphic and when the game is release they get bore after 2 days what the point of having latest cpu and latest Gpu if the game is not good:down:

A classic like SH3 will be permanently install on any computer i will have until death:rock:

Best regards Hans

Volk2
11-07-10, 01:43 PM
Hans, this screenshot that you've uploaded looks like photoshopped - unbelievable good :yeah: You are really throwing new life into this game.

Hitman
11-07-10, 03:00 PM
Another long shot worth commenting ... would it be possible to simply replace the horrible and squared head of the models but leaving the animation for eyes and lips? I suspect that with a better head shape they would look much more convincing :hmmm: In any case, the only two guys that actually speak and would need animations are the IWO and the LI, so it's reasonable to do give it a try to at least improve the rest :shucks:

Hans Witteman
11-07-10, 11:51 PM
Hans, this screenshot that you've uploaded looks like photoshopped - unbelievable good :yeah: You are really throwing new life into this game.


Hi волк,

Don't worry there is no photoshop involve it is truly 3d but like i said no specular map was apply to my head that why it doesn't seem to fit with the lighting.

Wait until you see the next 2 videos i will release this week you will be in for a surprised!:up:

Best regards hans

Hans Witteman
11-08-10, 12:09 AM
Another long shot worth commenting ... would it be possible to simply replace the horrible and squared head of the models but leaving the animation for eyes and lips? I suspect that with a better head shape they would look much more convincing :hmmm: In any case, the only two guys that actually speak and would need animations are the IWO and the LI, so it's reasonable to do give it a try to at least improve the rest :shucks:

Hi Hitman,

So far my experimentation with head are as follow : The eye are part of the head so if you hide the head you loose the eye, my head in the picture is just scale a tiny bit bigger then the original head to fit like a mask on top because i was trying to make the eye socket to fit nicely around the crew original eye to keep the blinking and eye motion.

That the reason why my eye look like an Asiatic male type because the crew original eye socket are very narrow.

Puting any new head on top of the original is fairly simple the only problem is lipsync and morphing for facial animation, in S3d editor there is a morphing controller for this maybe we can ask skwasjer if he can give us some clues if it possible to used them on crew and how?

If i have the support of hexeditor guru like privateer and others and of course a hand from Skwasjer i am wiling to make a complete new crews with professional animations for each one of them.

I was thinking of modeling famous U-boat aces head for each different crew as a tribute.

So i am waiting for pointers to proceed let's make it happen if we team on this one i am convinced we can make it:yeah:

Best regards Hans

Hitman
11-08-10, 07:55 AM
The eye are part of the head so if you hide the head you loose the eye, my head in the picture is just scale a tiny bit bigger then the original head to fit like a mask on top

I was thinking about actually deleting all polygons of the head and leaving the eyes and mouth animation in the air. Then adding the new head on top of it.

If you use free camera to walk in the sub you can go "through" the crew and you see that their eyeballs and teeth are floating in the air inside the exterior model. I thought it was possible to delete that exterior model and replace it with other :hmmm:

Hans Witteman
11-08-10, 11:38 AM
I was thinking about actually deleting all polygons of the head and leaving the eyes and mouth animation in the air. Then adding the new head on top of it.

If you use free camera to walk in the sub you can go "through" the crew and you see that their eyeballs and teeth are floating in the air inside the exterior model. I thought it was possible to delete that exterior model and replace it with other :hmmm:

Hi Hitman,

Since morphing depend on vertex count if you delete even one single polygon it will be a complete mess in the viewport.

I am more thinking on integrating a totally new crew if we can make a breaktrue.

And by the way you may like the stock crew i remade they look much better then the original i will send a picture later on today.

Best regards Hans

Madox58
11-08-10, 06:10 PM
If i have the support of hexeditor guru like privateer and others and of course a hand from Skwasjer i am wiling to make a complete new crews with professional animations for each one of them.

It is possible to use S3D to do the needed stuff to export existing Mesh Animations, then create new and import them again.
Then Move the needed sections with S3D again.
This produces the animations that match the needed parts.
:yep:

I did it first by Hexing, but then did it again just now totally with S3D.
Took roughly 2 minutes, start to finish,
to export Body_01 and the meshanimations
from POS_20mmTwin_UFlak.anm

I'll do it again and get screen captures of each step for everyone.
I'll then post a download to the instructions.
:up:

By the way,
You can also preview the animations with S3D this way.
:yeah:

Here's a bad video of the animation.
http://www.mediafire.com/?l4ld6yshv4n2t8b

Hans Witteman
11-08-10, 08:05 PM
It is possible to use S3D to do the needed stuff to export existing Mesh Animations, then create new and import them again.
Then Move the needed sections with S3D again.
This produces the animations that match the needed parts.
:yep:

I did it first by Hexing, but then did it again just now totally with S3D.
Took roughly 2 minutes, start to finish,
to export Body_01 and the meshanimations
from POS_20mmTwin_UFlak.anm

I'll do it again and get screen captures of each step for everyone.
I'll then post a download to the instructions.
:up:

By the way,
You can also preview the animations with S3D this way.
:yeah:

Here's a bad video of the animation.
http://www.mediafire.com/?l4ld6yshv4n2t8b

Hi Privateer,

Great work my friend would come very handy with the new flak C/30 on my typ IIA because since the length and rotation axis have been change the animation wont fit with high elevation.

Can't wait to see your tutorials on it it might very well be the next big thing in the community cheers:rock:

Best regards Hans

Madox58
11-08-10, 08:13 PM
I started a new thread so it would be easier to find later.
:yep:
I hope you are ready My Friend!
All animations can now be changed as we see fit!
:yeah:

Hans Witteman
11-08-10, 09:29 PM
I started a new thread so it would be easier to find later.
:yep:
I hope you are ready My Friend!
All animations can now be changed as we see fit!
:yeah:

Hi again,

You bet i am, i just accept your frienship invitation after i finally find it in my message later next week i will get msn or better communication tools to help keeping contact with fellows modders.

Since the past 2 weeks i spent an insane amount of hours to finish my mod and expect a video this week i am a 100% sure to release it this week, a lot of the new features will be shown like the new caustic i finally managed to repair because before the caustic controller was only distorting the reflection on deck now i did completely new animation that to my opinion look great and now we can see the shimmering light dancing on the 3d deck this is what i call immersible immersion:har:

Best regards Hans

Madox58
11-08-10, 09:34 PM
You can find me here also.
http://marblecake.proboards.com/
:up:

Hans Witteman
11-08-10, 09:36 PM
You can find me here also.
http://marblecake.proboards.com/
:up:

Great mate take note right away:yeah:

Best regards Hans

Madox58
11-08-10, 09:40 PM
Alot deals with SH5 there,
but it's open to any version.
:yep: