PDA

View Full Version : Waypoints and crew on front and back deck


oscar19681
04-13-11, 05:02 PM
I was wondering with the progress being made on custom waypoints if it will be possible to have some crew-members on the front and back deck when leaving or entering port. Maybe some key could spawn the crew on the deck and the same key remove them. Kind of like in the picture. Add some u-boat pennents flags and a crowd & fanfare (working on that one as we speak) on the piers and it would be so cool you would never you the quick end patrol button before entering the port.

http://www.google.nl/imgres?imgurl=http://www.secondworldwar.org.uk/subs/uboat7c.jpg&imgrefurl=http://www.secondworldwar.org.uk/uboat2.html&usg=__79rIrYTkv-5s053yFwQVN9-GFNw=&h=386&w=540&sz=34&hl=nl&start=0&sig2=M69bD4wf26krf_ZTucx-dA&zoom=1&tbnid=nRqQBd3zaku7pM:&tbnh=148&tbnw=193&ei=tRumTdmRG4SCOrf18YcJ&prev=/images%3Fq%3Du-boat%2Breturns%2Bhome%26um%3D1%26hl%3Dnl%26sa%3DN% 26rlz%3D1R2ADBR_nl%26biw%3D1207%26bih%3D635%26tbm% 3Disch&um=1&itbs=1&iact=rc&dur=78&oei=tRumTdmRG4SCOrf18YcJ&page=1&ndsp=16&ved=1t:429,r:1,s:0&tx=138&ty=71

Vanilla
04-14-11, 07:01 AM
I am working on adding waypoints. It is a tricky thing to do and I was struggling, but thanks to privateer I have a solid idea now on what to do. I hope to finish the job by the end of next week to provide the community with at least one sub model complete with new waypoints so we can start mod more sailors into it and animating them. I will do my best but take it as no promise!

Zedi
04-14-11, 08:29 AM
Something like this would be awesome!

http://sphotos.ak.fbcdn.net/hphotos-ak-snc3/hs090.snc3/15739_199532008912_199499913912_2858029_3695100_n. jpg

Rickster1
04-14-11, 08:40 AM
Superb work

Madox58
04-14-11, 08:52 AM
I'd say it is a totally do able thing as far as adding the custom WayPoints and getting a character placed.
Not sure about the trigger stuff as I've never looked into that.

I've guided Vanilla to where and what needs done but it's all hex work right now.

I'm going through the waypoints gr2 files now and have identified a key spot that will allow me to start on a better, faster way to edit the needed stuff.

I could extract the information on the waypoints and convert that to an .obj file.
That could then be opened in nearly any 3D modeler. (I recommend Misfit as it's free)
You would then be able to adjust the placement in 3D and export as an .obj file
Then you could plant the whole thing back into the waypoint gr2 file.
:hmmm:

oscar19681
04-14-11, 10:05 AM
some extra crew for the deck gun would also be nice. Keep up the good work privateer.

Vanilla
04-14-11, 03:04 PM
I'd say it is a totally do able thing as far as adding the custom WayPoints and getting a character placed.
Not sure about the trigger stuff as I've never looked into that.

I've guided Vanilla to where and what needs done but it's all hex work right now.

I'm going through the waypoints gr2 files now and have identified a key spot that will allow me to start on a better, faster way to edit the needed stuff.

I could extract the information on the waypoints and convert that to an .obj file.
That could then be opened in nearly any 3D modeler. (I recommend Misfit as it's free)
You would then be able to adjust the placement in 3D and export as an .obj file
Then you could plant the whole thing back into the waypoint gr2 file.
:hmmm:

Man, you are fast! :up: The thing most important thing is ability to add or delete waypoints, since moving them can be very easily made through waypoints.txt files that are quite easy to edit, they have very simple structure, but there are only very few unused waypoints in the boat that can be moved without affecting current animations and that's the problem with more crew, crew on the deck, alarm 'alle Mann voraus' run to the nose etc. So if you can make a utility that can add or delete the points so it will no longer require hexing - that'd be wonderful. On the other hand - if tweaking can be made in a 3D editor that's going to be much more interactive and effective than just writing coords in text file. Thus either of the two would be brilliant.

Madox58
04-14-11, 03:47 PM
What I'm working on is a script for 010 Editor that would read the coords
of the waypoint gr2 files.
It would translate those and create small boxes placed just as they would be in the Game and save as an obj file.

With any 3D program, load that file and the 3D object of where your working, say the 7C hull, and you can now move the boxes as you wish.
delete the 7C hull object and save the waypoint obj file.

Useing 010 again, you run a second script and it converts that file back into the waypoint gr2 file.

Wham bam your done.
:O:

Now 010 costs about $50 bucks U.S. but is a very slick piece of work.
The scripting is just like coding in C so is very robust, very adaptable.

For the most part, I could create the obj files of all the waypoints gr2's of interest.

I upload those and anyone could download and adjust as they wished.
Send it back to me and I could convert it back to the waypoint gr2 and send it back.
That way no one has to buy 010 Editor or resort to pirateing a copy.

I really see no need for a stand alone program at this time as there are few extra needed waypoints, is that correct?

:hmmm:

Vanilla
04-14-11, 05:26 PM
What I'm working on is a script for 010 Editor that would read the coords
of the waypoint gr2 files.
It would translate those and create small boxes placed just as they would be in the Game and save as an obj file.

With any 3D program, load that file and the 3D object of where your working, say the 7C hull, and you can now move the boxes as you wish.
delete the 7C hull object and save the waypoint obj file.

Useing 010 again, you run a second script and it converts that file back into the waypoint gr2 file.

Wham bam your done.
:O:

That's just what we need! Do I get it right that we will be able to add/delet boxes as well (that script is able to handle extra waypoints added)?

Now 010 costs about $50 bucks U.S. but is a very slick piece of work.
The scripting is just like coding in C so is very robust, very adaptable.

For the most part, I could create the obj files of all the waypoints gr2's of interest.

I upload those and anyone could download and adjust as they wished.
Send it back to me and I could convert it back to the waypoint gr2 and send it back.
That way no one has to buy 010 Editor or resort to pirateing a copy.

I really see no need for a stand alone program at this time as there are few extra needed waypoints, is that correct?

:hmmm:That's correct. This job should be done only once for every model we want to mod. So far the intention is to mod all the subs and docks. Later I guess people will be asking for modding ships as well (like adding crew to AI boats). That boils down to 10-15 conversions - stand-alone thingy doesn't worth it.

[offtopic]I am thinking of buying 010, is it really that good? I use hex plugin for notepad++ and it's useless pice of...

Madox58
04-14-11, 05:56 PM
That's just what we need! Do I get it right that we will be able to add/delet boxes as well (that script is able to handle extra waypoints added)?

No, we can't add or subtract.
But there are other waypoint gr2 files with a lower amount of bones.
We use those and adjust as needed.


That's correct. This job should be done only once for every model we want to mod. So far the intention is to mod all the subs and docks. Later I guess people will be asking for modding ships as well (like adding crew to AI boats). That boils down to 10-15 conversions - stand-alone thingy doesn't worth it.

That's my thinking. At a later date?
Other options will be out there.


[offtopic]I am thinking of buying 010, is it really that good? I use hex plugin for notepad++ and it's useless pice of...

If you know C or C++ already? It's a GREAT TOOL!
There are a few limitations to the Scripting and Template commands.
But those are pretty easily worked around if you think the problem through.
Scripting does not allow the 'if' stuff.
But useing Scripting with Templates allows you to work around that issue.
I see a newer version someday with full C support if they know what they have and don't pull an UBI!

:haha:

TheBeast
04-14-11, 06:03 PM
No, we can't add or subtract.
But there are other waypoint gr2 files with a lower amount of bones.
We use those and adjust as needed.



That's my thinking. At a later date?
Other options will be out there.



If you know C or C++ already? It's a GREAT TOOL!
There are a few limitations to the Scripting and Template commands.
But those are pretty easily worked around if you think the problem through.
Scripting does not allow the 'if' stuff.
But useing Scripting with Templates allows you to work around that issue.
I see a newer version someday with full C support if they know what they have and don't pull an UBI!

:haha:

Question:
Since the same interior is used for all type-VII. Can you add character waypoint for exterior to the interior models?
They you do it once and done...

Madox58
04-14-11, 06:06 PM
Exactly!
That's why creating a program that does it is a waste of time!
Do it once since we have a limited number of animations and your done.
To move the waypoints other files handle that.
We just need a few extras to work with.

As an example:

We only need say 3 extra points in the CR.
Waypoints_Room_CR.gr2 has 22!!
So I use Waypoints_Room_CT.gr2.
It has 3 useable bones.
And the names mean we can edit everything without removeing or adding bytes!
We just need to move a few values and sort the other files.

Paris_England
04-15-11, 12:15 AM
Hi guys,

if it's any help here's how I added xtra waypoints:

For each room:

Copy GR2 & CHR files
OPEN the GR2 in a hex editor. You should see the waypoint names for the room. Change these to something unique and memorable --I'm not a hex editor so I just change a letter in each eg: QR2_BOSUN01 to QR3_BOSUN01

To get these waypoint to work in the game I cal them the same way as the engines are called by using the PRT file -- it's kinda like using 'includes' if you'e a programmer I guess

So in goblin open the submarine PRT file and insert a MERGE CTRL behaviour which points to your copied GR2 (with the renamed waypoints)

To add crewmembers to these new waypoints add SAPIENS to the ORIGINAL CHR file -- my memory is fuzzy here I'v been away from this for a long time but in Goblin you'll have to open the sub GR2 file I think which then loads in the relevant files. Select one of the new wayboints and add a Sapiens behavior and crate your new crewmember :)

And you can position the new waypoints the same as the old by referencing them in the ORIGINAL room_waypoints.TXT file.

Rinse and repeat for each room and each sub.

The existing crewmember behaviours file can be used to control their actions (idles etc).

NOTES:
Crewmembers cannot move from one room to another unless they are respawned in another compartment. There's some odd masking on the bulkheads which will give odd effects if you try to walk a crewmember from one room to another.

I never tried his technique with the external waypoints, but I expect i to work.

Sorry I can't be more specific -- I'm not in front of th machine I used for this, but I hope this is of some use.

And my apologies for not being able to work up my mod as yet -- too busy with RL -- but I'm very happy to see this issue being worked on.

Hope this helps.

.

Vanilla
04-15-11, 08:14 AM
Phew! It's like Wrights' flight to me - simple but effective. Mindblowing! How could I have overlooked these prt files...

I cannot wait to get home to the computer and try this out. Making new waypoints work in the game was the only issue that was holding me, if it works as expected, then I know everything and expect a mod soon! :sunny:

Paris and privateer - thank you both so much!

stoianm
04-15-11, 08:16 AM
Phew! It's like Wrights' flight to me - simple but effective. Mindblowing! How I could have overlooked this prt files...

Making this waypoints work was the only issue that was holding me - now I know everything. Expect a mod soon! :sunny:

Paris, you're the man! Thanks!
awsome:up:... do you think that we can do the same for undersea plants... tha same as you did for the crew?... i have an WIP for an env mod and i will be happy to have this addition on it... do you think you can help me?

Madox58
04-15-11, 06:32 PM
Hi Paris,

I knew from reading your posts that's what you did.
So there are several options.
Use existing and just rename the gr2 stuff with all waypoints.
Then move in the prt file.

Add modded waypoints and I think you still need them in the prt file
but you don't need to move them.

Now, what about adding waypoints in the bunker?
Or extra waypoints on Ships?
The modded waypoints are the only way to do that as the waypoints are coded into the gr2's.
The only problem may be the length of names in the gr2 files.
But I have a good idea of how to create new waypoints gr2's.

oscar19681
04-15-11, 06:56 PM
"awsome:up:... do you think that we can do the same for undersea plants... tha same as you did for the crew?... i have an WIP for an env mod and i will be happy to have this addition on it... do you think you can help me? "

But why would we need to have waypoints for undersea plants?

Madox58
04-15-11, 09:12 PM
I have never looked at how the sea plants are placed.
And I don't recall anyone ever posting about it here or in SH4
where they were first placed in SH Games.
:hmmm:

Off the top of my head?
They may be a hard coded thing done in a grid like pattern.

I have a WIDE butt load of issues to work on right now.
But I will see if I can find the answer.