View Full Version : [WIP] Real Uboat crew
TheDarkWraith
05-15-11, 02:28 AM
I needed a little diversion for some of the things I was working on because I was stuck and needed time for my mind to mull over the problems. I decided to look into the crew and making them move from place to place on the Uboat. I was surprised how easy it is to actually move them from place to place.
So I decided to make the crew members get out of their bunks (cook also) on crash dive and run to the front of the boat. After some time they will run back to their bunks and resume their 'normal animations'.
My plans are to do many things with the crew. I can make them respond to any command in the commands.cfg file.
Here is a video of my crew member test: http://www.gamefront.com/files/20340783/TDW_Real_Crew_Crash_Dive_Running_mkv
:|\\
TheDarkWraith
05-15-11, 02:37 AM
reserved by TDW
stoianm
05-15-11, 02:38 AM
You wizard:)
stoianm
05-15-11, 02:45 AM
@TDW... i think if you make all crew members that they are lay in beds to run in front of torpedo when order crash dive... and maybe the cook also... this will add a verry immersive feeling of crush dive to the game:yep:
TheDarkWraith
05-15-11, 02:46 AM
@TDW... i think if you make all crew members that they are lay in beds to run in front of torpedo when order crash dive... and maybe the cook also... this will add a verry immersive feeling of crush dive to the game:yep:
It's so easy to do. I'll do it tomorrow (along with other commands) :up:
There is a waypoint for the deck gun and AA gun. Instead of them teleporting to those places (as the stock game does and mighty fine crew mod did) I'm going to have them walk all the way to the place. That means getting out of bunk, walking up ladder, etc. The crewmember I used in the video is the one who mans the AA gun.
von faust
05-15-11, 02:51 AM
Great work TDW, thanks again for Your work......and again, and again, and again, and again...... :D :yeah:
Damn (I don't know the exact word in english) for the collision that are not handled.
stoianm
05-15-11, 03:05 AM
It's so easy to do. I'll do it tomorrow (along with other commands) :up:
There is a waypoint for the deck gun and AA gun. Instead of them teleporting to those places (as the stock game does and mighty fine crew mod did) I'm going to have them walk all the way to the place. That means getting out of bunk, walking up ladder, etc. The crewmember I used in the video is the one who mans the AA gun.
Tnx.... the movie is very well made... i like the music also... maybe we both can make a compagny togheter and to become director movies and produce movies... we can become rich and famous and have a lot of nice girls around us - seems you have good skills for that also:DL
sentenc3
05-15-11, 03:06 AM
:DHow exciting! finally seems to be bringing forward this project ... thanks TDW:salute::salute:
THE_MASK
05-15-11, 03:20 AM
I have been wishing this since you started modding with SH5 .
Yes! :woot:
This stuff is overlooked in modding, we need to make the boat alive, and this is a very good start. The lack of collisions didn't bother me too much but the teleporting "effect" was weird. You know I have seen Dieter Epp
bending and crawling through the door when he goes up to watch duties. Don't know how he does it...
TDW, take a look again on the tutorial mission. Right when the game start and you are asked to go talk with the captain, there is a dude who walk through the hatch and even make way for you. Also, im 100% sure that the trailer when the crew is running like crazy is also an ingame footage. I saw in granny viewer that there are millions of unused animations for the crew, like fear, cheer, lay down etc.
So all these animations and collision model are there, it just needs to be put together.
THE_MASK
05-15-11, 03:28 AM
I would like to see smoking on the wintergarten just for some fun :yep:
TheDarkWraith - you are a genius!:rock::salute:
My 2 cents: I think the guys on the bridge look silly when viewing bunker wall through binoculars. This is fixable?
http://www.subsim.com/radioroom/picture.php?albumid=354&pictureid=4257
tonschk
05-15-11, 08:40 AM
:D TheDarkWraith :DL You are my Hero :yeah:
PL_Andrev
05-15-11, 10:07 AM
This trailer looks like captured from the real game.
How they did that?
http://www.youtube.com/watch?v=h5TbW04FzkI
conus00
05-15-11, 10:14 AM
This trailer looks like captured from the real game.
How they did that?
http://www.youtube.com/watch?v=h5TbW04FzkI
You've made very good point. The trailer seems to be created in the game engine so I would assume that the crew animations existed at some point. Maybe they are still hidden in the programming somewhere...
SteelViking
05-15-11, 10:22 AM
@TDW, since you are looking into this comrade, let me bring something to your attention.
In any given waypoint_info.txt there is an offset statement with a triplet after it. It is always set to 0 0 0. You can change it and observe the affects in Goblin, it simply displaces the person along the x, y, and z axes. However, I have tried everything, and it seems the game ignores those values. I cannot get the game to show changes made to those numbers.
Do you know how to get this feature working?
TheDarkWraith
05-15-11, 10:40 AM
@TDW, since you are looking into this comrade, let me bring something to your attention.
In any given waypoint_info.txt there is an offset statement with a triplet after it. It is always set to 0 0 0. You can change it and observe the affects in Goblin, it simply displaces the person along the x, y, and z axes. However, I have tried everything, and it seems the game ignores those values. I cannot get the game to show changes made to those numbers.
Do you know how to get this feature working?
Haven't messed with those. When I need a character or waypoint moved I edit the GR2 file's bone associated with the item X,Y,Z values to place them where I want.
Tarnsman
05-15-11, 11:01 AM
TDW,
This is fantastic. Will this work with the efforts to add more crew to the boat? Not that you should wait BTW.
Also, I don't mind the lack of collision so much, but the big arms thing is kinda weird, especially if everyone does big arms. :)
I am so glad the crew animations can be improved, the full boat and active crew is really why I bought the game. Some people get excited by water effects, I get hyped about having virtual shipmates and a detailed boat!
Thanks
TheDarkWraith
05-15-11, 11:30 AM
TDW,
This is fantastic. Will this work with the efforts to add more crew to the boat? Not that you should wait BTW.
Also, I don't mind the lack of collision so much, but the big arms thing is kinda weird, especially if everyone does big arms. :)
I am so glad the crew animations can be improved, the full boat and active crew is really why I bought the game. Some people get excited by water effects, I get hyped about having virtual shipmates and a detailed boat!
Thanks
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it :rock:
I know how to make crew run now :D
Stormfly
05-15-11, 11:41 AM
beer for you http://i886.photobucket.com/albums/ac68/Hans_Witteman/Kaleun_Cheers-1.gif
...i also played with moving crew (moving from bow to the stearn and back just for fun) as i did the scripts for SDBSM additional crew sounds betas, but the anoying spread arms in the bulk heads let me decide to wait for someone who will do this right, and running is very important for action situations :up:
cant wait...
...seams that spread arms are only showing if something is missing like an special animation, so it seams the engine want to play a special animation but cant find it.
Turtle01
05-15-11, 11:45 AM
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it :rock:
I know how to make crew run now :D
I want to say thank you sir for your work :yeah:
Really great
stoianm
05-15-11, 11:46 AM
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it :rock:
I know how to make crew run now :D
awsome tdw:rock:... this run instead of walk it a perfect match for the crash dive
Tarnsman
05-15-11, 11:53 AM
It will be nice to see them react to battle stations.
The more I play SH5 I've had to close the compartments because -- I can not stand -- seeing them lying around while we are in combat. It really bothers me.
Send them all to the torpedo room and let them stand around there would be better them seeing them hanging out in their racks.
tonschk
05-15-11, 11:56 AM
I know how to make crew run now :D
:salute: WOW :yeah:
TheDarkWraith
05-15-11, 12:12 PM
I found the animation for going through the hatch BUT as I suspected it was made only for the tutorial mission :nope: Can't be used as an animation for going through doors anywhere else on sub.
marleymen
05-15-11, 12:43 PM
You wizard:)
Is a witch, burn her. :arrgh!:
I found the animation for going through the hatch BUT as I suspected it was made only for the tutorial mission :nope: Can't be used as an animation for going through doors anywhere else on sub.
Must be more than that because the trailer is also an ingame footage and I saw in granny viewer millions of animations linked to the crew. All these animations are like a huge puzzle you just need a lot of time to pull them all together.
TheDarkWraith
05-15-11, 01:31 PM
Must be more than that because the trailer is also an ingame footage and I saw in granny viewer millions of animations linked to the crew. All these animations are like a huge puzzle you just need a lot of time to pull them all together.
I've gone through most of them. The problem is the animations are unfinished. Another sign that the devs ran out of time :nope: There are many missing animations that are being called that don't exist.
If the animation is called and it doesn't exist then you get the superman arms. Also if the animation does exist but it's missing in the animation_info file you'll get superman arms.
7thSeal
05-15-11, 03:36 PM
If the animation is called and it doesn't exist then you get the superman arms. Also if the animation does exist but it's missing in the animation_info file you'll get superman arms.
As for arming flak guns and having them in helmets would this still be a problem or even possible?
The helmets are in the conning tower but didn't know if they'd ever make use of them. :)
The superman view looks like from the editing photo of the guy... anyway to block it? Just guessing though. :DL
SteelViking
05-15-11, 03:41 PM
As for arming flak guns and having them in helmets would this still be a problem or even possible?
The helmets are in the conning tower but didn't know if they'd ever make use of them. :)
The superman view looks like from the editing photo of the guy... anyway to block it? Just guessing though. :DL
This is very easy to do. I have already done this before. But it takes altering files that are in Heretics crew mod, so I never released it. Just a few simple lines of Python code and helmets are on when they man the guns, and back off when they go back to normal stations.
However, some crew members heads literally don't fit in the helmets, so I also had to change their heads in the .chr files in Goblin. Still, not a big deal.
7thSeal
05-15-11, 03:45 PM
This is very easy to do. I have already done this before. But it takes altering files that are in Heretics crew mod, so I never released it. Just a few simple lines of Python code and helmets are on when they man the guns, and back off when they go back to normal stations.
However, some crew members heads literally don't fit in the helmets, so I also had to change their heads in the .chr files in Goblin. Still, not a big deal.
Oh this is promising then. I see what you're saying about their heads fitting though. You're already looking into it is a big plus though as it will be figured out. :rock:
SteelViking
05-15-11, 03:57 PM
@TDW, if you would like me to throw together a little mod that makes the helmets work I will, and I will send it to you. I would bet that you will find a smoother way of doing it though:arrgh!:
TheDarkWraith
05-15-11, 03:59 PM
@TDW, if you would like me to throw together a little mod that makes the helmets work I will, and I will send it to you. I would bet that you will find a smoother way of doing it though:arrgh!:
the easier way is to modify the .aix file for it :yep: Very simple.
7thSeal
05-15-11, 04:01 PM
@TDW, if you would like me to throw together a little mod that makes the helmets work I will, and I will send it to you.
Dang, throw it at him anyways... lol. Nice work SteelViking. :up:
TheDarkWraith
05-15-11, 04:11 PM
Ok no more superman arms (arms extended when going through doors and hatches). If the crewmember is walking to the front of the boat they will rotate at every door. If they are walking to the back of the boat they will not.
Have all 4 people in bed, bosun, and cook going forward on crash dive now :rock: New video here soon.
SteelViking
05-15-11, 04:14 PM
the easier way is to modify the .aix file for it :yep: Very simple.
That's what I am talking about, you have to use the .aix to get helmets to go on, and come back off again. I suppose you could control what head the character has from there as well.:yep:
7thSeal
05-15-11, 04:14 PM
Have all 4 people in bed, bosun, and cook going forward on crash dive now :rock: New video here soon.
Awesome stuff and looking forward to the video of it. :salute:
TheDarkWraith
05-15-11, 04:19 PM
I suppose you could control what head the character has from there as well.:yep:
Head, torso, hat, objects (they are holding), etc. are controlled from there.
SteelViking
05-15-11, 04:22 PM
Head, torso, hat, objects (they are holding), etc. are controlled from there.
Yes, I know you can control those things from there. But, they are also controlled by the .chr files.
You can load them up in Goblin and see for yourself. I used the .chr files in my interior mod to use some heads on the crew that were not used by the devs originally.
TheDarkWraith
05-15-11, 04:27 PM
Yes, I know you can control those things from there. But, they are also controlled by the .chr files.
You can load them up in Goblin and see for yourself. I used the .chr files in my interior mod to use some heads on the crew that were not used by the devs originally.
Yes you can use the .chr file. That will set their defaults. Using the .aix files one can dynamically change them on the fly :up:
SteelViking
05-15-11, 04:30 PM
Yes you can use the .chr file. That will set their defaults. Using the .aix files one can dynamically change them on the fly :up:
In know. Can't wait to see where you go with this project TDW.:yep:
TheDarkWraith
05-15-11, 04:34 PM
In know. Can't wait to see where you go with this project TDW.:yep:
As the characters is nothing more than scripting, IRAI should be a good indicator of what I'll do with this ;)
Sailor Steve
05-15-11, 04:40 PM
It's a great start. :sunny:
tonschk
05-15-11, 05:33 PM
Have all 4 people in bed, bosun, and cook going forward on crash dive now :rock: New video here soon.
:DL Awesome :rock:
TheDarkWraith
05-15-11, 05:55 PM
New video is complete. I think you all will be stunned :cool: Realize that I've only been working on this for less than 2 days. I'm sure I can make it even better with time.
The crew are not running in this video. They can and will run but I have to make new waypoints for it. I don't want to use the existing waypoints and force them all to run. If I do then it will look silly when a crewmember is going to a station in a hurry for no reason. Once I make new waypoints then those waypoints will be just for running. This way I can have waypoints for normal walking and waypoints for running.
I'll edit this post when it's complete (should be about 15mins to upload - 65MB) :rock:
Stormfly
05-15-11, 06:45 PM
do we have tc here in the forum ? :D
TheDarkWraith
05-15-11, 07:00 PM
do we have tc here in the forum ? :D
Kept timing out everytime I tried to upload it. Finally uploaded though. Available at post #1 :|\\
Stormfly
05-15-11, 07:15 PM
thx for the update,
finaly a bit more moving on the boat, looks a lot better without Superman arms, what problems we have if they are running ?
as i played with it i had the forward torp petty officer moving using his idle animations from bow to stern torp room, he waited there for 20 secs and returned, after 30 sec`s he was again on the way. Maybe you can also do something like that for crew idle actions, but with a bit longer pauses in between the movings, so we have also a bit more "live" in crew idle times ?
Stormfly
05-15-11, 07:18 PM
regarding the battlestations, if its not possible triggering this, its always possible sending crew`s out of the bunk`s if crew is in "hunter/hunted state" trigger.
CaptainHunter
05-15-11, 07:30 PM
The Best Of SubSim 2011... TheDarkWraith
tonschk
05-15-11, 07:41 PM
:DL Very Good :DL just need some tweaks to avoid collisions among the crew, Well done
The General
05-15-11, 07:59 PM
Kept timing out everytime I tried to upload it. Finally uploaded though. Available at post #1 :|\\I don't think it worked TDW. The video at Post #1 is the original video i.e. the crew are walking to the front. You've gone to bed now. I'm not suprised, you've earned a sleep. Night night :zzz:
7thSeal
05-15-11, 08:50 PM
I don't think it worked TDW. The video at Post #1 is the original video i.e. the crew are walking to the front. You've gone to bed now. I'm not suprised, you've earned a sleep. Night night :zzz:
It worked on my end as it shows all the crew in beds heading to the front instead of one guy. You might of dled it to soon before he had it ready. :)
Quite impressive!
You are pulling one bunny after another out of you magic modding hat!
You should give the cook a break if is possible, this guy is cooking day and night. Would be cool if you can make him to walk around, chat or even sleep. He should cook only 3 times/day. Same for the crew.. they should work in shift, same way as in previous sh versions. But i think there is long way or even impossible to achieve this goal right now.
Sepp von Ch.
05-16-11, 07:39 AM
I looked at the video and I was amazed TDW.:o
Respect for your work!:yep:
urfisch
05-16-11, 10:36 AM
extremly nice stuff!!! great...cant wait to see more of this...
TheDarkWraith
05-16-11, 03:04 PM
I'm a little miffed currently with the following:
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4261
You can see that I added two new files: Waypoint_RoomRQR2.GR2 and Waypoint_RoomRQR2.chr. You can also see that in Waypoints_Room_QR2 I have a bunch of new waypoints added. You can also see my new character for one of them in the middle of the screen (the guy with the gun - he 'lives' in Waypoints_RoomRQR2.chr). Now he renders in Goblin editor but in game he doesn't :hmmm: I'm at a loss right now...
Stormfly
05-16-11, 04:50 PM
I'm a little miffed currently with the following:
You can see that I added two new files: Waypoint_RoomRQR2.GR2 and Waypoint_RoomRQR2.chr. You can also see that in Waypoints_Room_QR2 I have a bunch of new waypoints added. You can also see my new character for one of them in the middle of the screen (the guy with the gun - he 'lives' in Waypoints_RoomRQR2.chr). Now he renders in Goblin editor but in game he doesn't :hmmm: I'm at a loss right now...
is he included in crew_idle_actions_X.py :06:
fallenyggdrasil
05-16-11, 04:50 PM
maybe with this, waypoints could possibly be set to make some crew move to deck?
TheDarkWraith
05-16-11, 05:00 PM
maybe with this, waypoints could possibly be set to make some crew move to deck?
First I have to get these working. Once I 'know' how to do it then I can look into that.
TheDarkWraith
05-17-11, 09:25 AM
After literally hundreds of tries and 3 solid days I have finally figured it out :rock: I don't use Paris England's method (I asked him for his method and he kind of putted around the tree and gave me some response that is questionable :shifty: - glad he did because that was the motivation I needed) and I don't use Vanilla's method (I don't know what his method is either). The way I have figured out how to do it allows you to clone a waypoint and to SEE it in Goblin at it's respective room. This method does not use .prt files or modify them in anyway. The only edited files are the cloned ones. This method also specifies new waypoint_info, waypoint_edges, and animation_info for the cloned waypoints (so one can do what the please with the new waypoints without messing up original files). In the below screenshot you'll see Waypoints_Room_QR2 with a bunch of new waypoints added to it. You'll also notice that SR_WP04 (a cloned waypoint) has a sapiens attached to it. That sapiens is the guy holding the tank truck in the screenshot :D
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4262
And here he is in-game:
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4263
Now it should be easy to add new waypoints to dock and anywhere else :rock:
Stormfly
05-17-11, 10:05 AM
a real breaktrough, Thank You for your hard work man:yeah:
Tarnsman
05-17-11, 10:53 AM
Sweeeet!!!
Looks like there is a lot of potential to do interesting things with the crew.
Judging from what the crew did when the game was released - the torpedo room animation and the rotation of the helmsman on the surface etc.-- it was obvious that the developers had big plans for our AI shipmates. You just don't go through that much effort and intentionally leave things as they were on release.
I would be totally happy to enjoy this as a work in progress, so dont let the perfect be the enemy of the good. :)
TheDarkWraith
05-17-11, 11:09 AM
LOTS of potential to do all kinds of things!
Here I'm getting more familiar with the waypoints: I moved the cloned waypoint up and back some. Result: he's possessed :o :rotfl2:
I also animated the waypoint (I viewed it in Goblin first then in-game to ensure it was working)
http://www.subsim.com/radioroom/picture.php?albumid=487&pictureid=4270
Now to clone the waypoints in all the rooms and make the crew RUN on crash dive :D
stoianm
05-17-11, 11:11 AM
:DL... nice
urfisch
05-17-11, 11:31 AM
extremly nice!
TheDarkWraith
05-17-11, 12:40 PM
All waypoints needed to make crew run for crash dive is complete. AND IT WORKS :rock: New video coming soon....
stoianm
05-17-11, 12:47 PM
All waypoints needed to make crew run for crash dive is complete. AND IT WORKS :rock: New video coming soon....
Can you put them to stay there untill the uboat start to dive a bit... until -12 or -15 metters if is posible?
TheDarkWraith
05-17-11, 12:54 PM
Can you put them to stay there untill the uboat start to dive a bit... until -12 or -15 metters if is posible?
That's going to take more digging into the files to see what commands are available for these scripts. Currently you can do it by playing a bunch of animations that eat the time needed for the boat to be at -12 to -15 meters. That method is feasible but not preferred. I'm hoping to discover new commands that allow me to set a timer or something or the likes.
Adding these new waypoints really is a simple matter. Took me maybe 20mins to clone all the waypoints for the 7A sub. Took me a little longer to define the edges for them and to incorporate these new waypoints into the existing waypoints. I plan on releasing a tutorial on how to do it but am waiting for a response from Neal on something. That response will determine whether I make the tutorial or not and whether I release this or not.
reaper7
05-17-11, 01:03 PM
Excellent Detective work there TDW, Glad you made a breakthrough :up:.
Trevally.
05-17-11, 01:06 PM
I plan on releasing a tutorial on how to do it but am waiting for a response from Neal on something. That response will determine whether I make the tutorial or not and whether I release this or not.
Sad but sensible.
TheDarkWraith
05-17-11, 01:07 PM
Sad but sensible.
Don't worry. No .exe was changed or anything. No .act files were modified either. It involves a Subsim matter that either I forgot about or wasn't aware of.
TheDarkWraith
05-17-11, 03:02 PM
new video posted at post #1 showing the crew running now when crash dive order is given.
For the next video I'm going to make more new waypoints and place them in the front torpedo room. This will allow me to assign those crew members standing in the hall (cook, Bosun, etc.) to be placed in the forward torpedo room :DL
On a side note to all of this I might have figured out why the sub never sets on the bottom also. It appears that I've also found a way to get more items into the sub (boxes, food, etc.). Love it when I dig into something and figure out other things!!
stoianm
05-17-11, 03:17 PM
Very nice TDW... it almoust unbleiveble.. it is increasing the realism of the game a lot... i liked special the cook... he started to run back first.. he seems like ''Speedy Gonzales'':DL... yes will be better to put them all in torpedo room and to fix that spining also... but even like now it is just awsome:salute:
TheDarkWraith
05-17-11, 03:19 PM
Very nice TDW... it almoust unbleiveble.. it is increasing the realism of the game a lot... i liked special the cook... he started to run back first.. he seems like ''Speedy Gonzales'':DL... yes will be better to put them all in torpedo room and to fix that spining also... but even like now it is just awsome:salute:
And the great thing is since each sub uses basically the same rooms, migrating all of this work to each sub should take minimal time.
Paris_England
05-17-11, 03:31 PM
I don't use Paris England's method (I asked him for his method and he kind of putted around the tree and gave me some response that is questionable :shifty:
@TDW -- I find this remark rather offensive and out of place. If you had a problem with my methods, then you should have PM'd me but to publicly belittle someone's work is low ESPECIALLY considering I said (only 12 hours ago) that I'd go through my files and help answer the questions you have.
I 'putted around the tree' because we PM'd at 4am in the morning and because it's been 3 months or so since I worked on this mod -- as you pointed out it takes many hours and much trial and error so it's no real surprise that I couldn't remember off the top of my head. I said I would look at my files and give you the information that I had. It would have been better if you'd have cast judgement on my methods once you had the information rather than prior to receiving it.
The reason I visited this forum at this time was to see if you'd managed to answer your own questions before I started dissecting my own work to send you a step by step as to what I did.
I'm glad you've found another method but there's no need to write disparaging remarks about other people's work especially when they've indicated that they'll try to help.
P
TheDarkWraith
05-17-11, 03:58 PM
@TDW -- I find this remark rather offensive and out of place. If you had a problem with my methods, then you should have PM'd me but to publicly belittle someone's work is low ESPECIALLY considering I said (only 12 hours ago) that I'd go through my files and help answer the questions you have.
I 'putted around the tree' because we PM'd at 4am in the morning and because it's been 3 months or so since I worked on this mod -- as you pointed out it takes many hours and much trial and error so it's no real surprise that I couldn't remember off the top of my head. I said I would look at my files and give you the information that I had. It would have been better if you'd have cast judgement on my methods once you had the information rather than prior to receiving it.
The reason I visited this forum at this time was to see if you'd managed to answer your own questions before I started dissecting my own work to send you a step by step as to what I did.
I'm glad you've found another method but there's no need to write disparaging remarks about other people's work especially when they've indicated that they'll try to help.
P
Sorry if I interpreted your response incorrectly (I thought you were giving me the polite cold shoulder - not wanting to divulge your method). I had no intentions of belittleing your work or anyones work for that matter :oops: It is what it is and we cannot change the past but rather look to the future.
Paris_England
05-17-11, 04:18 PM
Thanks - now get back to work :) I want to see these crewmembers ;)
Trevally.
05-17-11, 04:33 PM
Have we got underwater love again:D
@TDW -- I find this remark rather offensive and out of place. If you had a problem with my methods, then you should have PM'd me but to publicly belittle someone's work is low ESPECIALLY considering I said (only 12 hours ago) that I'd go through my files and help answer the questions you have.
I 'putted around the tree' because we PM'd at 4am in the morning and because it's been 3 months or so since I worked on this mod -- as you pointed out it takes many hours and much trial and error so it's no real surprise that I couldn't remember off the top of my head. I said I would look at my files and give you the information that I had. It would have been better if you'd have cast judgement on my methods once you had the information rather than prior to receiving it.
The reason I visited this forum at this time was to see if you'd managed to answer your own questions before I started dissecting my own work to send you a step by step as to what I did.
I'm glad you've found another method but there's no need to write disparaging remarks about other people's work especially when they've indicated that they'll try to help.
P
Legitimate complaint...
Sorry if I interpreted your response incorrectly (I thought you were giving me the polite cold shoulder - not wanting to divulge your method). I had no intentions of belittleing your work or anyones work for that matter :oops: It is what it is and we cannot change the past but rather look to the future.
...and here it is a clarification worthy of a gentleman!
I am sorry to intervene in this semi-private conversation, but lately there has been so much tension in this forum that I was worried about another holy war. Seems that in this case I was wrong. :DL
IMHO this is the kind of civil confrontation that this community is deserving/needing for!
Paris, we all hope that one day you will get time to revert to active modding. In the meanwhile any contribution you can provide compatibly with your other engagements is very appreciated.
Last but not least: TheDarkWraith, keep on with your GREAT WORK!
Have we got underwater love again:D
:rotfl2:
Stormfly
05-17-11, 04:44 PM
http://www.youtube.com/watch?v=ByZmPyCE7II:timeout::D
urfisch
05-17-11, 05:31 PM
you are doing nice progress on this, tdw! is it possible, to get them swing through the hatches? i read of unfinished animations for that...
7thSeal
05-17-11, 06:40 PM
Oh that looked really nice and you've only been working on this for a short time. I'm seeing the sub being much more livelier down the road and you're still discovering new things. :DL
TheDarkWraith
05-17-11, 06:41 PM
you are doing nice progress on this, tdw! is it possible, to get them swing through the hatches? i read of unfinished animations for that...
I have to finish my GR2 bone editor application first then I might be able to answer that question :up:
tonschk
05-17-11, 07:31 PM
LOTS of potential to do all kinds of things! :D
:rock: Really Amazing :woot: , Thank you TheDarkWraith :yeah:
TheBeast
05-18-11, 03:51 AM
TheDarkWraith - you are a genius!:rock::salute:
My 2 cents: I think the guys on the bridge look silly when viewing bunker wall through binoculars. This is fixable?
Maybe remove Deck Watch while in Sub-Pen and replace with Maintenance Crew(s) Welding and Painting.
I know these Models existed in Sub-Pen for SHIII.
Also, currently in SH5 bunker, there many existing animations that could be placed on the boat while in port.
And while I am wishing:sunny:, Crew Loading Torpedo's into boat would be the ultimate bunker animation.:woot:
I also see some animation of crew sitting on other side of berth on the stairs. Looks like he is doing pipe hits. I call him Humphry...:nope:
THE_MASK
05-18-11, 04:01 AM
I cannot look at the video . What is .MKV file ?
stoianm
05-18-11, 04:22 AM
I cannot look at the video . What is .MKV file ?
Yes ... it is MKV.... i have BSplayer and i can see all the video formats
THE_MASK
05-18-11, 04:37 AM
I just downloaded some bull player that probably infected ny computer with 23 trillion virusess .
http://www.subsim.com/radioroom/showpost.php?p=1169932&postcount=188
stoianm
05-18-11, 04:41 AM
I just downloaded some bull player that probably infected ny computer with 23 trillion virusess .
http://www.subsim.com/radioroom/showpost.php?p=1169932&postcount=188
Wow... bull player... i meant this one: http://www.bsplayer.com/bsplayer-english/download-free.html sory for the viruses:O:
TheBeast
05-18-11, 05:08 AM
I cannot look at the video . What is .MKV file ?
I just searched Internet for "CoDec MKV" downloaded the CoDec and installed so I can use any Player I choose to use.
Not to sure how legit the D/L source was but it worked.
brett25
05-18-11, 05:23 AM
just use VLC player, safe, free, complete
TheDarkWraith
05-18-11, 06:14 AM
I just searched Internet for "CoDec MKV" downloaded the CoDec and installed so I can use any Player I choose to use.
Not to sure how legit the D/L source was but it worked.
The video was 90MB before it was encoded into MKV format. That format reduced it down to 23MB without any noticeable loss of quality :o Thanks to stoianm for pointing me to this encoder :yeah:
tonschk
05-18-11, 06:53 AM
I cannot look at the video . What is .MKV file ?
Me too :cry:
stoianm
05-18-11, 07:01 AM
Me too :cry:
download and istall VLC... it is free... i am using BSplayer but it is not free
http://en.kioskea.net/download/download-34-vlc
Echolot
05-18-11, 08:15 AM
Hi.
http://portableapps.com/de/apps/music_video/vlc_portable
Regards.
Echolot.
tonschk
05-18-11, 08:30 AM
download and istall VLC... it is free... i am using BSplayer but it is not free
http://en.kioskea.net/download/download-34-vlc
:up: Thank you Stoianm :salute:
TheDarkWraith
05-18-11, 08:32 AM
:up: Thank you Stoianm :salute:
Another new video coming soon. Added new waypoints to the front torpedo room so that I can move the guys from the hallway into the front torpedo room. Also the two lazy bums in their racks in the forward bunk room also run to the front torpedo room now on crash dive. Going to have the crew walk back to their respective places when crash dive is done.
Fixed the timing issue with everyone leaving the aft bunk room also. Now they leave in sequence.
tonschk
05-18-11, 08:49 AM
Another new video coming soon. Added new waypoints to the front torpedo room so that I can move the guys from the hallway into the front torpedo room. Also the two lazy bums in their racks in the forward bunk room also run to the front torpedo room now on crash dive. Going to have the crew walk back to their respective places when crash dive is done.
Fixed the timing issue with everyone leaving the aft bunk room also. Now they leave in sequence.
http://www.pcsilenzioso.it/forum/images/smilies/Thanx.gif TheDarkWraith http://www.pcsilenzioso.it/forum/images/smilies/Thanx.gif
Jester_UK
05-18-11, 09:00 AM
Looking very good, TDW.
Just out of interest, when completed, will this mod and the Mighty Fine Crew Mod be compatible?
TheDarkWraith
05-18-11, 09:06 AM
Looking very good, TDW.
Just out of interest, when completed, will this mod and the Mighty Fine Crew Mod be compatible?
Refresh my memory what might fine crew mod does? :hmmm: When I test/develop I only use my UIs mod and the other mods I made (I don't enable MO)
Stormfly
05-18-11, 09:21 AM
ohh yes, this is very important !
MFCM let the watch crew climb up the tower ladder, jump down the ladder, have possible beards and altered faces, let the watch officer walk to the front bunks, adds jump/movement sounds to the crew and so on, even Stormy`s DBSM request Mighty fine crew mod installed prior, manny sounds i use in SDBSM are imbedded of scripts i altered from MFCM.
TheDarkWraith
05-18-11, 09:23 AM
ohh yes, this is very important !
MFCM let the watch crew climb up the tower ladder, jump down the ladder, have possible beards and altered faces, let the watch officer walk to the front bunks, adds jump/movement sounds to the crew and so on, even Stormy`s DBSM request Mighty fine crew mod installed prior, manny sounds i use in SDBSM are imbedded of scripts i altered from MFCM.
I would say probably not going to be compatible as I'm writing/rewriting everything like I did for IRAI.
Stormfly
05-18-11, 09:28 AM
so does that mean we will loose all the MFCM features ?
if you are about to remake them, i hope beeing able adding all the different 3D crew sounds again to it (ecspecially those while diving or crash diving).
you should give it a try and see what it is doing in detail !
TheDarkWraith
05-18-11, 09:31 AM
so does that mean we will loose all the MFCM features ?
if you are about to remake them, i hope beeing able adding all the different 3D crew sounds again to it (ecspecially those while diving or crash diving).
you should give it a try and see what it is doing in detail !
Trust me, when I'm done with this you'll be happy
stoianm
05-18-11, 09:33 AM
Trust me, when I'm done with this you'll be happy:cool:
Stormfly
05-18-11, 09:37 AM
hmmm :hmmm: :O:
by the way, how are the new interrior smokes and fires comming along ?
TheDarkWraith
05-18-11, 09:39 AM
hmmm :hmmm: :O:
by the way, how are the new interrior smokes and fires comming along ?
on hold...I might pass that onto someone willing to take on a project. Any takers? I'll show you how to do it. This real crew is taking most of my time now.
Stormfly
05-18-11, 09:55 AM
i would like to but it seams there are better skilled man here for this.
...i can help with testing and adding 3d sounds to the new real crew scripts if ya like.
urfisch
05-18-11, 10:57 AM
on hold...I might pass that onto someone willing to take on a project. Any takers? I'll show you how to do it. This real crew is taking most of my time now.
i added fire, smoke and water droplets in sh3 to the interior, by adding particle generators. maybe i can help.
:hmmm:
TheDarkWraith
05-18-11, 11:02 AM
i added fire, smoke and water droplets in sh3 to the interior, by adding particle generators. maybe i can help.
:hmmm:
In SH5 we have the power to script, even events :yep: So I was adding PGs for the smoke and scripting when they're played via damage to the sub. The hard part is adding the PGs because you have to position them which is a lot of work because you can't open the GR2 file in Wings3D and figure out the exact position.
TheDarkWraith
05-18-11, 12:44 PM
Ran into a big road block :damn: Everything was going fine until I gave a crash dive order and then a couple of seconds later gave another order. As soon as the other order was 'processed' by the game it quit running the crash dive script and defaulted to the characters idle behavior assigned by it's master waypoint :nope: I knew it was too good to be true.
This will take some thinking/time to figure out how to overcome...This is also the reason why the devs had every character setup to teleport to everywhere they needed to go.
THE_MASK
05-18-11, 03:11 PM
Ran into a big road block :damn: Everything was going fine until I gave a crash dive order and then a couple of seconds later gave another order. As soon as the other order was 'processed' by the game it quit running the crash dive script and defaulted to the characters idle behavior assigned by it's master waypoint :nope: I knew it was too good to be true.
This will take some thinking/time to figure out how to overcome...This is also the reason why the devs had every character setup to teleport to everywhere they needed to go.This is a long shot , what if you give all orders by clicking on the crew . Crew are not clickable while moving ?
TheDarkWraith
05-18-11, 03:12 PM
This is a long shot , what if you give all orders by clicking on the crew . Crew are not clickable while moving ?
You can define whether the crew member is interactive from waypoint to waypoint or not. Doing that isn't going to solve the problem though.
But I found a clever workaround for it. Now just working out the bugs on it :yeah:
THE_MASK
05-18-11, 03:15 PM
You can define whether the crew member is interactive from waypoint to waypoint or not. Doing that isn't going to solve the problem though.
But I found a clever workaround for it. Now just working out the bugs on it :yeah:Fantastic :salute:
tonschk
05-18-11, 03:50 PM
But I found a clever workaround for it. Now just working out the bugs on it :yeah:
Magnificent :rock:
TheDarkWraith
05-18-11, 07:51 PM
Spent all day making a path for the characters to walk/run from bunks to deck gun/flak gun and once they get in the conning tower and try to go above decks the game won't render them anymore :damn: God one obstacle after another. And that was going to be so cool to see....
THE_MASK
05-19-11, 12:27 AM
Spent all day making a path for the characters to walk/run from bunks to deck gun/flak gun and once they get in the conning tower and try to go above decks the game won't render them anymore :damn: God one obstacle after another. And that was going to be so cool to see....Thats ok , because the next post always says i figured it out LOL .
mobucks
05-19-11, 08:49 AM
I spit out my coffee this morning viewing this thread, hats off once again, you are a hero of SH5. All i can offer is my praise and support! Now to continue browsing and see what other neat things are in the works. Yippie skippy!
Trevally.
05-19-11, 12:00 PM
Thats ok , because the next post always says i figured it out LOL .
:har:
Stormfly
05-19-11, 03:31 PM
I spit out my coffee this morning viewing this thread, hats off once again, you are a hero of SH5. All i can offer is my praise and support! Now to continue browsing and see what other neat things are in the works. Yippie skippy!
better coffee than rum :D:O:
Captain Can
05-19-11, 07:30 PM
Thats ok , because the next post always says i figured it out LOL .
haha so true. :haha: even a bad programmed game engine can't be an obstacle for TDW.
nozaurio
05-19-11, 11:45 PM
I spit out my coffee this morning viewing this thread, hats off once again, you are a hero of SH5. All i can offer is my praise and support! Now to continue browsing and see what other neat things are in the works. Yippie skippy!
:yep::yeah::yeah::03:
TheDarkWraith
05-20-11, 01:46 AM
Thats ok , because the next post always says i figured it out LOL .
You all know me too well :O:
haha so true. :haha: even a bad programmed game engine can't be an obstacle for TDW.
No but it sure can be one hell of an obstacle and a challenge :D
My newest creation: http://www.gamefront.com/files/20348015/TDW_Real_Crew_Manning_Unmanning_deckgun_mkv
You'll figure out what it is from watching it (I couldn't stand how they teleported to/from that station all the time). Just a taste of what is yet to come :rock: :|\\
stoianm
05-20-11, 02:03 AM
It is very nice and immersive... can you see them climbing and unclimbing the ladder also?
sentenc3
05-20-11, 03:23 AM
Beautiful :sunny:... you are steadily realizing the dream of the best simulator uboot of the story:ping: ... thanks is all we can say:salute:
urfisch
05-20-11, 03:33 AM
looks very promising.
:salute:
but the returning slow turn of the models looks a bit odd, any chance of getting this solved? and there is NO ladder animation? what about letting them jump down from the turret?
;)
Stormfly
05-20-11, 06:53 AM
there is a "jump down" and fall animation in MFCM, did you check the ladder animation which is playing in the bunker ?
TheDarkWraith
05-20-11, 12:28 PM
there is a "jump down" and fall animation in MFCM, did you check the ladder animation which is playing in the bunker ?
the problem with most animations is that they were created for a specific purpose. The distance the characters covers, the rotation they face, etc. is hardcoded in the animation for that purpose. Makes it hard to find acceptable animations to use for my purposes.
Should have flak gunner(s) running to/from flak gun here soon :up:
sentenc3
05-20-11, 01:03 PM
TDW, your idea is also to create more members of the crew or just those that work there now? thanks:up:
tonschk
05-20-11, 04:28 PM
Beautiful :sunny:... you are steadily realizing the dream of the best simulator uboot of the story:ping: ... thanks is all we can say:salute:
:DL I fully and totally Agree :yeah:
TheDarkWraith
05-20-11, 04:31 PM
TDW, your idea is also to create more members of the crew or just those that work there now? thanks:up:
There will be more crew members :up:
Tarnsman
05-20-11, 04:37 PM
Impressive:salute:
sentenc3
05-21-11, 01:50 AM
TDW, as this represents a great job and lots of time, it would be possible to first make a small crew with more mods added, although they are lying on beds or in corridors without moving, so at least now we will see the uboot environment more complete. .. thanks and much encouragement to do the job.
TheDarkWraith
05-21-11, 07:49 AM
TDW, as this represents a great job and lots of time, it would be possible to first make a small crew with more mods added, although they are lying on beds or in corridors without moving, so at least now we will see the uboot environment more complete. .. thanks and much encouragement to do the job.
As it takes a considerable amount of time hex editing the GR2 files to move waypoints (bones) around so that they are in their correct positions what I will probably do is release a sub at a time. Currently I'm working on the VIIA.
stoianm
05-21-11, 07:52 AM
As it takes a considerable amount of time hex editing the GR2 files to move waypoints (bones) around so that they are in their correct positions what I will probably do is release a sub at a time. Currently I'm working on the VIIA.
Good ideea:up:.. i am still in total germany since i started to play this game:DL and i will enjoy the 7a with your crew animation... and i will be forced to move in next campaign when you will release the 7c
TheDarkWraith
05-21-11, 08:40 AM
Good ideea:up:.. i am still in total germany since i started to play this game:DL and i will enjoy the 7a with your crew animation... and i will be forced to move in next campaign when you will release the 7c
Just got notice that I have to be in Germany tomorrow so I'll be heading out today for 8 days. I'll have my 'home away home' laptop with me but work on any of my mods will be slow :shifty:
stoianm
05-21-11, 08:45 AM
Just got notice that I have to be in Germany tomorrow so I'll be heading out today for 8 days. I'll have my 'home away home' laptop with me but work on any of my mods will be slow :shifty:
Nice... maybe you will go in Kiel... MidTon told me that in Munchen close from where he live are the studios where was made ''Das Boot'' and you can go inside the uboat and take picture if you want... if your way is close to Munchen you may ask MiTon about that adress and go and see that uboat:DL
Bon voyage:salute:
TheDarkWraith
05-21-11, 08:53 AM
Nice... maybe you will go in Kiel... MidTon told me that in Munchen close from where he live are the studios where was made ''Das Boot'' and you can go inside the uboat and take picture if you want... if your way is close to Munchen you may ask MiTon about that adress and go and see that uboat:DL
Bon voyage:salute:
I'll be in Osterode am Harz and Frankfurt. I'll have to see how far Kiel and Munich are from there :up:
HanSolo78
05-21-11, 09:23 AM
I'll be in Osterode am Harz and Frankfurt. I'll have to see how far Kiel and Munich are from there :up:
That is a good way from there.. from "Frankfurt" app. 300 Km and about 500Km from "Osterode im Harz". Wish you a nice journey!
TheBeast
05-31-11, 01:27 PM
Was just searching to try and find some information about crew AI reacting to events in game such as Depth Charges.
In file data\Scripts\AI\Crew\init.aix I see aome different crew states. Do these states not work or are they not being used?
Is this even correct location?
# init.aix
# Stock script modified by MightyFine Crew Mod 1.2 03/21/2010
init
{
CANNON_20mm_C30 = 0;
CANNON_20mm_C30_2 = 1;
CANNON_20mm_C38_Twin = 2;
CANNON_20mm_C38_Twin_Shield = 3;
CANNON_37mmM = 0;
CANNON_37mmSA = 1;
CANNON_37mmTSA = 2;
CANNON_Vierling = 3;
CANNON_88mm = 0;
SLOT_A01 = 0;
SLOT_A02 = 1;
SLOT_S01 = 2;
SLOT_M01 = 3;
ROLE_TRAV = 0;
ROLE_ELEV = 1;
ROLE_GUNNER = 2;
A = 1;
B = 2;
C = 4;
D = 8;
E = 16;
F = 32;
G = 64;
H = 128;
I = 256;
J = 512;
K = 1024;
DMG_TKN = 1;
HUNTER = 2;
HUNTED = 4;
PROX_EXPL = 8; Helmsman fall off seat animation and other crew stumble
T_FIRED = 16;
T_TRAVEL = 32;
T_HIT = 64;
T_MISS = 128;
SIL_RUN = 256;
B_STATIONS = 512;
#these are variable IDs to be used with the Wp:SetGlobalVariable and Wp:GetGlobalVariable functions
TUT_VAR_QRF_WATCH_STATE = 0;
TUT_VAR_QRF_PETTY02_STATE = 1;
TUT_VAR_CR_CHIEF_STATE = 2;
TUT_VAR_CR_NAV_STATE = 3;
TUT_VAR_CAPTAIN_STATE = 4;
TUT_VAR_CR_HF_STATE = 5;
TUT_VAR_CR_HA_STATE = 6;
TUT_VAR_RR_RADIO_STATE = 7;
VAR_TRF_LOAD01_STATE = 8;
VAR_TRF_LOAD03_STATE = 9;
VAR_TRF_LOAD05_STATE = 10;
TUT_VAR_KMO_STATE = 11;
VAR_SQ_COOK_STATE = 12;
VAR_SQ_BOSUN_STATE = 13;
VAR_CR_NAV_STATE = 14;
VAR_CR_CHIEF_STATE = 15;
VAR_CR_SO_STATE = 16;
VAR_CR_HA_LOC = 17;
VAR_CR_HF_LOC = 18;
VAR_QRF_WATCH_LOC = 19;
VAR_DIVE_ORDER = 20;
VAR_SURFACE_ORDER = 21;
}
urfisch
05-31-11, 03:08 PM
I'll be in Osterode am Harz and Frankfurt. I'll have to see how far Kiel and Munich are from there :up:
great!
nice countryside in the harz. frankfurt is more a modern businesstown...was heavily destroyed in ww2. but the surrounding smaller cities are very nice.
yes, kiel is quite a way from there. but its worth it!! believe me. ive been in this last surviving type 7 boat many times.
:salute:
rascal101
06-02-11, 07:33 PM
Forgive the question I have been away for a while and just curious to know if there has been any progress re this mod - In fact I am trying to catch up on a few mods as SH5 is rapidly becomming a game worth investing time and effort -
Would love to help out with some mods if any one needs anything
Best Regards to all SubSimmers
Rascal
TheDarkWraith
06-03-11, 08:52 AM
Forgive the question I have been away for a while and just curious to know if there has been any progress re this mod - In fact I am trying to catch up on a few mods as SH5 is rapidly becomming a game worth investing time and effort -
Would love to help out with some mods if any one needs anything
Best Regards to all SubSimmers
Rascal
there is daily progress on it. Lots of work/time involved in it though :up:
there is daily progress on it. Lots of work/time involved in it though :up:
Can't wait for it!
Hope you didn't eat any vegetables or sprouts while you were in Germany. We don't need you on the potty blowing your ballast tanks every 10 seconds.
http://www.youtube.com/watch?v=ujP7caLfks4&feature=fvsr
DrJones
06-07-11, 01:56 PM
I'll be in Osterode am Harz and Frankfurt. I'll have to see how far Kiel and Munich are from there :up:
Yes there are the Bavaria Filmstudios. The whole Interior of the motion picture and at least the north atlantik in front of a very tall blue wall.
Maybe a pouring basin with a diameter of 30 m maybe. Thats the atlantic :-)
In Kiel you find tin Laboe an original typ 7c uboat on the beach.
Scorcher2
06-07-11, 10:03 PM
Wow! Fantastic work so far TDW. Thank you for everything you have done for SH5.
Down the road on the mod perhaps it would be possible to have the occasional crewman use the head? Just a thought for day to day animations.
fallenyggdrasil
06-08-11, 10:41 AM
Not to forget the Type XXI Boat U-2540 in Wilhelmshaven, but I think TDW is already back home again...
It seems this is on hold, but no rush TDW... :D
Anyway, I don't remember if this has been discussed already, but the watch officer has a pretty nice crouching animation when ever I surface the boat and he goes up to the deck:
http://i1138.photobucket.com/albums/n527/rognels/SH5Img2011-06-16_120535.jpg
Could this be used also for other crew members... :06:
TheDarkWraith
06-19-11, 08:05 AM
It seems this is on hold, but no rush TDW... :D
Anyway, I don't remember if this has been discussed already, but the watch officer has a pretty nice crouching animation when ever I surface the boat and he goes up to the deck:
Could this be used also for other crew members... :06:
You must be using MFCM. Unfortunately that animation sequence only works one way and not the other :shifty:
urfisch
06-19-11, 08:09 AM
what about the possibility of having new animations build? possible, hardly possible, or impossible.
:hmmm:
You must be using MFCM. Unfortunately that animation sequence only works one way and not the other :shifty:
Yes, I use MFCM. I didn't realise that the mod adds this animation... Too bad it's only one way, but it's better than nothing :DL.
I really hope we get some new crew animation and behaviors, I don't need much, just a little something nice to get more life to crew members... I really appreciate your work in this TDW!
swordfish1
06-21-11, 03:46 AM
Noob question, are these movie clips you're working on intended to be cut scenes when the appropriate action is pressed during the game and if so, how do I incorporate them into the program? Or is this still work in progress for a final mod?
Great work TD!!
oscar19681
06-30-11, 04:30 PM
I think this mod is either dead of put on hold untill further notice.
TheDarkWraith
06-30-11, 04:49 PM
I think this mod is either dead of put on hold untill further notice.
The amount of work involved to make this work is extreme. It takes much time to do.
oscar19681
07-04-11, 09:09 AM
does this mean this mod wont see the light of day? Or will it just take an very long time to finish.
TheDarkWraith
07-04-11, 09:28 AM
does this mean this mod wont see the light of day? Or will it just take an very long time to finish.
I'm still working on VIIA. It's very time consuming all because of the GR2 format. If it were a .dat file format I could load it up in Wings3D and set all the waypoints from there. But no, I have to do a convoluted and very time consuming way.
Targor Avelany
07-04-11, 10:25 AM
I'm still working on VIIA. It's very time consuming all because of the GR2 format. If it were a .dat file format I could load it up in Wings3D and set all the waypoints from there. But no, I have to do a convoluted and very time consuming way.
heh, goblin editor also doen't help with that, as it is not exactly an easy to figure out :o
They should have included the darn extractor for gr2 files with the goblin... eh
urfisch
07-04-11, 11:13 AM
cant help myself...but reading about the difficulties...let me remember "the modding friendly designed new sh5" which was announced. the devs definitely forgot to add some really good tools, like bethesda does it for crysis for example. didnt they?
:03:
all we have, is a nice access to the interfaces and access to some game elements by using python. but this IS NOT modding friendly!
sorry. must have been said. shame on the responseable persons at ubi bukarest.
zachanscom
07-04-11, 03:29 PM
bethesda has nothing to do with crysis. perhaps you mean fallout.
pip12345
08-04-11, 09:32 AM
It seems this is on hold, but no rush TDW... :D
Anyway, I don't remember if this has been discussed already, but the watch officer has a pretty nice crouching animation when ever I surface the boat and he goes up to the deck:
(picture)
Could this be used also for other crew members... :06:
-Snip- Nevermind.
Ghostmooner
08-10-11, 11:06 AM
any idea when this mod will be available? i'm eager to get it!!:D
speaking of crew, can anyone sudjest mods for the officers? new faces, clothes, etc?
BogdaNz
08-18-11, 03:14 PM
holy **** :salute:
KarlSteiner
08-20-11, 01:24 PM
Hi TheDarkWraith, (http://www.subsim.com/radioroom/member.php?u=254741)
i can imagine how many time such a job will need.
I am working on low poly designed ships.
Also I had created a harbortug 3dmodel for SH3, which Rowi
added into the sim.
http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/...431054756#9431054756 (http://forums-de.ubi.com/eve/forums/a/tpc/f/2371008762/m/9831054534?r=9431054756#9431054756)
http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/6011016756?r=6011016756#6011016756
Good job and many thanks of your informations about
modding with the crew models, animations and waypoints.
Beat regards
Karl:salute::sunny:
Khelven
11-04-11, 12:48 AM
i know this is an older thread (probably dead), but is there any kind of status update on this? and/or another version of it floating around out there somewhere?
TheDarkWraith
11-04-11, 09:00 AM
i know this is an older thread (probably dead), but is there any kind of status update on this? and/or another version of it floating around out there somewhere?
status is on hold while work is being done on the GR2 Editor/Viewer/Extractor/Importer :up:
Khelven
11-04-11, 08:26 PM
sweet thank you :salute:
Kretschmer the IV
11-05-11, 07:20 AM
After almost a year gone, i decided to install SH5 again. So i went to this nice forum to see whats goin on. And.. Tadaaa :yeah:
Thanks for your work!
lmy76128
11-07-11, 09:17 PM
i cant download ..:DL
kylania
11-08-11, 01:35 AM
i cant download ..:DL
Can't download the video you mean? This was never released as of yet that I know of.
thebeasle
04-03-12, 04:38 PM
Looks amazing as usual TDW. THANK YOU!!!
ADMIRALTIA
04-03-12, 05:25 PM
:yeah:Looking forward to this :yeah:
Suggestion:
@TDW... i think if you make all crew members that they are lay in beds to run in front of torpedo when order crash dive... and maybe the cook also... this will add a verry immersive feeling of crush dive to the game:yep:
The crash dive thing it would be nice if the crew that will go forward that they will close the watertight hatches behind them
Dogfish40
05-08-12, 07:37 PM
Really Really Cool. Can't wait for the word! :yeah:
SouriaBasharAkbar
06-21-12, 07:12 AM
Hi theDarkWraith. Will you ever release this mod? I love your FX-update, irai, and gui's they are amazing. I hope you release this because it is really needed in game.
messageboy101
07-15-12, 09:39 AM
is this mod dead or still WIP
i really want it
its an addition to the realism
TheDarkWraith
07-15-12, 12:49 PM
is this mod dead or still WIP
i really want it
its an addition to the realism
not dead and still a WIP. It is being developed in conjuction with the development of my GR2 Editor/Viewer app.
rsvette12
07-15-12, 01:22 PM
Amazing stuff TDW huge thanks to all the modders wow.
messageboy101
07-16-12, 02:44 PM
not dead and still a WIP. It is being developed in conjuction with the development of my GR2 Editor/Viewer app.
yeah:rock:, cant wait to see crew running around my boat
Your mods are always the best, and easy to use
Looking forward to it
Viktor_Prien
03-24-14, 05:15 PM
not dead and still a WIP.
Any news TDW?Thanks!
tonschk
03-25-14, 06:11 AM
The people are working hard now improving the SH5 code for the independent dive-planes control and accurate searchlights (SH5.exe patches to fix bugs and add functionality)
http://www.subsim.com/radioroom/showthread.php?t=181433&page=203
Any news TDW?Thanks!
Viktor_Prien
04-05-14, 08:26 AM
The people are working hard now improving the SH5 code for the independent dive-planes control and accurate searchlights (SH5.exe patches to fix bugs and add functionality)
http://www.subsim.com/radioroom/show...81433&page=203
Ok thank you for the information!:up:
Aktungbby
02-19-22, 03:18 AM
:spammm::spammm::spammm:
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