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View Full Version : Changing the height of men....anyone know how?


Wolfstriked
09-04-11, 10:15 AM
Can anyone point me to what file to tweak to make the men smaller.I have changed conning deck position on the VIIb and it looks really good but the men are still slightly too large.If you look at all the videos that play in the loading screen on game startup(might be GWX only)you will notice something.....the men are all standing in conning deck and the rail is at shoulder height.Just the neck should be showing in outside view but in the game the players are larger than they should be and the rail is at armpit level.Its just a distance of say 6 to 8 inches too high but would look killer if it was reduced.And in the TypeII though the men are all over the place.The WO is shorter than normal and looks perfect while the guy standing on the opposite side of the UZO is like a foot taller.I know I will get the point said that people do vary in height but its not realistic since body shape is different at different human heights.

I have asked for many requests and no one has ever answered me....except for Magic1111.....your still my first Magic and my fave:D:woot::D

TheDarkWraith
09-04-11, 10:31 AM
It's not a simple matter of changing a file. You have to make the crew 3D models smaller. I believe that if you change the crew 3D model you also need to revise all the animations for the crew.

Wolfstriked
09-04-11, 10:39 AM
It's not a simple matter of changing a file. You have to make the crew 3D models smaller. I believe that if you change the crew 3D model you also need to revise all the animations for the crew.

Thanks TDW.I think I know what you mean....when you change just your position on deck or in ship the players no longer turn towards you to speak.:damn: I have not moved the deck position that much so that the look will be just slightly skewed BUT the weird eyes that follow you will still follow you:har:Its hilarious but now the WO looks at me instead of before he would trun and then give me the weird eye:doh:

Wolfstriked
09-04-11, 02:53 PM
TDW is it futile for me to try my hand at this?Is it changing the 3D model as simple as a few tweaks here and there or is it a very hard process where it takes weeks to learn 3D modeling etc.

reaper7
09-04-11, 03:36 PM
TDW is it futile for me to try my hand at this?Is it changing the 3D model as simple as a few tweaks here and there or is it a very hard process where it takes weeks to learn 3D modeling etc.

:shifty: Wait a bit, something good is coming soon :03:

TheDarkWraith
09-04-11, 03:40 PM
TDW is it futile for me to try my hand at this?Is it changing the 3D model as simple as a few tweaks here and there or is it a very hard process where it takes weeks to learn 3D modeling etc.

It never hurts to try your hand at anything. Knowledge is always gained whether you succeed or fail :up: I'm a sponge when it comes to learning so I try my hand at anything I can :D The best rule in life is you never fail at something, you just find ways to not do it correctly :up: There is only a finite number of ways you can do it incorrectly also.

Wolfstriked
09-04-11, 04:04 PM
Your right TDW and if it takes me 6 yrs then so be it!!!!!!:haha:

Reaper,do tell........its not like you'll show any pics....just what is it you mean???:o

Magic1111
09-05-11, 06:10 AM
I have asked for many requests and no one has ever answered me....except for Magic1111.....your still my first Magic and my fave:D:woot::D

You´re welcome mate ! :up:

But in this question I can´t help you...! ;)

Best regards,
Magic:salute:

urfisch
09-05-11, 06:18 AM
:shifty: Wait a bit, something good is coming soon :03:

sounds interesting!...some tools, for a better implementation of crew models and animations, perhaps?

:hmmm:

THAT would be a real DEAL!

Wolfstriked
09-05-11, 09:14 AM
Since I have you fellas here,maybe someone can help me with this new one.I have put binos and UZO back to sway with boat.With my reduced sway of boat they are useable while being a pain in high seas.Thing is I wanna also put bino view to be restricted by the crew on deck.It looks so much more realistic when you make it so that a person or the ship blocks your view but then run into the unrealistic issue of not being able to tell the crew to move.

I have changed some settings trying to be able to take the position of the WO in the same way you can take over where the CI,NO,WO stand.Now when I Rclick on the WO it does nothing so I am getting somewhere.Would love to be able to click into every crew member on deck as that would give you ability to have a real bino "look" plus the excellent views of moving all around the deck would bring.So anyone know why the WO is not accesible?

One other thing:D:O:I have made more of the dials in the boat clickable and love now to take over the CI spot.This gives me access to both depth gauges,the rudder,compass,engine,depth gauge etc.Feels really good this way and with upcoming high beauty interior mods will be the bees knees and also I love to view the dive angle up close....very immersive this way.

Whats wrong with the controlling the boat with the actual dials is that there is no officer acknowledging your commands so you only see the dials move.If we could get the CI to acknowledge then this would be even better.....anyone know if its possible?

Anvart
09-05-11, 11:58 AM
TDW is it futile for me to try my hand at this?Is it changing the 3D model as simple as a few tweaks here and there or is it a very hard process where it takes weeks to learn 3D modeling etc.
It's very simple... theoretically.
Use S3D, extract character MeshAnimation as a sequence of poses (meshes)... then in 3ds Max reduce (rescale) this mesh sequence and then import rescaled sequence into MeshAnimation using S3D... :har:
...
...
The WO is shorter than normal and looks perfect while the guy standing on the opposite side of the UZO is like a foot taller...
Model of the body is the same for all sailors... and only because of the animation WO looks a little less...

urfisch
09-05-11, 12:14 PM
sounds good. it might be that "simple" to scale the animated model down. but what about adding a new crew model? how is the way this can be done?...if i have a new animated crew model, how can i add this one to the game? with all connected animations...

:hmmm:

Anvart
09-05-11, 12:31 PM
sounds good. it might be that "simple" to scale the animated model down. but what about adding a new crew model? how is the way this can be done?...if i have a new animated crew model, how can i add this one to the game? with all connected animations...

:hmmm:
:O:
See how it's done in the game...

Madox58
09-05-11, 12:36 PM
We covered many of the details in this thread Guys.
:03:
http://www.subsim.com/radioroom/showthread.php?t=176928

urfisch
09-05-11, 02:49 PM
so, beside not reading the whole thread again, i spoke to mchalo and he said, its quite disturbing to add new animations of crew models to the game. its a long dream from many of us, to have better crew models in the game. so what about starting such a project?!

anyone with me on this?

:hmmm:

Anvart
09-06-11, 06:25 AM
We covered many of the details in this thread Guys.
:03:
http://www.subsim.com/radioroom/showthread.php?t=176928
:03:
Nothing new...

Wolfstriked
09-06-11, 11:45 AM
It's very simple... theoretically.
Use S3D, extract character MeshAnimation as a sequence of poses (meshes)... then in 3ds Max reduce (rescale) this mesh sequence and then import rescaled sequence into MeshAnimation using S3D... :har:

Is the laughing indicated its not easy??:o:haha:

Anvart
09-06-11, 01:15 PM
No it's easy ... just need to make a ton of work. :haha:

Wolfstriked
09-06-11, 01:49 PM
Anvart...:cry: 3D is like voodoo to me so alas.

skwasjer
09-06-11, 07:21 PM
I can do it with calc.exe!

:O:

Anvart
09-07-11, 05:05 AM
I can do it with calc.exe!

:O:
Yes, of course :yep:... but which method would be faster... :haha:

Hitman
09-07-11, 08:29 AM
The "Superturms" mod from Aces was already doing more or less what you want by rescalling the conning tower to make the man appear proportionally taller. :hmmm:

Madox58
09-07-11, 05:53 PM
Exactly.
It's a far, FAR, easier job to rescale other stuff.

Wolfstriked
09-08-11, 02:17 PM
Anvart,riddle me this.....I have done some tweaks and managed to get the mech_pendulum working in my sub interior for the helmsman view.What I would like to know is this,if I do finally get the boat to also show the dive angle....can I control the pivot point in each camera and can I control the amount of angle like in the mech_pendulum?

And about Aces work....no knocking but its done wrong.The first thing is the turm is way too big on the IX family.Load up game and look at video and you will see that even on the large IX the conning tower is very narrow.In game it looks like only one man can walk past but in that video it shows a huge area on both sides of the conning tower.Also the video shows it being very cramped and the game conning towers are like sundecks.:haha:

In my game I have put the view to stand to right of the UZo and low down to simulate the view of standing on the deck(VIIb).Two issues rise...first is the men are a bit too big BUT the other issue is the ocnning tower is also too big.This makes the front of the boat seem smaller than it really would look if you were standing in a correct sized conning tower.

What this correct view gives though is alot of immersion to game that would only grow by large amount of everything was in "perfect" proportions.:03:

Anvart
09-08-11, 03:54 PM
You're talking about the angle of slope when submerged submarine? Search mods on this topic...

Wolfstriked
09-08-11, 04:26 PM
Yes Anvart....trouble is this.I have moved the command room view point to below.The thing is the pivot point is near the conning tower hatch so that when sub leans you rise into ceiling or drop into ground instead.Thats one issue and the other is that I want to get a full 30deg dive angle going but then the lean will be too severe since the view just leans and in real life you will compensate by adjusting the body to keep image level as best as can.So can you move the picot point and can you adjust the amount of lean irregardless of the actual dive angle?

http://img703.imageshack.us/img703/408/sh32011090815293206.jpg
http://img695.imageshack.us/img695/1033/sh32011090815293870.jpg
Here is the new view on deck of TypeVIIb.I find it really puts you on a boat....
http://img508.imageshack.us/img508/4205/sh32011090815302468.jpg

Anvart
09-09-11, 02:22 AM
In mods i mentioned (i'm author of the idea and implementation for Type 2 sub in stock game) for interior cameras (not for free camera) was used DIAL_TRIM controller and the angle of the extreme submerged submarine does not exceed 15 degrees ... and cameras revolve around their point of placement.

Wolfstriked
09-09-11, 01:59 PM
Sadly Anvart my modding days for SH3 are over.I ported over my Sh3 folder to a new HD and somehow I lost all my work in the mods folder.I will take that and move on since I am not that good at it.I will however stay around and watch all the new developments that the true modders will bring to the Silent Hunter game.:salute:

postalbyke
09-26-11, 08:18 AM
Wicked bummer, bro!
I'm about to move everything to a new computer, myself... I hope I don't lose all my private mods in the process lol

Just waiting for parts, now :D

You can re-make all your stuff, I'm sure! You did it once, and you had the motivation! I'm sure once you play the game again, you'll see it again :D

Wolfstriked
09-26-11, 04:10 PM
Yeah man it sucks and still hurts and I am still pissed at myself for doing something so stupid like a total program move from one HD to another.:wah::damn::nope: