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or you saw DD stuff... or you saw my experimental version, where i remove pilot actions was lazy ... SetVisible work in SH4 ... in SH3 it's not working ... Quote:
I need to know/understand your idea ... I don't want to impose you their views ... What sort of hierarchy of animated objects you use? What sort of animations you use? and how many? I thought, you use next minimum of basic animations ... for example: 1) Mesh Animation Type 10/5 for water surface 2) Object Animation Type 10/1 - Water Up 3) Object Animation Type 10/1 - Water Down 4) and may be ... Object Animation Type 10/2 - small rotating and swinging water ... ... ... and i can't experiment ... Quote:
Maybe i finally understood what you were saying ...? You talked about the type of mesh? It's edited into S3D very simply ... ... look: http://www.subsim.com/radioroom/show...pg#post1177807 # 25 ... ... don't confuse ... These versions of games are diffirent (SH3 and SH4). |
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This description is almost exactly what i want to do except for step 4 i just use animated Noise modifier on water mesh but the rest is spot on i have an animation for water up and another one for water down. I want to link it via SMC with HasfloodIn to trigger water up and to link it to No-Flood to trigger water down. Best regards Hans |
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I'm talking about water reaction (moving) as result of sub moving... Quote:
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Moin,
@Skwas: No offence meant, S3D certainly understands and handles all 3 IDs. But you can not change a 3d_model´s ID without loosing correlation to the properties node (4/100) as there is no way to change the third ID in S3D. At least I´ve not seen any so far. And since I prefer to use my own IDs, I got used to alter these two via hex. Nevertheless S3D remains a very powerful tool to use for SH modding. Don´t think I´d ever tackled the task of an animated engine for FM_NI without S3D. @Anvart: Stay tuned, my friend. And don´t abandon us. Your input is most appreciated. I did not have a look at StateMachineWrappers until now. So, if you say they might do the job as well and/or even better, then it is definitely more than just worth checking. Anyway, first I will give Hans a hand trying to make it work using SMC before I deal with the unknown (to me) StateMachineWrappers. @Hans: 'HasFloodIn' is certainly derived from the 'EffectManagers.act', but where did you derive the entry 'Engine_Rooms' from? If this value is defined nowhere in any SHIII file, then the engine will not be able to make use of it because it does not know what this value represents. Never had a go at 'HasFloodIn' but I guess it needs a numeric value or a flag for yes/no rather than a "location". But I´m far from sure about this. Remains to be proved. Your SMC is a bit screwed. I´ll have a look at it. Regards, DD |
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i am really looking forward this progress here... |
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i don't understand...? I've never seen a problem change IDs in the model Type 1/101 or in the node Type 4/100 through S3D when creating objects from scratch ... If necessary, you can again to import a model with all the properties in dat-file via S3D ... Quote:
IIRC, the folder Library and one (or more) of files with SMClasses for effects (with Graph prefix). Quote:
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Look at GraphFl_02 in library folder this is the one who use Engine_Room and HadFloodIn . But we can used any compartement because we are not going to make individuals water mesh for each compartments because it is not going to look good if you have a hatch or a door open. So if we get flooding in only one compartment that will trigger the water level raising for all the boat but logically water raising in one compartment would move to others so for me this solution seem plausible. Also if someone have and idea about how high the water level should be just tell me so i can adjusted the new animation for it? Best regards Hans |
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@skwasjer,
Can you post a complete list of key commands for S3D? |
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Excellent idea and also i am updating a SMC conditions list that the DW sent me so we can know which conditions work as expressions. Are you aware of any expressions that can set object visibility on/off switch kind off? Best regards Hans |
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The most interesting: CTRL+SHIFT+C (copy branch) CTRL+SHIFT+X (cut branch) CTRL+F8 I think, in modelviewer (displays framerate + object dimension) And some keys like CTRL+1..5, or something to toggle the 3D render modes. I can't compile a list easily, because I don't have anything SH-related installed atm. But most (I think all actually) special case shortcuts are also listed in readme. So if anyone else is willing to compile a list, the info is all there... |
Check out the /cfg folder in S3D install dir. It has a text file with autocomplete function for SMC conditions... If you edit it, S3D will show it. I did not get to implementing it for the SM-action though.
There's also a commands.txt file there which is also used for autocomplete but in this case for game commands. |
Hi shipmates,
I did some further tests and one thing i have to say is that SMC are confusing http://i886.photobucket.com/albums/a...n_Confused.gif I understand part of the logic but i don't know where should i used the true conditions? Edit: After further test i think that HasFood and NoFlood are strictly for particle system damn http://i886.photobucket.com/albums/a...leun_Mad-1.gif Will have to take another route i think i have and idea will go test that right away. Best regards hans |
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