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but gr2 editor, goblin, and the game cant agree where the dials are positioned, (makes things difficult). got the hatch sorted it needed a rotation flag adding to its extended data, so it opens the correct way now, working on the portals and ladders now, to enable the manual walk below decks. nothing is easy or straightforward to do, altering 1 thing, affects something else, so the work gets bigger instead of smaller |
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Keep up and happy holidays! :salute: |
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https://s19.postimg.org/52mibv01f/SH...0_00.23.51.png
got the dials and needle sorted more or less! https://s19.postimg.org/nuydfgbv7/SH...0_00.21.22.png torps all present and correct https://s19.postimg.org/rrbpbfp4z/SH...0_00.21.42.png crew all present and correct https://s19.postimg.org/kbcfpngv7/SH...0_00.21.33.png needs a new image, as does the torps page. all pics are in mission, found out that incorrect bone names on the torp doors will break the torpedo page. still don`t know what broke the crew page though. working on the portal system and ladders and suchlike now, |
Hmmm....just discovered the torp doors animation works and at the same time does not work.
when you move the bones and meshes they stay where you put them, as static meshes. but when the animation triggers they move back to their original positions, when it stops they go back where you put them. I kinda understand why it happens, keyframes and mesh deformation in the animation info. sadly there is nothing I can do about it gr2 editor does not play with animation at all. its not a deal breaker, unless you use the external view or event cam you will never see the doors disappear and reappear. the tubes themselves function as thy should in single shot and salvo |
after trying to make the walk below decks work till 3am this morning, I finally realized why I was stuck on the ct ladder....the collision mesh for the deck passes through the ct, and some idiot forgot to cut a hole in it ( that would be me then), so we can now do the walk below decks ok :up:
got to modify the meshes for the room ct and conning deck mesh to line things up properly now |
wow altering meshes is hard when you have little idea what you are doing.
for example doing a boolean cut does really horrible things to the mesh, figured it out in the end, add vertice and edges, then delete polys, result pretty good hole after a bit of adjustment, got the con decks done, have to rebuild the ct now, can`t delete a mesh subset without screwing the file It will be the last build though, everything is in place and working in the last version, just needed a hole for the hatch. no pics (you should all know what a hole looks like:03:) |
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Also the following posts about cutting the hole. Open Bunker was the same kind of thing. Only I did it all in a hex editor. :o Been busy with some SH4 animation stuff but I'll look at the SH5 animations again soon. :03: I'm thinking you can't open or work with the animation file for the torps? |
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well there you have it shipmates, a fully functional IX, with a full crew, torpedo tubes and torps in the right places and working, still a few bugs to iron out, telegraph needle goes the wrong way round, compass dial is off,(I think this is image related, tried everything else)
need to work up some decent alpha maps for specularity, and modify the ct (again) for better hatch position, need to get the snorkel mask and snorkel equipment into a gr2 file and linked up to eqp nodes, the rest is just fine tuning bone positions (tedious) https://s19.postimg.org/qjmsa0677/SH...7_16.42.01.png https://s19.postimg.org/ds8m3h1k3/SH...7_16.43.43.png https://s19.postimg.org/fk1kydsmr/SH...7_16.43.53.png https://s19.postimg.org/c0fn8mncz/SH...7_16.45.05.png |
:Kaleun_Thumbs_Up::Kaleun_Applaud::Kaleun_Cheers:
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Mark this day folks as a blessed day for SH5. Great work
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Very nice mkiii! :yeah:
Have fun with the "fine tuning"! :salute: |
Have you got the torp doors animations adjusted?
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