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You'll need S3D to do that. |
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MeshAnimations import with S3D is an unfinished/imperfect function.
One can edit the file with a hex editor to make it work. But you need to know exactly what you are doing. Now. Having said that? Here's what you should do for a best bet import. DO NOT IMPORT the base 3D model. Select the 3D model with a starting number of say 000. You'll get a pop up after that. Import and keep your fingers crossed. So if you have edited the base object then created animations? Import the base object. then save the file. All the animation frames should be other obj files with the same name but _000 through however frames you have. Like DC_Man_000.obj to DC_Man_011.obj. Then open your saved file, do a 3D model import selecting the DC_Man_000.obj |
Hi Jeff,
thank your for your iputs! I just replied your e-mail and I sent you all the files you might need to investigate our problem, but please take your time on them, as I understand that mesh animations are not a simple feature. In a similar way, I think I will need some time for re-reading carefully your tips below and for trying to apply them. For now I have just a couple of questions.
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@gap
Check your e-mail ASAP please. :salute: |
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I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings. :doh: I'll try following my old advise (along with DivingDuck's) and get back to you soon. :shucks: |
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- get a clean copy of the relevant chunks; - import only the first animation mesh (the one with the _00 suffix in its name) in the 3D chunk; - save, close and reload the file; - import all the animation meshes in the 3D chunk; - customize MeshAnimationData settings; - save, cross the fingers and test in game :O: Let me know if missed some important step or I got something wrong... |
Then can we expect this wonderfull mod? What stage are we in ?:Kaleun_Salute:
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for the release date as unsatisfactory as it sounds we could only tell that it is done when it is done. We are working hard on it, so it could be released, but it will take time and at this point we couldnīt estimate in the slightest, how long it would take us. Sorry that I couldnīt give you a better answer... We are now in the stage, that the already modeled items need to be integrated into the game and have to be checked for bugs. |
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In the same time, Jeff is checking what is going on with the dc-man model 'loosing' some of its faces during its animation and I am confident that he will solve the puzzle. Once these little problems will be solved our work will proceed more steadily. As noted by padi, we have many depth charge models ready for import in game, and we will crate various versions of the new rack with different depth charge types and ammo loadouts that we will "fit" on all the British destroyers that historically used that type of rack. EDIT: Under Padi's suggestion, I add that US and other Commonwealth escorts will also get their ASW equipment revised and updated according to historical data available. Moreover, it is our hope that the surface combatants of other WWII Navies (German, French, Italian, Soviet, etc) will follow the same destiny, if we find enough information on them. |
Hi,
new day, new news. Today I'm happy to welcome Kendras to the Mod team. He is an graphics expert, well known here, and together with Gap they have created some stunning and incredible visual goodies, which will enhance the experience in a great way. |
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Will this be compatible with NYGM? KUrtz |
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