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KUrtz |
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Do you still think this is possible? I heard that the crew was hardcoded...
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yes, it is. theres no normal way to change them. only with lot of work via hex editing. every single animation has to be modified and theres no way to do this easily. tried several ways, no success.
a case for privateer or diving duck, our hex specialists. |
Theoretically is possible to make it...
To know hex-editing is not enough to make this work... It is necessary completely to rework characters (models, textures and so on), animations and face's animations, StateMachine Classes and many else... and even in this case you do not get characters as in SH4 (restrictions of SH3's engine)... More simply (really) slightly to rework existing characters meshes, anims and SM Classes... - Unnecesary remarks edited out in benefit of forum's enjoyment- Hitman (Moderator) |
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A forum is a platform to discuss ideas and suggestions....and nothing more is done here in this thread . |
the best solution is to ignore affronts in order to keep the peace here.
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Solved, unnecessary comments edited out in befefit of forum's enjoyment.
Keep the good discussion guys, I'd like to see at least the heads of SH4 crew ported to SH3 bodies ... :sunny: |
MAKE MY DAY !! :wah:
It would be one of the greatest mods. Away that droids. |
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possible? i´ve just seen the ships simulator on e3...nice engine, though. maybe this might be a good base for starting from scratch? |
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Createing new animations is not that big of a deal.
It's the importing of those that is the problem at this time. All the animations are broken up in a way that no Tool available to us will do the job. They can be Hexed into place once we discover the correct way to do so. I did do some hexing on animation files. I cut parts out with a hex editor, combined everything into a single dat, then checked it with S3D. It worked to a point. I'm still missing the 'magic combination'. Once that is found? All bets are off. |
It seems difficult to import them...why we don't rebuild from scratch the crew models? If so, which other things should be changed? Hardcoded or not?
Or is it possible to modify in a way that the same anim data works?, that should be ideal. I mean, if they were done from scratch, how to be sure that the anims will work ok w/o need of modification? Are there some "key" vertex whose position should be respected? Even if it was just make a new 3D model or modify the existant I would be willing to try myself but I don't know how to model. I am afraid it is not a work for a 3D modelling newbie... |
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If we would know what are these "restrictions", maybe we could have freedom in the rest of the model to change it... Maybe it could be enough!(?). Of course, if these "restictions" is the complete model, up to the last vertex, then that is not a solution, as we would need to adapt animation anyway... It is for that, that I wonder up to which extend we could modify the models without altering the animation...(?) |
Several VERY talanted people have looked at the Crew Animations.
Time and Time again! There is a twist to the way they are placed in SH3 that we have not figured out yet. Doing replacement animations is simple to build, Yes. Importing them is still a Hex only event. But we don't have the final keys yet. You CAN NOT just replace the original crew body and stuff. All animations are built off of the orginal 3D Model. Change the Original Model? The animations go whacky. I still am bashing my head over the final key!! :damn::damn::damn: If I can break this? :hmmm: I could walk on water and not be happier! :har: |
yeah, this is the problem. the main frame, that makes it easy to get all anis work with a changed model. i am no coding guy, but some time ago i digged into this and surrendered to the complexity...every animation has its own coordinates from the vertices, that move. so by thinking logically on this, you would need to adjust every new vertice by HAND - impossible. the new animation also goes wacky, if the new model has more vertices, than the old one. maybe the way is a loggin tool, that writes the data the vertices move directly from 3ds or some other animation software, where you create the new animation with a new model. and this data is placed into the old "coordinates" from the former model animation, like dropping content into a container.
cant help more on this, im sorry. |
Useing a Hex editor, you can build an exportable animation of the Crew.
But there is still somethings I don't understand yet to get the correct model exports. Exporting correct model animations gives us the key to import new. S3D along with hexing will solve the puzzle. Until there is good news on the SH5 front? I'll go back to things for SH3 as my main focus. At lest things work 90% of the time in SH3. |
Today I got the body animations for the
POS_20mmTwin_UFlak.anm exported successfully. :yeah: I'll take one of the higher poly Charactors I've got and re-create the positions and do an import. I'll then move the animations to the correct area and test it. I've also got a good handle on the eyes, lips,etc. So if the body works OK, I'll do the head next. |
You are persistent!!:yeah: Best of luck!:yep:
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