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-   -   Possible to replace the droids with SH4 crew? (https://www.subsim.com/radioroom/showthread.php?t=156688)

Ktl_KUrtz 06-14-10 07:48 AM

Quote:

Originally Posted by Reece (Post 1417363)
Well I must say that the OM faces are pretty good!:yep:

Yes I agree!:up:
KUrtz

Herr-Berbunch 06-14-10 09:34 AM

Quote:

Originally Posted by Fubar2Niner (Post 1417524)
@Reece

Win 7 can handle up to 192GB ram depending on the version you have;

While the maximum RAM limit for 32-bit Windows 7 editions is 4GB, when it comes to the 64-bit editions, the amount of memory that the OS can address depends on which edition you are running.

Here are the upper RAM limits for the different editions of Windows 7:
  • Starter: 8GB
  • Home Basic: 8GB
  • Home Premium: 16GB
  • Professional: 192GB
  • Enterprise: 192GB
  • Ultimate: 192GB
Best regards.

Fubar2Niner

Also depends on your motherboard. Mine's only 8GB even with 7 Pro - boo-hiss!

Royale-Adio 06-17-10 04:41 AM

Do you still think this is possible? I heard that the crew was hardcoded...

urfisch 06-20-10 09:41 AM

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.

Anvart 06-24-10 04:16 AM

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)

McHibbins 06-24-10 05:04 AM

Quote:

Originally Posted by Anvart (Post 1427049)
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...

Damn....what is your problem Anvart ???
A forum is a platform to discuss ideas and suggestions....and nothing more is done here in this thread .

h.sie 06-24-10 06:08 AM

the best solution is to ignore affronts in order to keep the peace here.

Hitman 06-24-10 06:38 AM

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:

java`s revenge 06-24-10 11:56 AM

MAKE MY DAY !! :wah:

It would be one of the greatest mods. Away that droids.

urfisch 06-26-10 11:07 AM

Quote:

Originally Posted by Hitman (Post 1427116)
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:

i still hope to see sh5 and sh3 benefits merged into a game, the blows the hell out of us!!!

possible? i´ve just seen the ships simulator on e3...nice engine, though. maybe this might be a good base for starting from scratch?

Reece 06-26-10 08:21 PM

Quote:

Originally Posted by urfisch (Post 1428748)
i still hope to see sh5 and sh3 benefits merged into a game, the blows the hell out of us!!!

possible? i´ve just seen the ships simulator on e3...nice engine, though. maybe this might be a good base for starting from scratch?

Ship Sim only has a small world of around 100km.:cry:

Madox58 06-26-10 10:16 PM

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.

Darkbluesky 07-01-10 07:01 AM

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...

Hitman 07-01-10 07:14 AM

Quote:

why we don't rebuild from scratch the crew models?
As Privateer says, the problem is not creating animations, but the way the created animation is split and stored across the different files of the game. It is some sort of puzzle, and if you don't know where to place one of the bits or how to link it to others, it will not work correctly.

Darkbluesky 07-01-10 07:19 AM

Quote:

Originally Posted by Hitman (Post 1432521)
As Privateer says, the problem is not creating animations, but the way the created animation is split and stored across the different files of the game. It is some sort of puzzle, and if you don't know where to place one of the bits or how to link it to others, it will not work correctly.

Yes, but if not from scratch, then as I say (sorry, I was editing at same time that you answered), would it be possible to rebuild the models by respecting some "restrictions" that guarantees us that it will be "compatible" with the existing definition of the animation?

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...(?)

Madox58 07-09-10 07:32 PM

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:

urfisch 07-10-10 06:24 PM

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.

Madox58 07-10-10 07:09 PM

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.

Madox58 07-11-10 03:23 PM

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.

Reece 07-11-10 07:35 PM

You are persistent!!:yeah: Best of luck!:yep:


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