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-   -   [WIP] Real Uboat crew (https://www.subsim.com/radioroom/showthread.php?t=183661)

TheDarkWraith 05-15-11 11:30 AM

Quote:

Originally Posted by Tarnsman (Post 1664397)
TDW,
This is fantastic. Will this work with the efforts to add more crew to the boat? Not that you should wait BTW.

Also, I don't mind the lack of collision so much, but the big arms thing is kinda weird, especially if everyone does big arms. :)

I am so glad the crew animations can be improved, the full boat and active crew is really why I bought the game. Some people get excited by water effects, I get hyped about having virtual shipmates and a detailed boat!

Thanks

Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it :rock:

I know how to make crew run now :D

Stormfly 05-15-11 11:41 AM

beer for you http://i886.photobucket.com/albums/a...n_Cheers-1.gif

...i also played with moving crew (moving from bow to the stearn and back just for fun) as i did the scripts for SDBSM additional crew sounds betas, but the anoying spread arms in the bulk heads let me decide to wait for someone who will do this right, and running is very important for action situations :up:

cant wait...

...seams that spread arms are only showing if something is missing like an special animation, so it seams the engine want to play a special animation but cant find it.

Turtle01 05-15-11 11:45 AM

Quote:

Originally Posted by TheDarkWraith (Post 1664412)
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it :rock:

I know how to make crew run now :D

I want to say thank you sir for your work :yeah:
Really great

stoianm 05-15-11 11:46 AM

Quote:

Originally Posted by TheDarkWraith (Post 1664412)
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it :rock:

I know how to make crew run now :D

awsome tdw:rock:... this run instead of walk it a perfect match for the crash dive

Tarnsman 05-15-11 11:53 AM

It will be nice to see them react to battle stations.

The more I play SH5 I've had to close the compartments because -- I can not stand -- seeing them lying around while we are in combat. It really bothers me.

Send them all to the torpedo room and let them stand around there would be better them seeing them hanging out in their racks.

tonschk 05-15-11 11:56 AM

Quote:

Originally Posted by TheDarkWraith (Post 1664412)


I know how to make crew run now :D


:salute: WOW :yeah:

TheDarkWraith 05-15-11 12:12 PM

I found the animation for going through the hatch BUT as I suspected it was made only for the tutorial mission :nope: Can't be used as an animation for going through doors anywhere else on sub.

marleymen 05-15-11 12:43 PM

Quote:

Originally Posted by stoianm (Post 1664215)
You wizard:)

Is a witch, burn her. :arrgh!:

Zedi 05-15-11 01:15 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664433)
I found the animation for going through the hatch BUT as I suspected it was made only for the tutorial mission :nope: Can't be used as an animation for going through doors anywhere else on sub.

Must be more than that because the trailer is also an ingame footage and I saw in granny viewer millions of animations linked to the crew. All these animations are like a huge puzzle you just need a lot of time to pull them all together.

TheDarkWraith 05-15-11 01:31 PM

Quote:

Originally Posted by Zedi (Post 1664466)
Must be more than that because the trailer is also an ingame footage and I saw in granny viewer millions of animations linked to the crew. All these animations are like a huge puzzle you just need a lot of time to pull them all together.

I've gone through most of them. The problem is the animations are unfinished. Another sign that the devs ran out of time :nope: There are many missing animations that are being called that don't exist.

If the animation is called and it doesn't exist then you get the superman arms. Also if the animation does exist but it's missing in the animation_info file you'll get superman arms.

7thSeal 05-15-11 03:36 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664474)
If the animation is called and it doesn't exist then you get the superman arms. Also if the animation does exist but it's missing in the animation_info file you'll get superman arms.

As for arming flak guns and having them in helmets would this still be a problem or even possible?

The helmets are in the conning tower but didn't know if they'd ever make use of them. :)

The superman view looks like from the editing photo of the guy... anyway to block it? Just guessing though. :DL

SteelViking 05-15-11 03:41 PM

Quote:

Originally Posted by 7thSeal (Post 1664564)
As for arming flak guns and having them in helmets would this still be a problem or even possible?

The helmets are in the conning tower but didn't know if they'd ever make use of them. :)

The superman view looks like from the editing photo of the guy... anyway to block it? Just guessing though. :DL

This is very easy to do. I have already done this before. But it takes altering files that are in Heretics crew mod, so I never released it. Just a few simple lines of Python code and helmets are on when they man the guns, and back off when they go back to normal stations.

However, some crew members heads literally don't fit in the helmets, so I also had to change their heads in the .chr files in Goblin. Still, not a big deal.

7thSeal 05-15-11 03:45 PM

Quote:

Originally Posted by SteelViking (Post 1664567)
This is very easy to do. I have already done this before. But it takes altering files that are in Heretics crew mod, so I never released it. Just a few simple lines of Python code and helmets are on when they man the guns, and back off when they go back to normal stations.

However, some crew members heads literally don't fit in the helmets, so I also had to change their heads in the .chr files in Goblin. Still, not a big deal.

Oh this is promising then. I see what you're saying about their heads fitting though. You're already looking into it is a big plus though as it will be figured out. :rock:

SteelViking 05-15-11 03:57 PM

@TDW, if you would like me to throw together a little mod that makes the helmets work I will, and I will send it to you. I would bet that you will find a smoother way of doing it though:arrgh!:

TheDarkWraith 05-15-11 03:59 PM

Quote:

Originally Posted by SteelViking (Post 1664576)
@TDW, if you would like me to throw together a little mod that makes the helmets work I will, and I will send it to you. I would bet that you will find a smoother way of doing it though:arrgh!:

the easier way is to modify the .aix file for it :yep: Very simple.

7thSeal 05-15-11 04:01 PM

Quote:

Originally Posted by SteelViking (Post 1664576)
@TDW, if you would like me to throw together a little mod that makes the helmets work I will, and I will send it to you.

Dang, throw it at him anyways... lol. Nice work SteelViking. :up:

TheDarkWraith 05-15-11 04:11 PM

Ok no more superman arms (arms extended when going through doors and hatches). If the crewmember is walking to the front of the boat they will rotate at every door. If they are walking to the back of the boat they will not.

Have all 4 people in bed, bosun, and cook going forward on crash dive now :rock: New video here soon.

SteelViking 05-15-11 04:14 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664578)
the easier way is to modify the .aix file for it :yep: Very simple.

That's what I am talking about, you have to use the .aix to get helmets to go on, and come back off again. I suppose you could control what head the character has from there as well.:yep:

7thSeal 05-15-11 04:14 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664589)
Have all 4 people in bed, bosun, and cook going forward on crash dive now :rock: New video here soon.

Awesome stuff and looking forward to the video of it. :salute:

TheDarkWraith 05-15-11 04:19 PM

Quote:

Originally Posted by SteelViking (Post 1664590)
I suppose you could control what head the character has from there as well.:yep:

Head, torso, hat, objects (they are holding), etc. are controlled from there.


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