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-   -   [TEC] Adding/Importing new units / SH5 Damage/collision models (https://www.subsim.com/radioroom/showthread.php?t=182667)

marleymen 05-10-11 01:31 AM

edited

TheDarkWraith 05-13-11 02:56 PM

Where to start.......I wanted to make new characters for the game. I needed new characters for the PT Boat because I didn't like using the ones already included with the game (I wanted my own customized characters that I could make look how I need them to look). I made a copy of a GR2 file and then opened it up with hex editor and changed the names of the bones. Then opened it up with Goblin editor so I could get the new IDs from the new bone names to update the .chr file parent IDs. I defined a new animation routine for the character and then updated the waypoint_info file to call this new animation routine and to reference the new bone name in the GR2 file. Then the waypoint for the character was offcenter (another reason why I wanted to make new characters) so I wrote an app to allow me to edit the bones in the GR2 files. It's functional but not complete as I don't totally understand the whole GR2 file format yet. You'll notice in the filename that I'm editing my new character I made :rock:
http://www.subsim.com/radioroom/pict...pictureid=4246

Now using that app I was able to set the waypoint back to world origin. In case your wondering why it's says Bone X it's because I can't figure out how to map the bones to the names in the GR2 file. But no worries, opening up Granny Viewer tells me the names of the bones so I know which one to edit. The waypoint is Bone 1 in this screenshot. You'll notice that there are model and DAT versions for position and rotation. I did this so if you wanted to connect something to a bone you have the X,Y,Z and Pitch,Yaw,Roll to input into a DAT file. Easy as pie.....I needed these DAT values for the new version of FX Update (smoke in interior of the sub when damaged anyone???)

After successful making of one new character I made 2 more. The PT Boat needed an officer and 2 crew members and that's what these new crew members are for. Here you can see them in-game. They are animated and will look around, look through the binoculars, scratch themselves, etc. :D
http://www.subsim.com/radioroom/pict...pictureid=4247

What a day it's been......:|\\

stoianm 05-13-11 03:00 PM

:salute::rock::salute::rock::o

Trevally. 05-13-11 03:03 PM

Great breakthrough:rock:

stoianm 05-13-11 03:39 PM

@TDW
Will be cool to have smoke on sub when damaged as you said you will do... he he... very realistic:yep:

marleymen 05-13-11 03:54 PM

What can I say? You did it again. Those men look awesome with lifejacket. :oAre them from SH5 or you made from scratch?

:up:

TheDarkWraith 05-13-11 04:07 PM

Quote:

Originally Posted by marleymen (Post 1663335)
What can I say? You did it again. Those men look awesome with lifejacket. :oAre them from SH5 or you made from scratch?

:up:

they were made from parts available in SH5 :up:

PL_Andrev 05-14-11 12:40 AM

Quote:

Originally Posted by TheDarkWraith (Post 1663297)
After successful making of one new character I made 2 more. The PT Boat needed an officer and 2 crew members and that's what these new crew members are for. Here you can see them in-game. They are animated and will look around, look through the binoculars, scratch themselves, etc. :D

Does it mean that crew at enemy / AI submarine bridge will be possible in near future?

BTW. At first "train" mission we have captain character on deck.
Do you think that is possible to put captain's characters (with his white cap) on vessels?

TheDarkWraith 05-14-11 12:44 AM

Quote:

Originally Posted by Antar (Post 1663559)
Does it mean that crew at enemy / AI submarine bridge will be possible in near future?

7A AI sub:
http://www.subsim.com/radioroom/pict...pictureid=4166

Now that I can make new characters I can change the character layout on this 7A AI sub I did :D

PL_Andrev 05-14-11 01:31 AM

Quote:

Originally Posted by TheDarkWraith (Post 1663561)
Now that I can make new characters I can change the character layout on this 7A AI sub I did :D

:o

What can I say...

:yeah::yeah::yeah:

Zedi 05-14-11 05:05 AM

I knew it.. when TDW is silent for a long time, something big is being cooked.. hah. Awesome stuff! :yeah:
Devs should give you full support in developing an importing tool...

reaper7 05-14-11 11:11 AM

First Attempt
 
My First attempt at Importing my SH3 unit failed. I've got it in ok and its texture displaying ok but as soon as the sim starts my units rear end is under water and causes the ship to sink.
What do I need to look at to get it floating correctly :06:

http://i1183.photobucket.com/albums/...ubsim-Sink.jpg

Unit is one I'm working on for the SH3 Mod U-Boot_HAHD and shall be available after the release in SH3. ;-)

TheDarkWraith 05-14-11 12:37 PM

the CG is different in SH5 than in SH3. Move the CG forward in the .sim file a very little at a time (0.01 increments) :up:

reaper7 05-14-11 01:36 PM

Quote:

Originally Posted by TheDarkWraith (Post 1663805)
the CG is different in SH5 than in SH3. Move the CG forward in the .sim file a very little at a time (0.01 increments) :up:

Cheers TDW, will give it a shot :up:

reaper7 05-14-11 01:51 PM

Nope didn't do the trick, moved it gradually from 0.5 up to 1. Still the same outcome just sinks in about 5 seconds from the rear. :hmmm:


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