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-   -   [WIP] MightyFine Crew Mod 1.1 (https://www.subsim.com/radioroom/showthread.php?t=163808)

Darkreaver1980 03-08-10 03:50 PM

Do you know if the exterior deck is walkable by the sub crew? would be nice to see some sailors walking around the deck if the sub is on surface + no battlestation. Seems like that you only need one climbing animation than you could do seemless transitions between inner sub + conning tower and conning tower to exterior deck. hope Z movement is possible for AI crew

Heretic 03-08-10 04:41 PM

Quote:

Originally Posted by Darkreaver1980 (Post 1302600)
Do you know if the exterior deck is walkable by the sub crew? would be nice to see some sailors walking around the deck if the sub is on surface + no battlestation. Seems like that you only need one climbing animation than you could do seemless transitions between inner sub + conning tower and conning tower to exterior deck. hope Z movement is possible for AI crew

It doesn't appear there are any waypoints on the deck except for the deck gun. That should be relatively easy to change. The problem is animations. Without animations, we're stuck with improvising with what we have.

Therion_Prime 03-08-10 05:10 PM

Quote:

Originally Posted by Heretic (Post 1302573)
I'd love to do that but there's isn't an animation for climbing the ladder. Better to teleport near the ladder than from their seats.

There is the animation from the guy in the bunker that climbs up a ladder to repair a lamp.
There is one animation for going up and one for going down. Maybe this could be used?

martes86 03-08-10 05:40 PM

If you can get to properly animate the crew, I don't mind some clipping. Besides, if instead of just teleporting all at once, you used animations for every single movement they do, wouldn't that avoid the clipping?

Therion_Prime 03-08-10 06:05 PM

Quote:

Originally Posted by Therion_Prime (Post 1302740)
There is the animation from the guy in the bunker that climbs up a ladder to repair a lamp.
There is one animation for going up and one for going down. Maybe this could be used?

Just tested it.

It would look soo cool, BUT: The animation plays too high (not from ground level) and is 90° in the wrong direction :-?

Edit: when a sapiens is teleported to CR_Stairs first, the animation plays at the right height, but is again 90° off counter clockwise.

If only someone would be able to make this small correction to the animation, it would fit perfectly!

Highbury 03-08-10 08:31 PM

Really liking this test version. I would like to request as you get closer to a final one that we get two versions, one with and one without the "pirate". I find it annoying as hell to have a U-Boat crew member with an eye patch, but I find it more so when the crew keeps talking about the guy with the eyepatch and there isn't one. LOL

Best solution would of course be a change to the storyline, but I think just leaving his head in place is the easier one :03:

Thanks for all your work on this.

Sgtmonkeynads 03-09-10 01:32 AM

I pretend that the file picture is from a little while after he had his accident at the academy. But since then he recieved a glass eye and no longer wears the patch. But everyone onboard knows about it and makes fun of him. Just use your imagination. Now if the modder could just hace that left eye wonder around by itself....:har:

JotDora 03-09-10 02:38 AM

Really cool mod! thanks a lot for that. :arrgh!::yeah:

I love the things that your are doing with the game!

Keep the good work up!

Grettings from the frosty germany

JotDora

MikiBzh 03-09-10 04:12 AM

Wow !, a new step foward.

Edit : The guy on the foward left, when getting his arm down, get his hand visible through the bridge. Just a little detail.

Heretic 03-09-10 10:23 AM

I'd tried that bunker ladder animation too. I'm just going to have to bite the bullet and figure out how to edit animations. Even if I can't make new ones, there's a whole lot I could do if I could just rotate them to a different direction or changes offsets. There's also a lot, like the ladder animation, that have really useful segments, if I can figure out how to crop out the stuff I don't need.

It occurred to me this morning that I can probably set up a variable to control when the guys hit the bottom of the ladder, so I can keep them from stacking up so bad. :hmmm:

Dowly 03-09-10 10:37 AM

@Heretic

Have you tried tinkering with the .txt files in data/characters/animation folder?

The animation_info.txt file looks like it has rotation stuff in it. :hmmm:

Code:

    Idle01_reversed 184.77306 184.77306 speed 0.0 184 as in rotation degrees?
    turn90_left_01 0 90.000 90 degrees rotation?


Heretic 03-09-10 10:54 AM

Quote:

Originally Posted by Dowly (Post 1304449)
@Heretic

Have you tried tinkering with the .txt files in data/characters/animation folder?

The animation_info.txt file looks like it has rotation stuff in it. :hmmm:

Code:

    Idle01_reversed 184.77306 184.77306 speed 0.0 184 as in rotation degrees?
    turn90_left_01 0 90.000 90 degrees rotation?


Yeah. I got all excited when I found that. I thought it was x,y offsets. It definitely looks like it should allow some tuning of animations. I added an entry but I couldn't see any effect. I put a question about it in the sticky up top, so hopefully a dev will see it.

It probably merits further experimentation. I'll fiddle with it some more tonight.

fallenyggdrasil 03-10-10 04:58 AM

One suggestion to get more life into the Uboot:
Maybe just 1 or 2 crewmembers walking through the boat from bow to stern and back as "loop". So there will be a -although senseless in itīs action- illusion of in-boat-life, just by adding some movement.

Adrian

Dragon81 03-10-10 07:22 AM

In my point of view there will be enough life in the boat if Heratic will add:

http://img532.imageshack.us/img532/8739/jobsb.jpg

- CJOB_FWD_TORPEDO_LOADER_3
- CJOB_FWD_TORPEDO_LOADER_4
- CJOB_AFT_TORPEDO_LOADER_1
- CJOB_AFT_TORPEDO_LOADER_3
- CJOB_DeckGun_TRAINER
- CJOB_DeckGun_Loader_1
- CJOB_DeckGun_Loader_2
.
.
.
.



Also remember the FPS loss if you add too much crewman...

Heretic 03-10-10 10:38 AM

Quote:

Originally Posted by fallenyggdrasil (Post 1305686)
One suggestion to get more life into the Uboot:
Maybe just 1 or 2 crewmembers walking through the boat from bow to stern and back as "loop". So there will be a -although senseless in itīs action- illusion of in-boat-life, just by adding some movement.

Adrian

Yeap. That's on my list. I've been thinking of various techniques to make it less repetitive. The Bosun seems a good choice for one of them.


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