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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
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There is one animation for going up and one for going down. Maybe this could be used? |
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?
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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! |
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. |
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:
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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 |
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. |
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: |
@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? |
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It probably merits further experimentation. I'll fiddle with it some more tonight. |
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 |
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... |
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