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

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.

SteelViking 05-15-11 04:22 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664597)
Head, torso, hat, objects (they are holding), etc. are controlled from there.

Yes, I know you can control those things from there. But, they are also controlled by the .chr files.

You can load them up in Goblin and see for yourself. I used the .chr files in my interior mod to use some heads on the crew that were not used by the devs originally.

TheDarkWraith 05-15-11 04:27 PM

Quote:

Originally Posted by SteelViking (Post 1664600)
Yes, I know you can control those things from there. But, they are also controlled by the .chr files.

You can load them up in Goblin and see for yourself. I used the .chr files in my interior mod to use some heads on the crew that were not used by the devs originally.

Yes you can use the .chr file. That will set their defaults. Using the .aix files one can dynamically change them on the fly :up:

SteelViking 05-15-11 04:30 PM

Quote:

Originally Posted by TheDarkWraith (Post 1664606)
Yes you can use the .chr file. That will set their defaults. Using the .aix files one can dynamically change them on the fly :up:

In know. Can't wait to see where you go with this project TDW.:yep:

TheDarkWraith 05-15-11 04:34 PM

Quote:

Originally Posted by SteelViking (Post 1664608)
In know. Can't wait to see where you go with this project TDW.:yep:

As the characters is nothing more than scripting, IRAI should be a good indicator of what I'll do with this ;)

Sailor Steve 05-15-11 04:40 PM

It's a great start. :sunny:


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