![]() |
Quote:
I made changes to your files to what I know works in SH5. Some of the changes I made may not be necessary. You can experiment and post results here :up: Realize that there is still more work needed to get these .dat files working correctly. You'll notice that the damage decals aren't displaying correctly. I haven't figured out yet how to make them display correctly :damn: Changing the wake to use the new SH5 controllers is relatively easy to do also (not to mention looks 1000% better!) :yep: The more people we have experimenting with adding new units the more we will learn from it. |
|
Quote:
|
You got PM, thanks.
|
Quote:
I got it sorted out and it follows waypoints and works like it should :up: http://www.subsim.com/radioroom/pict...pictureid=4111 http://www.subsim.com/radioroom/pict...pictureid=4112 I have some work to do on it. I need to redo the wake it leaves and also have to redo the FPGs as I don't like them. I need sound files for this (underwater and above water sounds)! :|\\ |
Awesome.
Sounds here: dolphins (underwater) dolphins Taken from ANIMAL SOUNDS LIBRARY. Not sure about the copyright tho... |
Quote:
|
Quote:
|
Quote:
|
Quote:
|
wow I'm going old school :o Using an application I wrote years ago for SH3 to export keyframes from animations. I extracted all the keyframes from the dolphin animation (there's 41 of them) and am moving them up on the Y axis some so the dolphin doesn't appear so underwater all the time. I want it just breaking the surface for the majority of the time :D
|
Quote:
|
Wings3D is really pissing me off :stare: The keyframes are 288 vertices yet Wings3D imports 290 somehow and exports 290 which totally screws everything up :damn:
|
Quote:
:arrgh!::rotfl2: |
Quote:
I'll make a video here soon :up: |
All times are GMT -5. The time now is 09:19 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright Đ 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.