[TEC] Propeller spin direction - revisited (yet again)
This topic has been discussed many times, and no good solution has ever been found as far as I know. A couple of days ago Captain America asked me about this again (for a mod he is working on) and I only remember theorizing about this topic a couple of months ago, never actually testing stuff. Today I did, and what do you know... I actually found a working fix! The solution is near to what I described back then, just a little different. A very cool workaround that may prove usefull in other scenario's as well...
Here's a small in-game movie for ya: http://sh4.skwas.net/media/props.wmv (8 MB, 30s) Ok, here's a video walkthrough describing how it is done... http://sh4.skwas.net/media/props_tutorial2.wmv (43 MB, 9m10s) If you decide to use this method, please credit me ;) Oh and one more thing, pardon my english pronounciation :rotfl: [edit] For future reference, here's the first mod that uses this method: http://www.subsim.com/radioroom/showthread.php?t=138374 |
I pm'd skwasjer a couple of days ago for help regarding my soon to be released 4 bladed prop mod. I couldn't get the rotation to work properly...thought all my work was in vain.
Then skwasjer came to the rescue!:ahoy: Excellent job skwasjer. We finally have a true fix for the proper rotation instead of "bandaids". This should be good payback for those that ridiculed your theory on this months ago. :|\\ Thank you. |
wow, thanks skwasjer, thats a great fix for a long standing problem.
you should release it as a ready to go jsgme mod when you have the time. thank you |
Hi Webster, I'm not sure about the entire scope of Captain America's mod, but he is going to use this method for his mod so you can wait for that. I am not planning to make this into a mod myself, and was only interested to find a solution. But I am sure you will see this fix in a few mods soon... ;)
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I hope that this WONDERFUL thingie will be embedded in PE, NSM or will be released as a little self-standing mod ;P I hate that when I show this unbelievable game to my friends and the first thing they always say when watching the external camera is "WTF? You're going ahead and the props are spinning like you're going backwards!" ^^
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Yes my mod is going to cover both vanilla and TM for now. I'll change all props on each sub and also add the new 4 bladed model I created to the proper variants (i.e. gato, balao, tench)
Should see a new thread by tomorrow the latest. |
:up: :up:
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After all this time......Great job skwasjer!..
Even after watching your tutorial I concede that is techically above my pay grade. |
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@ skwasjer - i like single stand alone fixes myself for the reason that joe might want fix a, b & c but mike doesnt like fix b, he only wants fix a & c. stand alones IMO are better because everyone has the most creativity in what they want the game to be their way. that way by simply copying the mods you like into one, each person builds their own large mod customized to them and everything can be available to all without otherwise being forced to make changes you dont want to. |
All I get are error pages when trying to view the vids. :damn:
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The method of moving the animation back to the correct side is nothing short of brilliant. Nothing I love more than a simple solution to a complex issue. Not to mention one that has little chance of causing new issues. The fix seems to effect little outside the animation so should not endanger any code related to calculation etc. WHne the graphics are broken fix just the graphics if you can...beautiful. |
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Oh, and yeah if anyone has problems watching the video, right-click the link and save the video to watch locally... |
I'm just about finished with the mod. It took slightly longer because I got anal with the AO map. I have to package everything up (readme, etc.), then I'll make a new thread.
FYI- For those interested in using skwasjer's excellent tutorial to make their own changes anyway, there are a couple of things to note: The above fix will correct the rotation for all subs. However, the blades will still be facing the wrong direction on all subs except the tambor, gato and balao -i.e. the trailing edge first instead of the leading edge first. So I had to swap the models and their offsets (ignoring their +/- sign). The reason you have to also switch the offsets is because each prop has a different starting location in max. If you import both props at the same time in max you'll see what I mean. The other way to do it would be to just rename the nodes and swap their values...but I always thought this was the "dirtier" way since your tricking the game by saying right is left and left is right since the original ID# is referenced in the .zon file. If I'm wrong I'm sure skwasjer will correct me on this. Edit: Forgot to add the tambor to the list that also doesn't require a model swap. |
No you've done perfectly right. It will indeed screw with the zones so they would have to be corrected as well then.
Thanks for adding this info :up: |
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68=UPropellers1 and 72=UPropellers2 ... there are not right and left zones ... there are different zones only ... If to choose some lines of text or 43 MB of video ... i choose some lines of the text ... :-? More correctly to tell, ... two words about the main idea of mod ... it is enough ... |
Anvart, you are smart enough to find out how it was done if you take a look at the mod Captain America just released. He used my method:
http://www.subsim.com/radioroom/showthread.php?t=138374 Sorry if I was wrong about the zones. I don't stare at the files as much as some of you guys do and quite frankly - since I never made a mod - it's amazing I found this fix, and not some else :rotfl: [edit] And as far as the video vs written tutorial. I can make a video tutorial in 10 mins, whereas if I had to write it down, I would spend at least one hour. That and the fact that the video guarantees succes, and written text will almost certainly raise questions. My time is precious... |
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And if you realized dummy object with changing its position through object animation ... i congratulate you with this hard work ... :up: This is good trick ... but complex. Quote:
... two words about the main idea of mod ... it is enough ... |
Well, maybe it's possible to refine and simplify it (by people like yourself), or apply the trick in a different way. What matters is there is now a fix and it may trigger some new ideas :up:
Are there for example by any chance other objects that rotate in a different direction (based on their relative position instead of controllers)? Radars or hydro's maybe? I have little knowledge about the real life functional systems on subs and ships and how they are implemented in the game, but others do and may find use in this solution or find another, easier way... |
Excuse me, but this idea (solution) is not new ... IIRC, GWX-team (already for a long time) uses this ideas in the works ..., more precisely, master Ref (his favourite animations) & k.L. Ltd. ... and, certainly, Privateer not forgotten too ... :lol:
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