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[REL] We don't need soulless dummies...
I long ago wanted to do something pleasing to Stiebler.
He still maintains one of the oldest mods for SH3. He is worthy of respect. Therefore despite the employment and laziness I finally adapted my work for NYGM. And it is not important, will he apply or no my mod, I did it. ********************************************* Copy/Paste readme: -------------------------- xxxxxxxxxxxxxxxxxxxx x Mod: AI_Crew.7z x Author: Anvart xxxxxxxxxxxxxxxxxxxx This mod is the adaptation to NYGM 3.6c of one of my old works (for 3.6d must work too). This work is more than just a mod... It's the development kit for creating animated Watch Crew and Gunners (the similar with human submarine) for AI objects. They can be used on AI submarines, AI ships and so on. There are two parts: _AI_Crew_.7z - main mod... and _TestMission_4_AI_Crew_.7z - demo/test in single mission - ONLY FOR STUDY of this work. AI objects (submarines, ships, etc.) do not have the mechanism of control over crew's behavior, therefore first we check the behavior of the AI Watch-Crew without the influence of this mechanism from the side of the human submarine... for this human submarine is under water. In this case, we see a limited number of playable animations... only from the Stalker_Idle's section of the proper Graph (UzoOfficerR and POSWatchR)... and in this case AI Watch Crew doesn't react to air and marine contacts and on all dangers. After, as the human's submarine surfaced and Watch Crew emerged on the bridge, the mechanism of control over crew's behavior for the Watch Crew turns on, this mechanism also affects to the Watch Crew of AI objects... and AI Watch Crew performs the same animations as the Watch Crew on human's submarine. The Gunners of AI objects are managed as the Gunners of AI ships. This mod is the Eye Candy mod. Let us all together say NO! we don't need soulless dummies, which in surplus have filled the world of SH3 modding. ************************************************** **** Installation. Unzip into JSGME's MODS folder. Use JSGME tool. First - main mod _AI_Crew_ Second - demo/test _TestMission_4_AI_Crew_ After learning _TestMission_4_AI_Crew_ must be deleted. --------------------------------------------------------------------- All nodes of the AI Watch Crew and Gunners are in NSS_Uboat***.eqp All names of the gunners nodes are in AI_SubGunners.txt. All crew models are in AI_Crew.dat. Known issue. To control the appearance/disappearance of the gunners was used the gun barrel lifting mechanism. Therefore, when the angle position of the barrel is near with the trigger (time/angle), which switches appearance/disappearance of the gunners, you can see the short disappearance of the gunners... also if after guns deactivation the barrel will not take the initial position, the gunners remain on the place. Those are not the principal moments... they are inevitable in such animations scheme. Good luck. If you use this MOD or materials of this mod in your work, you have to give appropriate credits to the author of this mod, Anvart. THIS MOD IS FREEWARE AND CAN'T BE USED FOR COMMERCIAL PURPOSES OF ANY KIND. ************************************************** *********************** Link: http://www.mediafire.com/file/ylkm0z..._Crew.rar/file |
Light video(view or download) ~ 88 MB:
http://www.mediafire.com/watch/fzj2r...bj/AI_Crew.mp4 Light video - AI Crew Death ~19 mb: Losted. |
Nice work
Well done.
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Quote:
... I see, nobody has even one question... all understand all. :D P.S. I remember, as due to the negligible problem with eyes in SH4 were written a ton of words... as the result, "Mr. Frozen Eyes" had deprived the sailors eyes of animation, i.e. made them "frozen". :timeout: |
Hi Anvart,
I have GWX installed - am I right in assuming your mod will not work unless NYGM is installed? Regards, MLF |
Hi, MLF.
Unfortunately this mod is impossible apply in GWX without adaptation... and only man, who understands well what I did, can make the adaptation... I think. Must modify the files: Resupply Uboat NSS_Uboat9b4.dat, *.eqp *.sim, Turm9_1_hd.dat, *.sim GUNS_SUB.dat and may be *.sim Regards, Alex. |
Great work my friend.
Your Voodoo is strong as always. :rock: This will indeed be a great addition to any AI unit. :salute: |
:D
Thanks, my friend Myxale. I'm glad to see you. |
Link is restored!
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Dear Anvart... I don´t know what to say... what a great invention and addition!! :rock::rock::rock:
You´re the master of Sh3 mechanics!! I am very excited to use your great stuff :arrgh!::salute: Really great work! Thx for your inventiive talent :know: |
Thanks, HanSolo78. :sunny:
If you want look video from not published mod for GWX... Link: http://www.mediafire.com/download/7k...I_Crew_GWX.mp4 Regards, Alex. |
Thx, watched it already yesterday and in the evening today I just ported your invention to some more detailed subs for my WAC release :ping::salute:
Looks really awesome compared to the old soulless ghosts! :yeah: |
This mod is not complete and already is outdated... and there is addition to such type of mods... the working title is "_HarborCrew_"... and looks aproximately like in this video:
http://www.mediafire.com/download/y7...HarborCrew.mp4 Video is updated. |
I see I will have to edit my crew on deck mod in the future .. but.. animations are more comlpex to edit than some simple 3d models with wings3d. :yep:
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In the last video I used standard idle/waiting animations... the only thing left to rebuild these animations for body without badges and awards, because game engine does not operate with the "AI body". Review video carefully.
For other needs to build own new animations... maybe in Blender..? P.S. In addition my mod has a peculiarity... "Deck crew" will appear on the deck only in a radius of approximately 200 meters from the Orchestra (main point of a Harbor) when the submarine gets status InHarbor (or InHarborNeutral). |
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