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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
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i find the 3d crew pathetic in terms of animation..little more movement inside the boats plz.., cant the team animate some of the crew moving inside the boat..?
cool if they could model the engine rooms on the boats with the engineers maintaining the motors. =smokey inviroment ..fumes
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#2 |
Sea Lord
![]() Join Date: Sep 1998
Posts: 1,846
Downloads: 163
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I'm going to ask that everyone be polite in their responses here, and not jump down the poster's throat for his unfortunate choice of language.
Thanks JCC |
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#3 |
Eternal Patrol
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![]() ![]() I can't speak to SH4's animation, since my computer won't run it (yet). The problem with making something like the engine or torpedo rooms is that it would be a huge amount of work (for the publisher read "money") for something that's basically useless. By that I mean that the only reason to ever go there would be just to look at it; you wouldn't really do anything there. Maybe someday the entire interior will be modelled, but I wouldn't hold my breath. Maybe they could design it so extra rooms could be added by modders - let someone else do the work.
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#4 |
Let's Sink Sumptin' !
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I suppose the devs could have animated the crew more, but in the end an animation loop is an animation loop. Sticking in a few more frames isn't gonna make me feel like I'm in a real sub. More rooms modeled on the sub would be nice, but it takes a great deal of research to get it all right. And it never ends. Next, people will want to see their shore office completely modeled, the rooms down the hall, the warehouse next door, the street outside, Honolulu, the world....it'll never end.
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#5 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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#6 | |
Samurai Navy
![]() Join Date: May 2007
Location: cfgdatsimZOMGddstgasns
Posts: 571
Downloads: 21
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#7 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
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Let me put it this way: I've done modeling of cockpit interiors in the past myself (I made the 3D mesh for the He 162 cockpit in IL2). Any modeler will tell you that modeling fighter cockpits is far easier than modeling a bomber cockpit, because the complexity and the number of compartments goes up dramatically for these types of planes. It's a big reason why IL2 was slow to implement bomber cockpits, because they take so much time and effort. In SH4's case these extra compartments, while they no doubt would be nice to look at, don't really add anything in terms of gameplay. And actually, I'm in agreement with capthelm's post: the animations are a bit too basic. The crew just stand there when a pipe bursts as if nothing is happening, so that we have to listen to and see the animation going on for the rest of the patrol. The watch crew doesn't call and point out ship sightings (other than the OOD) like they used to in SH3. The OOD doesn't lean over and look through the TBT when you ask him for a bearing to a target. AAA gunners don't bend/kneel when elevating their guns in order to fire at an incoming target. The sonarman doesn't have his hand on the handle while scanning for targets. It's things like that that make the crew animations lacking in detail and would make the submarines feel more lifelike if they were there. Hopefully things like this have been addressed in the add-on, but I'm not holding my breath.
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