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#1 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
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Can anyone point me to what file to tweak to make the men smaller.I have changed conning deck position on the VIIb and it looks really good but the men are still slightly too large.If you look at all the videos that play in the loading screen on game startup(might be GWX only)you will notice something.....the men are all standing in conning deck and the rail is at shoulder height.Just the neck should be showing in outside view but in the game the players are larger than they should be and the rail is at armpit level.Its just a distance of say 6 to 8 inches too high but would look killer if it was reduced.And in the TypeII though the men are all over the place.The WO is shorter than normal and looks perfect while the guy standing on the opposite side of the UZO is like a foot taller.I know I will get the point said that people do vary in height but its not realistic since body shape is different at different human heights.
I have asked for many requests and no one has ever answered me....except for Magic1111.....your still my first Magic and my fave ![]() ![]() ![]() |
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#2 |
Black Magic
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It's not a simple matter of changing a file. You have to make the crew 3D models smaller. I believe that if you change the crew 3D model you also need to revise all the animations for the crew.
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#3 | |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
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#4 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
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TDW is it futile for me to try my hand at this?Is it changing the 3D model as simple as a few tweaks here and there or is it a very hard process where it takes weeks to learn 3D modeling etc.
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#5 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#6 | |
Black Magic
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#7 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
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Your right TDW and if it takes me 6 yrs then so be it!!!!!!
![]() Reaper,do tell........its not like you'll show any pics....just what is it you mean??? ![]() |
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#8 | |
Silent Hunter
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![]() But in this question I can´t help you...! ![]() Best regards, Magic ![]() |
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#9 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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sounds interesting!...some tools, for a better implementation of crew models and animations, perhaps?
![]() THAT would be a real DEAL!
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#10 |
Grey Wolf
![]() Join Date: Apr 2011
Posts: 756
Downloads: 237
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Since I have you fellas here,maybe someone can help me with this new one.I have put binos and UZO back to sway with boat.With my reduced sway of boat they are useable while being a pain in high seas.Thing is I wanna also put bino view to be restricted by the crew on deck.It looks so much more realistic when you make it so that a person or the ship blocks your view but then run into the unrealistic issue of not being able to tell the crew to move.
I have changed some settings trying to be able to take the position of the WO in the same way you can take over where the CI,NO,WO stand.Now when I Rclick on the WO it does nothing so I am getting somewhere.Would love to be able to click into every crew member on deck as that would give you ability to have a real bino "look" plus the excellent views of moving all around the deck would bring.So anyone know why the WO is not accesible? One other thing ![]() ![]() Whats wrong with the controlling the boat with the actual dials is that there is no officer acknowledging your commands so you only see the dials move.If we could get the CI to acknowledge then this would be even better.....anyone know if its possible? |
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#11 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Use S3D, extract character MeshAnimation as a sequence of poses (meshes)... then in 3ds Max reduce (rescale) this mesh sequence and then import rescaled sequence into MeshAnimation using S3D... ![]() ... Model of the body is the same for all sailors... and only because of the animation WO looks a little less...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 09-07-11 at 01:58 PM. |
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#12 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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sounds good. it might be that "simple" to scale the animated model down. but what about adding a new crew model? how is the way this can be done?...if i have a new animated crew model, how can i add this one to the game? with all connected animations...
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#13 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
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Quote:
![]() See how it's done in the game...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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#14 |
Stowaway
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We covered many of the details in this thread Guys.
![]() http://www.subsim.com/radioroom/showthread.php?t=176928 |
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#15 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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so, beside not reading the whole thread again, i spoke to mchalo and he said, its quite disturbing to add new animations of crew models to the game. its a long dream from many of us, to have better crew models in the game. so what about starting such a project?!
anyone with me on this? ![]()
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