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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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Hi, everybody. Please help with the models of the characters. I know this type of thread has been up a lot, but there was no solution, maybe I'll try my luck.
So, the idea is to make a crew in leather jackets with garrison cap, and of course the watch officer with peak-cap. At first look, everything is simple, but it does not seem so. The first thing I tried is to change the Body01.dat on body2.dat, and it caused a ctd. Next, in the editor I took .obj model from body2 with materials, uw's and replaced in body1. Also I configured DMY coordinates as in body 2. It also ended with a ctd. Now I do not know what can be done. By reading the thread about animation, transfer models, etc. I realized that it has a lot of nuances. In general, I would be very happy to help, because I really want to make such a mod, it would be very cool. P.S. I tried the "cheat solution" and made a constant "storm", but this is certainly not the solution, because the anti-aircraft gun and deck weapons do not work. And not change peak-cap of the officer. ![]() |
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#2 |
Gefallen Engel U-666
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PatrioJake!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#3 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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#4 |
Ensign
![]() Join Date: Apr 2008
Location: San Diego, CA
Posts: 231
Downloads: 364
Uploads: 0
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Patriojake,
I can't help you, but I wish you the best in luck in getting it to work. I would be very happy to have that mod on my screen, it's a great look for the North Atlantic. Be sure to upload it to the downloads section of this forum so that the whole community can share. Good Luck. David I |
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#5 | |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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#6 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,481
Downloads: 875
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![]() ![]() Try in body2.dat make a Remap ID and save as body01.dat to the appropriate folder. and replace all 0*_OFF_Body01_D.the relevant tga 0*_OFF_Body2_D.tga saving as well 01_OFF_Body02_B.tga as 01_OFF_Body01_B |
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#7 | |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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But I already consider it a success, because the game does not crash. ![]() ![]() |
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#8 |
Gefallen Engel U-666
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#9 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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#10 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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After many export / import experiments that still resulted in a broken mesh. I tried to remove MeshAnimation from the node, and how you see the models are okey.
So something is wrong with animation. The second screenshot shows that all coordinates are the same. I also noticed that body01 and body02 have a difference of 90 degrees (around its axis !!!), I don’t know if this has any effect or not. P.S. I tried exporting / importing vanilla bodi01 .obj models and it also led to a broken mesh. I can not understand what is wrong... ![]() ![]() ![]() |
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#11 |
Ensign
![]() Join Date: Apr 2008
Location: San Diego, CA
Posts: 231
Downloads: 364
Uploads: 0
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Patriojake,
How are you coming along with this very interesting mod? David I |
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#12 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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Unfortunately, I have not found a solution. Maybe the problem is in the exe file, somewhere in its depths, but I do not understand this well. This was the reason for the thread, I thought that someone would order or suggest an idea for a solution.
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#13 |
Ocean Warrior
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Be a great mod to have, even if only partial. I use the "cheat" method, so that they're always wearing their gear.
I don't mind that, as I don't use the AA or deck gun anyway. But a better solution like your idea would be great anyway.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#14 | |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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So, after various experiments, I realized that the problem is in animation, the mesh looks like in the Matrix movie. But I don’t know why the coordinates are confused and where and how to put them in order. |
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#15 | |
Ocean Warrior
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__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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