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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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As Hansolo78 is recreating his wonderful Megamod WAC to Version 5.0 the topic "3D Crew" came up again. I see here some amazing new mod stuff arriving in this forum in 2015. Some new talents are at work.
![]() So i want to ask the crowd: Any chance, we get new crew models into the game? http://www.subsim.com/radioroom/showthread.php?t=221608 3D Crew I think, one might could use the 3D crew models of SH4 or SH5. But they cant just be replaced (i guess) it must be rigged to the animations in SH3. Other way would be complete new rigging. So far nothing toxic for 3D Experts. BUT: The animations are hardcoded. Some Modders managed to add new crew members with animations in SH3. So there must be already some knowledge about the mechanic. But its all about Hex-Editing and needs much expertise in code-structures. And time. Water Another topic i bite off my teeth in was better looking water reflections. The existing shaders are not suitable for more real looking water. So here also some coder talent might have a look in, how to get new shaders on the water. What do you think and who could or would make a try in this? ![]()
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#2 | |
GLOBAL MODDING TERRORIST
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Grabbing the 3D Crew models in SH4 is not an issue. The issue is that one needs to know how to rig them, then do all new animations used in SH3. Then export that and do the Hex work and import to SH3. I only know of maybe 4 people that can do that at this point in time. I know of one that claimed to have done it or was working on it. I know of 2 that said it can be done but not by me. The 4th I haven't heard from since 2008 or so. You can read all the detailed info in this thread. http://www.subsim.com/radioroom/showthread.php?t=176928 Last edited by Jeff-Groves; 11-17-15 at 10:06 PM. |
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#3 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Technically it is possible, I think, without major problems... but the monotony of crew bodies will remain, because the game engine handles only two bodies body01 and body2 (for body2 engine is more tolerant... see my mod AI_Crew.rar for NYGM). I think, for the sake of simplicity, the first test should be done for AAGun crew, see my mod AI_Crew.rar.
Need to create (or edit, and use existing) body, head, helmet, binocular, and so on. Need to create skeletal animations, eg for 20mmTwin_UFlak gunner, then get the keyFrames from them (vertices animations) and so on... and check out how the engine operates in principle with created model (for begin in AI mode, as in AI_Crew.rar mod). The question of new crew models has already been discussed some times and everything is already said. This is laborious and long process. I think that little modders willing to lose the part of their life on doing. The references of the amateur animations of the standard body, that been made at one time, are not proper. The initiative is punishable - therefore fish, as the initiator, will do this work. lol Regards, Alex.
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Alex ® ![]() Moses said: "Don't create yourself an idol"... |
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