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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#76 |
Sailor man
![]() Join Date: Feb 2010
Location: Germany
Posts: 43
Downloads: 26
Uploads: 0
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ok!
I'm asking because i would be interested in some sort of team work. You could tell me which animations you need an i could try to realize them. I'm working in a software developing company and we have almost all sort of tools, mostly "lying" around unused. Maybe i can get hand of a 3D Max license...maybe. Greetings from germany JotDora |
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#77 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#78 |
Sailor man
![]() Join Date: Feb 2010
Location: Germany
Posts: 43
Downloads: 26
Uploads: 0
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We do have 4x 3D MAX licenses here, checking now if they are used and if i can "borrow" one.
If i can get hand of one license, don't expect to much at the beginning. I'm leading a team of programmers being used to develop 2D Windows Forms applications. Never did something in 3d on professional basis...but i'm interested in and maybe in can support you a litte bit in providing animations. Not sure if i will succeed in accessing the format (have to test if the 3D MAX version we have has the correct version for the SH5 files!) and providing GOOD animations ![]() But i do have a russian mate who really is a "hero" in 3D modelling (sadly not interested in sub games) and i'm sure he can give me some useful lessons...for a beer or too (or maybe vodka ![]() I'll check back Greetings JotDora Last edited by JotDora; 03-15-10 at 11:01 AM. |
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#79 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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Dude thank you so much for the latest version of this mod! I love the extra animations! I can live with the crew clipping since it adds more animations! Absolutly love this mod thanks again!
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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#80 |
Sailor man
![]() Join Date: Apr 2008
Posts: 48
Downloads: 8
Uploads: 0
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I couldn't agree more. Its almost a shame the Devs didnt make more stock animations. I understand they didnt have time to finish what the wanted, but at least if they had given these guys the proper tools.
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#81 |
Commodore
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1.1.1 Released.
A small update. I tweaked the timing logic so the crewmen shouldn't walk through each other so much at the ladder. All gun crews now change out of their play clothes before they go on deck. Several crewmen had their beards removed in the stock w/ no beards version.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#82 |
Sailor man
![]() Join Date: Feb 2010
Location: Germany
Posts: 43
Downloads: 26
Uploads: 0
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Installed my license of 3Ds MAX on my box at home last night.
Having 3Ds MAX is not enough to access the gr2 files. Did some fast tests and played around with 3Ds MAX export/import filters. There seems to be no "out of the box" way to import gr2 files in 3Ds MAX. As far as i know the (granny), gr2 files are representing just the skeleton of a 3D model, separated from the textures. Granny is $ 14000 ![]() I did a quick research and there are several approaches (like this to import gr2 files in 3Ds MAX). Will do more tests this evening. First of all i'll have to do more investigations to understand the basics of 3D modelling and the file formats. Edit: I'll open o new thread for further information, i don't wanna mess up your thread! "MAY" be possible to archieve the goal in creating new animations...maybe ;-) Last edited by JotDora; 03-16-10 at 02:00 AM. |
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#83 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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Thank you Heretic.
I like the change you did with the XO and watch officer. They look much better now IMHO.
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#84 | |
Bosun
![]() Join Date: Jul 2004
Location: Ubi bene ibi patria
Posts: 65
Downloads: 257
Uploads: 0
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we will hope that an arrangement of 4 90° sector used watch-crew will be able. Also that they put down her glasses to clean them, only. So it was usually as describes in the istoric books. Best regards Karl ![]() P.S.: My profession is the low poly design of Ships, Lighthouses (Fastnet_Rock) and other static objects. So I have many 3d-files ready for translating to SH5 if a max-plugin is avaliable. See my Tug for SH3: http://forums.ubi.com/eve/forums/a/tpc/f/857101043/m/6011016756?r=6011016756#6011016756 And I forgot: The glasses closer to the eyes, please. Last edited by KarlSteiner; 03-16-10 at 08:12 PM. |
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#85 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#86 | |
Eternal Patrol
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“Never do anything you can't take back.” —Rocky Russo |
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#87 |
Commodore
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Mod status and future plans.
I'm pretty satisfied with the bridge watch. I could make it somewhat better with some different animations, but that's starting to look more like something to hope for in patches and expansions. If that changes, I'll be glad to revisit it. I've investigated adding more crew to the deck gun and torpedo room. I have one more thing I'd like to try on the deck gun but the torpedo room is a bust. There's a only two usable waypoints in there and they're both occupied. Finding usable animations that are offset from those waypoints has proven futile. Not a big disappointment for me since that's just a sideshow. The aft tube doesn't have any loading sequence at all. 90% of the action takes place in the control room and bridge. I'd still like to do something with the bosun. Having him occasionaly touring the boat checking on the crew seems a good choice. Possibly having other crewmen moving around a bit makes sense too. I don't know if that will be in 1.2 or not. Which brings me to something pretty exciting I'm working on for 1.2 - command based actions. Currently the crewmen are just looping through a set of animations with no connection to what the boat is doing or orders the player has given. The devs have implemented a command interface to allow the crewmen to perform action based on the command, but it's pretty limited and unfinished. Some of the functions referenced are very intriguing (OperateLeftTelegraph, OperateRightTelegraph), but sadly not functional. I'm working on a method to utilize that interface to drive the idle scripts, where I have more freedom. What this means is when you issue a command, like 'dive', the Chief will call out ballast tank and hydroplane orders using the sound files already in the game- "flood main ballast tank", "fore planes five degrees down", etc. Then the planesmen will operate the correct controls, the ballast tank operator will turn his valves, and so on. The devs made the sound files, animations, and interface to make this all possible, but never got it completely implemented. I'm pretty sure I can get it functioning well enough to be a nice addition to the atmosphere and realism.
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#88 | |
Silent Hunter
![]() Join Date: Aug 2006
Posts: 3,528
Downloads: 118
Uploads: 0
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#89 |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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Heretic, I've tried using the commented-out animations in some of the unfinished crew script files; Like the set_speed.aix, but the game crashes with even minimal modification. I wonder if at least the:
Wp:LookAtPlayer(); Wp:LookAtEngineTelegraph(); aren't functional.. It's great that you see a solution to this by using the Idle scripts ![]()
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Lt.z.S. Barbaros Hayreddin, U-35, 2nd Flot/Kiel, Type VIIB Oct.29.1939, 2nd Patrol Eastern English Waters Running SH5/TWOS |
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#90 | |
Commodore
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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