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#1 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
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WIP survivors! (warning large images)
First of all may i thank everybody here that has offered me help getting me going, especially Privateer (helped me import my first model and im learning hex from his thread), Diving Duck (sent me a tutorial for exporting models properly from max and that), and Mush Martin for his advice
![]() right now onto my work. as of yet i only have one finished one part of this. i have used DD's barrel as a basis for this and i have imported a new model of a man holding on to a box as if he is drowning in the water. ![]() ![]() i am also working on adding a few of these men instead of the boxes that float up when a ship sinks (this has already been succesfull, i just need to update the model and re texture the original boxes) they bob around a tad to much untill they sink (beybe someone could help me edit this so they stick around longer and are slightly more stable) i also have a dinghy model that could be implimented in either of these ways (or both) feedback would be exelent and i would especially like ideas for other objects that people think should float to the surface. thanks for looking Fret ![]() |
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#2 | |
Eternal Patrol
![]() Join Date: Dec 2006
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![]() Quote:
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#3 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
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they do not blow up when you shoot them (i tried
![]() ![]() ![]() the people that float to the surface from ships (unless i can add random/multiple texturing) will have one texture. also i want to add a dead crewman face down in the water as im sure they cant all find little boxes to hold! |
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#4 | |
Eternal Patrol
![]() Join Date: Dec 2006
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bit is a good touch. ![]() |
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#5 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
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#6 |
Stowaway
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I get some stuff done here and I'll whip up a rule for
Mini tweaker and debris files for you. the height of the debris in water can be adjusted in the dat file. It will be in the rules. |
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#7 | ||
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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Hi TFM,
Quote:
Quote:
Regards, DD
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#8 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
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awesome, thanks dd. you inspire me
![]() putting a dock worker into the sea is a cool idea. can animations be imported onto models? i can try to make a man wave on 3ds. does anyone know what format the animations are in?? |
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#9 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
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Hi TFM,
animation is a sealed book. I´ve tried to build a new flag animation to give an animated sail to my cutter. The project is still pending. The object you can import via Pack3D is responsible for UVW mapping only. The animation itself is stored frame by frame. Check this: http://www.subsim.com/radioroom/show...6&postcount=23 (Don´t take every info in this older posting for granted. I´ve new ideas about it, but not tested them yet.) As for the flag animation you´ll have to edit 25 frames containing 70 vertices, each coded by 6 bytes. That´s 10500 bytes to change. The workers mesh will contain much more vertices involved. So I suggest to use an already animated worker. Regards, DD
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#10 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
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yes i thaught animation would be harder:hmm:
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#11 |
Lieutenant
![]() Join Date: Apr 2005
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I had no time reading the whole thread, but as of this example, I would suggest submerging the guy more into the water or moving his hands on the top of the box. If he was holding the box by the sides, he wouldn't be higher than just a bit over his shoulders. Now he seems to be almost as high as his waist.
Otherwise, great idea. Good luck. |
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