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Old 03-09-07, 05:05 PM   #1
thefretmaster
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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 to all of you and anyone else who has chipped in along the way.

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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Old 03-09-07, 05:13 PM   #2
Mush Martin
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Quote:
Originally Posted by thefretmaster
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 to all of you and anyone else who has chipped in along the way.

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
Do they blow up when ya shoot em do they come with Japanese army uniforms. and Indian army uniforms. I hear this mod calling my name somehow.
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Old 03-09-07, 05:18 PM   #3
thefretmaster
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they do not blow up when you shoot them (i tried ) also they sit too high in the water for torps . i could create different uniforms for the model that just stays there (pictured(like dd's barrel)) as this has the 4 different textures.

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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Old 03-09-07, 05:21 PM   #4
Mush Martin
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Quote:
Originally Posted by thefretmaster
they do not blow up when you shoot them (i tried ) also they sit too high in the water for torps . i could create different uniforms for the model that just stays there (pictured(like dd's barrel)) as this has the 4 different textures.

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!
I kinda had been just teasing a bit a bout my forum name but that last
bit is a good touch.

MM
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Old 03-09-07, 05:26 PM   #5
thefretmaster
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lol ok
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Old 03-09-07, 06:02 PM   #6
Madox58
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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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Old 03-10-07, 11:46 AM   #7
DivingDuck
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Hi TFM,
Quote:
Originally Posted by thefretmaster
...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)
Try the lifebelt as basis to prevent bobbing or alter the gc_height. I had this problem myself. Small objects tend to bob and to float slightly above sea level.

Quote:
Originally Posted by thefretmaster
... the .dat file for dd's barrel already has 4 different textures that are chosen randomly so i can add atleast 4 (if someone could instuct me on how to increase the amount of textures i could add more)
You can add as many textures as you like. The texture node in this *.dat file references external textures. Just name them unitname_T01/unitname_T02/unitname_T??/.... and put them into the units folder. In case you want to incorporate a new texture node, just ask. I´ve got one ready to mail.

Regards,
DD
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Old 03-10-07, 11:52 AM   #8
thefretmaster
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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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Old 03-10-07, 12:18 PM   #9
DivingDuck
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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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Old 03-10-07, 12:52 PM   #10
thefretmaster
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yes i thaught animation would be harder:hmm:
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Old 03-10-07, 01:34 PM   #11
mkubani
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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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