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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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I long ago wanted to do something pleasing to Stiebler.
He still maintains one of the oldest mods for SH3. He is worthy of respect. Therefore despite the employment and laziness I finally adapted my work for NYGM. And it is not important, will he apply or no my mod, I did it. ********************************************* Copy/Paste readme: -------------------------- xxxxxxxxxxxxxxxxxxxx x Mod: AI_Crew.7z x Author: Anvart xxxxxxxxxxxxxxxxxxxx This mod is the adaptation to NYGM 3.6c of one of my old works (for 3.6d must work too). This work is more than just a mod... It's the development kit for creating animated Watch Crew and Gunners (the similar with human submarine) for AI objects. They can be used on AI submarines, AI ships and so on. There are two parts: _AI_Crew_.7z - main mod... and _TestMission_4_AI_Crew_.7z - demo/test in single mission - ONLY FOR STUDY of this work. AI objects (submarines, ships, etc.) do not have the mechanism of control over crew's behavior, therefore first we check the behavior of the AI Watch-Crew without the influence of this mechanism from the side of the human submarine... for this human submarine is under water. In this case, we see a limited number of playable animations... only from the Stalker_Idle's section of the proper Graph (UzoOfficerR and POSWatchR)... and in this case AI Watch Crew doesn't react to air and marine contacts and on all dangers. After, as the human's submarine surfaced and Watch Crew emerged on the bridge, the mechanism of control over crew's behavior for the Watch Crew turns on, this mechanism also affects to the Watch Crew of AI objects... and AI Watch Crew performs the same animations as the Watch Crew on human's submarine. The Gunners of AI objects are managed as the Gunners of AI ships. This mod is the Eye Candy mod. Let us all together say NO! we don't need soulless dummies, which in surplus have filled the world of SH3 modding. ************************************************** **** Installation. Unzip into JSGME's MODS folder. Use JSGME tool. First - main mod _AI_Crew_ Second - demo/test _TestMission_4_AI_Crew_ After learning _TestMission_4_AI_Crew_ must be deleted. --------------------------------------------------------------------- All nodes of the AI Watch Crew and Gunners are in NSS_Uboat***.eqp All names of the gunners nodes are in AI_SubGunners.txt. All crew models are in AI_Crew.dat. Known issue. To control the appearance/disappearance of the gunners was used the gun barrel lifting mechanism. Therefore, when the angle position of the barrel is near with the trigger (time/angle), which switches appearance/disappearance of the gunners, you can see the short disappearance of the gunners... also if after guns deactivation the barrel will not take the initial position, the gunners remain on the place. Those are not the principal moments... they are inevitable in such animations scheme. Good luck. If you use this MOD or materials of this mod in your work, you have to give appropriate credits to the author of this mod, Anvart. THIS MOD IS FREEWARE AND CAN'T BE USED FOR COMMERCIAL PURPOSES OF ANY KIND. ************************************************** *********************** Link: http://www.mediafire.com/file/ylkm0z..._Crew.rar/file
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 10-26-20 at 06:15 AM. |
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#2 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Light video(view or download) ~ 88 MB:
http://www.mediafire.com/watch/fzj2r...bj/AI_Crew.mp4 Light video - AI Crew Death ~19 mb: Losted.
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 10-26-20 at 06:25 AM. |
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#3 |
Admirable Mike
Join Date: Mar 2004
Location: Canada
Posts: 1,338
Downloads: 421
Uploads: 0
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Well done.
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Game Designer: Close The Atlantic - World War Three https://boardgamegeek.com/boardgame/...orld-war-three |
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#4 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Thanks, raymond6751.
... I see, nobody has even one question... all understand all. ![]() P.S. I remember, as due to the negligible problem with eyes in SH4 were written a ton of words... as the result, "Mr. Frozen Eyes" had deprived the sailors eyes of animation, i.e. made them "frozen". ![]()
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 12-18-14 at 04:46 AM. |
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#5 |
Weps
![]() Join Date: Sep 2002
Location: SW France
Posts: 361
Downloads: 137
Uploads: 0
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Hi Anvart,
I have GWX installed - am I right in assuming your mod will not work unless NYGM is installed? Regards, MLF
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Je pense donc je fuis! |
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#6 |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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Hi, MLF.
Unfortunately this mod is impossible apply in GWX without adaptation... and only man, who understands well what I did, can make the adaptation... I think. Must modify the files: Resupply Uboat NSS_Uboat9b4.dat, *.eqp *.sim, Turm9_1_hd.dat, *.sim GUNS_SUB.dat and may be *.sim Regards, Alex.
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 12-18-14 at 04:50 AM. |
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