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#1 |
The Old Man
![]() Join Date: Mar 2008
Location: Phx. Az
Posts: 1,458
Downloads: 24
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I had a great mod idea. How hard would it be to take some of the guys standing around at port and put them on merchant ships? Would be cool to see a guy at the railing smoking a cigarette. Or a group of guys standing around chatting on the back deck of that freighter. As it is these ships seem like ghost ships.
The figures are there we just need to put them out to sea! ![]() Is this do-able? |
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#2 |
The Old Man
![]() Join Date: Dec 2008
Location: Deep in the Wild Canadian suburbs.
Posts: 1,468
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Hmm... sounds like a good idea. But you would need a way to make sure they stick onto the boats, I've never seen a harbour move, after all.
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#3 | |
Stowaway
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#4 |
Ocean Warrior
![]() Join Date: Nov 2008
Location: Auburn, Alabama
Posts: 3,333
Downloads: 101
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Hmm, are merchant deck guns manned? I don't think I've actually noticed that, not that I've ever made it a point of doing so.
![]() Edit: That brings up another question in my mind: Does the game automatically add figures to manned guns, or is that something a modder would have to do for new ships? (Sorry, technically illiterate when it comes to SH3)
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#5 |
Stowaway
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i'd say the crew is scripted to the gun.... so if you build a custom gun with a visible crew, you will have to link some guys that play with it
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#6 |
Stowaway
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The Gun Crews are linked to the Guns in the Guns.dat's themselves.
Adding "Stand About" people from the docks is easy, but time consumeing. You need to add extra nodes to the Ships dat file, then assign the 'people' in the eqp file. There are a few Ships that have 'people' onboard this way. But you need to add a 'visibleunderwater controller' to the nodes so they disappear when the ship sinks. Or zone the node so it can be destroyed. |
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#7 |
Eternal Patrol
![]() Join Date: Mar 2006
Location: CATALINA IS. SO . CAL USA
Posts: 10,108
Downloads: 511
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It's kinda funny but, before I got to his post I knew Privateer would figure this out.
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#8 |
Stowaway
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Go to the eqp file in the NTRW_ folder.
You will see an entry for AN1 It is set to Null now. Change that to DMY_of_ap2 Then look at the Wheelhouse of the ASW Trawler next chance you get. ![]() |
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#9 |
Chief
![]() Join Date: Jan 2008
Posts: 328
Downloads: 45
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I have 2 qvestion for u. Is it posibol too add a parachuter too sh3 just like u add it to sh4. And the second is about the racerboy`s flags and a U53 eagle. Is it posibol too make theat two mods work at the same time?
Soory for off topic qvestion ![]() Cheers and thx. ![]()
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#10 |
Lieutenant
![]() Join Date: Apr 2005
Location: Scotland
Posts: 269
Downloads: 20
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There was a post about this a while back, with some pointers from Mikahayl. Is anyone working on it?
http://www.subsim.com/radioroom/show...t=adding+nodes If not, I don't mind doing the work of putting the relevent bits in place if someone gives me a bit of help to start me off, I've been mucking about with S3d a bit and get whole node concept but not really getting there in linking together Mikhayls instructions ![]() I couldn't do any modelling or animation or anything that complicated but I was thinking about using the characters from the dockside and putting a texture over them from some of the sub crew outfit mods, with the authors permissions. Don't even know if that's possible! This would be a great bit of detail if it could be done. |
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