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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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Is there anyone, who tried to get a look into the gr2 animations of the game? My granny viewer always crashes, when loading an animation.
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#2 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
Downloads: 35
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same here
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#3 |
Commodore
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I've been able to use the Granny viewer I d/l from here : http://www.radgametools.com/granny/download.html. The animations currently in the game are just scratching the surface of what's in there. It makes me really interested to see what this thing can do. I'm trying to find how they link the various body parts with an individual crewmen so I can change uniforms, add caps, etc. It's not done the same way as SH4. There are some text files in the submarine folders that look to control animations for various states. I haven't messed with them enough to know if they do anything.
We need to find out how body parts and animations are assigned to crewmen. And how crewmen are assigned to the various places in the sub.
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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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#4 |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
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Try opening, for example, the bunker files with the Goblin editor (data/terrain/locations/bunker.*).
You'll figure it out. |
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#5 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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i opened some files with the goblin editor, but i have no access to the shown animations. i just can see them all in one place or, single animation files are not shown at all, just in the tree on the left. but the editor window stays gray...
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#6 |
Commodore
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Lack of familiarity with the tools and confusion about the file relationships is the problem at the moment.
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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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#7 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
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![]() Quote:
![]() The more you dig the files/tools the more you see how moddable this thing is and sky is the limit.
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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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#8 |
Commodore
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Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
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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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#9 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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nice progress! thank you! keep us informed...im really looking forward, to change 3d data...and animations
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#10 |
Commodore
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Scripting pulls it all together. This is something I'm more familiar with. You can make the crewmen do the various animations depending on many variables and states. I think I can get more crewmen on the bridge and get the mad pointin' fellas to behave in a more appropriate manner pretty soon.
Looking thru the scripts, it looks like during the tutorial, more stuff was supposed to happen around you. Dunno if I just missed it or it's not working properly.
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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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#11 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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scripting is one of my "nogos"...
![]() i m more familiar with 3d modeling and 2d graphics stuff...
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#12 |
Commodore
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I few hours fiddling and I got the bridge watch using binocs. It's rough since the animations using binocs don't match up to the CT waypoints the same way as the CT animations. Gonna need some custom work there, I imagine. I think we'll be able to take the WO off the UZO, then put him back when at battle stations. You can send crewmen to any of the waypoint locations defined in the 3D models so we can get more crew on the bridge (4 spots there). There'll probably be clipping issues until more custom work is done. I don't know anything yet about adding more crew or exactly how everything connects together.
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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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#13 |
Lieutenant
![]() Join Date: Mar 2007
Location: Shropshire UK
Posts: 266
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ALRIGHT!
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#14 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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yeah heretic...this is nice! i knew, you would crack the pot...
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#15 | |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
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You will be able to edit the .chr files properly after that. |
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