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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
Uploads: 0
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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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#2 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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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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#3 |
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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#4 | |
Seasoned Skipper
![]() Join Date: Aug 2005
Location: Istanbul, Turkiye
Posts: 715
Downloads: 115
Uploads: 0
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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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#5 |
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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#6 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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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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#7 |
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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#8 | |
Sparky
![]() Join Date: Jan 2010
Posts: 152
Downloads: 6
Uploads: 0
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You will be able to edit the .chr files properly after that. |
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#9 |
Commodore
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Thanks Pintea!
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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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#10 | |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
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out of my league though this stuff... i mainly deal in audio work for games, and light texture + file editing. hats off to guys that dive deep into code, and wire mesh 3d model making. ![]()
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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#11 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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Problem is that animations implementation quite lack flexibility. You can't set start point/end point for example, you can't set angle so if you find an animation where a guy climb up a ladder and the animation was done with a ladder supposed to be oriented plain north, you won't be able to turn the entire animation 90° left if your ladder is not facing north...
I've tried importer/exporter for GMAX that are specific to the granny2 tools that devs used to make the game. Community from the neverwinter night game that also uses granny2 made some for Gmax, but apparently, it doesn't work with SH5 models and returns an "unknown exception" and gmax CTD. It's not THIS modder friendly after all... you can fiddle with what already exist within the game, but don't you try ADDING stuffs! There it becomes less than what we had with Skvasjer excellent S3D back for SH4 or what we can do these days with SH3. Scripts however are great idea, but unless you can't tweak anims and etc... |
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