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#1 |
Ocean Warrior
![]() Join Date: Dec 2007
Location: Between test depth and periscope depth
Posts: 3,021
Downloads: 175
Uploads: 16
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Silverwolf may be the one to go to for advice as well. A lot of his mods do what you're describing.
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USS Kentucky SSBN 737 (G) Comms Div 2003-2006 Qualified 19 November 03 Yes I was really on a submarine. |
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#2 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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Where is the controller linked to the planes ? the one that starts the animation as you dive ?how is it linked to the planes ?
what I managed so far is to rotate the gun backwards and then to lower it in the hull, but the animation loops ingame ![]() keltos |
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#3 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() surfacing : the guns come up ![]() Going to periscope depth : ![]() you can see the AA guns lowering themselves into the hull. ![]() underwater : AA gun stowed away ! one gun to check though but it works !! ![]() ![]() I copied the bak plane node from the hull with its label, set the parent id of both AA guns to that of the added backplane, set the plane to visible=no, moved it to 0,0,0 so it would be centered and the AAs at their right places. the view here above is when surfacing the sub : the AAs are there This I couldn't figure out alone : thanks to Silverwolf and Peabody who told me what to do ! ![]() keltos |
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#4 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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where does the bow/rear planes animation come from ?
it's not in the submarine.dat , I can't find their ids in any of the files but for the .zon (damage) it is also linked to a water interaction node somewhere... where ??? anyone knows ? keltos |
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#5 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() ![]() Uploaded with ImageShack.us found a WaterSurfaceTransition controller in the particles ! type 10/-1 seems to activate the particles when the Y value becomes negative thus when submerging ! keltos |
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#6 | |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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![]() Quote:
I tried linking it to the AA node, and the anim to the aa node as well : rotates all the time... and the planes don't have a WST node or anything similar !!! ![]() what makes the planes rotate when we submerge ? what controller is it ??? keltos |
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#7 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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![]() Quote:
The animation for the dive planes comes from the subs.sim file. Well that is where the dive plane is defined, where the actual animation comes from I do not know. Do this: On your Jyunsen B.sim file go to Unit_Submarine and on the Rear_Diveplane replace the diveplane with [0]= Japan_FLG. Now save it and copy to the mods folder, enable it, start a quick mission with the sub on the surface. Your flag will be on the 'wrong' side of the pole. Now without moving the sub just select a depth so the sub will dive and you can watch the flag animate the same way the Diveplane would have. I don't know if the animation is hardcoded or comes from another file, but as far as the sub is concerned it comes from the .sim file. Where the .sim file gets the information I don't know. Now of course you can go back and change it back the Rear Diveplanes. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. Last edited by peabody; 09-10-10 at 01:26 AM. |
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#8 |
Silent Hunter
![]() Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
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[QUOTE=peabody;1489374]How did you determine it is connected to a "water interaction" node?
I did not I found the Water Surface Transition Controller in the particles nodes, it says that when the sub goes below the surface, = depth<0, it starts the particles. I then tried to link my AA gun animation to that WST controller, and the controller to the A01 node in turn, hoping it would start the animation when I submerge. it did not. ![]() The animation for the dive planes comes from the subs.sim file. Well that is where the dive plane is defined, where the actual animation comes from I do not know. me neither and it bugs me ! maybe grrr hardcoded grrr ? Do this: I will try it On your Jyunsen B.sim file go to Unit_Submarine and on the Rear_Diveplane replace the diveplane with [0]= Japan_FLG. Now save it and copy to the mods folder, enable it, start a quick mission with the sub on the surface. Your flag will be on the 'wrong' side of the pole. ok Now without moving the sub just select a depth so the sub will dive and you can watch the flag animate the same way the Diveplane would have. ![]() I don't know if the animation is hardcoded or comes from another file, but as far as the sub is concerned it comes from the .sim file. Where the .sim file gets the information I don't know. ok I'll look some more unless someone here knows... Now of course you can go back and change it back the Rear Diveplanes. ![]() keltos Peabody |
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#9 | |
Admiral
![]() Join Date: Jan 2008
Location: New York State, USA
Posts: 2,390
Downloads: 126
Uploads: 7
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[QUOTE=keltos01;1489404]
Quote:
What I was getting at is you want to link the guns animation to the diveplanes animation, and as far as the sub is concerned you have found them. They are in the .dat file, the node names are what you put into the .sim file for the diveplanes. Peabody
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System Spec: Gigabyte GA-965P-DS3, PentiumD Dual Core Presler 945 3.4Ghz, Gigabyte Geforce 7600GS, 2-1GB Corsair XMS2 800Mhz in Dual Channel, 2-WD 250 SATA 3Gb/s, Onboard Realtek HD 7.1 Audio, DVD ROM, DVD burner, Hiper 580 Watt Power supply, WinXP SP2. |
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