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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Feb 2008
Location: Poland, Zabrze
Posts: 15
Downloads: 41
Uploads: 0
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I hope that this WONDERFUL thingie will be embedded in PE, NSM or will be released as a little self-standing mod ;P I hate that when I show this unbelievable game to my friends and the first thing they always say when watching the external camera is "WTF? You're going ahead and the props are spinning like you're going backwards!" ^^
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#2 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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Yes my mod is going to cover both vanilla and TM for now. I'll change all props on each sub and also add the new 4 bladed model I created to the proper variants (i.e. gato, balao, tench)
Should see a new thread by tomorrow the latest. |
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#3 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#4 |
Engineer
![]() Join Date: Jul 2002
Posts: 208
Downloads: 3
Uploads: 0
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After all this time......Great job skwasjer!..
Even after watching your tutorial I concede that is techically above my pay grade. |
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#5 | |
Stowaway
Posts: n/a
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@ skwasjer - i like single stand alone fixes myself for the reason that joe might want fix a, b & c but mike doesnt like fix b, he only wants fix a & c. stand alones IMO are better because everyone has the most creativity in what they want the game to be their way. that way by simply copying the mods you like into one, each person builds their own large mod customized to them and everything can be available to all without otherwise being forced to make changes you dont want to. |
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#6 |
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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All I get are error pages when trying to view the vids.
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#7 | |
Commodore
![]() Join Date: Nov 2004
Location: Right behind you!
Posts: 643
Downloads: 39
Uploads: 0
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The method of moving the animation back to the correct side is nothing short of brilliant. Nothing I love more than a simple solution to a complex issue. Not to mention one that has little chance of causing new issues. The fix seems to effect little outside the animation so should not endanger any code related to calculation etc. WHne the graphics are broken fix just the graphics if you can...beautiful. |
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#8 | ||
Sea Lord
![]() Join Date: May 2006
Location: 5 Miles Inland West Of Lake Huron
Posts: 1,936
Downloads: 139
Uploads: 0
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A legislative act contrary to the Constitution is not law. -John Marshall Chief Justice of the Supreme Court --------------------- |
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#9 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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![]() Quote:
Quote:
![]() Oh, and yeah if anyone has problems watching the video, right-click the link and save the video to watch locally...
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#10 |
Planesman
![]() Join Date: Apr 2004
Location: The Good Ole Red White & Blue
Posts: 193
Downloads: 167
Uploads: 0
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I'm just about finished with the mod. It took slightly longer because I got anal with the AO map. I have to package everything up (readme, etc.), then I'll make a new thread.
FYI- For those interested in using skwasjer's excellent tutorial to make their own changes anyway, there are a couple of things to note: The above fix will correct the rotation for all subs. However, the blades will still be facing the wrong direction on all subs except the tambor, gato and balao -i.e. the trailing edge first instead of the leading edge first. So I had to swap the models and their offsets (ignoring their +/- sign). The reason you have to also switch the offsets is because each prop has a different starting location in max. If you import both props at the same time in max you'll see what I mean. The other way to do it would be to just rename the nodes and swap their values...but I always thought this was the "dirtier" way since your tricking the game by saying right is left and left is right since the original ID# is referenced in the .zon file. If I'm wrong I'm sure skwasjer will correct me on this. Edit: Forgot to add the tambor to the list that also doesn't require a model swap. Last edited by Captain America; 06-18-08 at 11:07 PM. |
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#11 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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No you've done perfectly right. It will indeed screw with the zones so they would have to be corrected as well then.
Thanks for adding this info ![]()
__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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#12 | |
Admiral
![]() Join Date: Jan 2006
Location: Russia ®
Posts: 2,492
Downloads: 122
Uploads: 1
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![]() 68=UPropellers1 and 72=UPropellers2 ... there are not right and left zones ... there are different zones only ... If to choose some lines of text or 43 MB of video ... i choose some lines of the text ... ![]() More correctly to tell, ... two words about the main idea of mod ... it is enough ...
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Alex ® ![]() Moses said: "Don't create yourself an idol"... Last edited by Anvart; 06-22-08 at 03:23 AM. |
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#13 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 28
Uploads: 3
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Anvart, you are smart enough to find out how it was done if you take a look at the mod Captain America just released. He used my method:
http://www.subsim.com/radioroom/showthread.php?t=138374 Sorry if I was wrong about the zones. I don't stare at the files as much as some of you guys do and quite frankly - since I never made a mod - it's amazing I found this fix, and not some else :rotfl: [edit] And as far as the video vs written tutorial. I can make a video tutorial in 10 mins, whereas if I had to write it down, I would spend at least one hour. That and the fact that the video guarantees succes, and written text will almost certainly raise questions. My time is precious...
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![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO Last edited by skwasjer; 06-19-08 at 05:17 PM. |
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#14 | |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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Unfortunatly after 5 " FIVE " patches the propellers are still spinning upsidedown ( the propellers of U-Boot are OK ), and I remember before the patch 1.4 we was already begging UBISOFT to fix the propellers bug , the begging was therefore ....... useless I dont care if the propellers have three or four blades ( I preffer only three blades ), but the wrong spinning decrease the inmersion factor
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What we do in life echoes in Eternity Last edited by tonschk; 08-16-08 at 03:16 PM. |
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