SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
06-07-11, 10:03 PM | #151 |
Watch
Join Date: Mar 2011
Posts: 23
Downloads: 118
Uploads: 0
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Wow! Fantastic work so far TDW. Thank you for everything you have done for SH5.
Down the road on the mod perhaps it would be possible to have the occasional crewman use the head? Just a thought for day to day animations. |
06-08-11, 10:41 AM | #152 |
Mate
Join Date: Feb 2006
Location: Duderstadt, Germany
Posts: 53
Downloads: 9
Uploads: 0
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Not to forget the Type XXI Boat U-2540 in Wilhelmshaven, but I think TDW is already back home again...
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06-19-11, 06:46 AM | #153 |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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It seems this is on hold, but no rush TDW...
Anyway, I don't remember if this has been discussed already, but the watch officer has a pretty nice crouching animation when ever I surface the boat and he goes up to the deck: Could this be used also for other crew members... |
06-19-11, 08:05 AM | #154 | |
Black Magic
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06-19-11, 08:09 AM | #155 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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what about the possibility of having new animations build? possible, hardly possible, or impossible.
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06-19-11, 03:24 PM | #156 | |
Grey Wolf
Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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I really hope we get some new crew animation and behaviors, I don't need much, just a little something nice to get more life to crew members... I really appreciate your work in this TDW! |
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06-21-11, 03:46 AM | #157 |
Gunner
Join Date: Sep 2009
Location: Skyrim
Posts: 92
Downloads: 1172
Uploads: 0
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Real Crew Question
Noob question, are these movie clips you're working on intended to be cut scenes when the appropriate action is pressed during the game and if so, how do I incorporate them into the program? Or is this still work in progress for a final mod?
Great work TD!! |
06-30-11, 04:30 PM | #158 |
Admiral
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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I think this mod is either dead of put on hold untill further notice.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
06-30-11, 04:49 PM | #159 |
Black Magic
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07-04-11, 09:09 AM | #160 |
Admiral
Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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does this mean this mod wont see the light of day? Or will it just take an very long time to finish.
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
07-04-11, 09:28 AM | #161 |
Black Magic
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I'm still working on VIIA. It's very time consuming all because of the GR2 format. If it were a .dat file format I could load it up in Wings3D and set all the waypoints from there. But no, I have to do a convoluted and very time consuming way.
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07-04-11, 10:25 AM | #162 | |
Ace of the Deep
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They should have included the darn extractor for gr2 files with the goblin... eh |
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07-04-11, 11:13 AM | #163 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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cant help myself...but reading about the difficulties...let me remember "the modding friendly designed new sh5" which was announced. the devs definitely forgot to add some really good tools, like bethesda does it for crysis for example. didnt they?
all we have, is a nice access to the interfaces and access to some game elements by using python. but this IS NOT modding friendly! sorry. must have been said. shame on the responseable persons at ubi bukarest.
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07-04-11, 03:29 PM | #164 |
Electrician's Mate
Join Date: Jul 2011
Posts: 131
Downloads: 2
Uploads: 0
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bethesda has nothing to do with crysis. perhaps you mean fallout.
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08-04-11, 09:32 AM | #165 | |
Nub
Join Date: Nov 2009
Posts: 4
Downloads: 37
Uploads: 0
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