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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#376 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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edited
Last edited by marleymen; 05-10-11 at 04:23 PM. |
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#377 |
Black Magic
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Where to start.......I wanted to make new characters for the game. I needed new characters for the PT Boat because I didn't like using the ones already included with the game (I wanted my own customized characters that I could make look how I need them to look). I made a copy of a GR2 file and then opened it up with hex editor and changed the names of the bones. Then opened it up with Goblin editor so I could get the new IDs from the new bone names to update the .chr file parent IDs. I defined a new animation routine for the character and then updated the waypoint_info file to call this new animation routine and to reference the new bone name in the GR2 file. Then the waypoint for the character was offcenter (another reason why I wanted to make new characters) so I wrote an app to allow me to edit the bones in the GR2 files. It's functional but not complete as I don't totally understand the whole GR2 file format yet. You'll notice in the filename that I'm editing my new character I made
![]() Now using that app I was able to set the waypoint back to world origin. In case your wondering why it's says Bone X it's because I can't figure out how to map the bones to the names in the GR2 file. But no worries, opening up Granny Viewer tells me the names of the bones so I know which one to edit. The waypoint is Bone 1 in this screenshot. You'll notice that there are model and DAT versions for position and rotation. I did this so if you wanted to connect something to a bone you have the X,Y,Z and Pitch,Yaw,Roll to input into a DAT file. Easy as pie.....I needed these DAT values for the new version of FX Update (smoke in interior of the sub when damaged anyone???) After successful making of one new character I made 2 more. The PT Boat needed an officer and 2 crew members and that's what these new crew members are for. Here you can see them in-game. They are animated and will look around, look through the binoculars, scratch themselves, etc. ![]() What a day it's been...... ![]() Last edited by TheDarkWraith; 05-13-11 at 03:06 PM. |
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#378 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#379 |
Navy Seal
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Great breakthrough
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#380 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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@TDW
Will be cool to have smoke on sub when damaged as you said you will do... he he... very realistic ![]() |
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#381 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
Uploads: 0
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What can I say? You did it again. Those men look awesome with lifejacket.
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#382 |
Black Magic
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#383 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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BTW. At first "train" mission we have captain character on deck. Do you think that is possible to put captain's characters (with his white cap) on vessels?
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#384 |
Black Magic
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#385 | |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
Uploads: 0
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![]() What can I say... ![]() ![]() ![]()
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#386 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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I knew it.. when TDW is silent for a long time, something big is being cooked.. hah. Awesome stuff!
![]() Devs should give you full support in developing an importing tool... |
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#387 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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My First attempt at Importing my SH3 unit failed. I've got it in ok and its texture displaying ok but as soon as the sim starts my units rear end is under water and causes the ship to sink.
What do I need to look at to get it floating correctly ![]() ![]() Unit is one I'm working on for the SH3 Mod U-Boot_HAHD and shall be available after the release in SH3. ;-) |
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#388 |
Black Magic
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the CG is different in SH5 than in SH3. Move the CG forward in the .sim file a very little at a time (0.01 increments)
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#389 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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#390 |
sim2reality
![]() Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Nope didn't do the trick, moved it gradually from 0.5 up to 1. Still the same outcome just sinks in about 5 seconds from the rear.
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