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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Grey Wolf
![]() Join Date: Feb 2009
Posts: 995
Downloads: 91
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This trailer looks like captured from the real game.
How they did that?
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#17 |
Grey Wolf
![]() Join Date: May 2008
Location: DB85
Posts: 804
Downloads: 166
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You've made very good point. The trailer seems to be created in the game engine so I would assume that the crew animations existed at some point. Maybe they are still hidden in the programming somewhere...
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#18 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
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@TDW, since you are looking into this comrade, let me bring something to your attention.
In any given waypoint_info.txt there is an offset statement with a triplet after it. It is always set to 0 0 0. You can change it and observe the affects in Goblin, it simply displaces the person along the x, y, and z axes. However, I have tried everything, and it seems the game ignores those values. I cannot get the game to show changes made to those numbers. Do you know how to get this feature working?
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#19 | |
Black Magic
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#20 |
Electrician's Mate
![]() Join Date: Aug 2005
Posts: 134
Downloads: 48
Uploads: 0
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TDW,
This is fantastic. Will this work with the efforts to add more crew to the boat? Not that you should wait BTW. Also, I don't mind the lack of collision so much, but the big arms thing is kinda weird, especially if everyone does big arms. ![]() I am so glad the crew animations can be improved, the full boat and active crew is really why I bought the game. Some people get excited by water effects, I get hyped about having virtual shipmates and a detailed boat! Thanks |
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#21 | |
Black Magic
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![]() I know how to make crew run now ![]() |
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#22 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
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beer for you
![]() ...i also played with moving crew (moving from bow to the stearn and back just for fun) as i did the scripts for SDBSM additional crew sounds betas, but the anoying spread arms in the bulk heads let me decide to wait for someone who will do this right, and running is very important for action situations ![]() cant wait... ...seams that spread arms are only showing if something is missing like an special animation, so it seams the engine want to play a special animation but cant find it.
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Stormy...... Last edited by Stormfly; 05-15-11 at 11:58 AM. |
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#23 | |
A-ganger
![]() Join Date: Jun 2009
Posts: 73
Downloads: 104
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![]() Really great
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MAKE TEA ! NOT LOVE ! |
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#24 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#25 |
Electrician's Mate
![]() Join Date: Aug 2005
Posts: 134
Downloads: 48
Uploads: 0
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It will be nice to see them react to battle stations.
The more I play SH5 I've had to close the compartments because -- I can not stand -- seeing them lying around while we are in combat. It really bothers me. Send them all to the torpedo room and let them stand around there would be better them seeing them hanging out in their racks. |
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#26 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
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What we do in life echoes in Eternity |
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#27 |
Black Magic
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I found the animation for going through the hatch BUT as I suspected it was made only for the tutorial mission
![]() Last edited by TheDarkWraith; 05-15-11 at 12:49 PM. |
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#28 |
Planesman
![]() Join Date: Apr 2005
Location: Con dos cojones, ESPAÑA
Posts: 190
Downloads: 126
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#29 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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Must be more than that because the trailer is also an ingame footage and I saw in granny viewer millions of animations linked to the crew. All these animations are like a huge puzzle you just need a lot of time to pull them all together.
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#30 | |
Black Magic
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![]() If the animation is called and it doesn't exist then you get the superman arms. Also if the animation does exist but it's missing in the animation_info file you'll get superman arms. |
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