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Old 05-15-11, 10:07 AM   #16
PL_Andrev
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This trailer looks like captured from the real game.
How they did that?

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Old 05-15-11, 10:14 AM   #17
conus00
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Quote:
Originally Posted by Antar View Post
This trailer looks like captured from the real game.
How they did that?

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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Old 05-15-11, 10:22 AM   #18
SteelViking
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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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Old 05-15-11, 10:40 AM   #19
TheDarkWraith
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Quote:
Originally Posted by SteelViking View Post
@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?
Haven't messed with those. When I need a character or waypoint moved I edit the GR2 file's bone associated with the item X,Y,Z values to place them where I want.
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Old 05-15-11, 11:01 AM   #20
Tarnsman
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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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Old 05-15-11, 11:30 AM   #21
TheDarkWraith
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Quote:
Originally Posted by Tarnsman View Post
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
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it

I know how to make crew run now
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Old 05-15-11, 11:41 AM   #22
Stormfly
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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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Old 05-15-11, 11:45 AM   #23
Turtle01
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Quote:
Originally Posted by TheDarkWraith View Post
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it

I know how to make crew run now
I want to say thank you sir for your work
Really great
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Old 05-15-11, 11:46 AM   #24
stoianm
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Quote:
Originally Posted by TheDarkWraith View Post
Still working on the big arms thing. I just about fully understand this whole waypoint/edge system that the devs made for SH5 for the crew/characters. I have to say it's brilliant and easy to use once you understand it

I know how to make crew run now
awsome tdw... this run instead of walk it a perfect match for the crash dive
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Old 05-15-11, 11:53 AM   #25
Tarnsman
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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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Old 05-15-11, 11:56 AM   #26
tonschk
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Quote:
Originally Posted by TheDarkWraith View Post


I know how to make crew run now

WOW
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Old 05-15-11, 12:12 PM   #27
TheDarkWraith
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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 Can't be used as an animation for going through doors anywhere else on sub.

Last edited by TheDarkWraith; 05-15-11 at 12:49 PM.
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Old 05-15-11, 12:43 PM   #28
marleymen
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Quote:
Originally Posted by stoianm View Post
You wizard
Is a witch, burn her.
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Old 05-15-11, 01:15 PM   #29
Zedi
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Quote:
Originally Posted by TheDarkWraith View Post
I found the animation for going through the hatch BUT as I suspected it was made only for the tutorial mission Can't be used as an animation for going through doors anywhere else on sub.
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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Old 05-15-11, 01:31 PM   #30
TheDarkWraith
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Quote:
Originally Posted by Zedi View Post
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.
I've gone through most of them. The problem is the animations are unfinished. Another sign that the devs ran out of time There are many missing animations that are being called that don't exist.

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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