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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#11 |
Soundman
![]() Join Date: Aug 2010
Posts: 144
Downloads: 79
Uploads: 0
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I managed to find a bit of time to look at this again
![]() Looks like I had only half the solution -- the newly imported waypoints were still changing position when moved by using the offset for x & z co-ordinates in the WAYPOINT_INFO files ![]() ![]() To get the x or z translation for a waypoint you need to hex edit the GR2 file and give the bone nodes new coordinates. ![]() So ... it looks like I'm just playing catch up with TDW -- and with a forseeable release of a new MO plus TDW's own poking at extra crew I'm wondering if it's worth pursuing further? @TDW -- if you see this ![]() I've not experimented with neighbour nodes or scripting crew behaviours (save simple idle animations) so crew rushing hither and thither is an unknown to me at this point. I also have limited time to deal with the mod (and position the nodes is a PITA ![]() So the question is, TDW, whether your time is better spent on the more esoteric and complex parts of SH5 and I should continue with the extra crew, or whether you've largely got the extra crew thing cracked and I'm just doubling up on work being done? Or maybe you just want to do the extra crew thing? I'm not trying to take ownership of the project, just my free time is sparse. If I can play SH5 with more crew that'd be great. If I have to do it myself, that's fine. If someone else does it, that's great too as I can spend the time it would have taken me modding this doing other things ![]() ??? TY P |
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