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Old 10-01-16, 08:47 AM   #1
Tycho
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Originally Posted by Graf von Spee View Post
Is it even possible?
Yes, it is possible.
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Old 10-01-16, 09:19 AM   #2
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But no one tried to do this?

I think it would be great for immersion, see a bit of life on the ocean.. I miss that in this outstanding game..
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Old 10-01-16, 09:42 AM   #3
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It's been done on a few Ships in the past.
NCA_Tuscaloosa and NTRW in GWX are 2 that I'm sure of.

NTRW still contains the AN1 node on the bridge. The eqp file has the AN1 node set to NULL.

Tuscaloosa had some problem so the animations were removed.

One of the big reasons they are not there is lack of good animations.
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Old 10-01-16, 12:58 PM   #4
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I am not expert in this area and I know it's a lots of work, but I think if a good 3D animators and people who know how to program, tried together, they would definitely succeed.

I think that such mod, can contribute a lot, especially bring so much realism in the game, maybe people are not aware of how much ..

... Be able to see with the periscope, people who stand or even walk on the deck of a ship is irreplaceable feeling.
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Old 10-01-16, 03:52 PM   #5
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No programming needed.
You simply add a node that you'd attach an animation to.
NTRW was pre-SH4 so the node was named AN1
SH4 uses P01 and such.

The actual animations are the harder job.
VERY few new animations have ever been done for SH3.
Even though there are very detailed threads on how to do them.

S3D will import them once created.

If you have the Survivors mod installed?
Your seeing about the most animations ever done for SH3 in use in Lord knows how many installs of SH3.
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Old 10-01-16, 05:07 PM   #6
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Is it creating animation essentially demanding? And does SH3 engine allows using the same animations for different ships?

Can animation created for Merchant be used on Tanker ships or Passenger ships etc..?
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Old 10-01-16, 05:31 PM   #7
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You can use existing animations in SH3 but most just are not what you want.

Those can be modified if you take the time.

No one has done it though.

Back in the early days? Systems could not handle the extra over head.
Now they can but no one bothers to do the work.
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Old 10-03-16, 06:56 AM   #8
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Originally Posted by Graf von Spee View Post
I think it would be great for immersion, see a bit of life on the ocean..
It would be extra immersion to see nicely animated sailors walking around the decks of merchant ships while planning an attack. On the other hand, when the torpedo hits and the ship is in flames and listing heavily to one side, and those same animated merchant sailors are casually walking through the flames as if nothing happened - that would be worse for immersion.
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Old 10-03-16, 01:42 PM   #9
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It would be extra immersion to see nicely animated sailors walking around the decks of merchant ships while planning an attack. On the other hand, when the torpedo hits and the ship is in flames and listing heavily to one side, and those same animated merchant sailors are casually walking through the flames as if nothing happened - that would be worse for immersion.
Of course, that would be bad, but it would mean that the MOD is not good, and not completed.
My idea was not, people walking on deck like robots ... of course I expected some kind of behavioral change (at least vanishing).
I know it's hard to do, at least to me. But it will be great.

Silent Hunter 3 is better game than Silent Hunter 5, The game should use great potential that she have.

Don`t you think so?
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Old 10-05-16, 04:54 PM   #10
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Originally Posted by Graf von Spee View Post
Of course, that would be bad, but it would mean that the MOD is not good, and not completed.
My idea was not, people walking on deck like robots ... of course I expected some kind of behavioral change (at least vanishing).
Indeed, but I presumed it would be impossible to make the crew react to different situations like that - but, as Jeff pointed out:

Quote:
Originally Posted by Jeff-Groves View Post
That's where a damage zone would need to be created and more animations done of them jumping ship and such.

It's a rabbit hole no one wants to start down into.
I'm amazed to hear that it's actually possible to do this!!
(not under-estimating the effort and skill needed to achieve it...)
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Old 10-05-16, 05:02 PM   #11
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Well.
You can't attach a damage to the animation itself.
You'd need to have an invisible 3D object the animation is attached to.
Then attach the damages to that invisible object.

Now say you have an animation of someone walking the deck.
He's moved several meters into his walk when the damages are taken.
The new animation of him doing whatever is going to appear.
Most probably NOT where he was standing though!

So if the animations are not done carefully with this in mind?

You'll get a Philadelphia displacement effect.
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Old 10-07-16, 07:24 AM   #12
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Originally Posted by Jeff-Groves View Post
Well.
Now say you have an animation of someone walking the deck.
He's moved several meters into his walk when the damages are taken.
The new animation of him doing whatever is going to appear.
Most probably NOT where he was standing though!

So if the animations are not done carefully with this in mind?

You'll get a Philadelphia displacement effect.
Ah, I see.
But maybe that wouldn't be a big problem if the explosion / fire / smoke obscured the displacement?
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Old 10-03-16, 01:49 PM   #13
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Quote:
Originally Posted by VikingGrandad View Post
It would be extra immersion to see nicely animated sailors walking around the decks of merchant ships while planning an attack. On the other hand, when the torpedo hits and the ship is in flames and listing heavily to one side, and those same animated merchant sailors are casually walking through the flames as if nothing happened - that would be worse for immersion.
That's where a damage zone would need to be created and more animations done of them jumping ship and such.

It's a rabbit hole no one wants to start down into.
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