SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 09-14-19, 09:23 PM   #1
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,663
Downloads: 137
Uploads: 0


Default

All trails will lead you to realize there is only the barrels for the different DC weapons.K and Y fire so you have a fire effect which is just smoke.
DC rack has an animation of the barrels rolling but nothing more.
So it's hard code that controls the toss from Y and K.
Given the rack does not play the animations till active? Maybe animations added to the Y Barrels may not play till active.
There is where we may be able to add.
Jeff-Groves is offline   Reply With Quote
Old 09-15-19, 04:24 AM   #2
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Jeff-Groves View Post
All trails will lead you to realize there is only the barrels for the different DC weapons.
So if didn't misunderstand you, 'ammo' barrels only spawn when 'dummy' barrels (i.e. the ones included in the different DC weapons as part of their 3D model) touch water, which means that the barrels we see flying in the air are the 'dummy' ones.

Quote:
Originally Posted by Jeff-Groves View Post
K and Y fire so you have a fire effect which is just smoke.
I open a parenthesis here: as shown by the following picture (firing demonstrations aboard the museum ship USS Slater), there should be an initial burst of flames too, but probably it would be so short that the naked eye would seldom notice it.



Quote:
Originally Posted by Jeff-Groves View Post
DC rack has an animation of the barrels rolling but nothing more.
So it's hard code that controls the toss from Y and K.
Given the rack does not play the animations till active? Maybe animations added to the Y Barrels may not play till active.
There is where we may be able to add.
I think I got your point: animated DC barrels which separate from their arbors before they touch water

Indeed, your idea is very cool and it might actually work for older SH games, but as far as SH5 is concerned there are two huge problem: unless you have made a an amazing progress with gr2 file editing we have no way to create granny animations, and the keyframe animations used in SHIII and SHIV for DC rack effects, are not triggered at the right time in SH5 but they play in an endless loop:

https://www.subsim.com/radioroom/sho...53#post2621353
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 09-15-19, 12:40 PM   #3
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,663
Downloads: 137
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
So if didn't misunderstand you, 'ammo' barrels only spawn when 'dummy' barrels (i.e. the ones included in the different DC weapons as part of their 3D model) touch water, which means that the barrels we see flying in the air are the 'dummy' ones.



I open a parenthesis here: as shown by the following picture (firing demonstrations aboard the museum ship USS Slater), there should be an initial burst of flames too, but probably it would be so short that the naked eye would seldom notice it.





I think I got your point: animated DC barrels which separate from their arbors before they touch water

Indeed, your idea is very cool and it might actually work for older SH games, but as far as SH5 is concerned there are two huge problem: unless you have made a an amazing progress with gr2 file editing we have no way to create granny animations, and the keyframe animations used in SHIII and SHIV for DC rack effects, are not triggered at the right time in SH5 but they play in an endless loop:

https://www.subsim.com/radioroom/sho...53#post2621353
I'm aware of the KeyFrameAnimations problems.
Since I don't play I'll ask a question.
Do you see people being tossed off the Ships when explosions happen?
Jeff-Groves is offline   Reply With Quote
Old 09-15-19, 01:06 PM   #4
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Jeff-Groves View Post
I'm aware of the KeyFrameAnimations problems.
Since I don't play I'll ask a question.
Do you see people being tossed off the Ships when explosions happen?
mmm, not in stock game. If you mean floating dead bodies from explosions, I think that's a FX updates feature, and life boats are not explosion-related: explosions or not, they spawn when a ship is completely destroyed.

Why do you ask?
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 09-15-19, 01:11 PM   #5
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,663
Downloads: 137
Uploads: 0


Default

Quote:
Originally Posted by gap View Post
mmm, not in stock game. If you mean floating dead bodies from explosions, I think that's a FX updates feature, and life boats are not explosion-related: explosions or not, they spawn when a ship is completely destroyed.

Why do you ask?
I may have to do some tests but would like to know if MeshAnimations work where keyFrameAnimations don't.
Then there's the animations as done in parts of SH4 which is a whole other ball Game.

In Materials.dat there is a Guy used to show people being thrown by explosions.
It's even in the SH5 version. (just a carry over from SH3/4 I'm sure)
But does it work in SH5 I don't know.

SH4 also has animations for people and Guns that is NOT based on SH3 MeshAnimations.
Lets call them skeletal animations.
Those as far as I know have not been tested in SH5?

I'd think the likely reason would be one can not edit the SH4 style animations with S3D.
Those animations I had a thread on which explains how they work.
Never got around to seeing if I could write an add on for S3D to allow looking at them.
I just use 010 to play with them.
Same with the GR2 animations.

Last edited by Jeff-Groves; 09-15-19 at 01:38 PM.
Jeff-Groves is offline   Reply With Quote
Old 09-15-19, 03:18 PM   #6
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by Jeff-Groves View Post
I may have to do some tests but would like to know if MeshAnimations work where keyFrameAnimations don't.
Then there's the animations as done in parts of SH4 which is a whole other ball Game.

In Materials.dat there is a Guy used to show people being thrown by explosions.
It's even in the SH5 version. (just a carry over from SH3/4 I'm sure)
But does it work in SH5 I don't know.

SH4 also has animations for people and Guns that is NOT based on SH3 MeshAnimations.
Lets call them skeletal animations.
Those as far as I know have not been tested in SH5?

I'd think the likely reason would be one can not edit the SH4 style animations with S3D.
Those animations I had a thread on which explains how they work.
Never got around to seeing if I could write an add on for S3D to allow looking at them.
I just use 010 to play with them.
Same with the GR2 animations.
Interesting stuff. I never noticed that guy, but I am pretty sure that those animations haven't been used in SH5 yet. From your description of them, they seem more similar to granny animations than to SHIII's keyframe ones, so who knows, they might work in SH5 as well as in SHIV!
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote
Old 09-15-19, 03:33 PM   #7
Jeff-Groves
GLOBAL MODDING TERRORIST
 
Jeff-Groves's Avatar
 
Join Date: Sep 2014
Posts: 5,663
Downloads: 137
Uploads: 0


Default

I do know that most of the original works used to create SH3/4 units were just re-used for SH5. It's just they were exported with Granny and not Kashmir.
Plus a little extra work here and there before export.

That is not a guess but through years of contact with many of our Dev friends.
Jeff-Groves is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:44 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.