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#16 |
Frogman
![]() Join Date: Jan 2007
Location: Jersey - Channel Islands, UK
Posts: 305
Downloads: 30
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Seriously good stuff thefretmaster.
I'm looking forward to a developement of this mod. ![]()
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![]() GWX1.03/Cmdr2.7/plus all sorts of tweaks
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#17 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
Downloads: 0
Uploads: 0
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![]() ![]() i have some other work to do first =, but i will continue work on this asap, i hope to add the dinghy this evening |
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#18 |
Stowaway
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I just finished implanting extra textures so, along with DD, Cobalt, Ref, and others I'm sure teaching you to add textures won't be much of a problem.
Nice to see we have moved beyond the "should we-shouldn't we". |
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#19 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
Downloads: 0
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yeh nice one mate
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#20 |
Stowaway
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Maybe we could grab one of the dock people
that wave and add them into this. ![]() Give them a more real feel!! ![]() |
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#21 | ||
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Hi TFM,
Quote:
Quote:
Regards, DD
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#22 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
Downloads: 0
Uploads: 0
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awesome, thanks dd. you inspire me
![]() putting a dock worker into the sea is a cool idea. can animations be imported onto models? i can try to make a man wave on 3ds. does anyone know what format the animations are in?? |
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#23 |
Grey Wolf
![]() Join Date: Jul 2006
Location: Germany
Posts: 902
Downloads: 10
Uploads: 1
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Hi TFM,
animation is a sealed book. I´ve tried to build a new flag animation to give an animated sail to my cutter. The project is still pending. The object you can import via Pack3D is responsible for UVW mapping only. The animation itself is stored frame by frame. Check this: http://www.subsim.com/radioroom/show...6&postcount=23 (Don´t take every info in this older posting for granted. I´ve new ideas about it, but not tested them yet.) As for the flag animation you´ll have to edit 25 frames containing 70 vertices, each coded by 6 bytes. That´s 10500 bytes to change. The workers mesh will contain much more vertices involved. So I suggest to use an already animated worker. Regards, DD
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#24 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
Downloads: 0
Uploads: 0
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yes i thaught animation would be harder:hmm:
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#25 |
Lieutenant
![]() Join Date: Apr 2005
Posts: 256
Downloads: 0
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I had no time reading the whole thread, but as of this example, I would suggest submerging the guy more into the water or moving his hands on the top of the box. If he was holding the box by the sides, he wouldn't be higher than just a bit over his shoulders. Now he seems to be almost as high as his waist.
Otherwise, great idea. Good luck. |
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#27 |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
Downloads: 0
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![]() ![]() in amswer to the other comment, i am working on lowering the models into the water more so yeh ill kepp you posted |
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#28 |
Stowaway
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Here's some encouragement for you.
I cut down the motorcycle.dat file so the only stuff left was the saluteing guy and needed nodes. Cloned it, and now I have a guy on one of the ships march across deck and salute the captain. ![]() He is attached through a equipment node. So, you can redo a dat with waveing figures, add a node to a box or raft and have moveing figures!!!! |
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#29 | |
Officer
![]() Join Date: Oct 2006
Location: filton england
Posts: 246
Downloads: 0
Uploads: 0
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![]() Quote:
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#30 |
CINC Pacific Fleet
Join Date: Sep 2003
Location: Down Under
Posts: 34,759
Downloads: 171
Uploads: 0
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@ Privateer & DD, could you please assist here: http://www.subsim.com/radioroom/show...d=1#post440376
Thanks, sorry about the highjack Fretmaster! ![]()
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