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Old 03-10-07, 07:26 AM   #16
Kpt. Kozloff
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Seriously good stuff thefretmaster.
I'm looking forward to a developement of this mod.
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Old 03-10-07, 07:29 AM   #17
thefretmaster
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cheers
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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Old 03-10-07, 08:36 AM   #18
Madox58
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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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Old 03-10-07, 08:41 AM   #19
thefretmaster
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yeh nice one mate
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Old 03-10-07, 10:55 AM   #20
Madox58
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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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Old 03-10-07, 11:46 AM   #21
DivingDuck
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Hi TFM,
Quote:
Originally Posted by thefretmaster
...they bob around a tad to much untill they sink (beybe someone could help me edit this so they stick around longer and are slightly more stable)
Try the lifebelt as basis to prevent bobbing or alter the gc_height. I had this problem myself. Small objects tend to bob and to float slightly above sea level.

Quote:
Originally Posted by thefretmaster
... the .dat file for dd's barrel already has 4 different textures that are chosen randomly so i can add atleast 4 (if someone could instuct me on how to increase the amount of textures i could add more)
You can add as many textures as you like. The texture node in this *.dat file references external textures. Just name them unitname_T01/unitname_T02/unitname_T??/.... and put them into the units folder. In case you want to incorporate a new texture node, just ask. I´ve got one ready to mail.

Regards,
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Old 03-10-07, 11:52 AM   #22
thefretmaster
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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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Old 03-10-07, 12:18 PM   #23
DivingDuck
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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.

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Old 03-10-07, 12:52 PM   #24
thefretmaster
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yes i thaught animation would be harder:hmm:
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Old 03-10-07, 01:34 PM   #25
mkubani
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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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Old 03-10-07, 03:24 PM   #26
Mush Martin
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Things appear to be moving along nicely now tfm

Way to crush that problem.

well done.

MM
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Old 03-10-07, 04:06 PM   #27
thefretmaster
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yes i was quite pleased myself. dd helped me export the models properly.

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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Old 03-10-07, 05:18 PM   #28
Madox58
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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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Old 03-10-07, 06:11 PM   #29
thefretmaster
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Quote:
Originally Posted by privateer
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!!!!
omg that is too cool!! can you get a screen video of this and put it on youtube? im sure others would like to see this.
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Old 03-10-07, 07:45 PM   #30
Reece
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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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