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Old 03-06-10, 08:55 AM   #16
Heretic
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Thanks Pintea!
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Old 03-06-10, 02:28 PM   #17
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A few more hours fiddling and I've learned that you can do pretty much everything with scripting. You can add and remove hats, binoculars, change uniforms, change heads (bye Mr. Eyepatch), trigger animations, send the crewman to different places. There are triggers for attacking, being attacked, submerged, surfaced, taking damage, torpedo hit, loading ,nearby explosions. It's going to take me awhile to get it all figured out. No idea yet on the performance impact, but it'll definitely be something to keep an eye on.
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Old 03-06-10, 02:39 PM   #18
GermanGS
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Can someone please explain what are you guys editing with. i try to open with goblin editor but nothing opens and i don't get how actually change anything in it. can someone make a little tutorial with some sample work for a newbie??
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Old 03-06-10, 02:56 PM   #19
THE_MASK
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Quote:
Originally Posted by GermanGS View Post
Can someone please explain what are you guys editing with. i try to open with goblin editor but nothing opens and i don't get how actually change anything in it. can someone make a little tutorial with some sample work for a newbie??
Read the "how to" post , its explained in there .
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Old 03-06-10, 03:15 PM   #20
Heretic
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Quote:
Originally Posted by GermanGS View Post
Can someone please explain what are you guys editing with. i try to open with goblin editor but nothing opens and i don't get how actually change anything in it. can someone make a little tutorial with some sample work for a newbie??
I'm only editing the Crew AI scripts (aix files). They are just text files, open in notepad or your favorite text editor.

To preview the meshes and animations, I am looking at the files in the characters folders using Granny Viewer, a free download. You can google it.
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Old 03-06-10, 03:40 PM   #21
Tomi_099
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Quote:
Originally Posted by Heretic View Post
I'm only editing the Crew AI scripts (aix files). They are just text files, open in notepad or your favorite text editor.

To preview the meshes and animations, I am looking at the files in the characters folders using Granny Viewer, a free download. You can google it.
---------------------------------------



Hi Folks!
You have so quickly because we will make the Patsch yourself!
Respect!
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Old 03-08-10, 08:15 AM   #22
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bump
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Old 03-08-10, 05:44 PM   #23
GermanGS
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Thanx Alot. ive been messing with Aix files and noticed that in static position, they Teleport to new stations, maybe its changeable to like move or walk or go to ? did anyone try this ??
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Old 03-08-10, 07:08 PM   #24
capthelm
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Quote:
Originally Posted by Heretic View Post
Progress. The sub crews body parts are assigned the waypoints chr files. I haven't gotten it to open properly in Goblin editor. Says I'm missing Sapiens.dll and controllers. I have edited the file in a hex editor and successfully changed a guys uniform. It's pretty limited, but proves I have the correct file.. I need to figure out how to edit the files properly.
nice job , goblin editor looks quite powerful , had a peek myself loaded up a 3d model of one of the uboats.

out of my league though this stuff...

i mainly deal in audio work for games, and light texture + file editing.

hats off to guys that dive deep into code, and wire mesh 3d model making.
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Old 03-11-10, 10:39 AM   #25
kapitan_zur_see
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Problem is that animations implementation quite lack flexibility. You can't set start point/end point for example, you can't set angle so if you find an animation where a guy climb up a ladder and the animation was done with a ladder supposed to be oriented plain north, you won't be able to turn the entire animation 90° left if your ladder is not facing north...

I've tried importer/exporter for GMAX that are specific to the granny2 tools that devs used to make the game. Community from the neverwinter night game that also uses granny2 made some for Gmax, but apparently, it doesn't work with SH5 models and returns an "unknown exception" and gmax CTD.

It's not THIS modder friendly after all... you can fiddle with what already exist within the game, but don't you try ADDING stuffs! There it becomes less than what we had with Skvasjer excellent S3D back for SH4 or what we can do these days with SH3.

Scripts however are great idea, but unless you can't tweak anims and etc...
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Old 03-14-10, 07:52 PM   #26
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any progress in thei field?
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