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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Commodore
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Thanks Pintea!
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#17 |
Commodore
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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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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#18 |
Sailor man
![]() Join Date: Feb 2010
Location: New Jersey
Posts: 49
Downloads: 32
Uploads: 0
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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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#19 |
Ace of the deep .
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Read the "how to" post , its explained in there .
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#20 | |
Commodore
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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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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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#21 | |
The Old Man
![]() Join Date: May 2007
Location: München / Germany
Posts: 1,486
Downloads: 426
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![]() Hi Folks! You have so quickly because we will make the Patsch yourself! Respect! |
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#22 |
Sea Lord
![]() Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
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bump
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#23 |
Sailor man
![]() Join Date: Feb 2010
Location: New Jersey
Posts: 49
Downloads: 32
Uploads: 0
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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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#24 | |
Captain
![]() Join Date: Jan 2004
Posts: 522
Downloads: 32
Uploads: 0
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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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![]() "One torpedo ... one ship" my SH5 lighting mod http://www.youtube.com/watch?v=LkM5k8SXpWo my SH5 audio mod http://www.youtube.com/watch?v=CIN5RHeL8B8 |
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#25 |
Commodore
![]() Join Date: Mar 2005
Location: France
Posts: 614
Downloads: 60
Uploads: 0
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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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#26 |
Admiral
![]() Join Date: Jan 2004
Location: netherlands
Posts: 2,020
Downloads: 119
Uploads: 0
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any progress in thei field?
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we live we die but death does not ends it. Jim Morrison 1943-1971 |
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