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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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View Poll Results: Do you prefer teleporting or animated crewmen? | |||
UGH. Too much clipping! Teleport them! |
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37 | 12.09% |
It's worth the clipping. Animate them. |
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269 | 87.91% |
Voters: 306. You may not vote on this poll |
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#31 |
Loader
![]() Join Date: Jul 2007
Location: Germany
Posts: 83
Downloads: 11
Uploads: 0
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Do you know if the exterior deck is walkable by the sub crew? would be nice to see some sailors walking around the deck if the sub is on surface + no battlestation. Seems like that you only need one climbing animation than you could do seemless transitions between inner sub + conning tower and conning tower to exterior deck. hope Z movement is possible for AI crew
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#32 | |
Commodore
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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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#33 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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There is one animation for going up and one for going down. Maybe this could be used? |
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#34 |
Grey Wolf
![]() Join Date: Jun 2004
Location: The Colourful Seville - Spain
Posts: 971
Downloads: 18
Uploads: 0
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If you can get to properly animate the crew, I don't mind some clipping. Besides, if instead of just teleporting all at once, you used animations for every single movement they do, wouldn't that avoid the clipping?
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#35 | |
Helmsman
![]() Join Date: Apr 2005
Posts: 105
Downloads: 27
Uploads: 0
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It would look soo cool, BUT: The animation plays too high (not from ground level) and is 90° in the wrong direction ![]() Edit: when a sapiens is teleported to CR_Stairs first, the animation plays at the right height, but is again 90° off counter clockwise. If only someone would be able to make this small correction to the animation, it would fit perfectly! Last edited by Therion_Prime; 03-08-10 at 06:34 PM. |
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#36 |
The Old Man
![]() Join Date: Oct 2005
Location: 51.557, -0.102
Posts: 1,311
Downloads: 177
Uploads: 0
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Really liking this test version. I would like to request as you get closer to a final one that we get two versions, one with and one without the "pirate". I find it annoying as hell to have a U-Boat crew member with an eye patch, but I find it more so when the crew keeps talking about the guy with the eyepatch and there isn't one. LOL
Best solution would of course be a change to the storyline, but I think just leaving his head in place is the easier one ![]() Thanks for all your work on this. |
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#37 |
Ships Secretary
Join Date: Apr 2009
Location: MilesCity Montana
Posts: 583
Downloads: 614
Uploads: 0
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I pretend that the file picture is from a little while after he had his accident at the academy. But since then he recieved a glass eye and no longer wears the patch. But everyone onboard knows about it and makes fun of him. Just use your imagination. Now if the modder could just hace that left eye wonder around by itself....
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Just help someone.....it makes a difference |
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#38 |
Sailor man
![]() Join Date: Feb 2010
Location: Germany
Posts: 43
Downloads: 26
Uploads: 0
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Really cool mod! thanks a lot for that.
![]() ![]() I love the things that your are doing with the game! Keep the good work up! Grettings from the frosty germany JotDora |
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#39 |
Watch
![]() Join Date: May 2005
Posts: 24
Downloads: 119
Uploads: 0
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Wow !, a new step foward.
Edit : The guy on the foward left, when getting his arm down, get his hand visible through the bridge. Just a little detail.
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MikiBzh Last edited by MikiBzh; 03-09-10 at 07:05 AM. |
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#40 |
Commodore
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I'd tried that bunker ladder animation too. I'm just going to have to bite the bullet and figure out how to edit animations. Even if I can't make new ones, there's a whole lot I could do if I could just rotate them to a different direction or changes offsets. There's also a lot, like the ladder animation, that have really useful segments, if I can figure out how to crop out the stuff I don't need.
It occurred to me this morning that I can probably set up a variable to control when the guys hit the bottom of the ladder, so I can keep them from stacking up so bad. ![]()
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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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#41 |
Lucky Jack
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@Heretic
Have you tried tinkering with the .txt files in data/characters/animation folder? The animation_info.txt file looks like it has rotation stuff in it. ![]() Code:
Idle01_reversed 184.77306 184.77306 speed 0.0 184 as in rotation degrees? turn90_left_01 0 90.000 90 degrees rotation? |
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#42 | |
Commodore
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It probably merits further experimentation. I'll fiddle with it some more tonight.
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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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#43 |
Mate
![]() Join Date: Feb 2006
Location: Duderstadt, Germany
Posts: 53
Downloads: 9
Uploads: 0
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One suggestion to get more life into the Uboot:
Maybe just 1 or 2 crewmembers walking through the boat from bow to stern and back as "loop". So there will be a -although senseless in it´s action- illusion of in-boat-life, just by adding some movement. Adrian |
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#44 |
Engineer
![]() Join Date: Mar 2010
Location: Baden-Württemberg / Germany
Posts: 200
Downloads: 68
Uploads: 0
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In my point of view there will be enough life in the boat if Heratic will add:
http://img532.imageshack.us/img532/8739/jobsb.jpg - CJOB_FWD_TORPEDO_LOADER_3 - CJOB_FWD_TORPEDO_LOADER_4 - CJOB_AFT_TORPEDO_LOADER_1 - CJOB_AFT_TORPEDO_LOADER_3 - CJOB_DeckGun_TRAINER - CJOB_DeckGun_Loader_1 - CJOB_DeckGun_Loader_2 . . . . Also remember the FPS loss if you add too much crewman... |
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#45 | |
Commodore
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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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