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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#46 | |
Silent Hunter
![]() Join Date: Apr 2005
Location: Riverside, California
Posts: 3,610
Downloads: 41
Uploads: 5
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http://dodownload.filefront.com/1098...639deb8fb24c13 ![]() Sometimes I just open up that sound and just let it play, it has such a great rhythm to it...
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![]() ROW Sound Effects Contributor RFB Team Leader |
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#47 | |
Eternal Patrol
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http://www.maritime.org/tour/tfervr.htm
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“Never do anything you can't take back.” —Rocky Russo |
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#48 | |
Admiral
![]() Join Date: Jun 2005
Posts: 2,014
Downloads: 26
Uploads: 0
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#49 | |
Canadian Wolf
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#50 | ||
Lucky Jack
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#51 | |
Lucky Jack
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![]() Quote:
I think just getting an engineroom would be as sweet as it could get. Getting animation would be even better. If you are in silent running, do not visit the room. Easy answer I guess but, if the props can stop as someone mentioned above, perhaps the motors could stop as well. Same trigger as the props? All conjecture at the moment. I see the rooms are in the works and that right there is enough to put a smile on anyones face. ![]()
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#52 |
Loader
![]() Join Date: Apr 2005
Location: Texas
Posts: 86
Downloads: 23
Uploads: 0
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Maybe you could link the animation to the depth gauge :hmm:
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#53 |
Planesman
![]() Join Date: Sep 2007
Posts: 192
Downloads: 35
Uploads: 0
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Is there possible to link animation to sound? When you surface then you start to hear the diesel engines running. That means that this sound is triggered when the boat is in surface. The sound node knows whether the boat is under water or above the water. If we could link the animation to that sound node.
Game detects when the sound value becomes true and uses that to trigger ingame engine animation. Now i give a little update about my progress. Right now i am not doing any modelling. I am trying to learn S3D so and after that starting to make out compartments. Yesterday i finally managed to import my Cabin into game as a seperate node. (at first i attached the geometry to main node in 3ds max but this is not a good option because the game files are mess and texturing would be very hard) When i first imported it as a seperate node the game crashed as soon as i tried to look at my captains cabin. But i read the Mikhayl-s little tutorial over and over and over again. And i discovered that when i putted the 3D model value smaller than the main node value then the game wont crash. Now when i get home from work, i start reading Mikhayl-s tutorial all over again. This time i am trying to import my custom made wall texture for cabin. If i get this done then the only problem will main the lightmaps. And if all these problems are solved then i can finally start the proper model / texturing phase and import them into game. But it takes time to learn all this stuff. ![]() |
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#54 | |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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![]() Everything hardcoded. Your progress is fine ![]() I said we'll help you bringing it into game when you have problems. And always note: ---Index:34-Node-3d Model <-Index of 3d model lower than index of linked node -Index:35-Node-Cap-Room ---Index:36-Label:Cap_Room <--other stuff always higher than parent node
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#55 | |
SH4 Mod Team
![]() Join Date: Mar 2008
Posts: 165
Downloads: 3
Uploads: 0
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The Gato currently has one fan spinning in the conning tower and one in the control room. The other fans will be done in due time.
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Thanks for everyone's encouragement and support. The RFB team is an open group and our work is open to anyone. Although we have a separate forum for development and testing, it is not a private forum, so you can drop in and see what's going on or contribute. The forum is open to other developers that need a place to exchange ideas too. http://forum.kickinbak.com/index.php...647a9120c08614 |
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#56 | |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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He is working on a typeII interior ![]()
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#57 | ||
Ocean Warrior
![]() Join Date: Jul 2007
Location: Kalamazoo, MI
Posts: 3,243
Downloads: 108
Uploads: 0
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Member of the Subsim Zombie Army |
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#58 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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Yes
![]() And when you are ready, I rip it, stretch it and add a torpedo tube for a VII ![]()
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#59 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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I forgot something, but I don't edit because I want a higher rank.
When you use S3d you can almost work without a 3d program.:rotfl: Itis just copying parts of other interiors as Mikhayl said ![]()
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#60 |
Seasoned Skipper
![]() Join Date: Jan 2008
Location: Germany
Posts: 659
Downloads: 13
Uploads: 0
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When I say that this is a interior thread I got to post my current work
![]() I love my crew standing on fresh air ![]() ![]() ![]()
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