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Old 07-09-08, 06:24 AM   #46
LukeFF
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Quote:
Originally Posted by AVGWarhawk
Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors.............. If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms.
...and imagine it with this sound:

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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Old 07-09-08, 06:42 AM   #47
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Quote:
Originally Posted by AVGWarhawk
Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors.............. If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms.
But don't forget to imagine that fleet boat engines were completely covered.
http://www.maritime.org/tour/tfervr.htm
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Old 07-09-08, 07:21 AM   #48
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Quote:
Originally Posted by Mikhayl
Yep, these animations are pretty easy, it's just an object moving up down fast, it's the same kind of animation as the periscope in the interior, even a bit easier. The problem is you need to find a trick to control this animation, otherwise you have diesel engine running while you're actually 100m deep at 1knot silent running
Dont the props stop turning when the engine stop?
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Old 07-09-08, 07:29 AM   #49
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Quote:
Originally Posted by skwasjer
Hehe

How about a "Spot the difference" contest...

Anyway, this one is easy:

VIDEO - 600KB

This is just a very first draft, but I will see if I can make this into a full mod with more animations (more diversity as well, ie. ships...). I have run into a problem though, being sounds. Seems like the sound controllers are non-functional in the Captain's room...

Note: the vid is a little laggy, but ingame it's very smooth...
Nice


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Old 07-09-08, 11:30 AM   #50
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Quote:
Originally Posted by Sailor Steve
Quote:
Originally Posted by AVGWarhawk
Imagine if you would, these two getting the engineroom as a place to go. Imagine the engines.....now imagine animated rocker arms on these motors.............. If you watched Das Boot(sure most have), remember seeing the open rocker arms on the heads for the engines? Now imagine that in game. :hmm: If someone was really enterprising, the HOR motors in the S class as well....open rocker arms.
But don't forget to imagine that fleet boat engines were completely covered.
http://www.maritime.org/tour/tfervr.htm
The fleets had the coffin covers, yes. I painted the Torsks just under a year ago. The older S class had open rocker arms. The S-5 as explained when it sunk in 150 feet of water. Thery were able to get the stern to the surface. In the engineroom, they used the rocker arms to climb up to the aft gear room that controlled the rudder and planes. The sub had it bow buried in the mud and the sub was on a 30-40 degree angle with the stern sticking out of the water.
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Old 07-09-08, 11:37 AM   #51
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Quote:
Originally Posted by Mikhayl
Yep, these animations are pretty easy, it's just an object moving up down fast, it's the same kind of animation as the periscope in the interior, even a bit easier. The problem is you need to find a trick to control this animation, otherwise you have diesel engine running while you're actually 100m deep at 1knot silent running
Tons of things could be done with a mix of mesh & keyframe anim, I think someone talented could even create a full torpedo loading sequence just like a small movie, but then again if you can't control the start/stop of the animation, the sequence just loops endlessly. And since the game wasn't designed with torpedo & engine rooms in mind it will be hard to find a way to control these sequence, if ever there's a way (I wouldn't bet on it).

btw, on the type II front :
only the second object created from scratch, torpedo loading thingee
http://i35.tinypic.com/33ticdi.jpg

escape/loading hatch access
http://i38.tinypic.com/243npyg.jpg

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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Old 07-09-08, 02:41 PM   #52
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Maybe you could link the animation to the depth gauge :hmm:
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Old 07-10-08, 12:28 AM   #53
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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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Old 07-10-08, 03:49 AM   #54
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Quote:
Originally Posted by Gotmilk
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.
It is not possible to copple an animation to an sound or light controller.
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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Old 07-10-08, 06:17 PM   #55
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Quote:
Originally Posted by skwasjer
I've changed one thing in the stock interior here:

Gato video (600KB)

Do you see it?

I am not making this into a mod myself again, because there's quite a few mods that change the interiors. I may make another tutorial for this or just release the changes in a small package of importable chunks, but not until after I'm back.

In any way, LukeFF has already picked this up

Note: this was done by request, so don't expect me to turn in a modder anytime soon :p
Update, with video. This is the Porpoise interior:



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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Old 07-11-08, 06:00 AM   #56
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Quote:
Originally Posted by keltos01
here's a few views of the interior of USS Batfish. Might help you create life-like scenes in the torpedo room for instance Mikhayl




link :

http://www.ussbatfish.com/archive-photos.html

and :

http://www.ussbatfish.com/tour-ftr.html
Keltos, Keltos:rotfl:
He is working on a typeII interior
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Old 07-11-08, 09:34 AM   #57
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Quote:
Originally Posted by Xantrokoles
Quote:
Originally Posted by keltos01
here's a few views of the interior of USS Batfish. Might help you create life-like scenes in the torpedo room for instance Mikhayl




link :

http://www.ussbatfish.com/archive-photos.html

and :

http://www.ussbatfish.com/tour-ftr.html
Keltos, Keltos:rotfl:
He is working on a typeII interior
makes sense...less to model :rotfl:
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Old 07-11-08, 11:07 AM   #58
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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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Old 07-11-08, 11:08 AM   #59
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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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Old 07-11-08, 12:23 PM   #60
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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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