SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
05-18-11, 09:21 AM | #106 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
|
ohh yes, this is very important !
MFCM let the watch crew climb up the tower ladder, jump down the ladder, have possible beards and altered faces, let the watch officer walk to the front bunks, adds jump/movement sounds to the crew and so on, even Stormy`s DBSM request Mighty fine crew mod installed prior, manny sounds i use in SDBSM are imbedded of scripts i altered from MFCM.
__________________
Stormy...... |
05-18-11, 09:23 AM | #107 | |
Black Magic
|
Quote:
|
|
05-18-11, 09:28 AM | #108 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
|
so does that mean we will loose all the MFCM features ?
if you are about to remake them, i hope beeing able adding all the different 3D crew sounds again to it (ecspecially those while diving or crash diving). you should give it a try and see what it is doing in detail !
__________________
Stormy...... |
05-18-11, 09:31 AM | #109 | |
Black Magic
|
Quote:
|
|
05-18-11, 09:33 AM | #110 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
|
|
05-18-11, 09:37 AM | #111 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
|
hmmm
by the way, how are the new interrior smokes and fires comming along ?
__________________
Stormy...... |
05-18-11, 09:39 AM | #112 |
Black Magic
|
|
05-18-11, 09:55 AM | #113 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
Downloads: 366
Uploads: 0
|
i would like to but it seams there are better skilled man here for this.
...i can help with testing and adding 3d sounds to the new real crew scripts if ya like.
__________________
Stormy...... |
05-18-11, 10:57 AM | #114 | |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
Uploads: 0
|
Quote:
__________________
|
|
05-18-11, 11:02 AM | #115 |
Black Magic
|
In SH5 we have the power to script, even events So I was adding PGs for the smoke and scripting when they're played via damage to the sub. The hard part is adding the PGs because you have to position them which is a lot of work because you can't open the GR2 file in Wings3D and figure out the exact position.
|
05-18-11, 12:44 PM | #116 |
Black Magic
|
Ran into a big road block Everything was going fine until I gave a crash dive order and then a couple of seconds later gave another order. As soon as the other order was 'processed' by the game it quit running the crash dive script and defaulted to the characters idle behavior assigned by it's master waypoint I knew it was too good to be true.
This will take some thinking/time to figure out how to overcome...This is also the reason why the devs had every character setup to teleport to everywhere they needed to go. |
05-18-11, 03:11 PM | #117 | |
Ace of the deep .
|
Quote:
|
|
05-18-11, 03:12 PM | #118 | |
Black Magic
|
Quote:
But I found a clever workaround for it. Now just working out the bugs on it |
|
05-18-11, 03:15 PM | #119 |
Ace of the deep .
|
|
05-18-11, 03:50 PM | #120 |
Admiral
Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
|
Magnificent
__________________
What we do in life echoes in Eternity |
|
|