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Old 04-14-08, 05:04 PM   #76
iambecomelife
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Here are the files:

http://files.filefront.com/RAFTrar/;.../fileinfo.html
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Old 04-14-08, 05:19 PM   #77
Rubini
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Quote:
Originally Posted by Philipp_Thomsen
Quote:
Originally Posted by Rubini
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Originally Posted by Philipp_Thomsen
Another important thing, my friend, is to make them pop-up in different times, not all at the same time. Put some delay between items (life boats) as the ship sinks (not after). If you're worried about the manual work of doing it to each ship.dat, don't worry, I can do this part of the job for you no problem. The good part is that this is definitive, and MUCH more realistic. As soon as the ship is doomed to sink, the life boats starts to pop-up, one by one, with some good 30 seconds of delay between one and another.

In my opinion it can't be better then that...
If we opt to use them attached to debris, them they will only spawn when the ships is sinking/after sink, all practically at same time.

If we opt to use them attached to each ship then is possible to make then appears before the ships sink and with some time between then - i already made it this way since the first test version as you can see on the video (sometimes more, sometimes less time betwwen them). If we opt for this way to have LB, what is really more elegant and realistic i will need help for sure to adjust all the ships. Do you read my PM to you?

Anyhow is clear for me now , unless news discoveries pop up, that the privateer idea is the best for permanent debris (and they use the same "permanent" solution that I made for LBoats), then this will be the way to go for debris. But for Lifeboats we have these two choices.

I plan to release a complete "attached to debris version" soon (including the life boats) for tests (I just need to have some conversations with privateer first). This way we can really judge before the mod reachs its final stage. This version is very easy to do and works imediatelly for any mod or even stock game! (not only GWX)
In my opinion we should definetively go for the more elegant and realistic way. Once we release all the existing ships all we have to do is state publicly what is needed to be changed in the .dat files and the new ships will be out of the docks with the life boats already attached, by the person who did it (new ships). You have to keep in mind that sometimes a ship takes more then one hour to sink, so nobody would wait that long just to see the life boats in the debris. Makes no sense in my opinion. What we should do is to put this into the .dat files in a way that once the ship is doomed, life boats start to appear. And also another very interesting thing to do would be to increase the number of debris after the ship sinks, to be more realistic, and to put some PEOPLE in the debris, coz you know, in a sinking not everybody manages to save himself.

So after torpedoing a ship we would have life boats poping up with a random delay between them, and when the ship finally sinks, a lot of debris and some people floating in the water (with just their heads and arms out of the water, not floating like dead man, but if this is not possible, some dead man floating is good enough).

I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way (debris) I would like to know what I have to change in the .dat files so I can do this mod for myself. I have the time to spend doing all the necessary modifications on those ship.dat files and I'm willing to help. Maybe I don't know everything I need to know to help, but I learn very fast and I have a lot of creativity.

Yes,

This is the best scenario. However, AFAIK, will be need to handle with some limitation on the engine (unless someone comes with new discoveries what is always possible):

1. Isn't possible until now to link the LB spawn to the moment when the ship is doomed...but with his height over water. Good... but this need to be made carefully to the ship don't start to spawn LB in bad weather or when it's almost flooded but yet running away. Isn't easy to test all the ships, all conditions, etc. We will need a compromise here for sure. And the time between LBs is also attached to the same idea (just different heights) then you can imagine the goodies and the sours...

2. The permanent debris or dead men have until now a problem: They will float, but a bit more height than we could wish. To solve this will need to use only flat or almost flat debris. And we need a good soul, 3D expert, to give us these debris. We already have the Barrel and the flat buoy from DD's debris mod (we need to have his permisson first). Oar, wood pieces, box pieces, etc will do the job very well. I will also look for them on others files and also on Sh4 files. I don't know if working on the 3D object itself is possible to cheat the game engine on this buoyance matter. Only the 3D guys could say something about. If possible, well, then we will have infinite possibilities.

3. And yes, is easy to have now a great number of debris floating after a ship sink!

4. For sure I will you let you know how to implement it. It's easy on the file edition matter, but laborious to make for all ships and test them. Perhaps a small team?:hmm:
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Old 04-14-08, 05:28 PM   #78
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Quote:
Originally Posted by iambecomelife
Thanks mate! I will make some pics with then and will post here late!

Do you have 3D skills to make some flat/almost flat new debris like oars, wood pieces, broken box, etc, etc..?:hmm:
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Old 04-14-08, 05:29 PM   #79
Ivan Putski
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Great work all, what an addition this will make for SHIII. Puts
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Old 04-14-08, 05:31 PM   #80
Madox58
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It's not necessary to make flat debris only.

Create an invisible flat object,
attach the round or odd shaped image to it in the dat?

POOF!!

you get your effect!!

:rotfl:
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Old 04-14-08, 06:20 PM   #81
D.Kruger
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Quote:
Originally Posted by Rubini
Keep it coming!

Quote:
Originally Posted by privateer
He looked so lonely.


You can take my skins ( TGA files )

http://www.sukhoi.ru/forum/attachmen...0&d=1205742122

D.Kruger_AI_lifevest_for_3.rar

http://hosted.filefront.com/DKruger/
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Old 04-14-08, 06:22 PM   #82
Madox58
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Quote:
Originally Posted by Philipp_Thomsen
I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way

And I STRONGLY recommend you give it some time before makeing this type statement!


You have no idea or clue what can be done yet.
You read a few quick posts and your the expert now?

Do it all yourself then.
I have tons of other things I can be doing!

If this is the "open Modding"?

I'm outta here.

TA!
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Old 04-14-08, 07:28 PM   #83
Rubini
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Quote:
Originally Posted by privateer
It's not necessary to make flat debris only.

Create an invisible flat object,
attach the round or odd shaped image to it in the dat?

POOF!!

you get your effect!!

:rotfl:
I just sent a PM to you before read this saying exactly the same!
I´m starting to work on this rght now!
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Old 04-14-08, 07:33 PM   #84
Rubini
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Thanks D.Kruger! When its the right hour we can use them!
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Old 04-14-08, 08:02 PM   #85
Madox58
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@ Graf Paper

Ya,
they can be made so you can blow them away.
No,
no renown can be done one way or the other.
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Old 04-14-08, 08:24 PM   #86
Rubini
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Quote:
Originally Posted by privateer
@ Graf Paper

Ya,
they can be made so you can blow them away.
No,
no renown can be done one way or the other.
If you are saying... :hmm:
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Old 04-14-08, 09:26 PM   #87
iambecomelife
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Quote:
Originally Posted by Rubini
Quote:
Originally Posted by iambecomelife
Thanks mate! I will make some pics with then and will post here late!

Do you have 3D skills to make some flat/almost flat new debris like oars, wood pieces, broken box, etc, etc..?:hmm:
I could give it a try. I would also like to try working on different human figures - some time ago I actually started working on soldiers from different countries.

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Old 04-14-08, 10:11 PM   #88
Philipp_Thomsen
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Quote:
Originally Posted by privateer
Quote:
Originally Posted by Philipp_Thomsen
I STRONGLY recommend that this mod is done this way. Even if in the end you guys decide to do the easy way

And I STRONGLY recommend you give it some time before makeing this type statement!


You have no idea or clue what can be done yet.

Anything can be done, it only depends on how far is the modder intending to go.

You read a few quick posts and your the expert now?

I read it all and I'm backchatting with Rubini via PM and Im also looking at the files.

Do it all yourself then.

No problem!

I have tons of other things I can be doing!

I bet you do.

If this is the "open Modding"?

Dont forget you're only invited here, this is not your mod. Rubini likes to do it publically, taking help from everybody he can, and I honestly aprove this kind of action. The mod is for the community, not to make Rubini's fame increase. He do it for fun, for hobbie, like me.

I'm outta here.

I seriously doubt.

TA!
Above in yellow!
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Old 04-14-08, 11:04 PM   #89
Philipp_Thomsen
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@ Iambecomelife

What 3D program you're using? I have some 3D knowledge (autocad), I used to project machinnery and parts in 3D on autocad, I just don't know how to export them to the game. But that part I can learn pretty fast.
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Old 04-14-08, 11:06 PM   #90
Philipp_Thomsen
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Rubini, did you find a way to add *RANDOM* number of ppl in the LB? If we can add random number of ppl and each with a different skin, this will be amazing!
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