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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4051 |
Stowaway
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I didn't have all the ropes just a grounding cable.
When attached to a ship? The controller started a sway on ship movement that caused it to all go bad! ![]() I had a bunch of videos at one time that showed Air Craft hitting the balloons and everything went boom. ![]() Also had videos where the ships were destroyed by the balloons swaying to much. ![]() That was SH3 though! What failed in SH3 does not mean it will produce the same results in SH5! |
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#4052 | |
Ace of the Deep
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at least at first. I can bet on it ![]() |
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#4053 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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#4054 | |
Ace of the Deep
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#4055 |
Stowaway
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I don't remember what I did but I know I did alot of different things back then.
![]() You tend to remember 90% of things that didn't work after a few years. Given it's been somewhere around 5 years or more? I'm lucky I even remember seeing ships flip over!! ![]() |
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#4056 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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another possible source of problems I have spotted: all the stock units using multiple diffuse/AO maps, have their configurable textures stored in the same folder as the GR2 file, and GR2 file itself is set to point straight to that path. I will upload an update correcting the issue in a few minutes ![]() |
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#4057 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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On a side note, the keyframe animation on the dat balloon works nicely (@ Targor, the controller is already in the dat file within the package I have uploaded before). I have discovered that the keyframe node must follow immediately the mesh label: put another node in the middle, and it won't work. I doubt it can be used to balance effectively ship's pitch and roll, as they are pretty random, and their amplitude varies with wave height. Nonetheless, this sort of animation can be used for adding some extra swinging to the balloon. Setting it to give the impression of a natural movement takes time though ![]() |
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#4058 |
Stowaway
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Found an old test image. Notice the truck?
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#4059 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
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Nice screenie. I think I should redo the suspension cable as shown in it, and make picketing lines much shorter, as per your previous suggestion
![]() On a side note: was that truck moving? |
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#4060 |
Stowaway
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Nope. Static model as a Land Unit.
I did the cable with the arc as an eye candy thing. I've often thought about going back and adding to the effect for GWX 3. But it was our last release as a Team and I really don't want to change it. I have explained how to do things like that many times over. S3D and other Tools allow it and make it all possible so it just takes that one Guy to do it. |
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#4061 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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![]() Download link: http://www.mediafire.com/?9hxu2l6rdgs3id5 Sorry for the inconvenience guys. ![]() |
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#4062 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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#4063 |
Stowaway
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![]() ![]() You didn't steal anything. The GWX Team gave it all to the Subsim community. (What we did anyway) We knew down the road other Modders would look back and use what we figured out. Some of us knew we would go forwards and try to assist in any way we could. It's my pleasure to assist as a GWX Team Member and on my own accord. It's all about makeing the Games better. I'll post a link so you can send me money ASAP. ![]() |
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#4064 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,210
Downloads: 792
Uploads: 10
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#4065 |
Stowaway
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You forgot to mention you'd send me money?
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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