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Old 05-10-11, 01:31 AM   #376
marleymen
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edited

Last edited by marleymen; 05-10-11 at 04:23 PM.
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Old 05-13-11, 02:56 PM   #377
TheDarkWraith
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Where to start.......I wanted to make new characters for the game. I needed new characters for the PT Boat because I didn't like using the ones already included with the game (I wanted my own customized characters that I could make look how I need them to look). I made a copy of a GR2 file and then opened it up with hex editor and changed the names of the bones. Then opened it up with Goblin editor so I could get the new IDs from the new bone names to update the .chr file parent IDs. I defined a new animation routine for the character and then updated the waypoint_info file to call this new animation routine and to reference the new bone name in the GR2 file. Then the waypoint for the character was offcenter (another reason why I wanted to make new characters) so I wrote an app to allow me to edit the bones in the GR2 files. It's functional but not complete as I don't totally understand the whole GR2 file format yet. You'll notice in the filename that I'm editing my new character I made


Now using that app I was able to set the waypoint back to world origin. In case your wondering why it's says Bone X it's because I can't figure out how to map the bones to the names in the GR2 file. But no worries, opening up Granny Viewer tells me the names of the bones so I know which one to edit. The waypoint is Bone 1 in this screenshot. You'll notice that there are model and DAT versions for position and rotation. I did this so if you wanted to connect something to a bone you have the X,Y,Z and Pitch,Yaw,Roll to input into a DAT file. Easy as pie.....I needed these DAT values for the new version of FX Update (smoke in interior of the sub when damaged anyone???)

After successful making of one new character I made 2 more. The PT Boat needed an officer and 2 crew members and that's what these new crew members are for. Here you can see them in-game. They are animated and will look around, look through the binoculars, scratch themselves, etc.


What a day it's been......

Last edited by TheDarkWraith; 05-13-11 at 03:06 PM.
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Old 05-13-11, 03:00 PM   #378
stoianm
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Old 05-13-11, 03:03 PM   #379
Trevally.
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Great breakthrough
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Trevally Mods for SH5
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Old 05-13-11, 03:39 PM   #380
stoianm
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@TDW
Will be cool to have smoke on sub when damaged as you said you will do... he he... very realistic
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Old 05-13-11, 03:54 PM   #381
marleymen
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What can I say? You did it again. Those men look awesome with lifejacket. Are them from SH5 or you made from scratch?

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Old 05-13-11, 04:07 PM   #382
TheDarkWraith
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Quote:
Originally Posted by marleymen View Post
What can I say? You did it again. Those men look awesome with lifejacket. Are them from SH5 or you made from scratch?

they were made from parts available in SH5
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Old 05-14-11, 12:40 AM   #383
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
After successful making of one new character I made 2 more. The PT Boat needed an officer and 2 crew members and that's what these new crew members are for. Here you can see them in-game. They are animated and will look around, look through the binoculars, scratch themselves, etc.
Does it mean that crew at enemy / AI submarine bridge will be possible in near future?

BTW. At first "train" mission we have captain character on deck.
Do you think that is possible to put captain's characters (with his white cap) on vessels?
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Old 05-14-11, 12:44 AM   #384
TheDarkWraith
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Quote:
Originally Posted by Antar View Post
Does it mean that crew at enemy / AI submarine bridge will be possible in near future?
7A AI sub:


Now that I can make new characters I can change the character layout on this 7A AI sub I did
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Old 05-14-11, 01:31 AM   #385
PL_Andrev
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Quote:
Originally Posted by TheDarkWraith View Post
Now that I can make new characters I can change the character layout on this 7A AI sub I did


What can I say...

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Old 05-14-11, 05:05 AM   #386
Zedi
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I knew it.. when TDW is silent for a long time, something big is being cooked.. hah. Awesome stuff!
Devs should give you full support in developing an importing tool...
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Old 05-14-11, 11:11 AM   #387
reaper7
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My First attempt at Importing my SH3 unit failed. I've got it in ok and its texture displaying ok but as soon as the sim starts my units rear end is under water and causes the ship to sink.
What do I need to look at to get it floating correctly



Unit is one I'm working on for the SH3 Mod U-Boot_HAHD and shall be available after the release in SH3. ;-)
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Old 05-14-11, 12:37 PM   #388
TheDarkWraith
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the CG is different in SH5 than in SH3. Move the CG forward in the .sim file a very little at a time (0.01 increments)
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Old 05-14-11, 01:36 PM   #389
reaper7
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Quote:
Originally Posted by TheDarkWraith View Post
the CG is different in SH5 than in SH3. Move the CG forward in the .sim file a very little at a time (0.01 increments)
Cheers TDW, will give it a shot
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Old 05-14-11, 01:51 PM   #390
reaper7
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Nope didn't do the trick, moved it gradually from 0.5 up to 1. Still the same outcome just sinks in about 5 seconds from the rear.
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