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Old 07-12-11, 03:43 PM   #1
Magic1111
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Question to Watch-Officer Cap

Hi Folks !

In regarding to my Post here:

http://www.subsim.com/radioroom/show...postcount=2409

Can anybody please answer my question, how can I become the "young watch-officer-face" with Cap as you see in the Screenshot from the Link above ?

Thanks for the help in advance Guys !!!

Best regards,
Magic
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Old 07-14-11, 03:29 AM   #2
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Nobody any idea ?
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Old 07-14-11, 06:18 AM   #3
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The cap looks perhaps come from my uniform Mod.
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Old 07-14-11, 07:01 AM   #4
Magic1111
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Quote:
Originally Posted by Pascal View Post
The cap looks perhaps come from my uniform Mod.
Hi Pascal !

Thanks for Reply !

...but how do I get the cap on the head from the watch-officer...?

Best regards,
Magic
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Old 07-15-11, 06:37 PM   #5
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I dont know. It was easy to change that on sh3, but there is plenty of data specialist in this forum...
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Old 07-28-11, 08:44 PM   #6
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look here:

http://www.subsim.com/radioroom/showthread.php?t=163616

specifically post #4
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Old 07-29-11, 03:32 AM   #7
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Quote:
Originally Posted by Heretic View Post
Hi Heretic !

Many thanks for the link, I don´t know the Thread yet !

I think that helps !

Best regards,
Magic
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Old 07-30-11, 12:05 PM   #8
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@ Heretic: I´ve read this http://www.subsim.com/radioroom/showthread.php?t=163616

very often but I don´t understand this !!!

Now my question: Can you help me for that what I want please ?

Best regards,
Magic
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Old 07-30-11, 12:48 PM   #9
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If I understand correctly, you'd like the watch officer to have that cap and face.

This can be set using the ai crew scripts in data/Scripts/AI/Crew. The Watch officer scripts are in file Crew_Idle_Actions_QR1.aix. If you're using my crew mod, there's a commented section where you can change the clothing and body parts for a crewman. If you're not using my mod, you can still use it as a reference.

In Crew_Idle_Actions_QR1.aix, look for QRF_WATCH_SURFACED and QRF_WATCH_SUBMERGED. These scripts controls what the watch officer does while the sub is surfaced and submerged. It'll need be be changed in both places. What you're looking for is this bit:

Quote:
############## Uncomment for alternate head #######################
Wp:SetBodyPartVisibility("D_Head12", 0);
Wp:SetBodyPartVisibility("D_EyeL12", 0);
Wp:SetBodyPartVisibility("D_EyeR12", 0);
Wp:SetBodyPartVisibility("D_Head16", 1);
Wp:SetBodyPartVisibility("D_EyeL16", 1);
Wp:SetBodyPartVisibility("D_EyeR16", 1);
Wp:SetBodyPartVisibility("D_Torso03", 0);
Wp:SetBodyPartVisibility("D_Torso01", 1);
This is where I'm changing the default look of the watch officer. The first 3 lines are removing the default head and the next few are adding the new one. If you want to change his head, you'll need to change D_Head16, D_EyeL16, and D_EyeR16 to match whichever new head you want. Unless you know how to view the various part with the Goblin editor (I've since forgotten), you'll have to use trial and error. Just change the number portion to something else and see how it goes.

Hats are set the same way.
Quote:
Wp:SetBodyPartVisibility("D_Hat02", 1); - hat on
Wp:SetBodyPartVisibility("D_Hat02", 0); - hat off
Here's what I have from my notes:
Quote:
A_Head01
A_Head02
A_Head03
B_Head02 older man
B_Head03 not bad
B_Head05 partial head for helmet
B_Head06 weatherbeaten beard scar
D_Head01x chief
D_Head02x bosun
D_Head03------------
D_Head04x cook
D_Head05x
D_Head06x motor officer
D_Head07x gunner
D_Head08-----------------
D_Head09x nav
D_Head10x XO
D_Head11x good choice for nav
D_Head12x watch
D_Head13x Captain Rahn
D_Head14x radio
D_Head15x sonar
D_Head16x new WO
D_Head17x torp off
D_Head18x bunker officer 1
D_Head19x new chief
D_Head20x welding goggles

A_Hat01 side cap , right black
B_Hat01 billed cap , black petty offficer
B_Hat02 billed cap , white officer
B_Hat05 helmet
B_Hat06 stocking cap
D_Hat02 billed cap , Black officer
D_Hat04 side cap, left white

A_Torso01 - Grey engine leather
A_Torso03 - short sleeves
A_Torso05 - Grey deck leather with scarf
A_Torso07 - long sleeve pullover w/striped undershirt
A_Torso06 - grey deck leather upturned collar
B_Torso02 - Officer Dress coat single breasted bunker CO
B_Torso02 - bare arms at elbow
B_Torso04 - Officer Dress coat dbl breasted
B_Torso05 - infantry coat
B_Torso06 - short sleeves, suspenders
B_Torso06 - Red checked shirt, suspenders
D_Torso01 - Leather jacket zipped - chief
D_Torso02 - Bosun
D_Torso03 - leather jacket open, binocs WO
D_Torso04 - cook
D_Torso05 - SO
D_Torso06 - short sleeve , rag in pocket Motor off
D_Torso07 - infantry coat gunner
D_Torso09 - Nav
D_Torso20 - coat w/gloves

A_Pants01 - grey leather
A_Pants02 - shorts
B_Pants02 -
B_Pants03 - overalls
B_Pants04 -
B_Pants05 - infantry pants, jackboots
B_Pants06 -
B_Pants07 - pants, short sleeve, suspenders
B_Pants08 - coverall, short sleeve, suspenders
D_Pants01 -
D_Pants02 -
D_Pants04 - cooks pants w/apron
D_Pants05 -
D_Pants06 -
D_Pants07 -

Beards
object1_Beard_CAP04 - chin and mustache
object1_Barba_Cap18 - full
object1_Barba_CAP13 - chin and mustache
object2_Barba_Cap09 - mustache - nav
object1_Barba_Cap06 - full
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Old 07-30-11, 02:27 PM   #10
Magic1111
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Hi Heretic !

Yes, I use your MOD after MO, see # 14, and Stormys MOD uses the same File (with additional entries for sounds), see # 23 !

01_Grossdeutscher Rundfunk
02_Magnum_Opus_v0_0_1
03_Magnum_Opus_v0_0_1_Patch_2
04_nVidia missing lights
05_Shadow Improvement Mod
06_FX_Update_0_0_16_2_ByTheDarkWraith
06_IRAI_0_0_30_ByTheDarkWraith
06_AirTorpedoes
07_TheDarkWraith_DC_Water_Disturbances_v2_0_SH5
08_SubFlags_0_0_8_byTheDarkWraith
09_U-boat Historical Specifications 1.7 for TDW Mods
10_NewUIs_TDC_6_6_0_ByTheDarkWraith
11_NewUIs_TDC_6_6_0_jimimadrids_map_tools
12_Magnum_Opus_v0_0_1_DEUTSCHMOD_0.9.3
13_Stoianm Scopes 16x9 (trevally, ddrgn, gap)
14_MightyFine Crew Mod 1.2.1 Alt w beards
15_JD Realistic Depth Charge Damage and Shaking 1.0
16_Das Boot Departure Theme
17_DBSM_Music_1_0_4
18_Stormys DBSM SH5 v1.3 Basemod
19_Stormys DBSM SH5 v1.3 optional -6db damped Sonarguy
20_Stormys DBSM SH5 v1.3 optional always shouting WO in normal mode
21_Stormys DBSM SH5 v1.3 optional NavMap babelling
22_Stormys DBSM SH5 v1.3 optional remaining orig sounds converted to 22Khz
23_Stormys DBSM SH5 v1.3 additional crew sounds beta6
24_Stormys DBSM SH5 v1.3 optional louder engine sounds
25_Stormys DBSM SH5 v1.3 optional scary creaks

...

First let me say many thanks for explanation, but I don´t understand this all ! When I open the file with notepad I´m very confused about the many unknown entries....! I search and find beards, but no heads....and so on !

What I want to have is this, I´ll try to clearify:

- Your MOD "Alt w beards faces" as base (all other crew member unchanged, see my #14),

BUT:

1.) The Head from the Watch Officer from your MOD "Stock faces w beards" but with cap ! The same cap as the XO in Control Room has !

and for me as alternative to enable via JSGME:

2.) The same Head and cap for the Watch Officer as the XO in CR from "Alt w beards" has (yes I know, I have then two crew member which looks the same, but not bad) !

Are the two things possible ?

And is this possible, that you do this for me and editing my file for the two things above please (two files then) ???

If this possible, I´ve uploaded for you my current uses file (is the File from MOD #23):

http://www.mediafire.com/?qm3voafxa3q2oxe

I would be really happy, when you can do this for me, believe me, I´ve tried it by myself, but without success !

Thanks in advance and best regards,
Magic
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Old 07-30-11, 03:46 PM   #11
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Ah.... It appears Stormy has used files from my mod without asking permission or even crediting my work. *sigh*

So I can't very well make a custom version of his mod for you.

Sorry.
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Old 07-30-11, 05:02 PM   #12
Magic1111
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Quote:
Originally Posted by Heretic View Post
Ah.... It appears Stormy has used files from my mod without asking permission or even crediting my work. *sigh*

So I can't very well make a custom version of his mod for you.

Sorry.
Okay, no problem !

But Stormy wrote, that´s his version based on Mighty Fine Crew MOD, see here: http://www.subsim.com/radioroom/show...01&postcount=1

Last question: Please can you tell me the file name for the XO Officer ?

Thx and best regards,
Magic
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Old 07-30-11, 05:27 PM   #13
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The XO is controlled by the CR_SO_01 scripts in Crew_Idle_Actions_CR.aix.
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Old 07-30-11, 08:05 PM   #14
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Quote:
Originally Posted by Heretic View Post
Ah.... It appears Stormy has used files from my mod without asking permission or even crediting my work. *sigh*

So I can't very well make a custom version of his mod for you.

Sorry.
Hi,

just wanted to note...

not shure but i think as i created this sound compilation`s first version, i tryed to reach you but you wasnt active or reachable. Still shame on me that your work wasn`t in the credit`s of the first paragraph of the mod`s thread, but this have changed now if you agree !
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Old 07-30-11, 08:07 PM   #15
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Hey Stormy,
I was a bit bummed at first, but all's cool, good of the game and all. Please credit my work in your readme.
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