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Old 04-19-20, 10:38 AM   #1
gap
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Quote:
Originally Posted by John Pancoast View Post
Kurtz, NYGM already has different depth charges with different characteristics, etc. It's not as detailed as padi's work I don't believe, but if you don't feel up to editing anything.
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Hi John,
Thanks for that!
I have to say I am very happy with how the depth charges in NYGM's play!

KUrtz
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When this mod will be finished, you all will want to play with it

Padi has spent a countless number of hours looking for reliable information on historical depth charge loadouts and thrower/rack arrangements for all the main ASW vessels, and on their evolution during the course of WWII. Indeed, his research also includes a good number of the main types of depth charge adopted during the war by the major belligerents together their relative stats (sinking rates, kill radii, etc), but this is only a relatively small part of his comprehensive work!
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Old 04-19-20, 11:11 AM   #2
John Pancoast
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Originally Posted by gap View Post
DISCLAIMER: shameless advertising.

When this mod will be finished, you all will want to play with it

Padi has spent a countless number of hours looking for reliable information on historical depth charge loadouts and thrower/rack arrangements for all the main ASW vessels, and on their evolution during the course of WWII. Indeed, his research also includes a good number of the main types of depth charge adopted during the war by the major belligerents together their relative stats (sinking rates, kill radii, etc), but this is only a relatively small part of his comprehensive work!
Definitely keeping an eye on it, sounds great ! Besides, the past great work you two have done makes it on the "must try" list.
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Old 04-19-20, 11:56 AM   #3
gap
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Definitely keeping an eye on it, sounds great ! Besides, the past great work you two have done makes it on the "must try" list.
Thank you John, Padi's reputation is well deserved. As for me, I am a lazy boy too curious not to start more projects than I can finish, but I promise I will do my best to accomplish all the ideas I have in mind for this mod
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Old 04-20-20, 03:18 PM   #4
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MeshAnimations import with S3D is an unfinished/imperfect function.
One can edit the file with a hex editor to make it work.
But you need to know exactly what you are doing.

Now. Having said that? Here's what you should do for a best bet import.
DO NOT IMPORT the base 3D model.
Select the 3D model with a starting number of say 000.
You'll get a pop up after that.
Import and keep your fingers crossed.

So if you have edited the base object then created animations?
Import the base object. then save the file.
All the animation frames should be other obj files with the same name but _000 through however frames you have.
Like DC_Man_000.obj to DC_Man_011.obj.
Then open your saved file, do a 3D model import selecting the DC_Man_000.obj
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Old 04-20-20, 05:53 PM   #5
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Hi Jeff,
thank your for your iputs!

I just replied your e-mail and I sent you all the files you might need to investigate our problem, but please take your time on them, as I understand that mesh animations are not a simple feature.

In a similar way, I think I will need some time for re-reading carefully your tips below and for trying to apply them. For now I have just a couple of questions.
  • The first time I import the mesh # 00 and I get the pop up window, should I opt for importing that single mesh, or all the meshes composing the animation?

  • When exporting an animated mesh from S3d, I have noticed that, together with the sequentially numbered meshed, a mesh with no number in its name is created. When I exported the meshes of my own animated character I omitted adding a non-numbered copy of it, thinking that during the import process it was ignored anyway. Is that correct, or should I add to the sequence a model with similar naming?
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Old 04-21-20, 02:07 AM   #6
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Originally Posted by gap View Post
Thank you John, Padi's reputation is well deserved. As for me, I am a lazy boy too curious not to start more projects than I can finish, but I promise I will do my best to accomplish all the ideas I have in mind for this mod
Don't underestimate your contribution, I would have never been able to create the 3D-models and the other visual goodies that hopefully will be included...
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Old 04-21-20, 10:07 AM   #7
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@gap

Check your e-mail ASAP please.
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Old 04-21-20, 10:28 AM   #8
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Originally Posted by Jeff-Groves View Post
@gap

Check your e-mail ASAP please.
I did and I have already replied

Quote:
Originally Posted by gap View Post
  • The first time I import the mesh # 00 and I get the pop up window, should I opt for importing that single mesh, or all the meshes composing the animation?

  • When exporting an animated mesh from S3d, I have noticed that, together with the sequentially numbered meshed, a mesh with no number in its name is created. When I exported the meshes of my own animated character I omitted adding a non-numbered copy of it, thinking that during the import process it was ignored anyway. Is that correct, or should I add to the sequence a model with similar naming?
A reminder, just in case you missed my questions of yesterday
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Old 04-21-20, 10:35 AM   #9
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I saw the question.
To be totally honest? I had to dig up an old thread I started years ago on animations to refresh my memory on somethings.


I'll try following my old advise (along with DivingDuck's) and get back to you soon.
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