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Old 11-25-09, 05:11 AM   #1246
evan82
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Quote:
Originally Posted by DivingDuck View Post
Moin,

here´s something I´ve found worth animating:


"early pre-production version"





Regards,
DD
Another great idea, very nice and impressive mood.
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Old 11-25-09, 08:07 AM   #1247
Hitman
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Incredible

Quote:
I keep finding myself looking around the sub for more things you could animate, id love to see those valves and handwheels turning, or how about the attack periscope rotating while youre sitting on it (i wanna ride the carousel!!), come on DD you know you want to!
I second that. Karamazovnew explained not long ago in the forum for UBoat missions that it was indeed possible to do, and not that difficult. The main problem is that you need to link the periscope to the TDC bearing dial, and thus if the TDC is not locked, the scope would not rotate. Nevertheless, it would be fantastic.
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Old 11-25-09, 08:35 AM   #1248
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Quote:
Originally Posted by DivingDuck View Post
Moin,

here´s something I´ve found worth animating:


"early pre-production version"





Regards,
DD
Hoooyahhh!!!
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Old 11-25-09, 08:56 AM   #1249
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- How about different ambient sounds for surface/submerged
- Fading ambient radio (in RR) when diving/submerging (Luke and I did this for RFB)
- Fans (don't think the uboats have them? http://sh4.skwas.net/media/fan_on_off.wmv original idea by nisgeis, I tied the animation also to crew panic mode and silent running)
- All sorts of valves/wheels
- Switchboard lights switching from one state to another when diving/submerging (by me: http://sh4.skwas.net/media/xmastree.wmv)
- Add extra objects to the interior under certain circumstances (DD's example of food crates is really nice! But you could do more, change books, documentation/maps, add a light there, move binoc there (or not visible at all when surfaced as they are used in the tower , etc)

There's plenty of stuff to do, you just have to have the idea first, but alot of it is doable since I debugged StateMachineClass and implemented support for it in S3D (together with animation support).

Nice work DD (and Anvart)
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Old 11-25-09, 09:23 AM   #1250
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Please all....

Is there a working link somewhere nowdays?

Cheers

//OB
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Old 11-25-09, 09:49 AM   #1251
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Version 3.8 is the last post in Diving ducks thread in the Silent Hunter 3-mods section on SHMF
just click my sig
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Old 11-25-09, 02:05 PM   #1252
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oh man! the idea of having tomi's new interior rooms and ambient interior animations is going to bring SHIII to a whole new level!
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Old 11-25-09, 02:23 PM   #1253
DivingDuck
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Moin,
Quote:
Originally Posted by skwasjer View Post
- How about different ambient sounds for surface/submerged
- Fading ambient radio (in RR) when diving/submerging (Luke and I did this for RFB)
- Fans (don't think the uboats have them? http://sh4.skwas.net/media/fan_on_off.wmv original idea by nisgeis, I tied the animation also to crew panic mode and silent running)
- All sorts of valves/wheels
- Switchboard lights switching from one state to another when diving/submerging (by me: http://sh4.skwas.net/media/xmastree.wmv)
- Add extra objects to the interior under certain circumstances (DD's example of food crates is really nice! But you could do more, change books, documentation/maps, add a light there, move binoc there (or not visible at all when surfaced as they are used in the tower , etc)

There's plenty of stuff to do, you just have to have the idea first, but alot of it is doable since I debugged StateMachineClass and implemented support for it in S3D (together with animation support).

Nice work DD (and Anvart)
there´s indeed plenty of stuff to implement. I just don´t know where to start. TypeII and typeXXI still waiting for overhaul. Besides I´m working together with 'Tomi_099' and 'Alex' to make Tomi´s dream of a full interior real. But it´s a long road. Your S3D however makes it remarkably easy to cope with. Without it I´d never have pushed it this far. Checking the progress itself in SH is very time consuming already. If I´d to do everything in hex, it would take me ages. So, kudos to you for a wonderful tool. Run for modder´s award and count me in to vote for you.






Meanwhile I´ve been able to link engine animation speed to engine order telegraph settings. This is a short preview. It is still buggy, but it works. The animation does not show correctly in this video, because of the frame rate. Ingame the valves are bit blurred at high speed.







The grammophone has been reworked. It rotates at about 78 times per minute now, the arm has been slowed, some kind of a blur effect added. Textures are made by 'Rapt0r'.




Again, kudos to Skwasjer and Anvart. Both of you deserve awards for your work. Without them I´d never come this far.



Regards,
DD
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Old 11-25-09, 02:57 PM   #1254
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Oh man!

That engine animation would be absolutely amazing!!

Thanks all!

Dale
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Old 11-25-09, 03:39 PM   #1255
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Coming along very nicely DD
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Old 11-25-09, 06:41 PM   #1256
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Quote:
there´s indeed plenty of stuff to implement. I just don´t know where to start. TypeII and typeXXI still waiting for overhaul. Besides I´m working together with 'Tomi_099' and 'Alex' to make Tomi´s dream of a full interior real. But it´s a long road. Your S3D however makes it remarkably easy to cope with. Without it I´d never have pushed it this far. Checking the progress itself in SH is very time consuming already. If I´d to do everything in hex, it would take me ages. So, kudos to you for a wonderful tool. Run for modder´s award and count me in to vote for you.






Meanwhile I´ve been able to link engine animation speed to engine order telegraph settings. This is a short preview. It is still buggy, but it works. The animation does not show correctly in this video, because of the frame rate. Ingame the valves are bit blurred at high speed.







The grammophone has been reworked. It rotates at about 78 times per minute now, the arm has been slowed, some kind of a blur effect added. Textures are made by 'Rapt0r'.
Very nice Work Mate!
Who need SHV when we got this.
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Old 11-25-09, 07:02 PM   #1257
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The gramophone is working really good now DD & Raptor! can't wait to install it!
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Old 11-25-09, 07:17 PM   #1258
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And almost 5 years after SH3's release date, we get this.

*I hardly can believe it*

Thanks to both of you (Anvart and DD) for making the engine animation<->engine speed linking possible !




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Old 11-25-09, 09:01 PM   #1259
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stare at that banana's eyes for five minutes
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Old 11-26-09, 02:01 AM   #1260
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Quote:
stare at that banana's eyes for five minutes

My eyes hurts from this!
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My modifications for Ubisoft's SHIII can currently be found in Maik's comprehensive archives found via the Silent Hunter 3 Tab on his website: https://maikhaas.synology.me/joomla/index.php?lang=de/
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