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#1 |
Black Magic
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I needed a little diversion for some of the things I was working on because I was stuck and needed time for my mind to mull over the problems. I decided to look into the crew and making them move from place to place on the Uboat. I was surprised how easy it is to actually move them from place to place.
So I decided to make the crew members get out of their bunks (cook also) on crash dive and run to the front of the boat. After some time they will run back to their bunks and resume their 'normal animations'. My plans are to do many things with the crew. I can make them respond to any command in the commands.cfg file. Here is a video of my crew member test: http://www.gamefront.com/files/20340...ve_Running_mkv ![]() Last edited by TheDarkWraith; 05-17-11 at 03:01 PM. |
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#2 |
Black Magic
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reserved by TDW
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#3 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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You wizard
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#4 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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@TDW... i think if you make all crew members that they are lay in beds to run in front of torpedo when order crash dive... and maybe the cook also... this will add a verry immersive feeling of crush dive to the game
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#5 | |
Black Magic
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![]() Quote:
![]() There is a waypoint for the deck gun and AA gun. Instead of them teleporting to those places (as the stock game does and mighty fine crew mod did) I'm going to have them walk all the way to the place. That means getting out of bunk, walking up ladder, etc. The crewmember I used in the video is the one who mans the AA gun. |
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#6 |
Korvettenkapitän
![]() Join Date: Apr 2005
Location: Toronto
Posts: 918
Downloads: 362
Uploads: 30
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Awesome first look!
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ddrgn mods: http://www.subsim.com/radioroom/member.php?u=217261 |
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#7 |
Soundman
![]() Join Date: May 2009
Location: Genova, Italy
Posts: 148
Downloads: 430
Uploads: 0
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Great work TDW, thanks again for Your work......and again, and again, and again, and again......
![]() ![]() Damn (I don't know the exact word in english) for the collision that are not handled. |
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#8 | |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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#9 |
Helmsman
![]() Join Date: Mar 2010
Location: España
Posts: 105
Downloads: 472
Uploads: 0
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#10 |
Ace of the deep .
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I have been wishing this since you started modding with SH5 .
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#11 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
Uploads: 0
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Yes!
![]() This stuff is overlooked in modding, we need to make the boat alive, and this is a very good start. The lack of collisions didn't bother me too much but the teleporting "effect" was weird. You know I have seen Dieter Epp bending and crawling through the door when he goes up to watch duties. Don't know how he does it... |
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#12 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
Downloads: 184
Uploads: 2
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TDW, take a look again on the tutorial mission. Right when the game start and you are asked to go talk with the captain, there is a dude who walk through the hatch and even make way for you. Also, im 100% sure that the trailer when the crew is running like crazy is also an ingame footage. I saw in granny viewer that there are millions of unused animations for the crew, like fear, cheer, lay down etc.
So all these animations and collision model are there, it just needs to be put together. |
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#13 |
Ace of the deep .
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I would like to see smoking on the wintergarten just for some fun
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#14 |
Seasoned Skipper
![]() Join Date: Aug 2010
Location: 49°44´N 129°40´E
Posts: 665
Downloads: 124
Uploads: 7
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TheDarkWraith - you are a genius!
![]() ![]() My 2 cents: I think the guys on the bridge look silly when viewing bunker wall through binoculars. This is fixable?
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#15 |
Admiral
![]() Join Date: Mar 2007
Posts: 2,200
Downloads: 172
Uploads: 0
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What we do in life echoes in Eternity |
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