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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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Hi, everybody. Please help with the models of the characters. I know this type of thread has been up a lot, but there was no solution, maybe I'll try my luck.
So, the idea is to make a crew in leather jackets with garrison cap, and of course the watch officer with peak-cap. At first look, everything is simple, but it does not seem so. The first thing I tried is to change the Body01.dat on body2.dat, and it caused a ctd. Next, in the editor I took .obj model from body2 with materials, uw's and replaced in body1. Also I configured DMY coordinates as in body 2. It also ended with a ctd. Now I do not know what can be done. By reading the thread about animation, transfer models, etc. I realized that it has a lot of nuances. In general, I would be very happy to help, because I really want to make such a mod, it would be very cool. P.S. I tried the "cheat solution" and made a constant "storm", but this is certainly not the solution, because the anti-aircraft gun and deck weapons do not work. And not change peak-cap of the officer. ![]() |
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#2 |
Gefallen Engel U-666
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PatrioJake!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#3 |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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#4 |
Ensign
![]() Join Date: Apr 2008
Location: San Diego, CA
Posts: 231
Downloads: 364
Uploads: 0
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Patriojake,
I can't help you, but I wish you the best in luck in getting it to work. I would be very happy to have that mod on my screen, it's a great look for the North Atlantic. Be sure to upload it to the downloads section of this forum so that the whole community can share. Good Luck. David I |
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#5 | |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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#6 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
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![]() ![]() Try in body2.dat make a Remap ID and save as body01.dat to the appropriate folder. and replace all 0*_OFF_Body01_D.the relevant tga 0*_OFF_Body2_D.tga saving as well 01_OFF_Body02_B.tga as 01_OFF_Body01_B |
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#7 | |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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But I already consider it a success, because the game does not crash. ![]() ![]() |
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#8 |
Gefallen Engel U-666
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__________________
"Only two things are infinite; The Universe and human squirrelyness?!! |
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#9 |
Ocean Warrior
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Be a great mod to have, even if only partial. I use the "cheat" method, so that they're always wearing their gear.
I don't mind that, as I don't use the AA or deck gun anyway. But a better solution like your idea would be great anyway.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#10 | |
Swabbie
![]() Join Date: Feb 2019
Location: Russia
Posts: 12
Downloads: 84
Uploads: 0
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So, after various experiments, I realized that the problem is in animation, the mesh looks like in the Matrix movie. But I don’t know why the coordinates are confused and where and how to put them in order. |
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#11 | |
Ocean Warrior
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__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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