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Old 10-09-15, 05:06 PM   #2785
gap
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Join Date: Jan 2011
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Quote:
Originally Posted by vdr1981 View Post
Hey Gap, sorry for late reply...

Still don't know how to add crew that walk on the ship,
Preset ship crew groups are found in data\Library\Patch_* folders. In order to see any of them, open its .GR2 file in Goblin Editor, and merge the corresponding .chr file. Crew waypoints are a bit off center; if you have problems bringing the characters within Goblin's viewport, select model's main bone, and from the 'View' menu select 'Center on selection'.
The numbers denoting each crew group are not random: they indicate the approximate empty space (in meters) the characters will need aboard for them walking through walls. A few examples: Patch_1x1 means a single static character, suited for filling an 1x1 sm space; Patch_1x10 means a group of characters placed/walking along a 1m-wide, 10m-long corridor; Patch_1x10x6 means a group of characters placed/walking along a L-shaped corridor, whose legs are 1m-wide and respectively 10 and 6-m long. If you open those files, you will understand what I mean. You can also create some custom crew groups, but this is a bit more complicated.
For placing crew aboard a newly imported ship, you need to create as many nodes/bones as the number of crew groups you want your ship to display. Once you are done with the bones/nodes cloning process, you have two ways to link the newly created nodes/bones to the desired crew group models; you can:
  • name the node according to the crew models you want to be linked to them. I.e. if you want a given node to display the 1x20_version02 crew model, just call it 'LNK@1x20_version02'. Using this method, crew names are "hardcoded" into the ship model, and are not configurable.
  • The second method is naming crew nodes 'cfg#P<#>_<model name>', etc, where <#> is a progressive number (numbering format commonly used: 01, 02, etc.) required to identify different crew nodes/bones within the same model, and <model name> is the name assigned to model's main bone. Once finished, you should edit unit's .eqp file, the way you would do with any other equipment.

Nodes should be placed as close as possible to the deck surface if you want crew not to levitate above the deck nor to stick out the from the deck with their feet below it. When adjusting bones' positions, stick in mind that 1 unit length in S3ditor/GR2 Editor is equal to 10 m on the model. Moreover, you may need to adjust bone's y-axis rotation in order to make crew characters to be aligned along the correct correctly.

Quote:
Originally Posted by vdr1981 View Post
The main problem are textures. I've used dds texture from one previously imported ship with ship shown on the picture . As you can see they match perfectly.

However, I wasn't so lucky when I tried to import one medium sized tanker from Sh4...
Where did you get the oiler model from? If you don't have SHIV installed on your PC, have you tried looking for that texture in Uekel's ship pack?

Quote:
Originally Posted by vdr1981 View Post
Do you want to take a look at it maybe?
Sure, send your files my way if you don't manage grabbing the appropriate ship texture . I should have a disc of SHIV somewhere, I can install the game and get that texture, or I can create it from scratch.
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