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05-16-11, 04:50 PM | #61 | |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
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Quote:
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Stormy...... |
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05-16-11, 04:50 PM | #62 |
Mate
Join Date: Feb 2006
Location: Duderstadt, Germany
Posts: 53
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maybe with this, waypoints could possibly be set to make some crew move to deck?
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05-16-11, 05:00 PM | #63 |
Black Magic
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05-17-11, 09:25 AM | #64 |
Black Magic
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After literally hundreds of tries and 3 solid days I have finally figured it out I don't use Paris England's method (I asked him for his method and he kind of putted around the tree and gave me some response that is questionable - glad he did because that was the motivation I needed) and I don't use Vanilla's method (I don't know what his method is either). The way I have figured out how to do it allows you to clone a waypoint and to SEE it in Goblin at it's respective room. This method does not use .prt files or modify them in anyway. The only edited files are the cloned ones. This method also specifies new waypoint_info, waypoint_edges, and animation_info for the cloned waypoints (so one can do what the please with the new waypoints without messing up original files). In the below screenshot you'll see Waypoints_Room_QR2 with a bunch of new waypoints added to it. You'll also notice that SR_WP04 (a cloned waypoint) has a sapiens attached to it. That sapiens is the guy holding the tank truck in the screenshot
And here he is in-game: Now it should be easy to add new waypoints to dock and anywhere else Last edited by TheDarkWraith; 05-17-11 at 09:57 AM. |
05-17-11, 10:05 AM | #65 |
Serial Port Protector
Join Date: Sep 2002
Posts: 1,424
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a real breaktrough, Thank You for your hard work man
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Stormy...... |
05-17-11, 10:53 AM | #66 |
Electrician's Mate
Join Date: Aug 2005
Posts: 134
Downloads: 48
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Sweeeet!!!
Looks like there is a lot of potential to do interesting things with the crew. Judging from what the crew did when the game was released - the torpedo room animation and the rotation of the helmsman on the surface etc.-- it was obvious that the developers had big plans for our AI shipmates. You just don't go through that much effort and intentionally leave things as they were on release. I would be totally happy to enjoy this as a work in progress, so dont let the perfect be the enemy of the good. |
05-17-11, 11:09 AM | #67 |
Black Magic
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LOTS of potential to do all kinds of things!
Here I'm getting more familiar with the waypoints: I moved the cloned waypoint up and back some. Result: he's possessed I also animated the waypoint (I viewed it in Goblin first then in-game to ensure it was working) Now to clone the waypoints in all the rooms and make the crew RUN on crash dive |
05-17-11, 11:11 AM | #68 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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... nice
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05-17-11, 11:31 AM | #69 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
Downloads: 42
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extremly nice!
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05-17-11, 12:40 PM | #70 |
Black Magic
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All waypoints needed to make crew run for crash dive is complete. AND IT WORKS New video coming soon....
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05-17-11, 12:47 PM | #71 |
Ocean Warrior
Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
Uploads: 11
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05-17-11, 12:54 PM | #72 | |
Black Magic
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Quote:
Adding these new waypoints really is a simple matter. Took me maybe 20mins to clone all the waypoints for the 7A sub. Took me a little longer to define the edges for them and to incorporate these new waypoints into the existing waypoints. I plan on releasing a tutorial on how to do it but am waiting for a response from Neal on something. That response will determine whether I make the tutorial or not and whether I release this or not. |
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05-17-11, 01:03 PM | #73 |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
Uploads: 30
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Excellent Detective work there TDW, Glad you made a breakthrough .
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05-17-11, 01:06 PM | #74 |
Navy Seal
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Sad but sensible.
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05-17-11, 01:07 PM | #75 |
Black Magic
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