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Old 12-12-21, 04:23 PM   #301
Jeff-Groves
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Quote:
Originally Posted by vickers03 View Post
i wish sh4 would accept the .anm file format from sh3, that would be easy to use.
The anm files in SH3 are MeshAnimation2 files. Those CAN be converted to MeshAnimation.
It's all in this thread.......
https://www.subsim.com/radioroom/sho...55#post1532155

Now if you wanted? One COULD create an animation using the SH4 way of doing things!
That is a lot more difficult but in theory? Could be done!
Here's the information about that!
https://www.subsim.com/radioroom/sho...33#post2109233

It may be possible to rip the animations from SH5 also and then create the animations for SH4 format.
I'll have to test that.

EDIT........
Yes. I can rip the stuff from SH5 to possibly do an SH4 animated Engine.
This tread has the information about ripping animations and such from SH5
https://www.subsim.com/radioroom/sho...73#post2745073


Given all the above information? One still needs a good Hex Editor to pull it all off.
I suggest 010 as I probably have a bunch of scripts that will do the different stuff. Or could write some really fast!
I doubt anyone knows the animation formats as well as I do. Aside from the original Dev's.
And I'd bet they'd be amazed at what I figured out and can do!
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Last edited by Jeff-Groves; 12-12-21 at 05:39 PM.
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Old 12-13-21, 01:18 PM   #302
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Now don't think I don't recognize what vickers03 has done here!
It's not just BRILLIANT!
It's Stephen Hawking level BRILLIANT!

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Old 12-13-21, 01:46 PM   #303
vickers03
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Quote:
Originally Posted by Jeff-Groves
The anm files in SH3 are MeshAnimation2 files. Those CAN be converted to MeshAnimation.
It's all in this thread.......
https://www.subsim.com/radioroom/sho...55#post1532155

Now if you wanted? One COULD create an animation using the SH4 way of doing things!
That is a lot more difficult but in theory? Could be done!
Here's the information about that!
https://www.subsim.com/radioroom/sho...33#post2109233
interesting stuff! i think i remember this thread

Quote:
Given all the above information? One still needs a good Hex Editor to pull it all off.
I suggest 010 as I probably have a bunch of scripts that will do the different stuff. Or could write some really fast!
I doubt anyone knows the animation formats as well as I do. Aside from the original Dev's.
And I'd bet they'd be amazed at what I figured out and can do!
already have the 010! did some hex work in the past, well more the trial&error way but it's amazing what you can do with it.
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Old 12-13-21, 01:54 PM   #304
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I, for one, can't wait to see your work!
You have created the 4th way to do animations!
That is just amazing!!! Think of the possible things that could be done YOUR way!


For one. Maybe actual visual torpedoes for AI units?
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Old 12-13-21, 02:22 PM   #305
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Quote:
Originally Posted by Jeff-Groves View Post
I, for one, can't wait to see your work!
You have created the 4th way to do animations!
That is just amazing!!! Think of the possible things that could be done YOUR way!


For one. Maybe actual visual torpedoes for AI units?

Ohh that would be great, to actually see the AI fired torpedoes
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Old 12-13-21, 02:43 PM   #306
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Quote:
Originally Posted by Jeff-Groves
I, for one, can't wait to see your work!
You have created the 4th way to do animations!
That is just amazing!!! Think of the possible things that could be done YOUR way!
well using particle generators that way does have some limitations,
for example i have not managed yet to get mesh- or keyframe animations to work with the particle objects.

the animations i use are generator sequences which work perfectly fine with my diesel
but i think it would not be suitable for complex animations
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Old 12-13-21, 04:07 PM   #307
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Maybe not complex animations but still a different way to get some animations.
Animations scare people! So you've proven a way to do some with just S3D and not complex 3D model programs.
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Old 12-23-21, 07:19 PM   #308
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crew operating engine
https://vimeo.com/659804354
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Old 12-23-21, 07:56 PM   #309
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Quote:
Originally Posted by vickers03 View Post
i found another way to control the engine. instead of "dialing" an endless animation loop
in and out of sight with a dial controller (engine rpm) i converted all the moving parts
of the engine to particle effect objects which i can now control with the state machine, this means the engine
animation will represent the actual rpm it is running on.
Excellent work with your latest movie! When you get a chance, can you please explain exactly how you use the state machine controller and particle effects for this? In detail, for the less talented? I took a look at the dials in the stock "S" boat command room interior last night, and I have some S3ditor familiarity but I was stumped as to what you have been doing. Really hoping to bring some Germaniawerft & MAN diesels to life. Thanks!
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Old 12-23-21, 09:16 PM   #310
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He would definitely have a rapt audience in us, that's for certain. Excellent stuff vickers03! Merry Christmas!
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Old 12-24-21, 01:56 AM   #311
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Quote:
Originally Posted by iambecomelife
Excellent work with your latest movie! When you get a chance, can you please explain exactly how you use the state machine controller and particle effects for this? In detail, for the less talented?
of course, no problem. I'm aiming for a holiday release so you can take a look too!



Merry Christmas!
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Old 12-24-21, 02:51 PM   #312
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Nice work! Can't wait to download it.
I may be able to adjust the timing and movement of the crew member to better move the telegraph.
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Old 12-24-21, 05:12 PM   #313
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Quote:
Originally Posted by Jeff-Groves View Post
Nice work! Can't wait to download it.
I may be able to adjust the timing and movement of the crew member to better move the telegraph.
thanks! you're welcome. it's really tricky! i'm concentrating on the important parts now to get this thing released.
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Old 12-24-21, 09:21 PM   #314
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Here I paste my post in the FOTRSU thread, about issues with scopes using the interiors in the new 1.7 iteration of FOTRSU:


Merry Christmas to all!

First report about 1.7 with Vickers Interiors:

Trying with the VFBI mod installed and with a Gato class (I donīt try with others subs), I have a serious problem with the scopes:

- The F3 and O keys donīt work, and the buttons in the bar donīt work, also. I donīt have access to the scopes.

- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!

I tried with and without the provisional patch. The problem persists.

It seems something in the VFBI mod isnīt compatible with the commands in FOTRSU v1.7.

Hope Vickers can resolve the issue.

Without the VFBI mod, all works flawesly.

Best regards.

Fitzcarraldo
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Old 12-24-21, 10:08 PM   #315
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Quote:
Originally Posted by fitzcarraldo View Post
Here I paste my post in the FOTRSU thread, about issues with scopes using the interiors in the new 1.7 iteration of FOTRSU:


Merry Christmas to all!

First report about 1.7 with Vickers Interiors:

Trying with the VFBI mod installed and with a Gato class (I donīt try with others subs), I have a serious problem with the scopes:

- The F3 and O keys donīt work, and the buttons in the bar donīt work, also. I donīt have access to the scopes.

- Going to the conning tower interior, both scopes are moving up and down as crazy things. No way to calm the scopes!

I tried with and without the provisional patch. The problem persists.

It seems something in the VFBI mod isnīt compatible with the commands in FOTRSU v1.7.

Hope Vickers can resolve the issue.

Without the VFBI mod, all works flawesly.

Best regards.

Fitzcarraldo
Ahoy...

Please refer to My last post, in the main FotRS-U thread...

https://www.subsim.com/radioroom/sho...postcount=4052

I believe that the issue is NOT... I repeat, NOT with the FI:OQ mod.

The issue lies with the periscope splash mod.



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