SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SHIII Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=195)
-   -   [REL] Rockets mod (https://www.subsim.com/radioroom/showthread.php?t=228911)

propbeanie 01-16-17 12:38 PM

Quote:

Originally Posted by Kendras (Post 2458423)
@ gap : as you're working on the Wildcat's model, could you delete the surface which is hidding the pilot's body ?

... pic ...

Else, would it be possible to create the Hellcat's model, which is very similar to the Wildcat ? Thus, you could create dedicated textures for her ! :03:

Hear! Hear! - I vote for a Hellcat airplane, please, and could we "borrow" it for FotRSU in SH4?... :03: :salute:

btw, very nice work on the rockets!

Kendras 01-16-17 03:32 PM

Quote:

Originally Posted by propbeanie (Post 2458582)
Hear! Hear! - I vote for a Hellcat airplane, please, and could we "borrow" it for FotRSU in SH4?... :03: :salute:

:har: It seems you have no choice, gap ! :D (I'm jocking of course :03:)

gap 01-17-17 05:19 AM

Quote:

Originally Posted by Kendras (Post 2458423)
@ gap : as you're working on the Wildcat's model, could you delete the surface which is hidding the pilot's body ?

http://i.imgur.com/y4KvOSp.png

Like this? :03:

http://i519.photobucket.com/albums/u...%20cockpit.jpg

This is the model that the_frog pointed us to, and that I started working on. I have already reassenbled its parts in their correct positions, detached the wings from the fuselage (in game, wheels, wheel doors, inner and outer wing sections, guns, ailerons, elevators and rudder will be separate/destroyable parts), corrected some small mistakes and optimized it for use in game. As you know, I am currently creating a set of configurable textures to mimic the various paint schemes applied by USN/USMC and FAA in different war theaters and at various stages of the war. I am almost done with the US versions and I am about to start with the British ones :up:

Quote:

Originally Posted by Kendras (Post 2458423)
Else, would it be possible to create the Hellcat's model, which is very similar to the Wildcat ? Thus, you could create dedicated textures for her ! :03:

Quote:

Originally Posted by propbeanie (Post 2458582)
Hear! Hear! - I vote for a Hellcat airplane, please, and could we "borrow" it for FotRSU in SH4?... :03: :salute:

Quote:

Originally Posted by Kendras (Post 2458621)
:har: It seems you have no choice, gap ! :D (I'm jocking of course :03:)

Well, it seems that the Hellcat was not too dissimilar in aspect from its predecessor. At first glance, some of the main differences are the reshaped wing profile, the lower wing position and the different undercarriage configuration :hmmm:

On cgtrader there is a free low-poly model of the aircraft. I didn't look into it yet, buit going by its picture it looks a bit under the standards of the Wildcat model that I am currently working on. On the other hand, Pack 3D got another model, extracted from Damage Inc. Pacific Squadron, but its poly count is a bit too high for our game.

I might overlap the two Hellcat models to the Wildcat one, and modify the latter to look like a Hellcat or I might use the low-poly Hellcat, staright-away or with some detail added, but I wont promise anything at this moment. If in the meanwhile some expert wants to point me to other salient external differences between the two planes, he is the welcome :)

Quote:

Originally Posted by the_frog (Post 2458391)
some time ago, Testpilot did a new version of the bomb library; it is included in LSH and CCoM.

Quote:

Originally Posted by Kendras (Post 2458425)
I don't find the files in my LSH 5.1 installation.

Just in case, here is my version og the 100lb GP US bomb:

http://i519.photobucket.com/albums/u...0US%20bomb.png

And here are the files:
http://www.mediafire.com/file/1gfud1...00lb_AN-M30.7z

The model should be ready for importing in game (smoothing groups are removed, faces are triangulated and the model is flipped on its X axis), some edge splitting might be required for it to look god in game though.
You might also want to resize its texture file. Note that I have set the model with two materials: one for the metal fuze, and another for the painted body and fins. Both of them use the same texture. You should set the two materials according to your taste, and add them to the parent node that you want to import the bomb in, before actually importing it... at least this is how you will be prompted by S3d. Dunno if adding the missing material after importing the model will make any difference. Let me know :salute:

Quote:

Originally Posted by the_frog (Post 2458391)
By the way, I can offer Tallboy, Grand Slam and FX1400 3D models ... not of any use, since their characteristics cannot be simulated by SH3/4 :D

Quote:

Originally Posted by Kendras (Post 2458425)
Why can't the Tallboy, Grand Slam and FX1400 be simulated in SH3 ?

You Migh ask Madox58 a.k.a Privateer, a.k.a Jeff Grooves. He had something like that in the making :D

http://www.subsim.com/radioroom//sho...034#post879034

Kendras 01-17-17 06:44 AM

@ the_frog : I can no more export the models as .obj files, is it normal :06:?

Quote:

Originally Posted by gap (Post 2458712)
Like this? :03:

:o :o :o ....... :har: well... you are just incredible mate ! :yeah:

Quote:

Originally Posted by gap (Post 2458712)
This is the model that the_frog pointed us to, and that I started working on. I have already reassenbled its parts in their correct positions, detached the wings from the fuselage (in game, wheels, wheel doors, inner and outer wing sections, guns, ailerons, elevators and rudder will be separate/destroyable parts), corrected some small mistakes and optimized it for use in game. As you know, I am currently creating a set of configurable textures to mimic the various paint schemes applied by USN/USMC and FAA in different war theaters and at various stages of the war. I am almost done with the US versions and I am about to start with the British ones :up:

Great news ! :yep:

Quote:

Originally Posted by gap (Post 2458712)
I might overlap the two Hellcat models to the Wildcat one, and modify the latter to look like a Hellcat.

I think it's a good idea. :up: Even if the one of Pack 3D looks really nice. What is the level of detail of the Wildcat model you're working on ?

Quote:

Originally Posted by gap (Post 2458712)
If in the meanwhile some expert wants to point me to other salient external differences between the two planes, he is the welcome :)

I think this may help you a lot :

http://alternathistory.org.ua/files/...a6m2-02-01.JPG

Quote:

Originally Posted by gap (Post 2458712)
Just in case, here is my version of the 100lb GP US bomb:

And here are the files:
http://www.mediafire.com/file/1gfud1...00lb_AN-M30.7z

I thank you very much for this awesome model, but I won't include it in the first version of this mod. I think it would be better to create a complete library (with labels in pounds and not kilogramms) of well modelled bombs, whereas having several models which are so different between them.

Good work ! Waiting for pics about the Wildcat !

:ping:

propbeanie 01-17-17 06:48 AM

Quote:

Originally Posted by gap (Post 2458712)
...
Well, it seems that the Hellcat was not too dissimilar in aspect from its predecessor. At first glance, some of the main differences are the reshaped wing profile, the lower wing position and the different undercarriage configuration :hmmm:

On cgtrader there is a free low-poly model of the aircraft. I didn't look into it yet, buit going by its picture it looks a bit under the standards of the Wildcat model that I am currently working on. On the other hand, Pack 3D got another model, extracted from Damage Inc. Pacific Squadron, but its poly count is a bit too high for our game.

I might overlap the two Hellcat models to the Wildcat one, and modify the latter to look like a Hellcat or I might use the low-poly Hellcat, staright-away or with some detail added, but I wont promise anything at this moment. If in the meanwhile some expert wants to point me to other salient external differences between the two planes, he is the welcome :)
...

The landing gear of course, retracted into the wings on Hellcat instead of the fuselage, as you noted. The front engine cowling on the Hellcat has an "air scoop", making it more of an oval shape to the Wildcat's round cowling. The Hellcat is "slenderer" through the waist, more "graceful" looking. The Wildcat is "pudgy" looking by comparison, more "round" in the fuselage (like me). The wingspan of the Hellcat is quit a bit wider, if I'm remembering correctly. I used to have models of both hanging from my bedroom ceiling as a kid, and my eyes were always drawn more to the Hellcat. I had visions of becoming a Navy pilot... but alas, I grew too tall - and I was blinded by a lass... :lol: - and for some reason, the USN change their planes, and went with jets...

gap 01-17-17 09:09 AM

Quote:

Originally Posted by Kendras (Post 2458719)
:o :o :o ....... :har: well... you are just incredible mate ! :yeah:

Remember that that model is not mine. It is mostly work of the Air Conflicts - Pacific Carriers developemnt team. I am just "post-producing" it for use in SHIII :03:

Quote:

Originally Posted by Kendras (Post 2458719)
I think it's a good idea. :up: Even if the one of Pack 3D looks really nice.

See my comment on that model below :03:

Quote:

Originally Posted by Kendras (Post 2458719)
What is the level of detail of the Wildcat model you're working on ?

I would say very good. Probably over the average of other SHIII planes, both stock and imported, and with a relatively low poly-count. But you can judge yourself:

http://i519.photobucket.com/albums/u...on%20Torch.png

Here the fighter sports the paint scheme used during Operation Torch: note the yellow rings surrounding the US roundel on the fuselage and under the wings.

Quote:

Originally Posted by propbeanie (Post 2458720)
The landing gear of course, retracted into the wings on Hellcat instead of the fuselage, as you noted. The front engine cowling on the Hellcat has an "air scoop", making it more of an oval shape to the Wildcat's round cowling. The Hellcat is "slenderer" through the waist, more "graceful" looking. The Wildcat is "pudgy" looking by comparison, more "round" in the fuselage (like me). The wingspan of the Hellcat is quit a bit wider, if I'm remembering correctly. I used to have models of both hanging from my bedroom ceiling as a kid, and my eyes were always drawn more to the Hellcat. I had visions of becoming a Navy pilot... but alas, I grew too tall - and I was blinded by a lass... :lol: - and for some reason, the USN change their planes, and went with jets...

Quote:

Originally Posted by propbeanie (Post 2458720)
I think this may help you a lot...

Thank you guys, your remarks and drawings are very useful! :)

After looking at the 3D models that I mentioned in my previous post I noticed the different cowling shape too. Moreover the tailwheel retracted into the fuselage for the Hellcat, the vertical stabilizer was thicker in the latter plane than it was in the Wildcat, and there were many more small differences that one cant spot at first glance.
All in all, the two fighters are only supeficially similar, but they were obviously based on two different projects. Using the Wildcat model as base for the Hellcat might be more work than modelling the latter plane from scratch.
By the way, the gctrader "low poly" model proved more high poly than the one from Pack3D. Another advantage of the Pack 3D model, is that it uses just one texture, which is good if we want the plane to have different paint schemes. I can see if an automatic poly-reduction of it will give good results, otherwise I am afraid we are are left with no other option but drawing a cylinder and starting from there :doh:

Quote:

Originally Posted by Kendras (Post 2458719)
I thank you very much for this awesome model, but I won't include it in the first version of this mod. I think it would be better to create a complete library (with labels in pounds and not kilogramms) of well modelled bombs, whereas having several models which are so different between them.

No problem :up:

A while ago I had planned creating accurate models of the naval/air ordnance used by the main WWII belligerents. Regarding air ordnance, the only models I have worked on so far are the 100lb bomb that you have already seen, and US torpedoes including the FIDO acoustic torpedo. Finding on the web detailed drawings of dismissed US ordnance is relatively easy in these days (not the same for other nation's weaponry).
Modelling the full arsenal of US bombs, together with FAR and HVAR rockets shouldn't take too long. I will let you know when I finish, in case you are interested into having them for your mods :salute:

HanSolo78 01-17-17 11:31 AM

@Gap

Why do you think the polycount is too high?

I just ported a P38 Lighning from Pack3D to SH3 and had no problems at all.

gap 01-17-17 12:16 PM

Quote:

Originally Posted by HanSolo78 (Post 2458782)
@Gap

Why do you think the polycount is too high?

I just ported a P38 Lighning from Pack3D to SH3 and had no problems at all.

I guess you are talking about this model:

http://p3dm.ru/files/5336_amerikansk...ightning-.html

That's a good news, hope to see your work soon :up:

the_frog 01-17-17 02:21 PM

@ kendras

Tallboys, Grand Slam, FX1400 were guided/precision weapons. I tried to simulate that by "firing" them as gun shells (same as done for the rockets). However, the precision was very poor ...

Here's the bombs library by Testpilot. It is a modified version, with the models partly re-textured. I also replaced the model of the depth charge. And there is the model of the Tallboy as a "normal" bomb.

http://www.mediafire.com/file/4aqjfc76rjwp9ys/Bombs.7z

gap 01-17-17 02:46 PM

Quote:

Originally Posted by the_frog (Post 2458821)
Tallboys, Grand Slam, FX1400 were guided/precision weapons.

Doh sorry, I mistook Tallboy and Grand Slam for "Little Boy" and "Fat Man". It was to the latter that my previous comment referred to. I should have read more carefully :oops:

the_frog 01-17-17 03:25 PM

... I thought you refered to the explosion of the Grand Slam; that would require some additional materials and particles .... :D

Kendras 01-17-17 09:36 PM

I tried your 100lb bomb in my bombs.dat file :

http://i.imgur.com/lRuO4F0.png

Well, if you modelled it at the proper scale, it seems that you're right :

Quote:

Originally Posted by gap
Looking at the sizes and shapes of stock bomb models, I think devs confused pounds for kilograms, so the 100 kg bomb should be equivalent to the US GP bomb used during WWII.

----

Quote:

Originally Posted by gap (Post 2458745)
Modelling the full arsenal of US bombs, together with FAR and HVAR rockets shouldn't take too long. I will let you know when I finish, in case you are interested into having them for your mods.

Interested. Let me know ! :salute:

Kendras 01-17-17 09:48 PM

Quote:

Originally Posted by HanSolo78 (Post 2458782)
Why do you think the polycount is too high?

I just ported a P38 Lighning from Pack3D to SH3 and had no problems at all.

Indeed. I have also a model of Avenger which is very high poly, and there is absolutely no problem in game with it !

http://i.imgur.com/MkLACqn.png

The only problem : S3D often makes my computer crash when I work on this plane in S3D. And sometimes, the file gets corrupted ... :wah:

Kendras 01-17-17 09:52 PM

Quote:

Originally Posted by gap (Post 2458745)
I would say very good. Probably over the average of other SHIII planes, both stock and imported, and with a relatively low poly-count. But you can judge yourself:

http://i519.photobucket.com/albums/u...on%20Torch.png

Here the fighter sports the paint scheme used during Operation Torch: note the yellow rings surrounding the US roundel on the fuselage and under the wings.

Indeed, it looks really nice ! :yep:

gap 01-18-17 12:10 AM

Quote:

Originally Posted by Kendras (Post 2458911)
I tried your 100lb bomb in my bombs.dat file...

Well, if you modelled it at the proper scale, it seems that you're right

When I have dimensions and scale drawings available (and in the case of American bombs I have plenty of them), I always do. To the millimeter :yep:

Quote:

Originally Posted by Kendras (Post 2458911)
Interested. Let me know ! :salute:

:up:

Quote:

Originally Posted by Kendras (Post 2458915)
Indeed. I have also a model of Avenger which is very high poly, and there is absolutely no problem in game with it !

This is a wireframe view of the F4F model I am working on:

http://i519.photobucket.com/albums/u..._Wireframe.png

You see how simple it is by comparison, and why I fell in love with it :D

The only con I see so far, is that the UV mapping of the fuselage could have been better, but I didnt want to redo it

Quote:

Originally Posted by Kendras (Post 2458915)
The only problem : S3D often makes my computer crash when I work on this plane in S3D. And sometimes, the file gets corrupted ... :wah:

Try re-importing the model without normals and making its textures external. Doing that might help to some degree :salute:


All times are GMT -5. The time now is 04:53 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.