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favrdom
01-29-07, 06:24 AM
Hi,

I want to transform seaplanes to docks them on the sea .

and avoid a crash when i put them at 0 altitude in the mission editor.


the must will be "docked and landed at way point.

thanks for help

Mush Martin
01-29-07, 12:02 PM
Hi,

I want to transform seaplanes to docks them on the sea .

and avoid a crash when i put them at 0 altitude in the mission editor.


the must will be "docked and landed at way point.

thanks for help
I dont know how but maybe enter aircraft as ship in roster and
park at zero knots but you may have to change the physics of
the aircraft come ship in order to make it float and not be desrtoyed
by crashing.

MM

bigboywooly
01-29-07, 12:06 PM
Yeah its not simple
Both myself and U Snafu were working on a static seaplane a while ago
U Snafu did manage to get a plane to sit on the sea without taking damage

Not sure how much further he got
All stopped with GWX beta testing and the like

Madox58
01-29-07, 01:11 PM
Use TimeTravellers' Mini Tweaker to lower mass,
Gc, and crash depth, crash speed.

You mave have to play with the other settings as well.

Another way you can try is to remove the .sim file completely.

Make sure this is a cloned unit you are working on as all units of said type
will be affected.

U-snafu
01-31-07, 12:22 AM
Yeah its not simple
Both myself and U Snafu were working on a static seaplane a while ago
U Snafu did manage to get a plane to sit on the sea without taking damage

Not sure how much further he got
All stopped with GWX beta testing and the like

Haven't been around much lately to post or do what i like to call "my inept attemts at modding"------was actually hoping bbw that you would have it done by now;) :lol: (along w/all the other projects you have on your plate:D )

This was my last attempt of serg's seaplane that I worked on:
http://img177.imageshack.us/img177/8352/sh3img911200fo4.jpg

http://img399.imageshack.us/img399/7273/sh3img9vh6.jpg


favrdom,
What I did was clone and rename it. some minor tweaks w/ wings 3d and pak 3d to get the prop still. Then changed to type 306 (enviromental air unit if i remember correctly). removed the sim, zon, and dsd files from the dat folder and placed it in the sh3/air/folder. you have to then manually place it where you want it in the mission editor. This example was placed at 2 meters height if i remember---you can play w/ the hieght levels to own taste. The problem with this method is that when you look at it closely---it doesn't roll with the waves --although it really isn't a deal breaker--I did not want to release it subpar.

The following thread is the experimentation i did w/ it along with my stymied attempts at parking planes on the ground:damn: . have not had the time to pick back up my excercise in frustation:D
http://www.subsim.com/radioroom/showthread.php?t=100161&highlight=airport

Madox58
01-31-07, 12:40 AM
Look at NavalMines.dat.
You may be able to extract the Caustics and insert them into your dat file.
This would give you the movement.

U-snafu
01-31-07, 01:07 AM
privateer,
Thank you for the info. unfortunatly, it will probably be awhile before i have the time to get back to computer modding--(actually don't have sh3 or any game installed on my comp at this time). Hoping to pick it back up after my wedding in two months (the soon to be misses has been pretty understanding of my hobbies so far-just hope it stays that way:rotfl: ). but by that time I'll probably be one of the few left tinkering w/sh3 due to the pending sh4 release.

I have been away for a little while but have seen the great mods you have in the works:up: . If you (or anyone for that matter) wants to take it and run with it--please feel free. I have the old arado file and the new gwx version arado file that I could upload to anyone who wants to try and finish it (existing work could save time)...the mod works as is and doesn't look too bad--just the wave motion quirk.
This is a pic of the GWX version I changed:
http://img262.imageshack.us/img262/650/sh3img123hm4.jpg
http://img262.imageshack.us/img262/2797/sh3img124xz5.jpg

If no takers or if the GWX team does not include it (possible) with an update----I'll get back to it when I can for anyone who wants it.

sh3rules
01-31-07, 07:03 AM
It looks great, and it would definitely add to the immersion (no pun intended) :up:

GT182
01-31-07, 10:02 AM
U-snafu, we've all missed ya but understand. Real life comes first. And congrats on the upcoming wedding. Yes, your life will change dramaticly, but it's not the end of life as we know it...... so far. Tho computer time will decrease until the honeymoon is over. :yep: LOL ;)

Mush Martin
01-31-07, 10:05 AM
U-snafu, we've all missed ya but understand. Real life comes first. And congrats on the upcoming wedding. Yes, your life will change dramaticly, but it's not the end of life as we know it...... so far. Tho computer time will decrease until the honeymoon is over. :yep: LOL ;)

I had put it right on my wedding invitations a quote from churchill

"This is not the end, it is not even the beginning of the end, but mayhaps
that it is the end of the beginning"

and yes my wife approved
MM

favrdom
01-31-07, 02:35 PM
Hi guys, captains and others....
thanks for your answers and congratulations for the wedding (toutes mes félicitations)in french in the text.

after hunting around miniTweaker , 3Dpack and others... I obtain the same result than U-snafu using mission editor to put the plane at 3 or 4 meters on the sea and changing in mini tweaker the line for the water from 0 to 1,it does not crash.

it works in the same conditions : very static and proppellers actives.

My idea at this point , because i have some experience in 3D modeling (flight simulator, and architecture)is simply that the origine point of the model for this plane (catalina)in this case is maybe just under the top wing and more generaly for sea planes and other models at the center of the model, because at sea altitude we can observe the main wing on surface end the body under the sea...Maybe I am wrong but....

the consequence is how to acess to the model?

I have tried some test with 3D wings and GMax : 3D wings seems to do not import all the .obj part of the mdel in one time at the right place. And with Gmax the plugg in for import this kind of files seems to does not work.

And the worst :3DPACK doesn't want to extract files from planes models. I mean it works with boat , Icebergs , and air base ......but no with planes!!!http://www.subsim.com/radioroom/images/icons/icon8.gif

well , it seems that there is no a real strong SDK (thanks UBISOFT !!!http://www.subsim.com/radioroom/images/icons/icon8.gif). timeTravellers give us nice tools to approach !

If somebody have a good and strong way to edit theses planes model .......

thanks for answer again....http://www.subsim.com/radioroom/images/icons/icon6.gif

bigboywooly
01-31-07, 02:41 PM
Earlier versions of pack3d will open the aircraft dat
As U Snafu has it working bar the bobbing it may pay you to use his model and implement the points in post 6 from privateer

Call it a joint effort
lol

Or carry on and do your own

Madox58
01-31-07, 03:08 PM
Gmax needs the obj import script to import obj files.
BUT, there are no good export scripts to export the models.
Don't waste your time looking, Been there, done that. :down:

Winds3d, Blender, K-3d all free.

Madox58
01-31-07, 03:41 PM
@U-snafu, put it up somewhere and I'll place the Caustics in it for Ya.

U-snafu
02-01-07, 12:46 PM
Here is the mod that I have from late december--it works as is- but without the rolling motion--so not really completed. The arado mod is sergbutos and the re-skinned version is from GWX.

http://files.filefront.com/Docked_Sea_planesrar/;6661284;;/fileinfo.html

Privateer,
It would be great if you could add the custics or get the roll motion. I won't have time for awhile to work on it. Although after just looking at the files when I uploaded them--I don't know if the file will save you any work as they are missing the sim, zon, and dsd files. If you do decide to take the effort and finish the mod-(might have to start from scratch due to the missing sim files)---don't worry about crediting me--just getting it released with the finishing touches to the community is good enoough:up:


for favrdom or anyone who wants to tinker in docking the planes----- I used wings 3d to stop the propeller.
Cloned arado file with 2nd version pack 3d and exported all (later versions of pack3d that allow positioning of objects won't accept aircraft dat files).

imported fuselage obj. and helix obj. into wings----then lined up verticies and "combined" obj.'s to one obj.

renamed combined obj. to :fuselage obj and exported.

imported helix obj. again then scaled down to 0.0% and exported.

imported false helix obj. then scaled down to 0.0% and exported.

Imported all three obj.s (fuselage "combined", helix, and false helix) to their respective files with pack 3d.

changed dat and cfg file to type 305--removed sim, zon, and dsd, file.

placed in editor (scr_layer) and placed with "2 meters" height.


They look pretty good seeimg them docked as you cruise out of port----but would be better if privateer or someone can come out with a completed overhauled version:up: :D

favrdom
02-02-07, 06:41 AM
I U-snafu

Iwill try your mod thanks ,

where can I find the version of 3D pack which open planes Dat ?

I made some tries in moving the origin point in wings 3D, I mean, position of "y "axis in model (on a ship at the momment) I am nearly certain that this point in plane is under and very near the main wing (because planes don't need to land and crash point value is around 2 meters ) .
I have to check it in opening the dat file. I mean if we want a real docked object at altitude 0. (I observed it, in setting the value "put on the water = 1. in".sim" file and modifying too the .zon file to avoid the crash situation)

If it's true it's interesting, but very long to realise for an existing object.

A question ? It must exist a file somewhere (hope not a general file but maybe in planes folder) in SH III where a line says " your origin point must be set to "0" or something like that. which is maybe true for boats which they must know in the game at what altitude they must be placed for start.

don't you thing that one of this file is not the ".val" file and if yes how can we edit these kind ofile clearly.


thanks for comments
Do

Mush Martin
02-02-07, 08:33 AM
I U-snafu

Iwill try your mod thanks ,

where can I find the version of 3D pack which open planes Dat ?

I made some tries in moving the origin point in wings 3D, I mean, position of "y "axis in model (on a ship at the momment) I am nearly certain that this point in plane is under and very near the main wing (because planes don't need to land and crash point value is around 2 meters ) .
I have to check it in opening the dat file. I mean if we want a real docked object at altitude 0. (I observed it, in setting the value "put on the water = 1. in".sim" file and modifying too the .zon file to avoid the crash situation)

If it's true it's interesting, but very long to realise for an existing object.

A question ? It must exist a file somewhere (hope not a general file but maybe in planes folder) in SH III where a line says " your origin point must be set to "0" or something like that. which is maybe true for boats which they must know in the game at what altitude they must be placed for start.

don't you thing that one of this file is not the ".val" file and if yes how can we edit these kind ofile clearly.


thanks for comments
Do

I think bbw said just use early version of pack3d

favrdom
02-02-07, 11:12 AM
yes but where?

Madox58
02-02-07, 11:36 AM
Gravity center height from the object's bottom [m]. If 0, then the half of geometric bounding box is taken. fr_ratio Gravity center horizontal position [>0]. 1=FRONT, 0.5=MIDDLE, 0=REAR.

bigboywooly
02-02-07, 12:03 PM
Filefront is down at mo
Here you can get all versions of pack3d

http://www.mediafire.com/?cnjk3iyfmuj

U-snafu
02-02-07, 12:10 PM
yes but where?

Sorry, I checked but i no longer have the versions of pack 3d on my computer (got rid of them along with wings3d when I got stymied and frustated w/ my computer modeling attempts:nope: --have now swithched to scale modeling with resin, wood, and plastic to satisfy that itch)

A member here , possibly uboat234, anvart, someone? had a rar file with all of the pack3d versions that i believe i downloaded from filefront. filefront is temorarily down right now so i couldn't check. hopefully someone else will chime in with a link. The talk of gravity center and orgin base is outside the scope of my limited knowledge. but what you say is possibly true----when i placed the arado as a ship (type 105) and placed it at default---the water came up to it's wings.

Also forgot, a past member here named C.B. that i have not seen around lately did a stationary sunderland(sp). I believe his mod is an actual pt boat and just reskinned as a sunderland w/ some other tweaks. here is the link to his webpage for the download file:
http://www.ebort2.co.uk/

U-snafu
02-02-07, 12:14 PM
Filefront is down at mo
Here you can get all versions of pack3d

http://www.mediafire.com/?cnjk3iyfmuj

I figured he get back around to this thread eventually--whenever stuck or looking for something--bbw is the man to ask:up: (although one of these days he might go postal on all of us for having to answer the same questions over and over:rotfl: )

Madox58
02-02-07, 12:17 PM
I have all the Pack3d files also, was gonna post a link in last reply.
But as BBW pointed out, FileFront be down. :nope:

favrdom
02-06-07, 05:54 AM
Hi everybody


thanks for3D pack I have got it.

In fact I have opened a seaplane from SH III in 3D wings and how I thaught and said before the origin point is on the top of the wings I mean on the top of the plane in the case of the catalina .

The solution is simply to move the origin point along the y axis and place it at the floating line. and repack the plane rename it .and play.....

It will be fine and I am very near thr result , but a last point is :

does it exist in 3D wings a function to import .obj file at there proper and respective places in the model , I mean not all the file at the middle of the model on the origin point ?

And after that combine or not theses ones in one obj file?


Which it will be lighter than reorgenize the model.

I know that others modelers do it that, but they don't works with obj files.
It was a current manipulation when I have realised 3D models for flight simulator.
but with dedicated tools.

I am quite shure that 3DS max do it but it's a littlebit heavy to use it for that.

any Ideas ?


we touch the target

Do

bigboywooly
02-06-07, 10:30 AM
Well you can import all the bits into wings3d and then export the whole plane as one .obj

You will probably be better off using a dat with limited nodes such as the naval mine or something like that

Madox58
02-06-07, 11:32 AM
I use 3ds max but I also check out other programs as well.
DeleD is a free editor I'm playing with now.
Seems to be a nice option for low polygon editing.
Loads fast, and is not overwelmed with features.
It comes with obj import plugin but the export plugin
must be downloaded and installed.

http://www.delgine.com