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View Full Version : [WIP] Mr. FX and urfisch at work - Flak Shells


urfisch
07-03-08, 11:24 AM
after month found some time to look back into this wonderful community :)

lots of things have been improved and i wonder, what might be impossible...as nearly everything is going to be modded and it seems, as if all mystics of the code had been discovered. but although many things have been released (even my always wanted dive angle mod!!! ;) i wanted to ask what about modding the following:

flak/cannon - empty shells fly during firing

ai boats - contact radio messages

crew - walking by

flak:
when firing at planes, i always missed some shells dropping...so as many things can be added (like the water streamin thing, very nice!) why not add some nice shells? the model i can deliver...but how to get this implemented?

ai-boats:
i still found no time to test the new gwx or wac 3 supermod, pitty sad. but i wonder if there are wolfpacks acting (i know search function ;) if so, would it be possible to make them send radio messages, when discovering an enemy convoi or ship? i guess its hard work, but it might be possible.

crew:
on service, i always felt a bit lonely in my boat. as if there are only 5 men with me. so would it be possible, to make some crewmember walk on by? passing the central-station?

regards
urfisch

:o

Letum
07-03-08, 11:44 AM
So far as I know SH3, only the 3rd option is possibly viable and even then it would
require far more work than it is worth, but feel free to have a go if you like.

TheDarkWraith
07-03-08, 11:47 AM
thinking out loud here: use a ParticleGenerator to produce the shell objects. Tie it to the firing of the flak gun (probably have to tie it to the effect called for under effect in the wpn_cannon controller or even embed it into the effect itself). Should work.
Would you mind sending me the model and I'll do a quick 'proof-of-concept' and then hand it over to you for finalizing (if the idea works)?

urfisch
07-04-08, 05:05 AM
hey racerboy

no problem. please drop a pm with your mail. coding is not my business. i more deal with ideas, modeling and texturing.

regards

difool2
07-04-08, 11:33 AM
Racerboy's back!? Welcome back dude!

Tuddley3
07-04-08, 07:47 PM
ai-boats:
i still found no time to test the new gwx or wac 3 supermod, pitty sad. but i wonder if there are wolfpacks acting (i know search function ;) if so, would it be possible to make them send radio messages, when discovering an enemy convoi or ship? i guess its hard work, but it might be possible.


I know at least in WAC there are wolfpacks. I run across them all the time. I've seen up to 12 Uboats in one pack. I've not seen any in battle yet, maybe WAC 3.0 will have some Wolfpack action.

Madox58
07-04-08, 10:10 PM
Crew walking by could be done.
Do several animations on the time scale,
and have him duck at the right moment.
keyframe animate that and he goes through the open hatch.
Just will look weird since the forward hatch is not open.
But that could be animated and timed as a seperate animation.
Then a flat scene behind so it 'looks' kind real when he opens
the door and steps through.

urfisch
07-05-08, 06:27 AM
privateer, that sounds promising! i could do the animation and modeling...could you do the coding?

Murr44
07-05-08, 12:02 PM
How about a retractable bollard for the type VII boats? I read that the bollard (located on the forward deck) on them was retracted when submerged to help reduce drag. Or is this hard-coded?

Just a thought...:)

Cezbor
07-07-08, 05:58 AM
Maybe something else ... like .... an animation of crew on the forward deck trying to reload external torpedoes or repair minor hull damage (vide: dry docks crew animations, repair teams at harbours)? It would add a lot of atmosphere to the sim. (... and tons of work too :hmm: ). What do you think mates?:yep:

urfisch
07-09-08, 06:09 AM
i send privateer a model of an empty 2cm shell...but heard nothing since...

:-?

Madox58
07-09-08, 07:17 PM
If it's not sent to my e-mail,
I won't get it.
I have shut off PM's.

TheDarkWraith
07-09-08, 08:52 PM
flak/cannon - empty shells fly during firing
flak:
when firing at planes, i always missed some shells dropping...so as many things can be added (like the water streamin thing, very nice!) why not add some nice shells? the model i can deliver...but how to get this implemented?
:o

implementation is easy enough. I had to resize the shell model you sent me for it was WAY too big. I finally had time tonight to sit down for a couple of hours and slap something together real quick for this. Results look good! The shell even spins on all axis's after being ejected. There's more work to be done on it but the proof-of-concept works ;)

first shot from 20mm flak gun:

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_1.jpg

watching shell fall and spin on all axis's:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_2.jpg

fired another shot for the fun of it to watch two shells fall and spin:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_3.jpg

and rapid fire of flak gun:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_4.jpg

:|\\

iambecomelife
07-09-08, 09:21 PM
PLINK! PLINK! :up:

urfisch
07-10-08, 03:53 AM
wonderful! implementation was easy??? :D ok, i see...mr.fx has come my way! stunning...

TheDarkWraith
07-10-08, 06:45 AM
wonderful! implementation was easy??? :D ok, i see...mr.fx has come my way! stunning...

The only real hard part is getting the x,y,z set correctly so that the shell appears at the correct location in regards to the gun's breech. I have to add reflections, waterinteraction (so that a small splash appears when the shell hits the water), and a few other minor things yet plus a little tweaking of the PG. The texture used for the shell needs to be redone - I just made a quick brass look alike in photoshop for it. And this is currently only done for the single 20mm UFlak AA gun.
It's not hard to make this for all other guns but different shell models should be used (37mm, 88mm, 105mm, etc.). What color were the casings? Were they just standard brass color for them all?

difool2
07-10-08, 09:43 AM
ai-boats:
i still found no time to test the new gwx or wac 3 supermod, pitty sad. but i wonder if there are wolfpacks acting (i know search function ;) if so, would it be possible to make them send radio messages, when discovering an enemy convoi or ship? i guess its hard work, but it might be possible.

Since nobody else directly addressed this, the game is already set up for friendly subs on patrol to send in reports. You will see them as circles on the zoomed-out map (and not the more common square), appearing more frequently as the war goes on (and # of boats on patrol increases).

TheDarkWraith
07-11-08, 01:38 PM
shell reflections on water and splashes when they hit.....
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img11-7-2008_shell_casings_with_.jpg
coming along nicely :|\\

urfisch
07-11-08, 01:48 PM
amazing stuff, racer! i still found no time to do the texture...but its in progress! already loaded your files. cant wait to shot down my first fighter with falling shells...great!

what about a sound bound to this? maybe you could make a node, with the event when they hit water or hull. or the more simply way, to rework the flaksound and add some pling pling...after the firesound.

what do you think? and again i have to say youre amazing, racerboy. i really dont know how you do this, but i like it! appreciate that...

:up:

TheDarkWraith
07-11-08, 02:10 PM
what about a sound bound to this? maybe you could make a node, with the event when they hit water or hull. or the more simply way, to rework the flaksound and add some pling pling...after the firesound.

sound can be added. Do you have a soundfile in mind? The sound could start as soon as the shell appears thus simulating the 'ding' of the shell being ejected. If you have a soundfile that has the sound of the breech opening with the 'ding' of the shell that would be awesome.
The sound of the watersplash for the shell can be done also. Just need a soundfile for it.
I was unable to keep the shells from passing through solid objects. I'm still trying to find a solution to this.
Currently shells (and effects) are only done for the 20mm single UFlak and I haven't released any BETA files for the mod yet. It still has location tweaking to be done but the 'ruffing' in is coming along nicely.
It is pretty cool to see the shells flying when you're shooting at airplanes. You can even see the shells being ejected from the AA view (the view with the scope on the AA gun).
Maybe someone knows a better way than I'm currently using to figure out the x,y,z location where the shell should appear. If someone can give me an offset from the end of the barrell to where the shell should appear that would help alot. Currently I have the shell ejecting from the right side of the gun - is that even correct?
From under the water you can 'see' the shells falling from the gun (part of the waterreflection node settings).
I'm liking this mod very much so far. There is a ton of work involved though for each shell/gun but it's worth it.
When the shell impacts the water and the splash happens the shell keeps falling through the water tumbling end over end. I gave it sufficient life so that it reaches a good depth before disappearing.

urfisch
07-11-08, 02:20 PM
:rock:

right side is correct!

:up:

in your previous post you mentioned "casings" do you mean the shell magazine? or the shell-hull?

no, still have no sound file, but i can record a "pling"! think the water splash can be found somewhere. regarding your axis-problem, i cant help you. sorry, i wish i could. is the rate of fire already connected to the ejecting?

collision-problem. maybe you write a pm to diving duck. he has done a lot of file-structure research as to our open-hatch mod. the problem seems, the shell object needs a collision model. but i dont know how this is defined inside the *.obj file. maybe we have to add a seperate collision model to the dat especially for the shell. i dont know, how this is made for the other models. sorry.

suggestions anyone?

:hmm:

TheDarkWraith
07-11-08, 02:27 PM
in your previous post you mentioned "casings" do you mean the shell magazine? or the shell-hull?

casings as in the part that is ejected from the gun.

no, still have no sound file, but i can record a "pling"! think the water splash can be found somewhere. regarding your axis-problem, i cant help you. sorry, i wish i could. is the rate of fire already connected to the ejecting?

shell only appears when the gun has fired. If you have machine gun rapid fire then you're going to have the same rapid fire of shells being ejected.

collision-problem. maybe you write a pm to diving duck. he has done a lot of file-structure research as to our open-hatch mod. the problem seems, the shell object needs a collision model. but i dont know how this is defined inside the *.obj file. maybe we have to add a seperate collision model to the dat especially for the shell. i dont know, how this is made for the other models. sorry.

tried giving it a collision model. Problem is collision model only works on objects that have a obj_Hydro attached to them (planes, subs, ships). I tried using some controllers that are geared towards collisions and wall avoidance to no avail. Sometimes we can't make everything 100% perfect but we can come close.

suggestions anyone?

I'm open to any.

:hmm:

see above in yellow.

TheDarkWraith
07-11-08, 04:07 PM
upped the realism a notch by having the shell come to a stop when it hits the water. Then it bobs and tumbles for a second or two (simulating filling with water) until it overcomes it's own bouyancy and then it starts sinking to the bottom, tumbling end-over-end on it's way down. This underwater view shows you can see the shells falling through the air waiting to contact the water. It also shows shells that are bobbing on the surface and some that have started to fall to the bottom. I noticed here that the AA gun is not shown in the reflections.....we'll have to look into this! I'm basing this on GWX 2.1 files also ;)
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img11-7-2008_shell_casings_dropp.jpg

Dowly
07-11-08, 04:20 PM
How big of an FPS hit it has for example with 3-4 ships firing of their MGs or is this only for the uboat?

TheDarkWraith
07-11-08, 04:33 PM
How big of an FPS hit it has for example with 3-4 ships firing of their MGs or is this only for the uboat?

right now only for the 20mm UFlak gun. Being that they are individual objects whose poly count is way low it shouldn't have a hit on the FPS. The range that you can see the shells can be adjusted to so that you have to be near to see them (say 20-25m for instance) which will also reduce any FPS hit (if there even is any). The Fog controller can also be used to help out. When I have more guns done and are able to test with mutiple ships firing I'll know then what the FPS hit is. I really don't expect to see much of a hit at all.

Madox58
07-11-08, 09:00 PM
I would think that a range of 10 meters is better?
Haveing seen stated weapons in real life?
30 feet before you really notice the extractions.
But you also have the option of LOD.
;)

TheDarkWraith
07-11-08, 09:54 PM
I would think that a range of 10 meters is better?
Haveing seen stated weapons in real life?
30 feet before you really notice the extractions.
But you also have the option of LOD.
;)

yes, yes, LOD....I almost forgot about that one! Good call :up:

TheDarkWraith
07-11-08, 10:46 PM
I was bored tonight and didn't feel like hanging out with the woman so I decided to keep tailoring the GWX 2.1 version of the VIIb and VIIb Turm to how I want it. Having made the Turm and sub body reflections looking the way I wanted I also added a reflection to the rotating antenna. I then added the flags & pennants to it (controllable with the 'x' key). Remembering FlakMonkey's TwistyPeriscopeThingy mod, I also added those to the 7b Turm. Tomorrow I'll add the water drains and exhaust smoke. Shells have been added to the aft AA gun already. What else is there to add besides shells to the deckgun also??
It's funny, I haven't even played a single mission or patrol with 2.1 yet....just been modding it and testing with single missions.
Looks pretty good with the flags & pennants and the twistyperiscopethingies:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img11-7-2008_FP_GWX_2_1.jpg

urfisch
07-12-08, 07:33 AM
wow, nice one! looks good...

:up:

next steps should be shells for the 3,7cm and the double barrel 2cm first i think. then maybe for the deckgun also...but could be be hard to make it fall like a real 8,8cm casing as it was not dropped beside, it was ejected at the end of the gun. but i guess it might look really cool to see the casings roll on deck, when firing at a ship...we could also add some tiny little smoke, that comes out of the ejecting hole and top of the shells?! that would be really nice!!!

thought also about a real changing magazine...so the mag is pulled out and a new one is set in...that would be also really cool!

-

i also started to remod the flakguns and gave them more details. the models are already fnished and wait for implementation! same with UZO binoculars...i remodeled them, as the stock ones simply look like ****. and i already have more ideas in mind like:

- open doors to the forward and backward compartments, just for look through
- walking by crewmembers in the control room
- remodel the inner turret with more details, as you hang there most of the time
- give the underwater less opacity
- give the water surface some opacity, like sh4
- more pieces flying through the air, when hitting a ship with the deckgun or a torpedo
- rework the splash of a torpedo hit, as theres first an explosion and short after it the watersplash rising
- waterstreams from the turret
- more particle sources in the main control room, when youve been hit. not just this one water splash out of the pipe on top

:know:

urfisch
07-12-08, 07:39 AM
upped the realism a notch by having the shell come to a stop when it hits the water. Then it bobs and tumbles for a second or two (simulating filling with water) until it overcomes it's own bouyancy and then it starts sinking to the bottom, tumbling end-over-end on it's way down. This underwater view shows you can see the shells falling through the air waiting to contact the water. It also shows shells that are bobbing on the surface and some that have started to fall to the bottom. I noticed here that the AA gun is not shown in the reflections.....we'll have to look into this! I'm basing this on GWX 2.1 files also ;)
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img11-7-2008_shell_casings_dropp.jpg

i hold one in my hand and the 2cm casings where quite heavy...so they start sinking very shortly (0,5 sec) after they hit the surface. they do not need to fullfill with water...they only slow down and sink.

its different with 7,62mm casings, they stay a little while on the surface...but also just a second or so.

urfisch
07-12-08, 04:19 PM
the remapped shell casing...

[/URL][URL="http://img42.imagevenue.com/img.php?image=97541_20mmshell_122_828lo.jpg"]http://img42.imagevenue.com/loc828/th_97541_20mmshell_122_828lo.jpg (http://img42.imagevenue.com/img.php?image=97541_20mmshell_122_828lo.jpg)

Madox58
07-12-08, 04:31 PM
The reflections in the Guns-Sub.dat are all messed up.
That file dates to November 2006
fixing the reflections data should be all that's needed.
Not sure if Stock 1.4 was this way or someone made a mistake in the past.
Anyone have the stock 1.4 Guns_sub.dat handy?

Mush Martin
07-12-08, 04:50 PM
I think I have one Pvtr check email i will send in a few minutes.
M
[edit stock dates from 2005]

urfisch
07-12-08, 05:23 PM
The reflections in the Guns-Sub.dat are all messed up.
That file dates to November 2006
fixing the reflections data should be all that's needed.
Not sure if Stock 1.4 was this way or someone made a mistake in the past.
Anyone have the stock 1.4 Guns_sub.dat handy?

did you mean my uflak guns_sub.dat? if so, yes, i had many problems with it and stopped the further progress as i found no solution. but the models still exist and wait for a professional implementation...

:roll:

Madox58
07-12-08, 05:41 PM
No, I mean the GUNS_sub.dat that is in the Library folder.
It's messed up on reflections.
I just got the stock 1.4 file to compare with.

And yes, it's messed up from the get go!!
So no one messed it up,
it came that way!!
LOL

Fastest way to correct is by hex
do a search and replace
reflection should be set to 1.

So, searh for
52 65 66 6C 65 63 74 69 6F 6E 00 00
and replace with
52 65 66 6C 65 63 74 69 6F 6E 00 01

All reflections are then activated.
However.
Some guns do not have the waterreflection controller at all.
So it would need to be added to each gun missing it.

S3D will do it for those that use that.
Pasteing blocks with Hex is faster for those inclined towards hex work.
Just remember to change ID's where needed.

Madox58
07-12-08, 06:17 PM
did you mean my uflak guns_sub.dat? if so, yes, i had many problems with it and stopped the further progress as i found no solution. but the models still exist and wait for a professional implementation...

:roll:

Post the files up.
You never know who may work them in.
:up:

TheDarkWraith
07-12-08, 07:04 PM
Got the whole front done on the VIIb for the water drains. The only holes I didn't add drains to are the ones located around the torpedo doors. Each type of hole drains differently - the large holes drain longer and harder, the really small circle ones by the bow drain really quick and without much drainage. Added reflections to all the drains and it looks cool as hell. The test is going to be having someone try on a normal computer (my ultra-high end system is not a good testing platform for FPS hits) to see if it bogs the game or not. It shouldn't but need to be sure.
I have to do the slats over the saddlebags and the rear yet but first I'm going to add drains to the conning tower. I have a real nifty idea for it.
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img12-7-2008_WD_whole_front.jpg

Mush Martin
07-12-08, 09:54 PM
That looks great :up:

TheDarkWraith
07-13-08, 10:19 AM
urfisch game me a new 20mm UFlak shell model and texture for it and I have to say they are beautiful! The texture for the shell is amazing :up:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img13-7-2008_new_20mm_shells.jpg

Madox58
07-13-08, 10:25 AM
Looking good.

The shell caseings need capped or the insides fixed though.

The Shell command in 3DS Max will give it inside faces.

TheDarkWraith
07-13-08, 10:28 AM
Looking good.

The shell caseings need capped or the insides fixed though.

The Shell command in 3DS Max will give it inside faces.

good catch. Maybe urfisch can fix this? I have Wings3D which I doubt can do that.

urfisch
07-13-08, 10:30 AM
thanks a lot...and i even made it better...

http://img230.imagevenue.com/loc23/th_63438_prese_122_23lo.jpg (http://img230.imagevenue.com/img.php?image=63438_prese_122_23lo.jpg)

without your work, my skin and model would be nothing!

:up:

urfisch
07-13-08, 10:32 AM
Looking good.

The shell caseings need capped or the insides fixed though.

The Shell command in 3DS Max will give it inside faces.

good point! im working with c4d...but i will give it a try...

HanSolo78
07-13-08, 10:33 AM
Really great work of you 2!! Keep on the good work!!! :rock: :rock: :up:

Kptlt. Neuerburg
07-13-08, 10:39 AM
Its looking great there guys!!! I can't wait to see the rest of the ideas come to life. I have another idea, why not be able to see the loading of the 20mm Flak and loading of the 88mm and 105mm deck guns? We have the sound and not the animatons for this. If this can be done It would be sure be a great bit of eyecandy!

Madox58
07-13-08, 10:45 AM
Try this Free 3D Modeler.
http://www.misfitcode.com/misfitmodel3d

Tools, Select faces,
Drag around the whole shell to highlite it.

Primitives, Extrude,
in the pop up, make sure Make Back Faces is selected.
Give the X,Y,Z settings .001
and you'll have back faces.

The settings for X,Y,Z may need scaled down or up a bit.

It's not a bad little Program.

Tomi_099
07-13-08, 11:14 AM
++++ FENOMENAL ++++++

.... RESPECT.....:huh: :up:

Myxale
07-13-08, 11:26 AM
Totally agree! Awesome! Shells, Twisted peri thingy and tons of water drains!:rock:!

iambecomelife
07-13-08, 12:15 PM
wow, nice one! looks good...

:up:

next steps should be shells for the 3,7cm and the double barrel 2cm first i think. then maybe for the deckgun also...but could be be hard to make it fall like a real 8,8cm casing as it was not dropped beside, it was ejected at the end of the gun. but i guess it might look really cool to see the casings roll on deck, when firing at a ship...we could also add some tiny little smoke, that comes out of the ejecting hole and top of the shells?! that would be really nice!!!

thought also about a real changing magazine...so the mag is pulled out and a new one is set in...that would be also really cool!

-

i also started to remod the flakguns and gave them more details. the models are already fnished and wait for implementation! same with UZO binoculars...i remodeled them, as the stock ones simply look like ****. and i already have more ideas in mind like:

- open doors to the forward and backward compartments, just for look through
- walking by crewmembers in the control room
- remodel the inner turret with more details, as you hang there most of the time
- give the underwater less opacity
- give the water surface some opacity, like sh4
- more pieces flying through the air, when hitting a ship with the deckgun or a torpedo
- rework the splash of a torpedo hit, as theres first an explosion and short after it the watersplash rising
- waterstreams from the turret
- more particle sources in the main control room, when youve been hit. not just this one water splash out of the pipe on top

:know:

All good ideas (though the underwater opacity has already been modded a couple of times).

On a related note I was thinking recently that it would be interesting to trigger a chlorine gas effect for whenever the batteries were damaged - maybe along with a sound file that contained hissing & coughing noises. Perhaps the water stream visual & sound could be duplicated?

Also - very nice job, both of you, on those new shell casings!

VonDos
07-13-08, 12:33 PM
AWESOME!!!

Respect for both you! :up:

LordNeuro"Serbia"
07-13-08, 01:35 PM
Fantastic work. U make the game a real thiing. I cann hardly weit too see a shels flyng in game. Maybe u cann make a short video for hangry kaluns. Keep up the great work. :up:

anzacmick
07-14-08, 02:53 AM
IABL ,
i have a sound grab form das boot about the chlorine gas...gis a yell if ur interested

mick:|\\

Myxale
07-14-08, 07:39 AM
Just adding a few more people in the "Zentrale" will do alot. Maybe a few "Zentralgasten" who are fiddeling with some valves!:hmm: And maybe a "Rudergänger" in the Tower!:hmm:

The Idea with the gas is so cool! But i have no Idea what's possible and what not!:shifty:

danurve
07-14-08, 11:51 AM
...
- open doors to the forward and backward compartments, just for look through
- walking by crewmembers in the control room
- remodel the inner turret with more details, as you hang there most of the time
- give the underwater less opacity
- give the water surface some opacity, like sh4
- more pieces flying through the air, when hitting a ship with the deckgun or a torpedo
- rework the splash of a torpedo hit, as theres first an explosion and short after it the watersplash rising
- waterstreams from the turret
- more particle sources in the main control room, when youve been hit. not just this one water splash out of the pipe on top

:know:

Well after buying a nice new pci 2.0 x16 512 card some new eye candy would be the nutz. This thread caught my eye.
Not super crazy about the shells but that would be cool.
Being able to look into the other compartments would give the game a nice depth, especialy durring a d/c attack.
Walking crewmen? I rarely need to crash dive so guys running through, - but a few wing-nuts tooling around would be awsome.
D/C afffects, water inside the boat? Very interesting.

Just wondering, how about smoke in the boat? Fouled air from damage?

Letum
07-14-08, 01:05 PM
I would like a crew that don't all look like superman with chiseled chins and shoulders as wide as the IID.

Philipp_Thomsen
07-14-08, 05:10 PM
Genius at work! :up:

urfisch
07-18-08, 03:50 AM
thanks a lot! i will contact racerboy for a beta release...i still found no time to rework the model and therefore didnt send him the new textures...

but i will!

:up:

TheDarkWraith
07-21-08, 08:44 AM
thanks a lot! i will contact racerboy for a beta release...i still found no time to rework the model and therefore didnt send him the new textures...

but i will!

:up:

I was hoping you didn't lose interest in the shells! When you have the 20mm UFlak shell model complete just let me know. There are many, many guns to do still as only the 20mm UFlak single for the sub has been done. Let me assume that this 20mm shell can be used for any gun that uses 20mm shells in the game?

Tomi_099
08-06-08, 05:59 PM
flak/cannon - empty shells fly during firing
flak:
when firing at planes, i always missed some shells dropping...so as many things can be added (like the water streamin thing, very nice!) why not add some nice shells? the model i can deliver...but how to get this implemented?
:o

implementation is easy enough. I had to resize the shell model you sent me for it was WAY too big. I finally had time tonight to sit down for a couple of hours and slap something together real quick for this. Results look good! The shell even spins on all axis's after being ejected. There's more work to be done on it but the proof-of-concept works ;)

first shot from 20mm flak gun:

http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_1.jpg

watching shell fall and spin on all axis's:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_2.jpg

fired another shot for the fun of it to watch two shells fall and spin:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_3.jpg

and rapid fire of flak gun:
http://i228.photobucket.com/albums/ee4/tazmaniandevilrider/SH3Img9-7-2008_VIIb_shell_casings_4.jpg

:|\\

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Hmmm !! A littel Smoke and a good Gun fire Sond , thats interessting !!!:hmm:
You have New Picture ???
http://img185.imageshack.us/img185/721/10741pv2.jpg (http://imageshack.us)
Like This ???

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http://www.cantarel.de/hp2005/index.php?seite=display-3d-image&image=flak
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Vader 1
08-06-08, 07:59 PM
RB you are just off the hook with your mod ablities:rock: :rock: ....Thanks again for coming back you were greatly missed

Vader

Task Force
08-07-08, 12:18 AM
I cant wait for this mod. It looks great. I was supprised the UBI development team didnt already do this. But I was also supprised that they didnt add supply ships and the kiel canal to the stock game.:lol: You moders had to do it all.

Tomi_099
08-07-08, 03:00 AM
FOR IDEE
FOR IMPRESSION
FOR WORK-ALCOHOLIC

:hmm: Interessant ( FLAK )
:sunny: http://www.cantarel.de/hp2005/index.php?seite=display-3d-image&image=flak (http://www.cantarel.de/hp2005/index.php?seite=display-3d-image&image=flak)

Interessant ( GUSTLOFF )
http://www.cantarel.de/hp2005/index.php?seite=display-3d-image&image=gustloff

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Laufen zum Ziel
08-08-08, 10:45 AM
I love the communications when you Modders get an Idea.
With you guys around there will always be a future for
SHIII/GWX.

Tomi_099
08-27-08, 04:33 AM
:huh:

urfisch
01-20-09, 05:50 AM
digged out, due to interest...

is racerboy still available? the progress on this mod suddenly stopped. i guess, my fault. but i want to finish this, as falling shell casings are strongly recommended for real flak shooting-feeling!

racerboy, please drop a pm!

urfisch
11-14-09, 07:10 AM
racerboy? please leave me the files, you already made for this mod!!! so someone can finish it.

thanks a lot!

:know:

Venatore
11-14-09, 07:44 AM
:o well who would of thought :o