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View Full Version : If any one figures out how to get new models in game...


JU_88
05-22-13, 04:13 AM
Im still sitting on a bunch of models (mostly Aircraft) I made specifically for Sh4 that never saw the light of day.
Ill will need to make some tweaks as they are not quite import ready, e.g break them up in to parts and name them sensibly, fix some smoothing groups etc assign named materials properly, normal maps will probably need to be made too.
Id love to see them in game, but really dont have the time to work on it myself.
So if someone is serious about importing new units and would like some models for this, please let me know via PM.

Models avaliable.

Luftwaffe
Junkers 88A
Junkers 188
Heinkel-111

USAF
B17-F
B24 D
B24 J
B25 Michell
OS2U Kingfisher
Catatlina
Hudson
Ventura

RAF Coastal Command
Fortress Mk II
Liberator (3 Varients)
Halifax
Hudson
Ventura
Catatlina
Michell
Wellington (2 Varients)
Whitely
OS2U Kingfisher

British Coastal Merchents (these probably need a basic interior model for 'holes' to work correctly)
ss Yewcroft
ss Ayrshire Coast
ss Somerset Coast
ss Evleen
ss Greta Force
ss Marchrie

British Submarine
T-class Group 3 (70% complete)

Italian
Mas 21 MTB
Adua 600 class Submarine.

laters...

http://i286.photobucket.com/albums/ll118/v11cu96/b17FortressMK2.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/HudsonUK.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/whit.jpg

http://i286.photobucket.com/albums/ll118/v11cu96/merchents.jpg

gap
05-25-13, 09:23 AM
Cool stuff JU_88 :up:

I have been busy with RL in the last few days, but I will PM you in a matter of minutes :salute:

Jace11
05-25-13, 11:32 AM
these are too good to go to waste... I'd love to see them integrated though not exactly sure how. I'd be willing to have a go at one of the aircraft to start with. What format are the models in?

JU_88
05-28-13, 03:38 AM
The models are all done 3dsmax, so its no problem to make OBJ exports, already sent one to Gap for testing.

gap
05-28-13, 03:39 AM
The models are all done 3dsmax, so its no problem to make OBJ exports, already sent one to Gap for testing.

Hi JU 88, I am replying to your PM :salute:

JU_88
05-28-13, 05:26 AM
Hi JU 88, I am replying to your PM :salute:

not received anything from you yet, but Ill keep an eye out for it :)

gap
05-28-13, 05:34 AM
not received anything from you yet, but Ill keep an eye out for it :)

Sorry, RL disturbed me, and I had to put my PM in stadbay. :D

I am sending an e-mail to the address you gave me :salute:

gap
05-28-13, 06:00 AM
I am sending an e-mail to the address you gave me :salute:

Done :up:

gap
06-05-13, 05:06 PM
First museum view of the B-25 by JU:

http://img856.imageshack.us/img856/7274/b25jg.jpg

This model is so detailed that makes you think you can touch it. Still much to do on it, but it works at least :sunny:

JU_88
06-05-13, 05:34 PM
Nice one GAP! looks like we might need an occulsion map or something from my end though as its rather pale....
But good work mate and many thanks! :)

volodya61
06-05-13, 05:44 PM
Very nice looking work, Gabriele :yeah:

gap
06-05-13, 05:55 PM
Nice one GAP! looks like we might need an occulsion map or something from my end though as its rather pale....

Yes, it is. Adding an occlusion map would require placing an unified render controller in the dat file. I am not sure that planes support it (at least never seen one in SHIII/IV aircraft), but please go on if it won't take too much work by you. On my end, I will try playing with material properties.

Also note that light reflections on the tail section of the fuselage don't match the ones seen on the main fuselage. Wrong normal settings? :hmm2:

But good work mate and many thanks! :)

My pleasure mate, I will keep working on this unit until it will look as clean and shiny as it deserves. Hopefully, the lessons we will learn from it will make works on the next units way faster and easier :salute:

gap
06-05-13, 06:13 PM
Very nice looking work, Gabriele :yeah:

Thank you Volodya,

as you can read, we will try making it too look even better. I hope it won't take too long. The real challenge is making it to work as supposed (accurate damage model, realistic ammo loadout and usage, working gun turret animations, etc.), unlike stock planes. :03:

divingbluefrog
06-06-13, 12:41 AM
Also note that light reflections on the tail section of the fuselage don't match the ones seen on the main fuselage. Wrong normal settings? :hmm2:


I encountered this kind of problem in SHIII when I imported a ship model built in Blender. Took me a while before figuring it was not related with normals, but with the way the model was built.
I will try to explain the process :
you have two main ways of building a fuselage in 3D software :
- you build plain section of the fuselage using an elipse form that you later extrude and scale
-you build semi-fuselage and then you mirror it.
It's when I mixed this two methods that I got the above mentionned problem. Only JU_88 can say the way it was built.

Perhaps it's tied to some weird property of Blender, or not related at all, but I thought I could mention it to your attention.

JU_88
06-06-13, 03:03 AM
I encountered this kind of problem in SHIII when I imported a ship model built in Blender. Took me a while before figuring it was not related with normals, but with the way the model was built.
I will try to explain the process :
you have two main ways of building a fuselage in 3D software :
- you build plain section of the fuselage using an elipse form that you later extrude and scale
-you build semi-fuselage and then you mirror it.
It's when I mixed this two methods that I got the above mentionned problem. Only JU_88 can say the way it was built.

Perhaps it's tied to some weird property of Blender, or not related at all, but I thought I could mention it to your attention.

Cheers for your input DBF ^ Crikey I built it so long ago (2008) Im not sure i remember exactly, but it was indeed mirrored. If what you say is correct, then its unfortunatley too late to do anything about it now.

The area where the reflection is showing up differently is a seperate .obj part/node, (the tail area can be shot off as part of the damage model) I cant really tell much from the pic as the camera is so far away from the aircraft, it might be easier to underdstand when i see the unit in the museum.
Does anyone know where you can adjust camera settings for the museum? - to allow the camera to zoom in closer.

tonschk
06-06-13, 03:36 AM
Very good stuff JU_88 :up::yeah::sunny::rock:

gap
06-06-13, 05:09 AM
I encountered this kind of problem in SHIII when I imported a ship model built in Blender...

Thank you for your head-up, divingbluefrog :salute:

Cheers for your input DBF ^ Crikey I built it so long ago (2008) Im not sure i remember exactly, but it was indeed mirrored. If what you say is correct, then its unfortunatley too late to do anything about it now.

I have just halved diffuse color luminosity. This resulted in no washed out colours but it also made the problem with light reflections lesser evident. Moreover, I had to move elevator and rudder coordinates so to match their pivot point with x and y axes. Before doing it, they were rotating around a point located at the center of the plane :yep:


The area where the reflection is showing up differently is a seperate .obj part/node, (the tail area can be shot off as part of the damage model) I cant really tell much from the pic as the camera is so far away from the aircraft, it might be easier to underdstand when i see the unit in the museum.
Does anyone know where you can adjust camera settings for the museum? - to allow the camera to zoom in closer.

I am currently working on crew meshes (moving them from the main model to a separate file). When done, I will send you the files I have got ready, and I will include a single mission for you to have a closer look at your plane :up:

Cybermat47
06-06-13, 05:14 AM
Great models!

gap
06-06-13, 05:10 PM
B-25 update:

http://img541.imageshack.us/img541/9156/b25j1.jpg

Imo, textures look much better now.

Sounds, as well as aircraft physics need for a rewamp: right now our bomber looks as agile as an F-16 jet fighter, and the reverb of its engines is not up to par with the reputation of very noisy aircaft that the Mitchell gained during its service.

As you can see, the dorsal turret is visually trained and elevated, though it didn't get any ammo yet and there was no enemy aircraft where it seems to be aimed. :hmmm:

Finally, for some reason crew and external armament assigned in the eqp file don't show up in game (need to figure out why), but as soon as it spotted my sub, the aircraft started turning in circles as if it wanted to attack us.

To be continued... :cool:

gap
06-06-13, 06:17 PM
http://img43.imageshack.us/img43/8813/b25j2.jpg

Trevally.
06-07-13, 07:00 AM
:yeah:

gap
06-07-13, 09:26 AM
http://img827.imageshack.us/img827/3862/b25j3.jpg

http://img268.imageshack.us/img268/1082/b25j4.jpg

http://img546.imageshack.us/img546/6415/b25j5.jpg

http://img268.imageshack.us/img268/9184/b25j6.jpg

http://img801.imageshack.us/img801/6193/b25j7.jpg

http://img443.imageshack.us/img443/8628/b25j8.jpg

volodya61
06-07-13, 09:33 AM
Wow :yeah: just wow :)

gap
06-07-13, 09:52 AM
Some notes on the below screenies:

Equipments: As you can see, I have solved the problem with aircrew and armament loadouts not being loaded. I had to simplificate the eqp file a bit. It is possible that the game engine can't handle more than a given number of equipments and/or that only two armament loadouts (besides the basic configuration) can be set. On a side note, if you look closely at some of the screenies, you will notice that I gave the B-25 an African American crew (see Tuskegee Airmen (http://en.wikipedia.org/wiki/Tuskegee_Airmen)). This mod is pro-war, but against racial discrimination :D

Physics and AI: I am not an aircraft expert, but it seems to me that for a medium bomber the handling of our B-25 is a bit too good. It dives, steer and roll way too easily, as if it was a fighter. A nice detail that you can appreciate from some of my pictures, is that it moves rudders and diveplanes according to its maneuvers. In my test mission, the planes drops its 3x500kg bombs at once, and with an acceptable accuracy (aginst my stationary sub), but it takes 2 or 3 attack dives for it to release its explosive load.

Light reflection: under some light incidence angles, outer wings and back fuselage look still a bit darker than main fuselage, but you must be very close to notice it.

Finally, though attacking our sub, being displayed on the TAI map as an enemy unit, and being recognized as a target by our gunners, during my tests (always using the same single mission) the watchcrew regularly omits to announce "aircraft spotted". I will investigate on why this is happening, but I guess it depends on how the mission is set rather than on a flaw affecting the unit. :hmm2:

Trevally.
06-07-13, 11:58 AM
Finally, though attacking our sub, being displayed on the TAI map as an enemy unit, and being recognized as a target by our gunners, during my tests (always using the same single mission) the watchcrew regularly omits to announce "aircraft spotted". I will investigate on why this is happening, but I guess it depends on how the mission is set rather than on a flaw affecting the unit. :hmm2:

Hi Gap - not sure how you set up your mission.
You could try making sure that the plane starts well out os sight of your watch crew or even outside the 30km draw radius of units:hmmm:

gap
06-07-13, 12:18 PM
Hi Gap - not sure how you set up your mission.
You could try making sure that the plane starts well out os sight of your watch crew or even outside the 30km draw radius of units:hmmm:

Hi Trevally, :salute:

I have just run another set of tests and I have noticed that when the plane is in sight from the beginning of the mission, it isn't reported at first. Nonetleless diving and emerging shortly after, triggers the "aircraft spotted" message. :up:

Since we are at it, do you have any suggestion about equipment loadouts? Seeing that ME displays any number of defined loadouts, I had set five of them, but equipments didn't show up. Now I have reduced their number to three, and they work correctly. I am going to add one more and see what happens... :hmmm:

Moreover, I seem to remember that something was wrong with airborned DC and that TDW had to set up some dummy DCs in IRAI. The problem with them is that they are... dummy: they are not visually displayed until they are dropped. During my tests, the B-25 dropped its stock depth charges when I was on surface, but seemed a bit reluctant to do it while I was submerged at periscope depth. Can someone confirm that this is the problem with them? :)

JU_88
06-09-13, 09:53 AM
Great Job Gap, sorry ive not replied to your email yet - as I still havent had a chance to test it out :(, but it look superb from your screen shots, good job with the turret, elevators and rudders - all really nice touches :)
Just let me know when and if you want the C and G versions as discussed.

gap
06-09-13, 10:57 AM
Great Job Gap, sorry ive not replied to your email yet - as I still havent had a chance to test it out :(,

Hi JU, still the same problem? :hmmm:


but it look superb from your screen shots, good job with the turret, elevators and rudders - all really nice touches :)

Currently, only the dorsal an the tail turrets have (unfinished) gun controllers. I need still to add them to the remaining guns. It involves a lot of reserch, as I am trying to give them realistic traverse/elevation, sound, ammo types and loadouts, etc. Moreover, I need to set appropriate fire restrictions, in order to prevent dorsal and waist guns from firing at wings and propellers... :yep:


Just let me know when and if you want the C and G versions as discussed.

Not yet, but there are two favours that I need from you:


about the wrong reflections, I have an idea on why possibly they are happening: I had to rework some model parts, for splitting meshes or for centering moving parts around their pivot point. I did it using wings3d, but I am under the impression that mesh normal get messed up. If l send you a list of the modified parts, with all the modifications done, could you redo them using your program?


look at the following link:

http://pbjmitchell.com/pbj1c

At around mid page ('Bomb Bay Configurations' section), it details all the possible bomb loadout configurations used on PBJ-1 Mitchells in US Marine Corps service. Further details and correct designations of US WWII bombs are found at this other link:

http://www.303rdbg.com/bombs.html

I am now prepairing a list of all the bombs possibly used on the Mitchell, with specifications, sizes, and blueprints/pictures when available. It would be nice modelling them in game, as they could be used also with other aircraft, and currently we only have in game models for 3 bombs (500, 250 and 100 kg), 1 depth bomb type and 1 air torpedo. SH3/4 models that -with some modifications- I could also use for the new bombs, are too poor, and SH5 ones are in a format that cannot be read by TDW's editor yet, so I cannot duplicate/modify them. What do you think? Could you create 3d models of the new boms? Indeed, we don't need for especially detailed or accurate models. Just something which vaguely resembles them, at least in sizes and general shape :yep:

JU_88
06-09-13, 11:05 AM
@ Gap, sure, no problems to both :up:

gap
06-09-13, 11:08 AM
@ Gap, sure, no problems to both :up:

Okay, I am now prepairing both my lists, and I will send them your way as soon as possible.

Thanks :D :salute:

gap
06-10-13, 08:52 AM
@ JU_88

As promised yesterday, what follows is the list of US bombs most commonly used in the anti-ship and anti-submarine role during WWII by American and, often, by British bombers. I was lucky enough to find the 'bombs for aircraft (http://www.ww2aircraft.net/forum/attachments/weapons-systems-tech/203471d1339248253-aerial-depth-charge-specs-bombs-aircraft-1944.pdf)' technical manual issued by War Department on Nov. 1944. The measures and the excellent drawings posted below are taken from it:

GENERAL PURPOSE BOMBS

Sizes (Overall lenght / Body Lenght / Body Diameter):
GP 100-lb AN-M30 - 30.46" / 30" / 8.18"
GP 250-lb LB AN-M57 - 47.8" /36.9" / 10.9"
GP 500-lb AN-M64 - 59.16" / 47.1" / 14.18"
GP 1000-lb AN-M65 - 69.5" / 53.3" / 18.8"
GP 2000-lb AN-M66 - 92.83" / 71" / 23.29"

http://img94.imageshack.us/img94/6852/anm30.jpghttp://img837.imageshack.us/img837/3123/anm57.jpghttp://img12.imageshack.us/img12/6951/anm64.jpg

http://img208.imageshack.us/img208/9850/anm65.jpghttp://img46.imageshack.us/img46/6299/anm66.jpg


ARMOR-PIERCING AND SEMIARMOR-PIERCING BOMBS

SAP 500-lb AN-M58A1 - 57.8" / 47.2" / 11.8"
SAP 1000-lb AN-M59 - 70.4" / 57.3" / 15.1"
AP 1000-lb AN-MK. 33 - 73" / 59.75" / 12"
AP 1600-lb AN-MK. 1 - 83.5" /68.9" / 14"

http://img832.imageshack.us/img832/7503/anm58a1.jpghttp://img191.imageshack.us/img191/5748/anm59.jpg

http://img841.imageshack.us/img841/1350/anmk33.jpghttp://img580.imageshack.us/img580/3219/anmk1.jpg


DEPTH BOMBS

DB 325-350-lb AN-MK. 47, 41, 44 and 17 - 53.1" / 28.46" / 15"
DB 650-lb AN-MK. 29 - 70" / 42.25" / 17.7"

http://img203.imageshack.us/img203/3966/anmk41.jpg

For further detail and pictures on each of the bombs listed above, you can also refer to a document I have prepared:

http://www.mediafire.com/?34hkeeeprf002lr

Click on the thumbnails, to see images in their original resolution on your internet browser. Not included in my list, but also needed, is a model of the Mk 13 aerial torpedo (http://www.pt-boat.com/torpedo/torpedo.html), with and without the distinctive wooden drag ring and stabilizer. In its place, the game uses corrently an Mk 15 torpedo which, to my knowledge, was only fired by ship-borne launch tubes. :hmmm:

When you finish with them, it would be also nice having rockets, rocket racks, and German and British bombs. But I think at this moment you got enough work to keep you busy for at least several days :D

JU_88
06-13-13, 07:57 AM
Sorry Gap im pretty tied up with RL at present but ill get on to it as soon as I can.

gap
06-13-13, 01:55 PM
Sorry Gap im pretty tied up with RL at present but ill get on to it as soon as I can.

Take your time on them. :up:

The next week I am due to pay a visit to a friend in Germany, so I won't be able to work on any new feature anyway. But I haven't been idle since my last update. I have been working on gun turrets (new sound, shell definitions, specs recovering, etc), and for relaxing I also took the time to create a new skin for our aircraft:

http://img268.imageshack.us/img268/3775/b25ja.jpg

http://img713.imageshack.us/img713/1991/b25jb.jpg

http://img801.imageshack.us/img801/3489/b25jc.jpg

source:

http://img.wp.scn.ru/camms/ar/202/pics/3_13.jpg

I am planning to add at least one skin for each operator/variant of the aircraft. Any good paint airtist (including you, JU :03:) is welcomed to join the effort if he likes the idea and gets some spare time for it. Things I have noticed while working on the new skin:


Skin assignation through roster cfg file works as supposed. For sure we can have one skin for each roster entry of the plane. Probably, as for ships, in campaign we can have up to three different skins, but I would listen to Treally's opinion anyway;


Light reflection from diffuse map's alpha channel works as supposed. It means that we can have different reflection strenghts for different parts of the same material. Good for simulating the usage of different anti-reflection coatings.


As you can see from the first screenie above, there's a little mistake in the UV mapping of the inerior right side of nose fuselage, visible through the glass (the nose art is visible where there should be just plain coating).


If it is not too complicated, I would set wing tips, nose, back fuselage and vertical stabilizers of the left side to use different areas of the diffuse map respective to their right side omologue. This would allow not specularly reflected markings and more complex nose arts :up: