mikolajcap21
12-19-24, 09:21 PM
Hi, you may have seen a post on here recently from a different user regarding a deck gun mod for the type II. I couldn't get my post to show up through my account so I asked somebody else.
Anyway, I am working on a (unrealistic, yet fun) mod to implement the deck gun for the type II. I've previously used the methods I've seen employed in the past, stuff like changing links in the basic.cfg, .eqp, etc. I've had no luck with any of this so I've tried a different method.
This method is similar to how evan82's 37mm AA guns for XXI works. An existing gun is modified simply my changing only the 3d models in the .dat file and some values in the .sim file. Here it's taken to a greater extreme since there is a lot more to change than simply adding thicker barrels.
I am very close to getting to my goal and just have this last hurdle to overcome.
Here are images to show the problem https://imgur.com/a/f0tlOcr
Image 1: This is how the deck gun looks like with the animation configs that are below it. For whatever reason it is translated upward and to the right)
Image 2: This the ExtAnimCtl (*Note all the 20mm guns [Except the 20mmVierling] use 20mmTwin_UFlak_H*)
Image 3: These are the KeyFrame configs. If my animation config is using what is shown in image 2 I could delete these but the problem shown in image 1 would still persist
Image 4: Deck gun's barrel assembly in the correct position as how it looks likes in the GUNS_SUB.dat file. The gun can be manned and rotated and even fired. The problem is that the KeyFrame configs would cause the barrel to perform an animation loop moving up and and resetting down endlessly. I deleted these configs to stop the problem but now the barrel will not elevate.
Image 5: ExtAnimCtl that is responsible for the result in image 4. I changed the AnimName from the 20mm to the 88mm
If anyone knowledgeable with the 3d models and their animation behaviours could help me out with this. I am most curious why the barrel assembly is so offset when using the AnimName = 20mmTwin_UFlak_H. If need be I could send the GUNS_SUB.dat file that I am modifying.
Thank You
Anyway, I am working on a (unrealistic, yet fun) mod to implement the deck gun for the type II. I've previously used the methods I've seen employed in the past, stuff like changing links in the basic.cfg, .eqp, etc. I've had no luck with any of this so I've tried a different method.
This method is similar to how evan82's 37mm AA guns for XXI works. An existing gun is modified simply my changing only the 3d models in the .dat file and some values in the .sim file. Here it's taken to a greater extreme since there is a lot more to change than simply adding thicker barrels.
I am very close to getting to my goal and just have this last hurdle to overcome.
Here are images to show the problem https://imgur.com/a/f0tlOcr
Image 1: This is how the deck gun looks like with the animation configs that are below it. For whatever reason it is translated upward and to the right)
Image 2: This the ExtAnimCtl (*Note all the 20mm guns [Except the 20mmVierling] use 20mmTwin_UFlak_H*)
Image 3: These are the KeyFrame configs. If my animation config is using what is shown in image 2 I could delete these but the problem shown in image 1 would still persist
Image 4: Deck gun's barrel assembly in the correct position as how it looks likes in the GUNS_SUB.dat file. The gun can be manned and rotated and even fired. The problem is that the KeyFrame configs would cause the barrel to perform an animation loop moving up and and resetting down endlessly. I deleted these configs to stop the problem but now the barrel will not elevate.
Image 5: ExtAnimCtl that is responsible for the result in image 4. I changed the AnimName from the 20mm to the 88mm
If anyone knowledgeable with the 3d models and their animation behaviours could help me out with this. I am most curious why the barrel assembly is so offset when using the AnimName = 20mmTwin_UFlak_H. If need be I could send the GUNS_SUB.dat file that I am modifying.
Thank You