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-   -   [WIP] Mr. FX and urfisch at work - Flak Shells (https://www.subsim.com/radioroom/showthread.php?t=138927)

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

Quote:

Originally Posted by urfisch
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/e...ings_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

Quote:

Originally Posted by Dowly
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

Quote:

Originally Posted by privateer
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/e...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

Quote:

Originally Posted by Racerboy
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/e...ings_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...

http://img42.imagevenue.com/loc828/t..._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

Quote:

Originally Posted by privateer
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

Quote:

Originally Posted by urfisch
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/e...hole_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/e...0mm_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.


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