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-   -   [REL] Open Horizons II (https://www.subsim.com/radioroom/showthread.php?t=189818)

gap 11-26-13 04:46 PM

Quote:

Originally Posted by privateer (Post 2144996)
They could be made playable in SH3 and SH4. I just have no desire to follow through on that at this time.
:D

I'd think it could be done in SH5 at some point in time.
:03:

As I wrote in my previous post, looking at stock guns and at how SHIII-IV guns are working in SH5, I think that AI guns are already possible. Playable guns have animation data though, and their controller contains references to animatin frames (in seconds). Remove those references, and AI gunners won't follow guns' movement. Alter them beyond a reasonable limit, and the guns will be totally out of aim. This was the case of some Flaks, which were firing costantly firing under their target, no matter how many promotion points gunners were given :yep:

Quote:

Originally Posted by privateer (Post 2144996)
Just like the animations stuff. I figure out what's going on, explain it, then move on as once I know what's what and why?
It bores me.

I canunderstand you :haha:

gap 11-27-13 07:00 AM

@ Trevally

Is this okay?

http://img850.imageshack.us/img850/8573/vphm.jpg

List of changes:
  • added a +3 deg pitch to the balloon;
  • added a slight bending to the tethering cable;
  • picketing cables shortened to about 100m;
  • picketing cables arched backwards, simulating the windforce effect;
  • added some randomness to the bending of tethering and picketing cables (lateral and longitdinal), for a more natural effect.

If there are not other suggestions, I am ready to import the new meshes in game :salute:

Madox58 11-29-13 01:33 PM

@ gap

If you could send me a copy of your obj files I can finish that little program real soon.
The test version works very well and just needs a few final adjustments.
:03:

gap 11-29-13 03:56 PM

Quote:

Originally Posted by privateer (Post 2146150)
@ gap

If you could send me a copy of your obj files I can finish that little program real soon.
The test version works very well and just needs a few final adjustments.
:03:

No problem :up:

Which one do you want? The lighthouse, the barrage balloon, the 100lb bomb, the Lewis MG, or all of them?

Madox58 11-29-13 03:58 PM

Send them all.
Better to check a bunch then just one.
:up:

gap 11-29-13 04:04 PM

Quote:

Originally Posted by privateer (Post 2146219)
Send them all.
Better to check a bunch then just one.
:up:

Okay, just give me the time to pack them :salute:

Madox58 11-29-13 04:06 PM

If you have anything that won't import? Send them also.
That's the whole purpose.

gap 11-29-13 04:17 PM

Some models have more than the max two materials allowed by SH5 for granny objects. Should I split them in multiple meshes, or do you prefer me to send them as they are?

gap 11-29-13 05:29 PM

Ok, here are the barrage balloon, the US bomb and the light house:

http://www.mediafire.com/download/ki...p%20models.rar

The balloon is ready for import in game; the light house would need a little rearrangement of its meshes/materials (see my previous post), and the bomb needs a good poly reduction.
The balloon and the light house come have a normal map; I didn't create one for the bomb yet.
All the models come with diffuse texture with overlayed self occlusion map.

gap 12-01-13 06:00 AM

Up

(just in case Trevally missed that: I am still waiting for his green light :03:)

Quote:

Originally Posted by gap (Post 2145190)
@ Trevally

Is this okay?

http://img850.imageshack.us/img850/8573/vphm.jpg

List of changes:
  • added a +3 deg pitch to the balloon;
  • added a slight bending to the tethering cable;
  • picketing cables shortened to about 100m;
  • picketing cables arched backwards, simulating the windforce effect;
  • added some randomness to the bending of tethering and picketing cables (lateral and longitdinal), for a more natural effect.

If there are not other suggestions, I am ready to import the new meshes in game :salute:


Targor Avelany 12-01-13 10:01 PM

Hmmm... Can anyone explain why this happens on import?

If you look closely, the letters are "mirrored".
Have no idea why after import the texture coordinates are like insideout.

http://img818.imageshack.us/img818/5912/3tke.jpg

gap 12-02-13 07:08 AM

Quote:

Originally Posted by Targor Avelany (Post 2147022)
Hmmm... Can anyone explain why this happens on import?

If you look closely, the letters are "mirrored".
Have no idea why after import the texture coordinates are like insideout.

http://img818.imageshack.us/img818/5912/3tke.jpg

I suppose you have tried playing with the 'Flip V texture coordinates' checkbox (GR2 Editor's import options) already. If it didn't help, can you please list your 3ds export settings?

If nothing works, flipping the object along the x/z axes should do the trick. :salute:

P.S: ignoring the mirrored markings and some non-matched texture seams, your model looks :yeah:

Trevally. 12-02-13 10:19 AM

Quote:

Originally Posted by gap (Post 2146766)
Up

(just in case Trevally missed that: I am still waiting for his green light :03:)

Sorry for the long silence (TW RomeII:arrgh!:)

Updated balloons look great:up:
The cables and fight height means that all balloons will be 1500m
The data from your links show min 600m and max 1200m:hmmm:

:sunny:

gap 12-02-13 12:51 PM

Quote:

Originally Posted by Trevally. (Post 2147116)
Sorry for the long silence (TW RomeII:arrgh!:)

:up:

Quote:

Originally Posted by Trevally. (Post 2147116)

The cables and fight height means that all balloons will be 1500m
The data from your links show min 600m and max 1200m:hmmm:

Let's see... :hmm2:

Our sources state 5,000 ft (=1,524 m) as maximum theoretical height, 4,500 (=1,372 m) as maximum operation height, and 2,000 ft (=610 m) as ruling operation height. The lowest cable coordinate in our model is actually -1,368 m; as long as you set the balloons to an altitude of ca. 1,370 m or lower, the rigging cable will correctly reach the ground level.

If you set altitudes much lower than the maximum height stated above, a big portion of the cable will be hidden under the ground level. This shouldn't pose problems, as our model has not (yet) collision spheres. Nonetheless it might cause the balloon to "crash" on soil, when we will make it collisionable/destructible. Should this happen, we will devise a workaround.

Time to import back them updated model now :salute:

Targor Avelany 12-02-13 01:06 PM

Quote:

Originally Posted by gap (Post 2147074)
I suppose you have tried playing with the 'Flip V texture coordinates' checkbox (GR2 Editor's import options) already. If it didn't help, can you please list your 3ds export settings?

If nothing works, flipping the object along the x/z axes should do the trick. :salute:

P.S: ignoring the mirrored markings and some non-matched texture seams, your model looks :yeah:

I'll try the flipping part. The problem is that the coordinates change ONLY in GR2, like instead of them looking on the texture not from inside-out but outside-in. If I export the mesh again, the coordinates are back correctly in 3ds max. annoying.

I'll post the export and import options when I get home and I have another idea that I will try with UVs.

The texture is something I'm still working on. There is couple of problems with normal map too, which I will throw towards privateer when I send him the file today.


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