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-   -   [REL] Playable U-FlaK for SH5 (https://www.subsim.com/radioroom/showthread.php?t=224498)

gap 02-27-16 02:05 PM

Quote:

Originally Posted by vdr1981 (Post 2384824)
I tried but without success, Usual Rclick-Edit doesn't work... :hmm2:

The latest version of GR2 Editor is weird when it comes to bone editing. I will rotate the bone myself using one of the older versions of TDW's tool. I am optimistic that we can solve the flipped crew issue :up:

Quote:

Originally Posted by vdr1981 (Post 2384824)
Yeah, it looks like WP_A02_GUN and WP_A01_GUN bones are somehow asociated with light flak crew...:hmmm:

I hope waypoint names and associations aren't hardcoded, otherwise there would be little to be done in order to swich A1 and A2 guns to use correct crew models when heavy Flaks are fitted on them instead of light ones.

Quote:

Originally Posted by vdr1981 (Post 2384824)
OK, no problems...I haven't spotted any issues even with 9MB file...:yep:

Working on some more optimized meshes and on removing the flagstaff. I hope the optimization won't break AO channel's UV map as often happens. :)

Quote:

Originally Posted by vdr1981 (Post 2384829)
And here is the new version...

Got it :up:

Quote:

Originally Posted by vdr1981 (Post 2384824)
Current issues:
Front gun - no visible crew or flipped single light AA gunner when bone is renamed to WP_A02_GUN

Central Quad 20mm AA gun - single light AA gunner (I brought that poor guy back to the bridge, just to make some crowd when guns are manned :))

I hope the missing crew was caused by the mismatch between main and waypoints' GR2 files, and the new waypoint names being absent from waypoint_edges.txt and waypoint_info.txt files, but I am afraid things are much more complicated than this. Currently I am investigating the meaning of GunSationController and GunstationControllerProperties settings and station/crew scripts. There might be several connections among the above files that we need to discover...

Front gun not operational for player (shielded, 37mm) until it's replaced with quad 20mm trough bunker upgrade. (All other flak stations are OK)[/QUOTE]

This is another mistery: why the FlakVierling is user-operable and not the 37mm M42. Under a functional point of view they both are heavy Flaks after all :hmmm:

Quote:

Originally Posted by vdr1981 (Post 2384824)
Make some tweaks if you can, if not, well , what a hell, we will wait for some better times untill we learn more about the files and dependencies...:) My opinion is that the new boat is a great fun even now, such as it is (until those Spitfires arrive at least :D)...

I wish I had more time. I can do some changes on the fly, but as I said I think we need to study a bit more the game before we can fix some of the glitches :-?

Quote:

Originally Posted by THEBERBSTER (Post 2384860)

Thank you very much Peter! :salute:

vdr1981 02-27-16 03:14 PM

Quote:

Originally Posted by gap (Post 2384897)

This is another mistery: why the FlakVierling is user-operable and not the 37mm M42. Under a functional point of view they both are heavy Flaks after all :hmmm:

Indeed...From some reason , it seems that game treats Quad flak both as heavy and light gun...
Maybe some Camera.cam/gr2 tweaks are needed, or maybe some appropriate scripts... ...:hmmm:

I'm waiting for your gr2 tower with flagstaff tweak, then I will release new update for TWoS...:up:

gap 02-27-16 03:28 PM

Quote:

Originally Posted by vdr1981 (Post 2384926)
Indeed...From some reason , it seems that game treats Quad flak both as heavy and light gun...
Maybe some Camera.cam/gr2 tweaks are needed, or maybe some appropriate scripts... ...:hmmm:

I'm waiting for your gr2 tower with flagstaff tweak, then I will release new update for TWoS...:up:

:up:

gap 02-27-16 05:34 PM

@ Vecko:

http://www.mediafire.com/download/4g...arine_Parts.7z

I have removed the flagstaff from conning tower's model, and rotated A02 waypoint bone in waypoints GR2 file. I have also tried optimizing model vertices for file size reduction, but on importing the compressed file AO's UV map was corrupted. I still hope the issue can be solved by importing/exporting the optimized meshes in 3ds max. Targor Avelany/Max knew how to do it, he helped me a lot with some of my previous models, but he has not been around lately. I still hope I can borrow 3ds from some friend, and find the right combination of export option. In the meanwhile please update your TWoS with the current files.

Tomorrow I will keep digging into the wrong gun crew issue; let me know if the new waypoints GR2 solves the issue of front gun with crew facing the wrong direction :salute:

vdr1981 02-27-16 06:25 PM

Quote:

Originally Posted by gap (Post 2384979)
@ Vecko:

http://www.mediafire.com/download/4g...arine_Parts.7z

I have removed the flagstaff from conning tower's model, and rotated A02 waypoint bone in waypoints GR2 file. I have also tried optimizing model vertices for file size reduction, but on importing the compressed file AO's UV map was corrupted. I still hope the issue can be solved by importing/exporting the optimized meshes in 3ds max. Targor Avelany/Max knew how to do it, he helped me a lot with some of my previous models, but he has not been around lately. I still hope I can borrow 3ds from some friend, and find the right combination of export option. In the meanwhile please update your TWoS with the current files.

Tomorrow I will keep digging into the wrong gun crew issue; let me know if the new waypoints GR2 solves the issue of front gun with crew facing the wrong direction :salute:

Great work with the flagstaff, it looks much better now! :up:
However, rotating A02 bone in waypoints.gr2 file didn't do any good. It seems that WP_xx_GUN bones in the main gr2 object (tower) are responsible for guns crew placement .
I have renamed front WP_FLAK_GUN_02 bone back to WP_A02_GUN in order to get back front flak gunner , but he is still flipped.
You should try to rotate front WP_FLAK_GUN_02 bone in the main gr2 tower file, or even better, send me gr2 editor which can actually do that? :hmm2:

gap 02-27-16 06:59 PM

Quote:

Originally Posted by vdr1981 (Post 2384991)
Great work with the flagstaff, it looks much better now! :up:
However, rotating A02 bone in waypoints.gr2 file didn't do any good.

At this point I suspect that that file is just a leftover by devs (as I noted yesterday other Uboats' conning towers don't have it). Try deleting it and see what happens.

Quote:

Originally Posted by vdr1981 (Post 2384991)
It seems that WP_xx_GUN bones in the main gr2 object (tower) are responsible for guns crew placement .
I have renamed front WP_FLAK_GUN_02 bone back to WP_A02_GUN in order to get back front flak gunner , but he is still flipped.
You should try to rotate front WP_FLAK_GUN_02 bone in the main gr2 tower file, or even better, send me gr2 editor which can actually do that? :hmm2:

Sure, use this :up:

http://www.mediafire.com/download/fs..._1_1_453_1.zip

Unless I am very much mistaken, that bone is already facing the right direction though: open the file in goblin or in GR2 Editor, select WP_FLAK_GUN_02/WP_A02_GUN and note that its Z axis is already pointing to the bow :hmm2:

vdr1981 02-27-16 07:03 PM

Quote:

At this point I suspect that that file is just a leftover by devs (as I noted yesterday other Uboats' conning towers don't have it). Try deleting it and see what happens.
Will try that...

Quote:

Unless I am very much mistaken, that bone is already facing the right direction though: open the file in goblin or in GR2 Editor, select WP_FLAK_GUN_02/WP_A02_GUN and note that its Z axis is already pointing to the bow :hmm2:
You're right but somehow the poor crewman is still flipped so, let's flip it again...:) I'll try to do this...This will be my first flipped bone in gr2 editor...:)

EDIT
I think that the solution is somewhere in between crewidle.aix and upcge files...Don't invest too much time in this issue though, I think that really is not worth it ...

EDIT 2
Why I cant edit bones rotation even with your editor version? Usual right click on bone to edit just wont work in case of bones rotation??

gap 02-27-16 07:12 PM

Quote:

Originally Posted by vdr1981 (Post 2385001)
You're right but somehow the poor crewman is still flipped so, let's flip it again...:)

You are right. Quoting Arthur Conan Doyle "Once you eliminate the impossible, whatever remains, no matter how improbable, must be the truth"... or at least so we hope. Sometimes this game seems so illogical that the best way to proceed is using a trial and error process :O:

Quote:

Originally Posted by vdr1981 (Post 2385001)
I'll try to do this...This will be my first flipped bone in gr2 editor...:)

:sunny:

You need to know that bone rotation data is stored as quaternion angles. GR2 Editor has Euler to Quaternion and Quaternion to Euler angle converter in its tools menu :up:

vdr1981 02-27-16 07:17 PM

Quote:

Originally Posted by gap (Post 2385002)

You need to know that bone rotation data is stored as quaternion angles. GR2 Editor has Euler to Quaternion and Quaternion to Euler angle converter in its tools menu :up:

Holly crap, what are talking about!? :doh::haha:

Just kidding,...I'll see what I can do...:haha:

vdr1981 02-27-16 07:35 PM

Quote:

Originally Posted by vdr1981 (Post 2385003)
Just kidding,...I'll see what I can do...:haha:

Nope...I think I'll just leave bone rotation jobs for you Gap...:dead:

Anyway, I've forced one deck gun crewman to sits correctly on Quad's seat, using few changes in mentioned aix files...Dont ask me how yet ...

gap 02-27-16 07:39 PM

Quote:

Originally Posted by vdr1981 (Post 2385001)
EDIT
I think that the solution is somewhere in between crewidle.aix and upcge files...Don't invest too much time in this issue though, I think that really is not worth it ...

Do you mean the solution to wrong crew being displayed?

Quote:

Originally Posted by vdr1981 (Post 2385001)
EDIT 2
Why I cant edit bones rotation even with your editor version? Usual right click on bone to edit just wont work in case of bones rotation??

Your question revealead a possible cause for the flipped gunner! Though apparently facing the right direction, fron gunner's bone had position data (flag: 1) but not rotation data. All other bones of the same type have both position and rotation data (flag: 3).

I have corrected the error now, and renamed the bone to its old name (WP_A02_GUN). Please download the latest version of my tweaks on the conning tower file, and use it as it is. Should the gunner be still flipped, try rotating the bone. This time GR2 Editor should let you to do so. :03:

vdr1981 02-27-16 07:41 PM

Quote:

Do you mean the solution to wrong crew being displayed?
Yeah, check my previous post...:yep:

Quote:

Your question revealead a possible cause for the flipped gunner! Though apparently facing the right direction, fron gunner's bone had position data (flag: 1) but not rotation data. All other bones of the same type have both position and rotation data (flag: 3).
I have corrected the error now, and renamed the bone to its old name (WP_A02_GUN). Please download the latest version of my tweaks on the conning tower file, and use it as it is. Should the gunner be still flipped, try rotating the bone. This time GR2 Editor should let you to do so. :03:
:up:

gap 02-27-16 07:47 PM

Quote:

Originally Posted by vdr1981 (Post 2385007)
Nope...I think I'll just leave bone rotation jobs for you Gap...:dead:

Come on lazy man you managed doing that http://www.gifs.net/Animation11/Webd...set_5_down.gif and you cannot rotate a small point?!! :D

Quote:

Originally Posted by vdr1981 (Post 2385007)
Anyway, I've forced one deck gun crewman to sits correctly on Quad's seat, using few changes in mentioned aix files...Dont ask me how yet ...

Holy crap, I am sorry but I must ask: how did you manage doing that? :o :D

Make sure that while you fix U-flak's gunners you don't mess up other conning towers! :)

vdr1981 02-27-16 08:05 PM

Well ok, but this is just a testing...
The script for deck gun crew was like this...
Code:

strategy SQ_BED01_Manning_deck_gun(wp)
{
        precond
        {
                Wp:IsGunManned(SLOT_M01)
        }
        action
        {
                Wp:SetBodyPartVisibility("object2_book01", 0);
                Wp:PlayAnimationAndWait( "SQ_BED01_leave_rush" );
                Wp:SetBodyPartVisibility("A_Hat01", 1);
                Wp:SetBodyPartVisibility("A_Torso05", 1);
                Wp:SetBodyPartVisibility("A_Torso07", 0);
                Wp:Teleport("WP_DECK_GUN");
                Wp:ManTheGun(SLOT_M01, "88mm_L_R", ROLE_TRAV);
                Wp:ScriptCompleted();

..and I changed it to this...

Code:

strategy SQ_BED01_Manning_deck_gun(wp)
{
        precond
        {
                Wp:IsGunManned(SLOT_A01)
        }
        action
        {
                Wp:SetBodyPartVisibility("object2_book01", 0);
                Wp:PlayAnimationAndWait( "SQ_BED01_leave_rush" );
                Wp:SetBodyPartVisibility("A_Hat01", 1);
                Wp:SetBodyPartVisibility("A_Torso05", 1);
                Wp:SetBodyPartVisibility("A_Torso07", 0);
                Wp:Teleport("WP_A01_GUN");
                Wp:ManTheGun(SLOT_A01, "Vierling_UP_DW", ROLE_TRAV);
                Wp:ScriptCompleted();

The result is one dude sitting correctly on his ass...Now deckgun crew is probably screwed but if manage somehow to add new script...:hmm2:

gap 02-27-16 08:09 PM

Quote:

Originally Posted by vdr1981 (Post 2385016)
Well ok, but this is just a testing...
The script for deck gun crew was like this...

Which file? :03:

Any fresh news on my latest tweaks? Do you still need me to rotate that *******g bone? :O:

vdr1981 02-27-16 08:18 PM

Quote:

Originally Posted by gap (Post 2385019)
Which file? :03:

Any fresh news on my latest tweaks? Do you still need me to rotate that *******g bone? :O:

Ignore my previous post, it was this tweak...

was this...
Code:

strategy QRF_PETTY01_Manning_A01gun(wp)
{
        precond
        {
                Wp:IsGunManned(SLOT_A01)
        }
        action
        {
                Wp:SetBodyPartVisibility("A_Hat01", 1);
                Wp:SetBodyPartVisibility("A_Pants01", 1);
                Wp:SetBodyPartVisibility("A_Pants02", 0);

               
                Wp:PlayAnimationAndWait( "QRF_Petty01_leave_rush" );
                Wp:Teleport("WP_A01_GUN");
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C30) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C30_UP_DW", ROLE_GUNNER)
                endif;
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C30_2) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C30_2_UP_DW", ROLE_GUNNER)
                endif;
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C38_Twin) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C38_twin_UP_DW", ROLE_GUNNER)
                endif;
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C38_Twin_Shield) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C38_shield_twin_UP_DW", ROLE_GUNNER)
                endif;
                Wp:ScriptCompleted();

and I've added appropriately one more line taken from WP_FLAK_ GUN script...

Code:

strategy QRF_PETTY01_Manning_A01gun(wp)
{
        precond
        {
                Wp:IsGunManned(SLOT_A01)
        }
        action
        {
                Wp:SetBodyPartVisibility("A_Hat01", 1);
                Wp:SetBodyPartVisibility("A_Pants01", 1);
                Wp:SetBodyPartVisibility("A_Pants02", 0);

               
                Wp:PlayAnimationAndWait( "QRF_Petty01_leave_rush" );
                Wp:Teleport("WP_A01_GUN");
                if (Wp:GetGunType(SLOT_A01) == CANNON_Vierling) then
                        Wp:ManTheGun(SLOT_A01, "Vierling_UP_DW", ROLE_ELEV)
                endif;

                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C30) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C30_UP_DW", ROLE_GUNNER)
                endif;
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C30_2) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C30_2_UP_DW", ROLE_GUNNER)
                endif;
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C38_Twin) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C38_twin_UP_DW", ROLE_GUNNER)
                endif;
                if (Wp:GetGunType(SLOT_A01) == CANNON_20mm_C38_Twin_Shield) then
                        Wp:ManTheGun(SLOT_A01, "20mm_C38_shield_twin_UP_DW", ROLE_GUNNER)
                endif;
                Wp:ScriptCompleted();

Note that A01 light gunner in type VIIC for example is not broken also...:)

vdr1981 02-27-16 08:22 PM

Bad news regarding front A02 gunner...I've managed somehow to rotate WPA02GUN bone (not correctly though, about 60deg) but still, flipped gunner is on exactly the same place...:hmm2:

vdr1981 02-27-16 08:41 PM

Slightly better but still that front gunner is dumb or something...:D

http://s6.postimg.org/ytak3nu29/SH5_...8_02_37_53.jpg

gap 02-27-16 08:41 PM

Quote:

Originally Posted by vdr1981 (Post 2385021)
Bad news regarding front A02 gunner...I've managed somehow to rotate WPA02GUN bone (not correctly though, about 60deg) but still, flipped gunner is on exactly the same place...:hmm2:

So if you rename/remove WP_A02_GUN, the gunner disappears, but bone rotation has no effect on gunner's rotation? That's black magic :doh:

P.S: Have you tried using my file first without rotating the bone?

P.S.2: Try and move around that bone and see if its position has any effect on gunner's position.

P.S-3: I start thinking that that bone might be broken somehow. Try rotating one of the other bones; if their gunners rotate accordingly, scrap the front gunner bone, duplicate one of the other ones for replacing the former.

P.S-4: Is it possible that the two gunners in A1 and A2 must be facing the same direction, A1 taking the precedence? If nothing of the above works, try switching A1 and A2 bone names and see what happens... :hmmm:

vdr1981 02-27-16 08:52 PM

Quote:

Originally Posted by gap (Post 2385025)
So if you rename/remove WP_A02_GUN, the gunner disappears, but bone rotation has no effect on gunner's rotation? That's black magic :doh:

P.S: have you tried using my file first without rotating the bone?

Yes, it's the same, but again, maybe you should verify that...:hmmm:

Hmm, maybe fornt gunners will sit correctly if I use deck gun crew, after all, the deck gun is orientated to front side , unlike any other flak in game...:hmm2:


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