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Old 10-22-09, 08:49 PM   #1
Starforce2
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Default aircraft propellers

The animation on the aircraft propellers are controled how? Is it scripted..or in the model (meaning can the rpm be set to zero like a propller or a ship can at a stop?)

I only ask because I was thinking of creating landed versions of the H8k, pete, and PBY (not sure if it's in the stock but if it is) just to have them in harbors and such. I would think one could acomplish this by seeing how the landed H6k is done? It'd look silly to have propellers always spinning though, but I suppose one could overlook such things..
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Old 10-22-09, 08:59 PM   #2
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There is a stock, landed HK6 i think. Just reverse engineer that one with S3D and you should be on your way.

edit:

If the landed HK6 has static props, and its a seperate model from the rest of it, you could always extract that, and import it into a cloned whatever aircraft, while removing the existing props on your clone.
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Old 10-22-09, 09:06 PM   #3
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I don't think I have the ability to import the models, if i did, probably not the expertize to give the thing "stopped" propellers.
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Old 10-22-09, 09:13 PM   #4
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The funny thing is, neither do i!

I love S3D, THAT much. So long as the model is detatchable, you can always take the dat it resides in, remove it from its parent/child relationship so its by itself, strip that file clean of ALL other data, import that dat into a new one, establish a new parent/child relathionship, and then position the model where ever you want it to go.

Texture wise, you might run into a problem. One ad hoc solution is to take the textures associated with the orginal object, resize them so their really small to take up less of a footprint/resources, and bring them along for the ride in their own dat file as well.
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Old 10-22-09, 09:23 PM   #5
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Quote:
Originally Posted by Starforce2 View Post
The animation on the aircraft propellers are controled how? Is it scripted..or in the model (meaning can the rpm be set to zero like a propller or a ship can at a stop?)

I only ask because I was thinking of creating landed versions of the H8k, pete, and PBY (not sure if it's in the stock but if it is) just to have them in harbors and such. I would think one could acomplish this by seeing how the landed H6k is done? It'd look silly to have propellers always spinning though, but I suppose one could overlook such things..
There are 8 planes in the game as 3D models in library/ship parts which are the ones you see on carriers and ships that carry float planes. The landed H6K is actually a "ship" as far as the game is concerned. That is why it can be on the water.

I would think to stop the propellers, you could just delete the animations. But if you set it down it should explode.

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Old 10-22-09, 09:34 PM   #6
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but does that mean there is a difference in the model? Or is it the script that makes it a ship. I am sure the pete on the ship has a stopped propeller (though I guess if you wanted the pete to be on a taxi run, then despawna nd respawn as an airplane for a mission you'd need a spinner or it'd look rather dumb..lol)
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Old 10-22-09, 09:43 PM   #7
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Have you looked at the model's themselves in S3D? Look at the landed HK6, and then look at a normal HK6. You should see any difference in models where the propeller is concerned right away. Offhand, i don't think the propellers acutally move. If memory serves correctly, their just round disks with textures to give the appearance of movement, nothing more. However, that's just a casual, off the cuff observation, i never really looked into the props themselves.
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Old 10-22-09, 10:05 PM   #8
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Quote:
Originally Posted by Ducimus View Post
Have you looked at the model's themselves in S3D? Look at the landed HK6, and then look at a normal HK6. You should see any difference in models where the propeller is concerned right away. Offhand, i don't think the propellers acutally move. If memory serves correctly, their just round disks with textures to give the appearance of movement, nothing more. However, that's just a casual, off the cuff observation, i never really looked into the props themselves.
FWIW, you are mostly right. They are rotating disks with a built-in/artist's blur. For the aircraft that can be scripted in-campaign... there is no 3D model of propellors with individual blades attached to spinners. (It's just a convincing pseudo-propellor that you see.)

I think the only exceptions to this is maybe the static aircraft parked on the decks of various carriers in SH3/SH4.. and static 3D models of catapult-launched aircraft on various other ships.
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Old 10-22-09, 10:33 PM   #9
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Quote:
Originally Posted by Starforce2 View Post
but does that mean there is a difference in the model? Or is it the script that makes it a ship. I am sure the pete on the ship has a stopped propeller (though I guess if you wanted the pete to be on a taxi run, then despawna nd respawn as an airplane for a mission you'd need a spinner or it'd look rather dumb..lol)
There is an H6K in the Air folder and one in the Sea folder, compare them, one is an airplane, one is a ship. One flies, one floats. The floater can't fly and the flyer can't float. In other words a plane can't take off or land.

And they are right, I just looked you can't stop the propeller by stopping the animation, I was incorrect, it is NOT separate blades like the Static planes.

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Old 10-22-09, 10:45 PM   #10
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that sucks..I've seen the props move on the landed H6 in response to waves..so I was hoping it worked like a ship propeller. Althought, I am curious, could the same machanism that controls a ship propeller animation ever be be put on a plane? Even if the speed must be constant..
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Old 10-25-09, 08:03 PM   #11
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You can simply clone any existing air unit. Then, remove the animation controllers, and remove the controllers that make it an AI-plane (in .sim, something like unit_Airplane, don't remember exactly). Basically, all you need to end up with is the .DAT file, all the other files can be dropped as these are for AI-stuff, sounds etc. You can even strip of nodes for weapon payload etc. Lastly, you'll need to use a new propeller texture which is not blurred out, but there may already be one in game.

It is however advisable to reduce the number of polygons of the 3D-models for this purpose, but hey...
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Old 10-25-09, 08:38 PM   #12
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Has anyone ever had the oppertunity to suface near a landed H6k to see if it shoots back? They apparently have a max speed of 10 knotts (that I'd like to see..I think I'll do that when I make a mission just for kicks)

landed planes are unmanned and dont shoot back or move on thier own, hmmm come to think of it i never tried to have one take off but i doubt it could do that either

subs you place in missions also dont move or shoot back
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Last edited by Webster; 10-25-09 at 09:13 PM.
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Old 10-25-09, 10:14 PM   #13
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Quote:
Originally Posted by Starforce2 View Post
Has anyone ever had the oppertunity to suface near a landed H6k to see if it shoots back?
It doesn't. It just sits there. It can be fun to destroy it with the deck gun though.
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Old 10-26-09, 07:16 AM   #14
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This thread just reminded me that my first ever career kill in SH4 was a (flying) HK8 that I nailed with my crappy S-1s - not so crappy deck gun
I was well chuffed though

Sorry for going OT.
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Old 10-26-09, 09:47 AM   #15
Starforce2
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So you can indeed peg a plane with the deck gun rather than the AA? I've tried slow betty torpedo versions and H6 and H8 but figured either I just missed or certain ammo types are coded to only affect certain types of craft.

BTW, I noticed none of the equipment files seem to have guns (refering to the planes) like the ships do. *thinks realisticly armed B17* sooner or later someone will overcome the planes not shooting each other bit.
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