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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#106 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
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#107 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Shouldn't work, mines can be easily converted to the GR2 format which surely supports LOD models. For ships it would more complicated though
![]() Fingers crossed |
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#108 |
Ace of the Deep
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Once I'll finish with the Balloons I'll work on the mines & getting ships into the GR2s.
Unfortunately, with my extremely limited time availability, it is a slow process... |
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#109 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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Since you introduced the argument, Targor, any anticipation on the balloon? ![]() How is your work coming along? Have you discovered the cause of the texture mapping corruption? Today, while looking into OH's mines, I have discovered that their chains own a FollowParent controller, probably for making them to wave realistically around their anchoring point. Maybe we you should look into them and set the GR2 balloon for use of the said controller ![]() |
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#110 | |
Ace of the Deep
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The balloon is essentially ready and I am just finishing everything up and making sure that it is more than prepared for any further modification: renaming of skeleton/bones, proper positioning, material names and meshes. GR2 Editor is still very unstable when you do any of the changes and it is extremely hard sometimes to predict which change will break the file, so I have to save/close/reopen the file after each change and that is one of the reasons why it takes so long. In regards to the mines: I've looked over the documents that you gave me on the WW2 mines and done some other research, but there are just no mines like the ones in OH2 (at least not that I can find). I can be wrong - in which case I would greatly appreciate the info/source, so I could match it to that. I also might re-do the mines with a completely new mesh model and will just pick one of the bottom-chained mines that were used most throughout WW2 or even WW1 (as it seems lots of WW1 mines were used). |
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#111 | ||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
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The anchoring point of the balloon should be the bottom part of the central cable. This should also be the pivot around which the balloon should "fluctuate", if possible. I was also planning to use the same model with some minor modification for ship-borne balloons (in dat format at the moment). In this case the balloon and the cable shouldn't be affected by ship's pitch and roll, always keeping the vertical. Not sure how to do it though. Maybe an object pendulum controller?
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Besides the document I have pointed you to, there are many other WWII ordnance manuals available on the web, many of them with detailed original drawings. The most complete on-line collection of originaldocuments I have found so far is Grenades, mines and bobytraps. In addition, I suggest you becoming a memeber of the Accurate Model Parts forum. Model builders ar probably more fastidious that us subsim gamers, when it comes to details. The website above is full of pictures and drawings showing WWII weapons in every detail. It got even a German U-boat section where you coud probably more that one interesting clue for your u-boat type IX project! ![]() Getting back to the main topicc, I am sure that in the aforementioned sources we will find all we need to create some realistic WWII mine. Would be cool having at least one model for each of the main Nations involved in WWII. I will be glad to cooperate with you on this project, both through 3d modelling and GR2 Editor work ![]() |
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#112 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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So I think now that the problem isn't with the too detailed mines, it just the amount of them. There is about 30 mine cluster nodes in the minefield, each node has 50 mines (!) so to total number is 1500 mines. Of course it's a large area and only some of them are loaded from the memory. But my bet is that only removing some of them will help, as the problem only exists in the NavMap. And finally, it's not that big problem, there are many worse! |
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#113 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
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Okay Rongel, thanks for testing. I have just a question: were the "real" mines actually replaced by my LOD pyramids at far distance, or not? Have you looked for them in external view?
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#114 | ||||
Ace of the Deep
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I also agree with you on the mines: I love the OH2 mine, but it is not realistic. As a result what I think my first step will be is to create a model that is close to the mine with spikes similar to OH2, but base it's size/shape on a real mine. |
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#115 | |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
Downloads: 174
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About the pitch/roll, it seems that there is not much we can do by editing the submarines physics, they are quite carefully stabilized, weird things start to happen if you mess with them. So editing the sea (sim.cfg) seems to be the way to go. And also depth charge shakes seem to be almost impossible to make by editing DC files, or submarine physics. To get the right effet, we need more powerful tools and probably TDW himself! There was atleast some progress today, I found out that 7b and 7c submarines are missing some conning tower effects. The conning tower splash wave is assigned to only one tower, others were missing it! But with the help of TDW's editor, it is now fixed as you can see here: ![]() I also edited the effect a bit, now the trigger area is the whole conning tower, so big waves can cause splashes right in your face! ![]() |
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#116 |
Grey Wolf
![]() Join Date: May 2008
Location: DB85
Posts: 804
Downloads: 166
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Beautiful, pic. Makes me wish that my SH5 was working... Hurry up with the mod!!! LOL j/k
On a serious note: I am almost done going through my graphic files so you should get an updated version soon (hopefully) after this weekend. |
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#117 |
Stowaway
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I think I tried that in SH3 with the first Balloons hooked to ships.
![]() I do recall flipping ships when balloons started swaying! ![]() @Rongel, That is a beautiful picture! ![]() What would work (even in SH3/4) is to do a keyframe animation thing to give them motion beyound just what they get from the attachment point. We didn't know how to do that back then but it's easy to do now. Last edited by Madox58; 10-23-13 at 03:33 PM. |
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#118 | |
Ace of the Deep
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#119 |
Stowaway
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Yes. It would need to be done in a dat file format. For now.
I have figured out much of the GR2 animation format used in SH5 so it's just a matter of time and codeing skills to open those up to modding. The Expotron thing might work for the whole deal. RAD hates that release but I see AOE3 people and many others still useing it and I get the feeling RAD gave up trying to stop that. |
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#120 | ||||||||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() @ privater I had called the lod dat files Floating_Mine_LOD, Floating_Mine_Chain_LOD, etc, and put them in the folders of their main units... Quote:
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I was also looking for a controller making its owner object motion or wind aligned, similar to what can be done with particle generators. ![]() Quote:
Okay, I think we can use static GR2 models for land-based balloons, and anmated dat models for shipborne balloons. What do you think Targor? Quote:
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![]() Last edited by gap; 10-23-13 at 05:13 PM. |
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