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Old 11-26-13, 04:46 PM   #4171
gap
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Originally Posted by privateer View Post
They could be made playable in SH3 and SH4. I just have no desire to follow through on that at this time.


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

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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
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Old 11-27-13, 07:00 AM   #4172
gap
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@ Trevally

Is this okay?



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
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Old 11-29-13, 01:33 PM   #4173
Madox58
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@ 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.
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Old 11-29-13, 03:56 PM   #4174
gap
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Originally Posted by privateer View Post
@ 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.
No problem

Which one do you want? The lighthouse, the barrage balloon, the 100lb bomb, the Lewis MG, or all of them?
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Old 11-29-13, 03:58 PM   #4175
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Send them all.
Better to check a bunch then just one.
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Old 11-29-13, 04:04 PM   #4176
gap
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Originally Posted by privateer View Post
Send them all.
Better to check a bunch then just one.
Okay, just give me the time to pack them
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Old 11-29-13, 04:06 PM   #4177
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If you have anything that won't import? Send them also.
That's the whole purpose.
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Old 11-29-13, 04:17 PM   #4178
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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?
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Old 11-29-13, 05:29 PM   #4179
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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.
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Old 12-01-13, 06:00 AM   #4180
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Up

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

Quote:
Originally Posted by gap View Post
@ Trevally

Is this okay?



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
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Old 12-01-13, 10:01 PM   #4181
Targor Avelany
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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
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Old 12-02-13, 07:08 AM   #4182
gap
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Quote:
Originally Posted by Targor Avelany View Post
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.

P.S: ignoring the mirrored markings and some non-matched texture seams, your model looks
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Old 12-02-13, 10:19 AM   #4183
Trevally.
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Quote:
Originally Posted by gap View Post
Up

(just in case Trevally missed that: I am still waiting for his green light )
Sorry for the long silence (TW RomeII)

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

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Old 12-02-13, 12:51 PM   #4184
gap
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Quote:
Originally Posted by Trevally. View Post
Sorry for the long silence (TW RomeII)


Quote:
Originally Posted by Trevally. View Post

The cables and fight height means that all balloons will be 1500m
The data from your links show min 600m and max 1200m
Let's see...

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
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Old 12-02-13, 01:06 PM   #4185
Targor Avelany
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Quote:
Originally Posted by gap View Post
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.

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