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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#4261 |
Ace of the Deep
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YAY!!!!!!!!!!!!!
![]() ![]() ![]() ![]() ![]() ![]() ![]() Good job, gap!!! p.s. are you trying to add AI_ controller? that might be the reason the planes don't recognize it as an enemy unit... |
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#4262 |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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I forgot to aknowledge once more you and privateer for your unvaluable assistance, and TDW for the extraordinary tool he has put in our hands. As noted many times (including our short discussion of today) GR2 Editor is still far from perfect, but with some patience, very cool things can be done with it.
![]() I gave it just generic 'AI-unit' controller, which is probably not enough for the German Stuka's to "see" the enemy balloon. I hope that giving it a proper AI plane controller will also fix the ugly shortcut to desktop that I talked about in my previous post... |
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#4263 |
Ace of the Deep
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ok, so, here is I think where the problem might be: when I try to create the Collision controller, Goblin tells me: "There is something wrong with creation of collision controller! There is no world!"
What does this mean exactly???? |
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#4264 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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On the other hand, you should check that: - if your GR2 file is named 'Mine', model, skeleton and main bone's names should also be called 'Mine'; - meshes should be named 'Mine_*', and bones that they are linked to, should have an identical name; - the collision mesh, as well as its respective bone, should be named 'DMG_Col_Mine' - equipment linking bones should be named 'cfg#*_Mine'. I have come to the conclusion that the crash issue with the balloon model might be related, at least in part, with it not following the above rules. I am now working on amending the incoherent names but, due to the file corruption issue, doing it takes time. ![]() On a side note: have you made sure that the "used in collision" box of your collision sphere is checked? The best way to check that your model can be collided, is going in free camera and trying to go through it with the camera. |
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#4265 |
Nub
![]() Join Date: Jan 2013
Posts: 2
Downloads: 10
Uploads: 0
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I've got Open Horizons 2.0, curious if I can update to 2.2 and keep playing my saved campaign.
I haven't updated yet but I'd like to. Do I need to perhaps create a new career and edit some files to keep playing with the new version? |
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#4266 |
Ace of the Deep
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Heh, the funny thing is that my model now won't load in the game... Ugh... Troubleshooting for the win
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#4267 |
Ace of the Deep
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Eh.. Dummy me. Figured out the rendering..
Now, for some reason .prt file does not work for the chain in game. Works in the goblins perfectly, but not in game. Collision is still an issue. Probably will have to see if I can follow your guidance, gap. |
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#4268 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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Do you mean the texture tiling issue? Let me know if you find anything interesting
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Make sure to follow the suggestions in my previous posts as strictly as possible, and let me know if they work ![]() |
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#4269 |
Watch
![]() Join Date: Oct 2011
Posts: 17
Downloads: 66
Uploads: 0
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Hey, thanks for this mod
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#4270 | ||
Ace of the Deep
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![]() Mine and the chain. Figured that out too. Still a bit off (for some reason the chain renderes waaaay toooo low (looks separated) from the model. In the Goblin works fine though. But I'll get there. Quote:
Now, the last thing is: the explosion and damage effects don't take place until the mine reaches bottom. The boat just kicks the mine, mine sinks and then blows up... Not exactly sure why or if its suppose to do it that way. I would assume that the explosion would be on contact. |
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#4271 | |||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Is there a reason for you changing plan about the usage of an equipment bone, instead of the MergeCtrl controller? As an aside, have you found a way to attach a FollowParent controller to the chain model? Quote:
Now, the last thing is: the explosion and damage effects don't take place until the mine reaches bottom. The boat just kicks the mine, mine sinks and then blows up... Not exactly sure why or if its suppose to do it that way. I would assume that the explosion would be on contact.[/QUOTE] Does the dat mine explode the same way? Going by the 'Mine' zone settings in Zones.cfg, the explosion effect should be triggered immediately. I can have a look into the Mine_Explosion particle generator, in case it is set to have some delay ![]() |
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#4272 |
Ace of the Deep
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the reason for the MergeCtr usage: it just seems easy as heck
![]() FollowParrent - haven't tried it, but will when I get home. In regards to if the original dat unit acts same way - that is what i'm going to check when I get home today. In regards to explosion, I also want to test it in the deeper water to see how would it work. |
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#4273 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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#4274 |
Ace of the Deep
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Haven't done too much with .eqp file before. What else will I need to do to get the equipment attached beside writing it out in the file?
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#4275 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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In your case, the type used shouldn't make much difference. That's all you need to know, I think ![]() |
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Tags |
awesome, campaign, graf zeppelin, harbour, new bases, new ships, ohii |
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