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Old 12-12-13, 06:53 PM   #4261
Targor Avelany
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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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Old 12-12-13, 07:04 PM   #4262
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YAY!!!!!!!!!!!!!

Good job, gap!!!
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.

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p.s. are you trying to add AI_ controller? that might be the reason the planes don't recognize it as an enemy unit...
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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Old 12-12-13, 08:02 PM   #4263
Targor Avelany
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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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Old 12-12-13, 08:32 PM   #4264
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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????
I had the same message myself, but I think you can just ignore it: as a test, I tried giving a new collisionable object controller to one of the stock units, and the very same message popped up, which leads me to think that, supposed that there is a problem, it is not connected with something wrong in the GR2 file.

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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Old 12-12-13, 08:55 PM   #4265
pigzippa47
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Default OH 2.2 Saved from Previous Version

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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Old 12-12-13, 10:16 PM   #4266
Targor Avelany
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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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Old 12-13-13, 03:11 AM   #4267
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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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Old 12-13-13, 09:13 AM   #4268
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Eh.. Dummy me. Figured out the rendering..
Do you mean the texture tiling issue? Let me know if you find anything interesting

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Now, for some reason .prt file does not work for the chain in game. Works in the goblins perfectly, but not in game.
Which parts are you trying to link together?

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Collision is still an issue. Probably will have to see if I can follow your guidance, gap.
That is weird. SH collision detection is relatively simple. Stripped down to its essential parts, the collision model used in game only requires a collisionable object controller and a number of collision spheres. An unit doesn't necessarily need to be liable to damage, for being collisionable: see OH's whale for an example.

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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Old 12-13-13, 10:51 AM   #4269
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Hey, thanks for this mod
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Old 12-13-13, 11:29 AM   #4270
Targor Avelany
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Do you mean the texture tiling issue? Let me know if you find anything interesting
No, the model was not created in game at all. But it was my idiotic mistake: properly writing out the path to the model is the key

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Which parts are you trying to link together?
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.

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That is weird. SH collision detection is relatively simple. Stripped down to its essential parts, the collision model used in game only requires a collisionable object controller and a number of collision spheres. An unit doesn't necessarily need to be liable to damage, for being collisionable: see OH's whale for an example.

Make sure to follow the suggestions in my previous posts as strictly as possible, and let me know if they work
Have no clue exactly what has changed, but the collision now works. And the boat gets damaged.
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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Old 12-13-13, 03:26 PM   #4271
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No, the model was not created in game at all. But it was my idiotic mistake: properly writing out the path to the model is the key
I see

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Originally Posted by Targor Avelany View Post
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.


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?

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Have no clue exactly what has changed, but the collision now works. And the boat gets damaged.

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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Old 12-13-13, 03:33 PM   #4272
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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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Old 12-13-13, 04:24 PM   #4273
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the reason for the MergeCtr usage: it just seems easy as heck
yep, the one advantage of setting the chain as a configurable equipment is that, if Trevally is going to need chainless mines, or mines with chain of different lengths, it woul be easy creating proxy copies of your model (without having to physically clone its GR2 file), and equipping them with the appropriate chain model, or with no chain at all.

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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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Old 12-14-13, 02:03 PM   #4274
Targor Avelany
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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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Old 12-14-13, 02:18 PM   #4275
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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?
Place the GR2 file containing the chain model in the library folder, and reference the name of its main bone in mine unit's eqp file (pointing it to the right cfg# bone in Mine's GR2). There are many types of equipment linking bones (for sensors, guns, searchlights, cargo, crew, etc), each denoted by its own letter.
In your case, the type used shouldn't make much difference. That's all you need to know, I think
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