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Old 12-09-13, 08:43 AM   #4231
gap
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Originally Posted by Trevally. View Post
When you test it - can you also test with large groups to check performance
Good remark. Going by what Rongel has stated about dat units and game lagging, I bet that this new model will have a lesser impact on PC performance, but it must be tested anyway. By the way, are you working on a LOD model of the mine, Targor?
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Old 12-09-13, 09:57 AM   #4232
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Thank you, guys.

Trev, how large of a cluster are you talking about? 30-40?

gap, yep, I need to decide how low-poly should I go and primarily finish with this model, but yeah, I think I will have the LOD model.
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Old 12-09-13, 10:22 AM   #4233
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Originally Posted by Targor Avelany View Post
gap, yep, I need to decide how low-poly should I go and primarily finish with this model, but yeah, I think I will have the LOD model.
Well, I suppose it depends on how "high poly" is the base model and on GR2 LOD distance (never found the parameter for it). Seeing the lagging caused by the previous mine model, I would suggest stripping down the LOD as much as possible i.e, besides poly reduction, no normal map assigned and (if you don't plan to give the new model configurable multiple skins) heavily compressed/reduced in size diffuse-AO map.
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Old 12-09-13, 12:41 PM   #4234
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Originally Posted by Targor Avelany View Post
Thank you, guys.

Trev, how large of a cluster are you talking about? 30-40?

gap, yep, I need to decide how low-poly should I go and primarily finish with this model, but yeah, I think I will have the LOD model.
if you can test with 200 mines, 2 ships and land all within 30km radius
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Old 12-09-13, 12:45 PM   #4235
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Originally Posted by Trevally. View Post
if you can test with 200 mines, 2 ships and land all within 30km radius
Ok, once I finish w/ the .zon file, I'll test it with that number. Will be amusing to see the results, tehe
Especially when someone runs into one of those
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Old 12-10-13, 09:49 AM   #4236
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Trev, would it be possible to ask you to create a test mission? I seem to have some problems with understanding how to create minefields. If you can just use the .dat mine to create the mission, that is going to be perfect.
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Old 12-10-13, 10:20 AM   #4237
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Originally Posted by Targor Avelany View Post
Trev, would it be possible to ask you to create a test mission? I seem to have some problems with understanding how to create minefields. If you can just use the .dat mine to create the mission, that is going to be perfect.
Aren't mines dealed with as any other unit in game? To arrange them properly you should group them in a "convoy" and pick the wanted spacing and number of rows/columns from the appropriate ME menu
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Old 12-10-13, 11:21 AM   #4238
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Originally Posted by gap View Post
Aren't mines dealed with as any other unit in game? To arrange them properly you should group them in a "convoy" and pick the wanted spacing and number of rows/columns from the appropriate ME menu
Not sure. I tried that, but that means that I have to set up the chain and the mine separately.

Plus, I think I messed up somewhere with the size... My mine is bigger then uboat atm. Kind of a scary sight.

@Trevally, what were the measurements for the original mine in gameworld? 1m diameter? or bigger/smaller?
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Old 12-10-13, 01:08 PM   #4239
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Not sure. I tried that, but that means that I have to set up the chain and the mine separately.
I don't get you. Isn't the chain part of the mine model? If not, you can join the two parts using a prt file with a MergeCtrl controller appropriately set (same as bolts, if you decide to add the to your model)

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Plus, I think I messed up somewhere with the size... My mine is bigger then uboat atm. Kind of a scary sight.


Quote:
Originally Posted by Targor Avelany View Post
@Trevally, what were the measurements for the original mine in gameworld? 1m diameter? or bigger/smaller?
2.5 m, if I got it right.

The diameter of your mine should be 1 m = 0.1 units in Wings3d. I think Wings uses the same unit as 3ds Max
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Old 12-10-13, 01:16 PM   #4240
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Originally Posted by gap View Post
I don't get you. Isn't the chain part of the mine model? If not, you can join the two parts using a prt file with a MergeCtrl controller appropriately set
That is why I am asking, because I am not exactly sure how it is done with .dat files for original mine. So far - it is not directly part of the mine. Also it is not mentioned in eqp file.

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Originally Posted by gap View Post
2.5 m, if I got it right.

The diameter of your mine should be 1 m = 0.1 units in Wings3d. I think Wings uses the same unit as 3ds Max
Perfect. In that case everything makes sense. I'm off by about 0.1.
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Old 12-10-13, 01:36 PM   #4241
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Originally Posted by Targor Avelany View Post
That is why I am asking, because I am not exactly sure how it is done with .dat files for original mine. So far - it is not directly part of the mine. Also it is not mentioned in eqp file.
I have just had a look into OH's mines. There are three of them: Floating_Mine, Floating_Mine_Chain and Floating_Mine_Chain_16. The first one has no chain, the second and the third have the chain as a child of the main model, directly in the same dat file (dunno what is the difference among _Chain and _Chain_16 though). I have no idea whether the the three of them are used in campaign or not, and how/where. Better waiting for a reply by Trevally on it.

As for adding the chain to your model, you have three ways:

- adding it straight to the same GR2 file (likewise the original dat models), if you have still empty meshes;

- using the MergeCtrl method that I told you before;

- through eqp file.

If you have time, you could experiment a bit with the ObjectPendulum or the FollowParent controllers (the latter is the controller actually used on the dat _Chain mines), so to keep the chain more or less perpendicular while the rest of the model is swinging.
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Old 12-10-13, 01:47 PM   #4242
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Quote:
Originally Posted by gap View Post
I have just had a look into OH's mines. There are three of them: Floating_Mine, Floating_Mine_Chain and Floating_Mine_Chain_16. The first one has no chain, the second and the third have the chain as a child of the main model, directly in the same dat file (dunno what is the difference among _Chain and _Chain_16 though). I have no idea whether the the three of them are used in campaign or not, and how/where. Better waiting for a reply by Trevally on it.

As for adding the chain to your model, you have three ways:

- adding it straight to the same GR2 file (likewise the original dat models), if you have still empty meshes;

- using the MergeCtrl method that I told you before;

- through eqp file.

If you have time, you could experiment a bit with the ObjectPendulum or the FollowParent controllers (the latter is the controller actually used on the dat _Chain mines), so to keep the chain more or less perpendicular while the rest of the model is swinging.
Awesome. Lol, I kept looking at the Floating_mine and completely ignored the other two
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Old 12-10-13, 02:03 PM   #4243
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Originally Posted by Targor Avelany View Post
Awesome. Lol, I kept looking at the Floating_mine and completely ignored the other two
I thought as much! I even started thinking that you had not OH on your system

P.S (in case you didn't see it before):

Quote:
Originally Posted by gap View Post
...you can join the two parts using a prt file with a MergeCtrl controller appropriately set (same as bolts, if you decide to add them to your model)
Making the bolts external to your model would enable you to use the same mesh for all of them, thus avoiding unnecessary load on the gpu. The only annoyance would be creating as many bones as the bolts you want to add, and the trigonometry required for placing them on a perfect circle and at a regular spacing
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Old 12-10-13, 02:07 PM   #4244
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Quote:
Originally Posted by gap View Post
I thought as much! I even started thinking that you had not OH on your system

P.S (in case you didn't see it before):



Making the bolts external to your model would enable you to use the same mesh for all of them, thus avoiding unnecessary load on the gpu. The only annoyance would be creating as many bones as the bolts you want to add, and the trigonometry required for placing them on a perfect circle
I saw it
I think making the chain that way will be a good idea. I think the mine can live without the bolts though
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Old 12-10-13, 02:19 PM   #4245
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Hi guys

here is a test mission for your mines:-
http://www.4sync.com/archive/H8aqoxp-/MineTest.html

I use the chain 16m mine for OHII
this is because a floating mine will take out traffic


mine size - yes 2 to 2.5m
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