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Author Topic: Dead.sim and object not 'dying'  (Read 12728 times)

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Mission_bug

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Re: Dead.sim and object not 'dying'
« Reply #36 on: February 21, 2016, 04:04:21 AM »

Hello guys, glad to know the shadow fix worked for you. 8)

As I mentioned to Eugene I did some experiments to see if I could make a dead model work but it proved difficult.

For it to work the object needs to be pinned to the ground and with the current 3D I could not get it to work properly
because when the mesh was opened in gmax it was positioned midway in the view which meant half of it was below
ground so to speak.

Here we see it imported into gmax, notice the grid is what I would call the floor or
Ground in IL-2 if you like and the tower is buried half way under:




When I work on these objects I first make sure they are the right way up ie, not led on their side or upside down
and stood on the line in gmax I consider the ground so there should then be no need to use the Matrix tool to change
the coordinates in game as they should automatically be stood on the ground when I eventually add the object to a
scene in IL-2.


Here is what I mean:




This model has already been completely retextured again and certain parts had to be separated from the model to add the
roof sections.  To do the shadow I could just have added one from the outset I think and it would have worked but I wanted
the complete block for investigations so I did it complete.

Please note with the shadow statement I usually already have re applied the textures anyway before I get to that point of
needing a shadow, there are even certain instances where I just export it without but I digress.

So back to the experiment.

I tried to make a complete shape of the building without a texture as per the KevinP tutorial and set that 0.5 below the building, that
should activate the process of destroying the building in that it will now take damage.

The parts were extracted and added to the mesh but when the object was added to a map there was no sign of it but if I added a hit
box from say a small building all would show.
I thought I was doing something wrong but eventually I thought about reducing the size of the hit box and eventually it worked but it
was a shape certainly lower than half way down the building.

Way to go:



This was tried a few times at different heights and in each the aircraft went straight through the object until I tried
it closer to the ground.

As you can see my aircraft disintegrated but there was no response form the building, I had set up a darkened texture
and allocated the necessary meshes to show it.

The experiment now throws up other questions, just what kind of force is needed to activate the dead model as we would
normally see?

My intention was not to actually destroy the building to a point where it becomes rubble merely to have a texture showing
scorch marks and broken glass to represent the fact it had been damaged.

So with most of a day and night spent investigating it there were still unanswered questions.
How much weapon damage does it need?  Is that determined by the size of the object?  Is it even possible to do that in IL-2
with a building that size?

My tests were not conclusive and I was getting bogged down in the experiment to the detriment of other things so please forgive
me for not pursuing this any further at the moment, I might later but then again I might not as I will have to then do the above
to how many different models there are and as some are set at different levels to give different size buildings the dead model
might not work anyway.

I am no authority on this guys so someone will most likely disprove the results I show, however, my other projects work and
it certainly did in this experiment.

Your best friend is the KevinP buildings tutorial, it is very good, this map is Manam from the map tutorial and somewhere at the
side of one of the the hangars is a barn that was the test piece from the buildings tutorial. ;)

And guess what guys, I just used up another morning trying to share the experiment with you in the hope it could help any further
projects, so please do not think me ignorant in anyway if I now abstain from any further posts in this thread. :P


Take care guys.

Wishing you all the very best, Pete. ;D
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SAS~Malone

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Re: Dead.sim and object not 'dying'
« Reply #37 on: March 01, 2016, 07:28:08 AM »

a lot of interesting questions, and nice experiments here, Pete.
from my side, one of the things that bothers me more than the building having a dead/damaged version, and maybe this will largely be reduced by even the small 'hitbox' area of the building, is that ground units just shoot straight through it, and hit anything on the other side, as if the building simply wasn't there.
now i know most ground units will fire regardless of an object being in the way, but perhaps if we make the building object quite tough to destroy, it will improve that situation.
not sure.
experimentation will continue.
i have pretty much finished with my U-boat crew mod, the only thing left i'd like to do  is to add some dead versions of crew. i have got some useful info on how to go about this, but still need to try it out, as i'm still finding my way with this hier editing stuff, lol :D
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SAS~Malone

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Re: Dead.sim and object not 'dying'
« Reply #38 on: March 09, 2016, 01:24:47 AM »

a question for western (or anyone else who might be able to answer it), regarding the info you gave in reply #8 of this thread - let me just paste it in here for easy reference -

Quote
The mesh node named with postfix "_x" is a hidden part when damaged.
In that U-Boat MOD, these entries are so.

Code: [Select]
[VIICU124_Srf:Part7]
BaseChunk WireF_x
strengthBasedOnThisSection strength_HullTiny

[VIICU124_Srf:Part8]
BaseChunk WireT_x
strengthBasedOnThisSection strength_HullTiny

When WireF_x or WireT_x is damaged, it will be hidden and preparing hidden mesh node is not needed.
This function is also used small gunners like 25mm or 20mm , 12.7mm.
They are named "Head10_x" and "Gun10_x".

When you want damaged crews with red blood and falling down, preparing that 3D mesh data file and hier.him node with its name postfix "_dmg" and Hidden.
Like in hier.him

Code: [Select]
[crewA]
Mesh crewA
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1  10.5 0.0 2.55
CollisionObject crewA
[crewA_dmg]
Mesh crewA_dmg
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1  10.5 0.0 2.55
Hidden
[crewB]
Mesh crewB
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1  -2.2 0.0 2.55
CollisionObject crewB
[crewB_dmg]
Mesh crewB_dmg
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1  -2.2 0.0 2.55
Hidden

and ships.ini
Code: [Select]

[VIICU124_Srf:Part9]
BaseChunk crewA
strengthBasedOnThisSection strength_HullTiny

[VIICU124_Srf:Part10]
BaseChunk crewB
strengthBasedOnThisSection strength_HullTiny

When the crewA is damaged, crewA.msh is turned-off (hidden) and crewA_dmg.msh is turn-on (shown).
crewB is also.

i need the dead gunners to die only when the gun itself is destroyed - to avoid cases where the gun might continue firing when the gunner is replaced by a dead mesh.
so, i understand that the gunner mesh is attached to the gun itself (via Parent entry in him file) in order for the gunner to rotate with the gun.
so, i guess my question is: how do i make sure that the gunner only 'dies' when the gun itself is destroyed?
thanks in advance for any assist. :)
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Mission_bug

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Re: Dead.sim and object not 'dying'
« Reply #39 on: July 14, 2017, 05:18:43 AM »

Hello guys, sorry to open up a old disscussion but further tests were made on the Skyscraper objects finally. ;)


Okay, the subject of hit boxes (Co-Common) came up again in a discussion and so I decided to try and conclude the test
I did here on the skyscraper.

Previously, I set up a Co-Common the height of the skyscraper and the damage effect would not work, objects
would go through, the only way it worked was to use a smaller version for the base.

Mandrill suggested in a recent conversation that stacking these smaller versions on top of one another to the
full height of the skyscraper might work so I tried it, sadly no go.


I took the hit box from this smaller building from one of the AviaSkins maps, object made by Molva I think and
loaded it into gmax because I knew it worked. This was then cloned stacking the first to the height of the object
and extracted, each made up five Co-Common in the skyscraper object.  They were experimented on in various
ways without success, the only attempt that worked was using the original on its own.

The other tall object in this image is also fly through so it would seem that my earlier thought on this was correct
and above a certain height it is not possible to make these kind of buildings enter the destroyed state if anything
comes into contact with them except to the height of the smaller building here, there might be objects slightly taller
in game that work but this seems about the limit, possibly 1.C coded it that way.



So in the case of these particularly large buildings it would appear the only option available would be a hit box the same height as
the smaller building, that in conjunction with a dedicated dead model and texture could possibly work for scenarios where
the area is suffering from a major air or ground bombardment and the base of the building is hit.


This brings us to a further test I carried out, this time trying to cut a tunnel through Mount Suribachi:



Now if you fly the Iwa Jima map and are foolish enough to fly into it then you are a dead pilot, I tried it so know the rock
acts as you would expect in game. :D

Okay, so I tried to set up my extracted object in game, some frustrating time elapsed while I was able to figure out why
I could not get it to show at first, I was using the wrong entries from Suribachi.  They did not work because that entry
does not actually name the mesh and that object itself is stored in a folder the game did not recognise because the
entry was for Mountain whereas other objects use House.


So with it in game finally and two separate Co-Common added I tried a experiment to see if the hit boxes would work, again
as per the skyscraper it was no go. ::(

I then pulled Suribachi from the objects folder and set that as a house and added it to the game as any other object just to see
if the unaltered mountain would have a working hit box, again no go, looks like this is the case for anything added as a object
in the normal way that is what could be considered excessive in scale compared to normal game objects.

So, what about trying to make my object like Suribachi and using it in the map maker?  Well I tried, following all the naming and
folder conventions I could see, sadly it does not recognise my new object.

I cannot then add Suribachi in the normal object way unless I alter the naming convention and the dead function does not work, my
object cannot it seems be made like that mountain to appear in the map maker.

My thoughts on this for what they are worth is that Suribachi is coded into the game in some way that allows it to function as any
other part of the terrain does, you hit it you are toast.  Where or how is that done?

There is a class for mountain in the dumped classes, however, there is no mention that I can find of Suribachi in it or anywhere else
in the games dumped classes, is it hard coded somewhere deeper in the game and cannot be accessed?


The tests actually throw out more questions and nothing much in the way of answers, this is I think something only the code specialists
here can find the answer to, I have gone as far as I can with the experiment.  Maybe I can add the Co-Common to each skyscraper
but it would still need a decent damage mesh and texture to experiment on further as to whether or not it will work, say in a city under
siege scenario where rockets and bombs can be guaranteed to impact at least that lower level of the building and produce a effect.


Take care.


Wishing you all the very best, Pete. ;D

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Mission_bug

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Re: Dead.sim and object not 'dying'
« Reply #40 on: July 15, 2017, 07:33:13 AM »

Hello again, it seems that with further testing it is actually possible to destroy your aircraft if you run into these mountain
objects I described in the previous post, however, to do so you must be at around ground level up to around 100 hundred
metres or just above. ;)

While testing objects on the map I noticed the vehicles around the base of the hill were actually bouncing off the object and also
a mishap while driving the Jeep through the tunnel and destroying it alerted me to the fact the Co-Common did work where
I previously thought not, the height restriction though still stands, if you are low flying you can still go through the object unlike
in the Iwa Jima test. :D 

Strange thing with the incident while driving the Jeep through the tunnel is I was no where near a Co-Common as the tunnel
does not have one, what the fuck did I hit. o_O









The first image is the Surabachi with no alterations, the second my version with a tunnel and two Co-Common:






Anyway, enough, I have other things to do.


Wishing you all the very best, Pete. ;D
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Mission_bug

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Re: Dead.sim and object not 'dying'
« Reply #41 on: September 30, 2017, 03:34:07 PM »

I have been working on a power station project this week and  while testing the damage model of one of the smoke stacks I realised
it was roughly the same size in height as the Mapfre building shown in some of the tests above. o_O

I was able to get the dead model to activate with that object so took the Co Common used on it and tranffered it to the Mapfre building:






The damage texture is my adaption of what is I think a Max texture, sorry Max it was just for testing. :-[

I realised that in the previous tests I had issues with the structure of the folders used and I think it lead to some false
conclusions on previous tests and as you see it is possible to have a tall building activate a damage texture.


The main findings still apply, this particular block had to be set on the line, ground zero in the 3D programme, so that when
added to the game the Co Common will activate.

To confirm this I re-named it from the existing game objects and placed it in a folder of its own.

You cannot activate the dead model by flying into the tower at hight, the effect above is from combat vehicles in and around
the object.

The existing set of buildings used the Align Height entry to make certain buildings smaller than the others, in these instances
the damage effect will not work.

Going forward it seems that each of the buildings in the existing set would need to be loaded into a 3D programme and have
the height adjusted in there and each texture re-applied to give us a few different buildings, providing that is the texture
would adapt to the smaller geometry.

Anyway, the subject of the original question is still not fully answered and it seems with each project new questions and
answers turn up.

I tend to use the various Co Common from the KevinP tutorials and these seem to be the best way, find the amount of faces
in the Co Common you make and go find one he has to add your entries to.  In the case of the skyscraper above less was
better, testing continues when time permits.


Wishing you all the very best, Pete. ;D
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Zoran395

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Re: Dead.sim and object not 'dying'
« Reply #42 on: September 30, 2017, 04:22:42 PM »

Hi Pete,

Just a couple of things:
Quote
The existing set of buildings used the Align Height entry to make certain buildings smaller than the others, in these instances
the damage effect will not work.
You get funny results with the shadow as well, if you drop a building into the ground without modifying the original shadow mesh.

Quote
I tend to use the various Co Common from the KevinP tutorials and these seem to be the best way, find the amount of faces
in the Co Common you make and go find one he has to add your entries to.
Do you mean this is just a Notepad kind of exercise for you?
Maybe I missed something...
In GMax creating a box-like thing and naming it the way the game recognises a collision model ("*_b0p0") is pretty fast.

When I was doing bridges, I used three separate boxes, eventually combined, one for the top of the bridge and two for the piles: the jeep drives under the bridge all right (no explosion!) if you drive carefully and miss the bridge's piles.
 
Quote
Going forward it seems that each of the buildings in the existing set would need to be loaded into a 3D programme and have
the height adjusted in there and each texture re-applied to give us a few different buildings, providing that is the texture
would adapt to the smaller geometry.
I have been through a lot of Finland/Leningrad/Moscow objects, to fix the textures, change LODs and so on. The only way was to get my hands dirty and dive in GMax.

In the end a simple structure, the respect of naming conventions, separate objects for undamaged and damaged (each with their own collision + shadow models) gets the job done.
I am not saying though that this is a fast process!!

In short KevinP Co Common technique seems a very convoluted way of doing things to me.

Have fun with your power station!
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Mission_bug

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Re: Dead.sim and object not 'dying'
« Reply #43 on: October 01, 2017, 02:06:54 AM »

Hello Zoran395, no not just a 'Notepad kind of exercise', most of the things I work with are sent to me or are in a large collection of abandoned projects such as the AviaSkins vehicles.  This means I have to load them up in in gmax to create the Co Common so it fits the object rather than borrowing from other objects.  What I found was that in some cases I could use a entry from something else and copy the entries from my box into them but they did not always work so I had to use the KevinP entries.  Not sure what the issue was but those entries are very useful.


With the high rise building I found using a shape with less faces borrowed from the other project and stretched to the height worked okay, however, using the shape of the building itself with more faces would not. o_O

Nothing seems straight forward in this game. :D


The technique you used for bridges I have also used with large hangars so vehicles and aircraft can move through, more work I agree, the benefit is that the hangar or bridge is far more useful to the player so I do not mind the extra work.

I must get around to making LODs for the things I work on, something I have not tried to construct yet as I have usually had a lot of items to make game ready so just concentrate on the shadows and hit boxes. 

Your work on the Finland/Leningrad/Moscow objects is superb, without your contribution and that of others our maps would look much worse, surprising how even such a old game as this can be improved.


The power station now has the shadows and Co Common but is without LODs, I will have to find time to do them.  With the power station more or less game ready that whole project and the maps are nearly complete I suppose, although there are still items from the vehicle pack that need to be painted for use in the project, good job the 3D artist went to university as it has taken years just to get to where we are now.

That project has brought so many new modern objects to the game, maps, buildings, play ground utilities, vehicles and even the helicopters and fixed wing aircraft and has inspired many 3D and paining artists to contribute, will be a shame to see it finished in some respects.


Take care.

Wishing you all the very best, Pete. ;D
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Zoran395

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Re: Dead.sim and object not 'dying'
« Reply #44 on: October 01, 2017, 04:02:31 AM »

Thank you Pete for your very thorough reply.

LODs are probably less important for objects used in missions only or in very limited numbers on maps.

I got into GMax because I did not have the objects I wanted. I probably spent 4 or 5 months creating/fixing buildings or air plates, with custom textures also created. It is pretty cool stuff, getting the gist of both GMax and Gimp but I was not really progressing my map!

I wish I could clone myself in (at least) three:
- Zoran "I" does the population and texturing of the map.
- Zoran "II" creates new 3D/2D objects.
- Zoran "III" collaborates with the folks at Aviaskins.
Talk about schizophrenia!

The objects I have created will be published when I get the alpha version of the map out. There is still a lot to clean, especially the ones I did first (they are not that "pure").
With the map issue, I am thinking about packing the GMax files as well so that anybody can load and tweak the 3Ds or textures without having to import first and re-map everything. When I say anybody... hem...
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Mission_bug

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Re: Dead.sim and object not 'dying'
« Reply #45 on: October 01, 2017, 11:58:01 AM »

Hello Zoran, doing all the work on a map can be extremely time consuming if you try to do it all yourself. ;)


Best way is to assemble a group of like minded individuals and work together, each doing the part they feel
most comfortable with and leaving to others what you cannot or do not want to do, spread the work or it can
seemingly take over your whole life.

The only things I have built specifically for a map were the test objects from the KevinP tutorials, Manam map first
then the barn followed by each of the runway plates, you will usually see them in images I post of object work I am testing. ;)

I would reccomend the KevinP tutorials to anyone as a first step, not sure if they were ever translated into other than English
but they should be, once you get through them you can find your own way of doing things.

Besides putting together the Vietnam colonial map and altering others, most of my time has been used to add objects
others have made into the game whether made for IL-2 or from other games that I have converted.

Because there were so many various items I concentrated just on conversion and adding shadows and Co Commons so
many still need work to bring them to the full game standard, thankfully Mstislav did most of the painting for the AviaSkins
objects and others were already done.

Besides that I lost track of the aircraft I worked on that others made, usually I provided slots and other things, I even found
some time for my own Lysander model that was built from a drawing.


Anyway, I wish you luck with the project, I am sure it will be awesome and I eagerly await it.

Wishing you all the very best, Pete. ;D
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