Gentlemen as some of you know I’m working on a 3d model of the Nebelwerfer 42 and my intention is to add it as a fully functional artillery piece to the game.
The LOD0 is ready (859 Polys/1933 Triangles) I have readed a lot about unwrapping and texturing and I'm getting the idea... but my weakest point is the understanding of the game requirements for an object of this nature to work in the game, so please can some experienced SAS modder tell me if my understanding of the requirements so far is right or wrong based on the following conclusions that reflect what I have learned from studying various working samples.
1-To create a proper working artillery piece [Nstationary in the FMB jargon] I need the following:a.A scene called "Body" (whose sole model is the gun's carriage) That contains a collision box, a box called "Ground_Lev" and three LODs of the carriage with their respective shadow models, all of them pointing to the negative Y axis from the top view.
b. A scene called "Gun" (whose sole model is the gun's barrel) it must contain a dummy object called "Gun <BASE>" , three LODs of the barrel with their respective shadow models, all of them pointing to the positive X axis from the top view, with their pivot point located in the barrel's rotation axes and centered in the 0,0,0 coordinates.
Question: The "Gun <BASE>" object defines the rotation axes of the gun?c. A scene called "Head" (whose sole model is the gun's elevating and traverse gears) it must contain a box called "SmokeHead ", three LODs of the Head with their respective shadow models, all of them pointing to the positive X axis from the top view, with their pivot point located in the barrel's rotation axes and centered in the 0,0,0 coordinates.
Question: Is the "SmokeHead" an effect emitter or is it used to define the horizontal rotation axis?d. A scene called "Dead" it must contain the objects called: Gun <BASE>,SmokeHead, Ground_Lev, an object called "collision", Three LOD's of the destroyed version of the object with a shadow model for each LOD, all of them in a hierarchy tree under a parent object called [Dead] (presumably a 3DS max dummy object).
e. A scene called "Hier" which contains all the components of the artillery piece, with the same alignment, and pivot point locations that in the previous "Scenes/Meshes", but this time with a proper hierarchy tree created for every main component, with an object called [_ROOT_] located at the top of the hierarchy and centered at the 0,0,0, coordinates, like this:

f. A texture set for every LOD starting with a 512*512 texture for the LOD0.
g. A texture set for every LOD of the “dead” mesh starting with a 512*512 texture for the LOD0.
Question: And here is where the things become hairy, there is any standard for the names of the textures and the materials?h. The following picture shows the textures and materials for the MG42 (Summer), can someone please explain me which is the function and settings of the materials, in this case.
g.Question: Which is the function of the “Dead.sim” file and its relation with the object called “Collision” present in the “Dead” mesh ?
2-I just started to learn Java but I know from what I have seen that all mods that insert a new working 3d model in the game contain various files with names like “1A3CA07826860054” these of course are
classes, can someone please explain me which is the content of these files?, does it follow a standard pattern according to the expected behaviour (Aircraft,gun,vehicle) of the new 3d model or every object requires special programation according to its characteristics to make it work?, and more importantly how can I decompile and/or create these files to study them?
3-Can someone please explain me which is the function of the following files in the game (I have always used Modpacks so my experience with them is small):
Stationary.ini
technics.ini
technics.properties
4-I have a lot of questions, but I know that this is a long path for me to follow, and its better to digest small bits of information at every step, but... is the following plan a good plan to follow, to successfully finish this project:
A-Unwrap the LODs for the normal and destroyed versions of the model.
B-Paint and apply all the textures.
C-Export the model using the buggy buggy exporter.
D-Test it with the great Stainless’s “IL2Modder” tool.
E-Ask someone to create the Classes and additional file lines for the object.
F-Test the object in the game
G-Release it.
Hell, its a shame that we lack the proper official documentation to mod Il-2 1946 (I love SDK’s), Its a a really long learning curve and a big deal of old posts reading but it adds to the experience, and worth it if we want to keep this simulator working in the future.
PD: Does anyone have an original copy (
the big .zip file) of the Il-2 Modeling Bible as described here:
http://www.smsp.org/il2/3d_modeling_bible/index.htmlThanks for your answers.