Hello guys, I started this at Filippo's (Vega) request a long time ago, it is my best attempt at a damage model for the AH-64, I also did the two Cobras but they are for another day.
The idea of the project was for me to build the damage model and Filippo to do the java, unfortunately he has not been around for some time so this has languished on the hard drive until I decided a few days ago to update the damage textures.
This is not a slot but a replacement for the existing 3d some of which is new build and some corrections to the mapping, it should fit into your existing folder, however, beware of naming differences, this is set to go in B.A.T so you might need to rename some folders if you put it into another game version.
Mediafire link:
https://www.mediafire.com/file/fv6qz00on8n9a00/Damage+model+experiment+for+AH-64.7z/fileChanged damage textures:
https://www.mediafire.com/file/pz7rj6mf51ihzev/AH64+changed+damage+skins.zip/fileNotes:
I cannot figure out why the props rarely show the damage version, I made a hit box, however, the damage prop has only shown on rare occasions.
I added a mesh attached to the CF_D0 to represent the prop shaft running through the tail and up into the keel as a temporary/permanent fixture until I can figure out why the prop rot continues to show even when all the parts it is attached to have been destroyed, this looks better than a prop rot in mid-air looking like it is attached to an invisible object.
The slot I originally used to test was renamed from the AH-1, not sure which version, this has been altered to have two engines, however, even though the resulting hooks are there and smoke shows especially at altitude the Blue flame is only visible on the Engine1_D0. The effect might need a java/FM addition to have it visible on the Engine2_D0, not sure.
Lenses for nav/formation lights have been separated from the 'GlassC_D0' mesh and added to the Engine and wing D0 parts so they will not be visible on the parts that are visibly damaged, this stops them appearing to float in the air without being attached to anything.
If a wing detaches the aircraft will plummet to earth, obviously the game does not differentiate between plane and helicopter.There are some skins included that I made a overlay for with the new internal parts, the template is there so you can do the same for any skins
you have, if they are not treated that way you will see the skin background.
Here are some shots of the AH-64 damage model in process.
All the rib structure was made for the wing, tail, keel and stabilizer, this is as close as I could get using
the cutaway drawing, I have, following the existing rivet lines of the skin.
It is a bit rough in places due to what amounts to me more or less doing it free hand as opposed to using dedicated scale drawings, however, it is
supposed to be damaged anyway.
Finally, just about there as far as building the parts, General Electric T700.
Simplified and with my usual artistic license.
I have cut up the AH64 CF_D0 to reduce the poly count and allow a few additions as with the other two such as dividers to make compartments and maybe a few boxes here and there to try and make it look lived in. I have again cloned and flipped the parts to make internals and mapped them to a very small area on the template, sadly due to space limitations I was not able to do this with the tail and other areas so they retain the outside colour, I wanted to leave space on the template to put a little more detail in the nose area compartments:
The tail proved problematical, I tried to reduce the upper part of the CAP with the earlier version so when it departed it did not look like there were two tails there, the way it was cut up made it difficult:
The CF_D0 and Keel1_DO are now mapped on both sides, unfortunately there was no template for this bird so I had to splash
some paint and letters on the existing test skin to make sure everything is the right way around:
There was some ugly stretching previously across the nose and side boxes as well as the port side of the
keel because both parts had their mapping applied to the one side profile on the skin.
This is the internals, some you will see through the alpha cut holes, this would benefit from the attention of a good texture artist:
These images are from recent tests:
The damage model skin really needs the attention of a decent artist, I put way too many holes in for testing.
I have gone as far as I can with this and it most likely still has issues, some probably of my doing but there we are, I
put it out so if any of you want to use it or make other improvements can.
Take care and be safe.
Wishing you all the very best, Pete.