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Author Topic: High Voltage Pylon  (Read 826 times)

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genXgamer

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High Voltage Pylon
« on: November 17, 2024, 01:57:55 PM »

Hi guys

Recently there's been discussion about having a high voltage pylon in-game, so yesterday I whipped one up.
My previous attempts produced models around 8,000 polys which in 3d modelling terms is a low poly model but is too high for static objects in our sim.
This one comes in at 4,100 faces and although I could certainly further optimise it, I would not drastically reduce the poly count.

A shadow, collision box and damage model have been added, but only one level of detail was created.
I've only tested how it looks in-game and crashed an airplane into it, I haven't for example tried to blow it up.

P.S.  Don't inspect it too closely as there are some wonky geometry in places.

This work is free from any restrictions, in other words do whatever you want with it.

Due to the size of the pylon mesh this mod requires the mod for large files DLL 4096-2017 which is included in B.A.T. and can also be found in SAS forums.

Correction: This mod should go in Jet War folder, not #WAW3 as I wrote in readme file.

https://www.mediafire.com/file/5s4tcnl9l5m0lj0/HVPylon.7z/file

Due to a couple of deaths and spate of hospitalisations this product has been pulled from the shelves.





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Draken

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Re: High Voltage Pylon
« Reply #1 on: November 17, 2024, 02:50:48 PM »

Nice !
Are there wires between the pylons ?
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Chrival

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Re: High Voltage Pylon
« Reply #2 on: November 17, 2024, 03:04:55 PM »

Thanks. It's in the box.  ;)
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genXgamer

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Re: High Voltage Pylon
« Reply #3 on: November 17, 2024, 04:10:10 PM »

Hi Draken

For wires I would need to know the distance the pylons would be separated, any ideas?
They would be an add-on and be manually placed by the mission builder.
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ljmagnum

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Re: High Voltage Pylon
« Reply #4 on: November 17, 2024, 04:43:36 PM »

Thx Great dear genxgamer
  a little present hope the link are working

no restriction to use 4 anybody

https://www.mediafire.com/file/0sw4llvs4oxvk2n/Fi-103_rampeground.rar/file

Gerald
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ljmagnum

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Re: High Voltage Pylon
« Reply #5 on: November 17, 2024, 05:15:37 PM »


i have a ctd with the pylon
maybe my fault  in my system no clue
logfile tells >unknown exception in mesh
Anyway
thx a hug dear genxgamer

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Draken

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Re: High Voltage Pylon
« Reply #6 on: November 18, 2024, 08:53:08 AM »

Hi Draken

For wires I would need to know the distance the pylons would be separated, any ideas?
They would be an add-on and be manually placed by the mission builder.

In comparison with DCS , where the distance between pylons seems to be approximately 400 meters :
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genXgamer

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Re: High Voltage Pylon
« Reply #7 on: November 19, 2024, 01:52:45 PM »

What a big surprise, it looks better with powerlines!

I'll have a go at making damage models and do some testing.

Also the tower is a little bigger than I initially thought, so I'll provide another scaled down version at 50-55 metres tall.


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MADMICK71

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Re: High Voltage Pylon
« Reply #8 on: November 20, 2024, 01:31:42 AM »


The wires look great!.
I tried loading the WIP into JTW 4.12 non BAT......CTD have the 4096 mod installed etc. No work :(
Must object for modern missions.

keep at it.

Regards

mick
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Vampire_pilot

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Re: High Voltage Pylon
« Reply #9 on: November 20, 2024, 01:38:51 AM »

I do endorse this object! Great idea :)

Quote
Due to the size of the pylon mesh this mod requires the mod for large files DLL 4096-2017 which is included in B.A.T. and can also be found in SAS forums.

This however I do not endorse. This is a very simplistic object. There is is zero reason to make this an excessive poly object. That only causes problems and affects performance when you add it in high numbers (which you will have to in missions to make some effect...).

I very strongly urge you to reduce the poly count for this. It will make the object more usable and will be easier for many people. (no reason to create a high poly hangar queen for a selected few...)



Madmick71, you may want to post your log, you must have made a mistake.
The thing works rather simply and I had no trouble.
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genXgamer

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Re: High Voltage Pylon
« Reply #10 on: November 20, 2024, 02:06:37 PM »

After bringing Tower Junior into the world last night (see pic) I decided to shit-can work on this current model.
I agree with Vampire_pilot that adding multiple models to the game will only cause problems, especially when some can't even add one.

Instead I will create a "Wuss Version" something more in line with this game, you know 500 poly-ish.
This will be more of an exercise in mapping than modelling.



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ljmagnum

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Re: High Voltage Pylon
« Reply #11 on: November 20, 2024, 03:27:33 PM »

Dear Genxgamer

maybe think about if ur want ) the  width  cross brace about the different size
as a example

https://www.mediafire.com/file/oa7oksb1u82idro/Neuer+Ordner.rar/file

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