Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 6 ... 18   Go Down

Author Topic: Rental Model IJN BB  (Read 84058 times)

0 Members and 2 Guests are viewing this topic.

DaveOD06

  • Modder
  • member
  • Offline Offline
  • Posts: 180
Re: Rental Model IJN BB
« Reply #24 on: July 20, 2011, 09:52:16 AM »

Learning a ton watching your dialogue guys, keep it up!!! ;)  The only thing I am interested in learning how to build is ships, so maybe after the completion of this project I can make an attempt on my own. The game is critically short of cruisers from all nations, and the Americans and Japanese come to mind first. A Tone class Heavy Cruiser would be a nice addition, as would the Atlanta Class Anti Aircraft Cruiser (wow, talk about EPIC flak in game, lol) as well and the total absence of ANY light cruisers at all leave a gap needing to be filled. I hope I learn enough here to give me the confidence I need.

@ Western - Thank you so much for your work. A Japanese light carrier was a wonderful treat, and now a real live Japanese Battleship!!!! Thank you!!!

@ Ashe - Your reputation for ship building is renown, and the results are always of the highest quality. You have done more then any one person to make my FMB sessions the most fun I have with the game. Thank you for all your hard work!!!

I second Sakai's post. Great work guys. And if anyone is looking to work on ship models, please check out the Yorktown Class request thread.
https://www.sas1946.com/main/index.php/topic,15881.12.html
I have a lot of models in there that could potentially be turned into great ships for Il-2. Just send me a PM if you want the models.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #25 on: July 20, 2011, 10:31:33 AM »

Hello.

I second Sakai's post. Great work guys. And if anyone is looking to work on ship models, please check out the Yorktown Class request thread.
https://www.sas1946.com/main/index.php/topic,15881.12.html
I have a lot of models in there that could potentially be turned into great ships for Il-2. Just send me a PM if you want the models.

"I have a lot of models" = Really???

If that model is able to convert to Max, I will be able to turn into IL-2.
Then Time is needed.
Logged

DaveOD06

  • Modder
  • member
  • Offline Offline
  • Posts: 180
Re: Rental Model IJN BB
« Reply #26 on: July 20, 2011, 10:35:50 AM »

Hello.

I second Sakai's post. Great work guys. And if anyone is looking to work on ship models, please check out the Yorktown Class request thread.
https://www.sas1946.com/main/index.php/topic,15881.12.html
I have a lot of models in there that could potentially be turned into great ships for Il-2. Just send me a PM if you want the models.

"I have a lot of models" = Really???

If that model is able to convert to Max, I will be able to turn into IL-2.
Then Time is needed.

I have them in .3ds format. They will need a little bit of work though. They are from the Google 3D Warehouse.
Logged

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: Rental Model IJN BB
« Reply #27 on: July 20, 2011, 11:18:52 AM »

DaveOD06 -- I saw your previous post in the Yorktown thread, and spent a little time looking at Google Sketchup models. My conclusion was that most were not done to the same standard as the stock IL-2 models. Also the model structure and the way the textures are applied is different to IL-2 models.

In reality creating the basic 3D model is not the most time consuming part of the process. Mapping textures and creating, shadow meshes, LOD's and collision boxes and damage meshes is where most of the time goes.   

Regarding Yorktown, I do have some interest in modelling her, so maybe in the future, if I am not beaten to it.
Logged

DaveOD06

  • Modder
  • member
  • Offline Offline
  • Posts: 180
Re: Rental Model IJN BB
« Reply #28 on: July 20, 2011, 11:33:01 AM »

Thanks for the info asheshouse. I wasn't too sure if they were the right quality or if it would just be easier to start from scratch. Once I am done with my map, I intend to learn how to do ships.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #29 on: July 21, 2011, 07:14:09 PM »

One more question: about side case mate 140mm sub cannons.

Now, sub cannons have own Shellstart number 1 by 1,
and aiming 1 by 1, firing 1 by 1.

I think... firing indivisul is OK, but...
aiming is a group work of left side gourp or right side group.
Should all left side sub cannons aim-move as same as other?

How about Shellstart numbers are same one, in example "5" at left side, "12" at right side.
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #30 on: July 21, 2011, 11:28:54 PM »

Add another question: about side case mate 140mm sub cannons.

Nagato's side sub cannons are different HeadMinYaw and HeadMaxYaw one or another cased by Hull's line.

I defined at first area of ships.ini,
Code: [Select]
[cannon_JAType3_140mm]
Gun                CannonQFMkI_134mm
HeadMinYaw            -130
HeadStdYaw               0
HeadMaxYaw             130

and overide at Nagato ship area,
Code: [Select]
[IJNNagatoBB42:Part7]
BaseChunk                 Head5
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection cannon_JAType3_140mm
 HeadMinYaw                 -55
 HeadMaxYaw                  20
 GunHeadChunk             Head5
 GunBarrelChunk            Gun5
 GunShellStartHook  ShellStart5
this is right side

Code: [Select]
[IJNNagatoBB42:Part15]
BaseChunk                 Head13
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection cannon_JAType3_140mm
 HeadMinYaw                 -20
 HeadMaxYaw                  55
 GunHeadChunk             Head13
 GunBarrelChunk            Gun13
 GunShellStartHook  ShellStart13
this is left side.

But running in GAME, both side sub cannons aren't limited thier heads rotate.
They seem to be rotate to nagato's rear 45 degree or more.

I can't overide HeadMinYaw and HeadMaxYaw in ship area??
Logged

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: Rental Model IJN BB
« Reply #31 on: July 22, 2011, 01:29:34 AM »

The mesh and pivot points for all the 140mm secondary guns should be the same, unless some have UVW map differences
When you export from Max the gun should point forwards. (if using Buggybuggy)
(If using Maraz Exporter ensure pivot point x-axis points forwards)

first change this part
Code: [Select]
[cannon_JAType3_140mm]
Gun                CannonQFMkI_134mm
HeadMinYaw            -180
HeadStdYaw               0
HeadMaxYaw             180

With hier.him rotation 1 0 0 0 1 0 0 0 1 all turrets should point forward.
Adjust hier him to make the guns point to the sides

I think all guns must have unique Shellstart number.  I always make Shellstart number the same as Head/Gun number.
All guns fire singly, not as a group.  -----  but you should experiment.


This is your example of Port side gun.
Head should be Rotz to make gun point to port (say for example RotZ = 90deg  set in hier.him)
Min Max Yaw set so turret will rotate 60deg forward or 45 aft from position of rest. -- set in ships.ini
Code: [Select]
[IJNNagatoBB42:Part15]
BaseChunk                 Head13
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection cannon_JAType3_140mm
 HeadMinYaw                 -60
 HeadMaxYaw                  45
 GunHeadChunk             Head13
 GunBarrelChunk            Gun13
 GunShellStartHook  ShellStart13
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #32 on: July 25, 2011, 05:18:58 PM »

THanks to your information.

I use the Maraz Exporter for getting my models into the game.
It was a little harder to learn but now is much easier and better quality export than buggybuggy

I start testing Maraz expoter.

I set .dle at Max plugin folder, and il2.cfg at MyDocument\3dsMax\export\NagatoA2HulldivChainFlagcol folder.
But plugin doesn't work.
Something I missed.
 In readme, "- Put the il2.cfg file under the My Documents\3dsmax\export\xxxxx where xxxxx is your project's name (e.g. SM79)
".
So My NagatoBB project's name is NagatoA2HulldivChainFlagcol now.
Is this right at .max file name?
In my Max, word "Project" is used only "Set Project folder", any other "Project name" doesn't exist.
When I export by Maraz expoter, simple error "IL2.cfg connot open" occurs and stops.
Logged

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: Rental Model IJN BB
« Reply #33 on: July 26, 2011, 02:28:25 AM »

This is the way I use it.

First install the Plug-In according to Maraz instructions.

Look in Max Customise/PlugInManager to check that il2-EXP-V06.DLE is listed.
If not listed then you have not installed the Plug In correctly.

Look in File/Export and Save As Type  --- drop down menu to see if IL2-EXP-V06.dle is listed.

If all this is good then set up your cfg file



I keep my cfg files in an Exports sub folder within the model folder. See image above.

Create cfg file in text editor.
For Hull1.cfg I have

scale_factor   1
n_lods      1
lod_dist   9000
lod_type   P
lod_prefix      L0_
n_coll      0
n_hook      0
shadow_char   Y

This currently has only one LOD, zero collision meshes and zero hooks.
These will be added in later exports.
My Hull1 mesh must be named L0_Hull1 in Max --- see the lod_prefix line.
Shadow mesh would be YL0_Hull1 but there are no shadows yet. This is not a problem.

When you export the mesh select File/Export  --- Save as IL2-Exp-V06
Enter File Name Hull1.msh



Click Save and ASCII Export screen pops up. --- Click Ok -- Hull1.msh is saved in the Exports Folder
Logged

western0221

  • Modder
  • member
  • Offline Offline
  • Posts: 6790
  • Live in Japan
    • IL-2 itaki blog
Re: Rental Model IJN BB
« Reply #34 on: July 26, 2011, 02:59:51 AM »

Thanks ashehouse.
Your Screen Shots are good advises for me!!
Its where .cfg files are to set.

My mistake and re-setted is here.

https://www.mediafire.com/?6g35a6nym71nkm4
(Sorry, 2nd pic seems to be broken in mediafire in-line display... I made a DL link)

.cfg files are needed to be set "Export" folder we set in "Configure User Path" in Customise.
This is my un-understood.
Now I know it well, no error happens, I get Hull1.msh.
In this Hull1.msh, something wrong at my .cfg setting or Objects naming in Max(_00/_Y/etc.).
I will study Maraz expoter one by one.
With getting .msh , I can think why the export work like this/now in looking at .msh.
Before 2 hours, I can't get .msh, this is a progress :D

By the way, ashehouse,
Which percent have you do at modeling IJN Kongo? I see its name in your screen shot.
I plan , after Nagato complete, next Kongo BB.
I've got perfect Kongo 3D model data (this is rental, too).
"Kongo's bridge" one and "Haruna's bridge" one.
If your process is done much, I will avoid Kongo, I will decide next Yamato.
Logged

asheshouse

  • SAS Team
  • member
  • Offline Offline
  • Posts: 3255
Re: Rental Model IJN BB
« Reply #35 on: July 26, 2011, 03:29:21 AM »

Kongo is not far advanced and is not currently in progress, so do not let my efforts interfere with your project.



Kongo Class is my favourite IJN BB. I will look forward to seeing your model.
Maybe you could leave me Fuso to do  :)
Logged
Pages: 1 2 [3] 4 5 6 ... 18   Go Up
 

Page created in 0.033 seconds with 28 queries.