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Author Topic: Rental Model IJN BB  (Read 84036 times)

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western0221

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Re: Rental Model IJN BB
« Reply #96 on: October 03, 2011, 11:26:16 AM »

These 3 days, I use 3ds Max9 SP2 and UV unwrap Kongo model.

Kongo model is used many multi materials from its original.
I do UV unwrap to need "damaged" skin meshes only, other materials keep original.

Then I feel Max9's "Multi/Sub Material" is buggy.
Max9 doesn't work I need.

Now I solve it by handy way...
select material ID by Modify panel's polygon menu and "Detach" 1 material and another material.
When 3 materials used, I get 3 "single" material objects.
After UV unwrap, do "Attach" all , I can get a non-buggy multi materials object.
Is this right?
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asheshouse

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Re: Rental Model IJN BB
« Reply #97 on: October 03, 2011, 12:58:07 PM »

I have never thought to do it that way but it sounds like a good method to me.
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SAS~Malone

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Re: Rental Model IJN BB
« Reply #98 on: October 03, 2011, 02:35:36 PM »

i'm not sure if the damage model is not completed, but i'm finding it way too easy to sink the Nagato.
one 500lb'er does the trick....actually, once it sank from a bomb that exploded a few meters away from the side of the hull.
is there more work to be done on the damage capabilities?
currently she doesn't pose much of a threat - way too easy to sink... :D
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razor1uk

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Re: Rental Model IJN BB
« Reply #99 on: October 04, 2011, 09:21:01 AM »

  I suppose to start of with it under-armoured is slightly easier to work out what, where, and which data needs changing, than it being over-armoured and going hunting for needles in the haystack...
  Continued good luck Western & crew.
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Whiskey_Sierra_972

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Re: Rental Model IJN BB
« Reply #100 on: October 18, 2011, 11:41:25 AM »

Hi mate!

Tested succesfully in my 409 installation but I noticed in the log that something strange happen even if test mission load and run fine!

Code: [Select]
Load bridges
Load static objects
Loading mission Single/Mod_Test.mis...
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/prattwhitney_r-2000_series.emd
s = FlightModels/PrattWhitney_R-2000_Series.emd
m_lastFMFile = gui/game/buttons
Mission: Single/Mod_Test.mis is Playing
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.

Those warning lines are repeated for about 28 MB of space in the log  ??? ??? ??? ??? ???
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western0221

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Re: Rental Model IJN BB
« Reply #101 on: October 19, 2011, 10:58:44 AM »

Hello.
I will show you a new IJN BB in some days.

Hi mate!

Tested succesfully in my 409 installation but I noticed in the log that something strange happen even if test mission load and run fine!

Code: [Select]
Load bridges
Load static objects
Loading mission Single/Mod_Test.mis...
Load bridges
Load static objects
sFMDir = gui/game/buttons
s1 = flightmodels/prattwhitney_r-2000_series.emd
s = FlightModels/PrattWhitney_R-2000_Series.emd
m_lastFMFile = gui/game/buttons
Mission: Single/Mod_Test.mis is Playing
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!
WARNING: TRenderManager::TriangleList_ProjectiveShadow()- internal buffer overflow.
Too many vertexes or faces per shadow hier mesh!

Oh... I havn't found this error.
At seeing moving well in game, I havn't checked log.
I will check again.
Probably shadow mesh ([Sh...]) are too many polys.
I make shadow mesh only LOD0's clone.
I have to reduce thier polys.
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western0221

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Re: Rental Model IJN BB
« Reply #102 on: October 19, 2011, 11:08:05 AM »

Humm...

i'm not sure if the damage model is not completed, but i'm finding it way too easy to sink the Nagato.
one 500lb'er does the trick....actually, once it sank from a bomb that exploded a few meters away from the side of the hull.
is there more work to be done on the damage capabilities?
currently she doesn't pose much of a threat - way too easy to sink... :D

I feel the same about bombing.
At torpedo, Nagato is enough to withstand.

I use default ships.ini strength definition "strength_HullEnorm" as Nagato's vitals strength.
Code: [Select]
[strength_HullEnorm]
MinShotCaliber    0.203
NumShots          148
MinHitExplTNT     64
NumHitExpl        16
MinNearExplTNT    100 //130
NumNearExpl       32
This is the most strong parameter in default ships.ini. Same as KGV or Tirpiz.
If this  "strength_HullEnorm" is too weak, I will make new - stronger parameter.
What parameters are fit, do you think?
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western0221

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Re: Rental Model IJN BB
« Reply #103 on: October 19, 2011, 11:11:24 PM »

I think that I finish 3ds Max works about Kongo BB.
And starting exporting by Maraz Expoter.
Then... I cannot export some objects. Max freezes.
whole work source is here zip ttp://www.mediafire.com/?k9dtgmcfcawk7au

Troubled objects are...
AAAScopeOutL (seems AAAScopeOutL_01 or _02)
AAAScopeOutL_dmg (seems AAAScopeOutL_dmg_01 or _02)
AAAScopeOutR (seems AAAScopeOutR_01 or _02)
AAAScopeOutR_dmg (seems AAAScopeOutR_dmg_01 or _02)
GunSubCanScope1
GunSubCanScope2

AAAScopeOut...02s are made from Create-StandardPrimitives-Cylinder -- Convert To Editable Mesh
_00 and _01 are hand-made polygons
 
GunSubCanScope...s are made from Create-StandardPrimitives-Box -- Convert To Editable Mesh

At first, I forgot to convert to editable mesh.
But after do "Convert To Editable Mesh", 3ds Max still freezes.

I made other Scope's gun (Gun10mScope_00) same process "Create-StandardPrimitives-Box -- Convert To Editable Mesh", but it is able to export.

Anything wrong ??
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asheshouse

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Re: Rental Model IJN BB
« Reply #104 on: October 20, 2011, 02:08:42 AM »

I'll take a look.
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western0221

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Re: Rental Model IJN BB
« Reply #105 on: October 20, 2011, 03:46:58 AM »

Sorry,
One is my easy mistake.
Troubled objects are...
AAAScopeOutL (seems AAAScopeOutL_01 or _02)
AAAScopeOutL_dmg (seems AAAScopeOutL_dmg_01 or _02)
AAAScopeOutR (seems AAAScopeOutR_01 or _02)
AAAScopeOutR_dmg (seems AAAScopeOutR_dmg_01 or _02)
GunSubCanScope1
GunSubCanScope2

AAAScopeOut...02s are made from Create-StandardPrimitives-Cylinder -- Convert To Editable Mesh
_00 and _01 are hand-made polygons
 
GunSubCanScope...s are made from Create-StandardPrimitives-Box -- Convert To Editable Mesh
At GunSubCanScope1 and GunSubCanScope2, I forgot suffix "_00" in objects' names.
After adding suffix "_00", Max exports them well.

At AAAScopeOutL_02 and AAAScopeOutR_02 , they were made not Cylinder. It's my mis-memory.
I made AAAScopeOutL_02 by Create - Shape - NGon - "16Gon" --- Modifire - Parametric Deformer - Shell --- extend vertexes by  manual.
This NGon--Shell made object sometimes occurs freeze at Maraz expoter, I test other simple environment again, and freeze I see.
But at gio's destroyers editing, I used NGon--Shell and exporting well, in my memory... but today...
Then, I replace AAAScopeOutL_02 and AAAScopeOutR_02 by Cylinder. And exported well.

Now I get all the .msh of Kongo BB.
I will show you Kongo's BETA soon.

About NGon--Shell made object problem, I will ask Maraz with simple .max/.cfg zip via AAS's PM.
In August, I send PM to Maraz and I had responce from him.
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asheshouse

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Re: Rental Model IJN BB
« Reply #106 on: October 20, 2011, 06:01:02 AM »

So you have fixed the problem?

Other place to contact Maraz is at 242 Squadron http://www.242sqn.com
You should ask about latest version of the exporter.
The one at AAS may not be the latest version.

Ashe
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western0221

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Re: Rental Model IJN BB
« Reply #107 on: October 20, 2011, 06:14:00 AM »

A half is fixed(my easy mistake).
Another half... Passing through the detour? (by google translate, sorry broken English)

So you have fixed the problem?

Other place to contact Maraz is at 242 Squadron http://www.242sqn.com
You should ask about latest version of the exporter.
The one at AAS may not be the latest version.

Ashe

Thank you.
I'm using still AAS old version.
I ask him about latest version and NGon-Shell problem.
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