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Author Topic: Damage & Decals  (Read 1869 times)

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markdigby07

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Damage & Decals
« on: October 13, 2011, 07:06:55 AM »

Hi,

Im Currently working on a small upgrade to all P-39 Airacobra models, but while testing i noticed a problem with the Decal overlay when it sits over a damaged area.



Id be very grateful if anybody could shed some light on how il2 manages damage models and Decal overlays.

If it helps i moddified the meshes in 3dsmax and exported using Buggy Buggy IL2 Exporter.

I apologise if i posted this in the wrong section.

Thankyou for reading.
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HundertzehnGustav

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Re: Damage & Decals
« Reply #1 on: October 13, 2011, 01:20:13 PM »

my understanding is that the damage decals are not glued on the model... they are hovering above the model, maybe 0,00000001 inch.
number decals are also hovering.
when a number decal is interfering with a damage decal... this is what you see.

either move one damage decal, or make them hover at different distances from the model polygones?
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markdigby07

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Re: Damage & Decals
« Reply #2 on: October 14, 2011, 05:34:01 AM »

Thanks everyone for responding to my question.

Getting stuck into .mat files, classfiles and java stuff looks well beyond my knowledge. All ive done is edited the meshes and hoped that everything else would be able to remain the same.

Ill try to describe the problem a little better. It seems that normally when the damage texture loads it lays on top of the decal, but after my edditing and exporting they seem to lay on the same plane, therefore interfering with each other. I dont think this is a physical problem with mesh faces being on the same plane because my modified meshes have the damage and decal overlay meshes taken from the stock il2 P-39 .msh files and placed exactly in the same positon.

Maybe the answer could be to kind of cheat and as HundertzehnGustav suggests, move the damage mesh to the outside of the decals mesh by a tiny distance.

I will experiment further and thanks again for all of your replies.
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markdigby07

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Re: Damage & Decals
« Reply #3 on: October 15, 2011, 09:24:29 AM »

I did not edit the text in the msh file KiwiBiggles, except copying from BuggyBuggy to the .msh file and removing the Null parts.

All I did was import the stock CF_D0.msh (or what ever mesh i was working on), in .3ds format into 3dsmax. Then i select the CF_D0 mesh, and under the right column where it says Editable mesh, select face and scroll down to Surface properties and under material click select by ID. Each ID corrulates with the [Materials] and [FaceGroups] in the CF_D0.msh file if you open it with Notpead or Wordpad. So for me this was Overlay1 (which was 6th down the [Materials] list), In 3dsmax i clicked Select by ID, put in 6 (for Material ID) and then pressed select.

Now that i had the Overlay1 mesh selected, I clicked Detach (tick detach as clone) under Edit Geometry. Then moved into position using snaps so it lined up with my edited CF_D0 model (which i had already deleted the mesh which was assigned to Material ID6).

Then with my Edited CF_D0 mesh selected I clicked Attach (under Edit Geometry) and clicked my Detched part from the stock CF_D0 mesh.

Therefore swapping the stock Overlay1 into my edited CF_D0.
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