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Author Topic: Dewoitine 371 & 372 Ready to DL  (Read 42541 times)

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gunny0134

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #60 on: November 10, 2024, 05:53:49 AM »

A user raised the issue of cone disappearing in #37, but no solution came out.

I only see the discussion of prop tex (2 blades, 3 blades).

And this is a different issue... I haven't seen a commonly used 3 blades prop tex mod yet.

The prop tex mod I use consists of only 2 and 4 blades.

Please let me know if you know the location of that mod (3 blades).

PS : I think maybe it's not developed because it doesn't have to be made.
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Frankiek

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #61 on: November 10, 2024, 06:34:14 AM »

I have a 3 blade prop in my DBW1.7 install but I can't remember if I applied the proposed fix or not.
My propellor.mat file is pointing towards the stock propellor.tga file and the prop1_do mesh is a common three blade mesh.

In any case I have attached to the first post a fix for the disappearing meshes and your propeller spinner fix.

Thank you for the solution



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gunny0134

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #62 on: November 10, 2024, 08:00:23 AM »

Oh, I understand !!

It could mean that propeller.tga with no specific number of blades in my proptex mod is a normal 3-blade propeller.

Thank you.
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Frankiek

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #63 on: November 10, 2024, 08:14:02 AM »

I also checked the spinner disappearance problem in both UP3.4 Hotfix 23 and BAT-TGA 4.2.3 and the problem exist. The good news is that the fix attached to the first post solve the problem in those installs as well. :)
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Mick

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #64 on: December 03, 2024, 08:28:11 AM »

... to make a long story short, our friend Gunny0134 asked me if I could fix the disappearing spinner bug, and as far as I remember the lessons from my shadow teacher, Epervier, when the engine idles, it is the Prop mesh that is displayed, but when the prop rotation accelerates it is the PropRot mesh that is used ...  ;)

... so, if the PropRot mesh doesn't have a shadow for the spinner, then there is no spinner displayed ...  :-X

I didn't install the D372 in my 4.09 game version, so I only worked with MeshViewer to check the result ...

... so please try that new PropRot mesh and tell me if it is OK now ...  ;)

https://www.mediafire.com/file/es83xifivip0b4o/PropRot+D372.7z/file
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gunny0134

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #65 on: December 03, 2024, 09:56:18 AM »

The issue I fixed was that the graphic disappeared when the spinner rotates at high speed.
   - However, I still have a personal idea that this(my fixing method) is probably just a trick, not a normal fix.

My fixing method prevented the spinner graphic from disappearing, but the shadow's appearance was the same as before.


That's why I asked Mick to modify it with a shadow that maintains the spinner's appearance.
And additionally, my fixing method may be a kind of trick, so I asked him to find a normal modification method.
However, the fundamental solution seems to be difficult to come up with...
In Mick's file, the shadow is normal, but the spinner graphic disappears again.
So if you edit Mick's PropRot1_D0 file as below with notepad as my fixing method, the spinner shadow will not change and I believe there will be no problem with the spinner graphics disappearing.

    [Materials]
    Propellor
    Propellor
    Gloss1D0o
    Gloss1D0o



Thank you always, Mick.
As for the test result of the file, although I had to edit it according to my fixing method, but I am very satisfied.
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Mick

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #66 on: December 03, 2024, 10:34:53 AM »

... so you added another "Propeller" line in the [Materials] section ...  ;)

    [Materials]
    Propellor
    Propellor
    Gloss1D0o
    Gloss1D0o

... it is true that in the original [FaceGroups] section there are 2 lines for the Propellers ...

[Materials]
Propellor
Gloss1D0o
Gloss1D0o

[FaceGroups]
373 464
0 0 16 0 8    <== first Propeller line
1 16 17 8 8  <== second Propeller line
2 33 340 16 448

... in the first Propeller line, 16 corresponds to the first 16 digit lines in the [Vertices_Frame0] section ...

... and 8 corresponds to the first 8 digit lines in the [Faces] section ...

... in the second Propeller line, 17 corresponds to the following 17 digit lines in the [Vertices_Frame0] section ...

... and again 8 corresponds to the following 8 digit lines in the [Faces] section ...

All these lines must not be used when adding the missing spinner shadow ...

So, the total of lines not necessary for the missing shadow is :

2 33 340 16 448

... so, the first 33 digit lines must not be used in the [ShVertices_Frame0] section (Sh stands for Shadow) ...

... and the first 16 digit lines must not be used in the [ShFaces] section ... ;)

Anyway, as I said, I couldn't check the result in game, but only with MeshViewer, and of course no mesh parts are moving in MV, so what's important is that this very old bug is now fixed ... 8)

Very curiously, there are 2 spinners in the mesh, one small and a big one ...  o_O



... I also noticed that the 4 wing MGs didn't have any shadow, if need be, just tell me ...  ;)
.
.
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gunny0134

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #67 on: December 03, 2024, 10:54:04 AM »

No, I don't need that much.

And...I was guessing Mick or master Epervier would definitely help because this plane is Dewoitine.... ;)

Thank you again.
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Piotrek1

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Re: Dewoitine 371 & 372 Ready to DL
« Reply #68 on: December 06, 2024, 11:58:31 AM »

@ Mick
Thanks for the PropRot fix.

Best Regards,
Piotrek
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