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Author Topic: HMS TERROR  (Read 15271 times)

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asheshouse

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Re: HMS TERROR
« Reply #12 on: October 20, 2012, 11:17:06 AM »

The truth is that larger models will work ok.
These are not "hard" limits.

But it is like the straws on the camels back.
Keep adding more straws -- a few more will make little difference.
But eventually your camel will collapse.

IL-2 will work online with a large number of aircraft because limits are imposed on the size of each model. 10000 - 20000 has been shown to be enough to produce a good looking model in the game.
Generally, only CV's are viewed from deck level. Other ship types are seen from further away.

The 20000 figure applies only to the LOD0 model.
The other LOD's, damage models etc are in addition to this figure.

This model is 16000 triangles


This one is 13000
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Molke2005

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Re: HMS TERROR
« Reply #13 on: November 04, 2012, 09:46:37 AM »

Because our modellers are occupied at the moment I will probably have to step in. Because I am ordinarily responsible less for the construction it will last with results a little bit.  ;)
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Molke2005

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Re: HMS TERROR
« Reply #14 on: March 02, 2013, 01:43:17 PM »

I do not manage anyhow with the LOD - system. I have read the examples (http://www.smsp.org/il2/3d_modeling_bible/ext_lodsystem.html) but they are for planes. How does it behave by the ships? And what signifies six behind LOD6? Should six segments be meant with it? In spite of the Tutorials I do not look though with LOD. This system has not used we (UUW) up to now (should be no more contemporary also)! I am grateful for every help.  :'(
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SAS~Malone

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Re: HMS TERROR
« Reply #15 on: March 02, 2013, 01:57:21 PM »

Hi Molke
check your PM's, mate :D
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.....taking fun seriously since 1968.....  8)

Molke2005

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Re: HMS TERROR
« Reply #16 on: March 08, 2013, 12:48:23 PM »

@asheshouse

"The first step is to complete the LOD0-06"

Is done! And now?  ;)

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asheshouse

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Re: HMS TERROR
« Reply #17 on: March 08, 2013, 01:51:46 PM »

Any images?
Is the LOD0 model texture mapped?
Needs to be done before doing a trial import.

Ashe
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Molke2005

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Re: HMS TERROR
« Reply #18 on: March 09, 2013, 10:03:22 AM »

LOD0




Do you still need pictures of the other LODs?
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asheshouse

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Re: HMS TERROR
« Reply #19 on: March 09, 2013, 10:17:07 AM »

Have you done the turret and main guns yet?

To do a trial export to the game there are two choices

BuggyBuggy Exporter -- for 3DMax or GMax
Maraz Exporter -- for 3DMax only (either Max9 version or Max 2012)
What 3D Modelling software are you using?
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Molke2005

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Re: HMS TERROR
« Reply #20 on: March 09, 2013, 10:45:33 AM »

1. Have you done the turret and main guns yet?
2. What 3D Modelling software are you using?

1. Yes. Can I use then my own weapons in IL2?
2. Used 3DS MAX 2010!
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asheshouse

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Re: HMS TERROR
« Reply #21 on: March 09, 2013, 11:25:35 AM »

Try loading this plug-in to your Max2010  https://www.mediafire.com/?djgt83b49h919bz
There is a version for 32bit and 64bit depending on your version of Max.

If it works you will have an option in "Export"   
Save As Type - IL2 Export
If it does not work then you will have to try the Buggy Buggy utility.
I've not used that one for a long time and cant help with it. 

This is just to see if the Plug-in will load. You will need more info to know how to use it.

For IL-2 models you have to create all parts including guns.
You may be able to use some meshes previously created for smaller AA guns.
Do you know the WWII secondary gun and AA armament for HMS Terror?
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Molke2005

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Re: HMS TERROR
« Reply #22 on: March 15, 2013, 05:02:56 PM »

The plugin works!  :) And now?

Pics of the weapons for the Terror (Original by UbiSoft)




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asheshouse

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Re: HMS TERROR
« Reply #23 on: March 16, 2013, 06:19:20 AM »

The game model comprises a number of msh files.
To create these from your Max model you can use the Marax Exporter Plug-in

Use the Hull as an example. In the final version it will be divided into three sections and have multiple LOD's but for now I will assume it is in a single section and has only one LOD.

Select the Hull object and rename it L0_Hull1

In the folder where you have your *.max file create a sub folder Exports

You need to create a text file in this folder named Hull1.cfg
Insert this text into it.

Code: [Select]
scale_factor 1
n_lods 1
lod_dist 4500
lod_type P
lod_prefix L0_
n_coll         0
n_hook          0
shadow_char Y

This will create a single LOD msh file, Hull1.msh, visible up to 4500m
No collision boxes
No effect hooks


Open your model in Max
Select the object L0_Hull1
Use the Utility - Export non native file formats from the scene.
In the Explorer window which opens change the Save as Type: to IL-2 Export v0.6 (*.msh)
In the Explorer window navigate to the Exports folder you created, where Hull1.cfg is.
No files will show since no *.msh files have been created yet.
In the Filename box enter Hull1.msh
Click Save -- A new menu window will open --- don't change any of the tick boxes.
Click OK

A new file should now exist in your Exports folder named Hull1.msh
If so post the contents here.
The Material names are in the section like
Code: [Select]
[Materials]
skin1o
Rail
DeckRim
FloorM1

These should correspond to the *.mat file names used in the game.
They are probably not correct yet, but more on that later.
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