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Author Topic: hier.him: remove meshes  (Read 2105 times)

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karla

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hier.him: remove meshes
« on: July 14, 2013, 03:23:34 PM »

I wish to remove some guns from a ship. I've tried, on and off, over the past two months without success.

So far, my method is to remove 'head' and 'gun' entries from the following files -

.............\com\maddox\il2\objects\ships.ini
.............\3do\Ships\nameofship\hier.him

then remove the relevant meshes -

.............\3do\Ships\nameofship\gun_1.msh etc
.............\3do\Ships\nameofship\gun_1_DMG.msh etc
.............\3do\Ships\nameofship\HEAD_1.msh etc
.............\3do\Ships\nameofship\HEAD_1_DMG.msh etc

Will someone please advise me on the correct method?
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Whiskey_Sierra_972

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Re: hier.him: remove meshes
« Reply #1 on: July 15, 2013, 03:14:01 AM »

IIUC & IIRC you should also rename the whole hier because if you rename an entry it generate a hole in the sequence so deleting a section can be done only renumbering the following to get a continue numeration....

From

[Tirpitz:Part67]
BaseChunk                Head51
strengthBasedOnThisSection strength_HullMedium

gunBasedOnThisSection gun_B_1_P
 HeadMinYaw                 -85
 HeadMaxYaw                  85
 GunHeadChunk            Head51
 GunBarrelChunk           Gun51
 GunShellStartHook ShellStart50
 TrackingOnly

[Tirpitz:Part68]
BaseChunk                Head52
strengthBasedOnThisSection strength_HullMedium

gunBasedOnThisSection gun_B_1_P
 HeadMinYaw                   0
 HeadMaxYaw                 360
 GunHeadChunk            Head52
 GunBarrelChunk           Gun52
 GunShellStartHook ShellStart50
 TrackingOnly

[Tirpitz:Part69]
BaseChunk                Head53
AdditionalCollisionChunk0 Gun53
strengthBasedOnThisSection strength_HullMedium

gunBasedOnThisSection gun_B_1_P
 HeadMinYaw                   0
 HeadMaxYaw                 360
 GunMinPitch                  0
 GunMaxPitch               60.0
 HeadMaxYawSpeed           20.0
 GunMaxPitchSpeed          18.0
 GunHeadChunk            Head53
 GunBarrelChunk           Gun53
 GunShellStartHook ShellStart50
 FireFastTargets              2
 TrackingOnly

TO

[Tirpitz:Part67]
BaseChunk                Head51
strengthBasedOnThisSection strength_HullMedium

gunBasedOnThisSection gun_B_1_P
 HeadMinYaw                 -85
 HeadMaxYaw                  85
 GunHeadChunk            Head51
 GunBarrelChunk           Gun51
 GunShellStartHook ShellStart50
 TrackingOnly

//[Tirpitz:Part68]
//BaseChunk                Head52
//strengthBasedOnThisSection strength_HullMedium

//gunBasedOnThisSection gun_B_1_P
// HeadMinYaw                   0
// HeadMaxYaw                 360
// GunHeadChunk            Head52
// GunBarrelChunk           Gun52
// GunShellStartHook ShellStart50
// TrackingOnly

[Tirpitz:Part68]
BaseChunk                Head53
AdditionalCollisionChunk0 Gun53
strengthBasedOnThisSection strength_HullMedium

gunBasedOnThisSection gun_B_1_P
 HeadMinYaw                   0
 HeadMaxYaw                 360
 GunMinPitch                  0
 GunMaxPitch               60.0
 HeadMaxYawSpeed           20.0
 GunMaxPitchSpeed          18.0
 GunHeadChunk            Head53
 GunBarrelChunk           Gun53
 GunShellStartHook ShellStart50
 FireFastTargets              2
 TrackingOnly
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karla

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Re: hier.him: remove meshes
« Reply #2 on: July 15, 2013, 04:19:13 PM »

Thanks for the response walter; I'd overlooked the .......\STD\com\maddox\il2\objects\ships.ini file.

So, several unsuccessful attempts were then made to remove guns from my ship. (I first tested that my editing of the Hier.him file with TextPad was robust by simply tidying the listing a little by inserting line feeds between some of the [...] entry fields).

An example of one attempt was the removal of the last entry block - [ship_name:Part56] with Head69 and related Gun69 - from the ships.ini file so renumbering was not necessary. Then edit of the Hier.him file to remove entries for [Head69] and related [Gun69]. Then deletion of related Head69.msh, Head69_dmg.msh, Gun69.msh and Gun69_dmg.msh files from the ....\3do\Ships\shipfolder\

After another mission loading failure the errorlog.lst file showed that the Head69.msh had failed to load - and I can't understand where the instruction resides for it to be loaded.

Is there another file I should have edited?

Thank you.
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Whiskey_Sierra_972

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Re: hier.him: remove meshes
« Reply #3 on: July 16, 2013, 03:13:04 AM »

Mmmm....

In this case I can't know where is the error....

Try contact Asheshouse by PM....he's a shipyard expert....
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karla

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Re: hier.him: remove meshes
« Reply #4 on: July 23, 2013, 02:27:40 AM »

Thank you walter. Asheshouse contacted me by PM and he has helped me understand the situation better. He also created new class files so I can add a new Hancock carrier into western's Essex carrier folder.

I've removed the guns I didn't need and now am working on replacing them with sponsons details. Almost there in terms of modelling.

Basically to remove guns: remove gun entries from hier.him and the relevant head entries. If necessary, remove the related gun entries from ships.ini and ensure that the numbering system retains a sequence.
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Whiskey_Sierra_972

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Re: hier.him: remove meshes
« Reply #5 on: July 23, 2013, 02:33:47 AM »

Glad you sorted the issue!!

You're doing a great work on her!

Hancock is one of my favourute carriers.....
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karla

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Re: hier.him: remove meshes
« Reply #6 on: July 31, 2013, 03:28:59 AM »

I've just discovered that the 0USSEssexCVs_crew mod installed in DBW contains a hier.him file which conflicted with my changes to the hier file in my ship folder. So I am now happily removing objects and features as I please. Analysis of the error log didn't help apart from indicating that particular .msh didn't load. Anyway, fixed.
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BravoFxTrt

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Re: hier.him: remove meshes
« Reply #7 on: July 31, 2013, 03:36:28 AM »

Very Cool Karla, Good News.
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