All the bits are coming together now. The hull was modified mainly around the bow and all the discharge piping was redone. Quite a lot of the work has been on textures - in fact all the texture maps have been modified one way or another. Unfortunately, I don't think I'll have time to add jet blast deflectors, rotating radar, FLOL etc., but I'm sure that the new BHR will still be useful to many.
I'll continue refining everything for a few weeks but I have yet to test it out in IL2 DBW. This is because I find it very difficult to copy the output from the BuggyBuggy .msh exporter in GMax Listener because of the Discreet built-in limiter. I've used Linux/Ubuntu and all of the GMax grabbers - Yagg, GMaxMshGrabber etc - but none work under my O/S.
My current workflow is as follows -
IL2 - BLENDER MESH CONVERSION PROCESS
Ubuntu 14.04 64 bit
Wine and PlayOnLinux to run Windows programs*
Win XP to run YAGG v 1.0.0.2** with GMax v 1.2** (GMax runs under Ubuntu; couldn't get YAGG to target GMax Listener output)Blender 2.49b
MS Visual C++ 2008 SP1 Redistributable
Python 2.6.2 msi
Blendy Blendy Exporter
Gimp 2.8
MeshConv v1.18*
.msh >> .3ds (0 -1 1 -1, Shorter to 10 characters)
Gimp v 2.8
create texture maps
always, always vary hue, tone, saturation (there are no surfaces in the world that are uniform)
use many named layers eg . basic colour, modify colour, scuff marks, weathering, panel lines, separate items, twiddly bits, labels, shadows
save .xcf often
export as .tga texture map (no RLE compression)
Blender v
2.69 2.49b*
.3ds >> import (size constraint OFF, image search OFF, apply transform OFF, -X Forward, +Z Up)
use separate object names
check unwanted geometries
check normals orientation
remove double vertices
triangulate quad faces
save final working file
repeat for each entity in whole model
use UV maps and Gimp in iterative process
finally, join meshes to create single mesh0 duplicate
main model and simplify to create LOD models if wanted
duplicate model and simplify for shadow model if wanted
add simple boxes as collision models if wanted
should have one node, lod(s), one shadow, one collision and a single mesh object
.blend >> export .3ds (selection only ON, -X forward, +Z up) Blendy Blendy Exporter
GMax v 1.2**
add '3dsimport.ms' Script 3DS Importer v1.0a Chris Cookson to gmax/scripts folder
add 'Buggy Buggy IL2 Exporter V2.52a.ms' .msh exporter to gmax/scripts folder
use scripts (Utilities/MAXScript/3DSImport/Import3DS..)
.3ds >> import (import keyframes OFF, import lights OFF)
add the material/texture map (Material Editor/New/Standard/Maps/Diffuse/Bitmap/select/Apply)
use scripts (BuggyBuggy/Export IL2.msh/Select by Name/Pick)
.3ds >> export .msh (do for LODs, shadow and mesh - each entity in the model)
use MAXScript Listener (MaxScript/Open Listener)
use YAGG**
>> .msh textfile
Gedit (text editor)
.msh edit (check against working .msh file; remember to use correct material name)IL2 1946
DBW 1.71* 4.12.2m
test
[EDIT 1Mar15: update end process]
[EDIT 17Oct14: update workflow]