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Author Topic: Walking Pilot MOD - Based in VisualMOD  (Read 51214 times)

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Fresco23

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Re: Proof of Concept - Walking Pilot MOD
« Reply #60 on: August 16, 2014, 12:10:43 AM »

You have to activate the VisualMOD8 menu,

How to do this????
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SAS~Malone

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Re: Proof of Concept - Walking Pilot MOD
« Reply #61 on: August 16, 2014, 01:25:12 AM »

it's all in the instructions, but as many seem not to know about it, you assign a key to new command - Game Menu - and that key will bring up the Visual mod menu... ;)
from the Visual Mod instructions thread, first post -
Quote
It is displayed with a key that currently you have to configure in the Controls settings. In the MISC section (the SAS ModAct 5 already has this implemented) you will find a "Game Menu" option that you have to assign.
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Plowshare

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Re: Proof of Concept - Walking Pilot MOD
« Reply #62 on: August 16, 2014, 08:26:11 AM »

I retract all I said in post #58 back on page 5 - today it worked flawlessly through FMB using the mouse instead of TrackIR. Who knows, maybe the other day a mouse farted in the next room and my rig took exception to it. I think this is one helluva great mod.

On the other hand the option "Leave Plane" still does not show on my menu. Would this only be for aircraft with ejection seats? I don't have any in my install as I'm keeping this, as much as possible, for late '30s through WWII up to 1946.

Bob
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Fresco23

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Re: Proof of Concept - Walking Pilot MOD
« Reply #63 on: August 16, 2014, 11:16:59 AM »

it's all in the instructions, but as many seem not to know about it, you assign a key to new command - Game Menu - and that key will bring up the Visual mod menu... ;)
from the Visual Mod instructions thread, first post -
Quote
It is displayed with a key that currently you have to configure in the Controls settings. In the MISC section (the SAS ModAct 5 already has this implemented) you will find a "Game Menu" option that you have to assign.

hmm.... this I have already done, but when I do I get the chat bar also, which inhibits any access to the "Game Menu"  :(
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wolfiz

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Re: Proof of Concept - Walking Pilot MOD
« Reply #64 on: August 16, 2014, 11:25:39 AM »

New version menu "leave plane" works good, is there a way to keep the custom skin on new plane pilot enters? It always reverts back to default..
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Fresco23

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Re: Proof of Concept - Walking Pilot MOD
« Reply #65 on: August 16, 2014, 12:05:39 PM »

ok discovered I can move the chat bar, but I have no option for this leave plane command, etc. :(
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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #66 on: August 16, 2014, 01:44:08 PM »

Please, all with doubts read the First Post: updated and clarified

https://www.sas1946.com/main/index.php/topic,42093.0.html

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Plowshare

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #67 on: August 17, 2014, 05:09:26 AM »

benitomuso:

I now have the "Leave Plane" option working and you hit the nail on the head when you said it "allows an elegant and effective abandon of the plane." I found you can even change your mind and get back into the plane you just left.

A small request: Could you have the "Leave Plane" option from the menu be tied to a key or keys? Currently Ctrl+E is bail; maybe Alt+E could be for "Leave Plane."

Bob
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ton414

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Re: Proof of Concept - Walking Pilot MOD
« Reply #68 on: August 18, 2014, 07:52:58 PM »

People,
                  a great improvement to this would be having the "inside the man" view. For this, we would need a CAMERA hook 2cm. ahead the eyes of:

3do/humans/Paratroopers/Germany/mono.sim

and

3do/humans/Paratroopers/Russia/mono.sim

Probably it would be required to conver them into .hims for it.

It would allow walking in first person.

Is anybody interested on taking this part?

Regards,
                             Pablo

Hola Pablo.
Actually where you have to put a camera hook is in the Body.msh file.
But there is a problem here, this is not a "normal" mesh  (FramesType Single, with a single frame), as the aircraft.
This is an animated mesh, in this particular case with 135 frames, someone animated the mesh in 3ds Max (or another application) and exported it to IL-2.
We have always said that movements of the meshes are due to Java code,  this is true with almost all meshes , but other as the paratroopers, soldiers running, even the parachutes, the movement is made with 3D software.
I guess that many others also have noticed about it.

I personally do not know how to animate meshes in 3ds Max, but the biggest problem here is that I think we don't have tools to work with them: seems that buggy-buggy and Maraz are not  useful for these meshes.


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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #69 on: August 18, 2014, 08:12:46 PM »

People,
                  a great improvement to this would be having the "inside the man" view. For this, we would need a CAMERA hook 2cm. ahead the eyes of:

3do/humans/Paratroopers/Germany/mono.sim

and

3do/humans/Paratroopers/Russia/mono.sim

Probably it would be required to conver them into .hims for it.

It would allow walking in first person.

Is anybody interested on taking this part?

Regards,
                             Pablo

Hola Pablo.
Actually where you have to put a camera hook is in the Body.msh file.
But there is a problem here, this is not a "normal" mesh  (FramesType Single, with a single frame), as the aircraft.
This is an animated mesh, in this particular case with 135 frames, someone animated the mesh in 3ds Max (or another application) and exported it to IL-2.
We have always said that movements of the meshes are due to Java code,  this is true with almost all meshes , but other as the paratroopers, soldiers running, even the parachutes, the movement is made with 3D software.
I guess that many others also have noticed about it.

I personally do not know how to animate meshes in 3ds Max, but the biggest problem here is that I think we don't have tools to work with them: seems that buggy-buggy and Maraz are not  useful for these meshes.




Yes Ton, but isn't possible to set a [Camera] as the [Hooks] are a single instance? I mean: it doesn't seem that there was a problem with the fact that the mesh is animated. The typical basic elements is independent of the 135 Frames.

Isn't posible jut by trial and error setting up an approximate camera to 1,65m from ground and 0,15m front from the center? It should work.

Could you post the decompiled paratrooper mesh please?

Thanks
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ton414

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #70 on: August 19, 2014, 04:46:30 AM »

Yes Ton, but isn't possible to set a [Camera] as the [Hooks] are a single instance? I mean: it doesn't seem that there was a problem with the fact that the mesh is animated. The typical basic elements is independent of the 135 Frames.

Isn't posible jut by trial and error setting up an approximate camera to 1,65m from ground and 0,15m front from the center? It should work.

Could you post the decompiled paratrooper mesh please?

Thanks

Yes, I think it's theoretically possible to put a camera.
You only have to indicate here the type of hook
[Hooks]
Ground_Level <BASE>
CAMERA <BASE>

And here put one hundred thirty five times the entry indicating the camera position.
[HookLoc]

And well, yes maybe is possible  by trial and error put the camera in an approximate place, especially if you have lots of patience.
I think the only way to put the camera hook in an absolutely precise location is with 3ds Max.

But the biggest problem is that the decompiled paratrooper mesh file that I have obtained is wrong, and it does not work fine in IL-2.
If you try to load the original paratrooper mesh file with MshConverter you will have an error, so I've got this using the "Debug" menu.
Anyway here you have the file (31,3 MB for a single mesh file):
https://www.mediafire.com/download/cq8pajbbeb8gbtl/Body.7z
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benitomuso

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Re: Walking Pilot MOD - Based in VisualMOD
« Reply #71 on: August 19, 2014, 05:33:15 AM »

Thank you Ton!

  But I have tested your decompiled mesh for Russia and Germany and it works. What would be the values for the eyes position in that case?

  Something like:

[Hooks]
Ground_Level <BASE>
CAMERA <BASE>

[HookLoc]
165 x
 1 -1 0 0 0 1 -1 -1 1 0 0 0
165 x
 1 -1 0 0 0 1 -1 -1 1 0 0.2 1.65

Meaning 0.2m to the front and 1.65m from ground? Does it look reasonable?

EDITED: Ton you were wright!!! It doesn't work, I had pasted it in the wrong directory. The decompiled mesh hangs the game. What a problem.
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