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Author Topic: Objects and characters developed by Geezer for "First Eagle" into IL-2.  (Read 35803 times)

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Alfie Noakes

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #96 on: February 24, 2016, 04:39:13 AM »

Pete, many many thanks for your work on Geezer's geezer's  ;D
Can't wait to place them in my games.........

Cheers

Alfie

P.S   BTW that last shot looks like 2AM on my local high street after the annual CIDER Festival  :D :D :D
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Mission_bug

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #97 on: February 24, 2016, 07:01:12 AM »

Pete, many many thanks for your work on Geezer's geezer's  ;D
Can't wait to place them in my games.........

Cheers

Alfie

P.S   BTW that last shot looks like 2AM on my local high street after the annual CIDER Festival  :D :D :D


That is why I never drink Cider anymore Alfie, mind and body cannot handle it. :D


I have now updated the link in the release thread. ;)

https://www.sas1946.com/main/index.php/topic,50392.0.html

take care.

Wishing you all the very best, Pete. ;D
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Mission_bug

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #98 on: February 24, 2016, 11:04:15 AM »

Hello guys, I am now going to move away from the figures for the time being but before I do here is a little experiment
I want to share with you. ;)

The pilot models in the pack are dressed in winter clothing and unfortunately the scarf is part of the head and not a
separate piece so I am looking at ways to add a few more variations, here is a trial using the officers head:



There is quite a difference in size between the two figures but it does not look too bad, although maybe a better
alternative would be the hat from the new head applied to the walking figures as it can represent possibly RAF
and American pilots with maybe no hat for others.  Again the goggles are part of the original pilots head so we
would have to do without them also but it does give much more use to existing objects.

Anyway, I digress again, back to the cunning plan and next up I think I will go with the buildings.  ;)

This is base ops:



Complete with deck chairs:



Take care.

Wishing you all the very best, Pete. ;D

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Mission_bug

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #99 on: February 26, 2016, 11:51:04 AM »

Hello guys just a little update for you on the continuing progress of these objects. ;)


The pilot with the officer's head that I experimented with now has a dead model and I thought I might
as well include them although I think the head with the cap from the mechanics will look better:



I decided that the excellent dead barn textures from Stalker and vpmedia needed a little physical damage to the 3D
to really make them look the part:






The ops building has had the same treatment but really needs a dedicated texture like the barn, here is a placeholder:




Here is a new object LineShack:




And another MaintShed:




I still have to do the destroyed versions of those two but at least they are now included.

Take care.

Wishing you all the very best, Pete. ;D
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SAS~Poltava

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #100 on: February 26, 2016, 01:31:02 PM »

Excellent job! Looks GREAT!!!  :)
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Mission_bug

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #101 on: February 28, 2016, 04:37:55 AM »

Excellent job! Looks GREAT!!!  :)

Yes, Geezer did a fantastic job with these objects, they certainly look the part, hopefully my tinkering adds a little more to the overall immersion factor. 8)


Here are a few more objects that still need the dedicated dead object. ;)

Hangar01 needed a slight name alteration as it loaded a existing hangar object already in the game:



This gives you a idea of size:



This is Barrack01 in the geezer objects, although again I altered its folder name just in case there was something else that
was already using that name:



And finally Hangar02 which also has a name change to its folder:




I need to run a mission to see if this can have vehicles travel through it.

Take care.

Wishing you all the very best, Pete. ;D

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vpmedia

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #102 on: February 28, 2016, 10:35:08 AM »

I can help with these damage textures. :)

max_thehitman

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #103 on: February 28, 2016, 07:18:51 PM »



All I can really say is.... BEAUTIFUL !!   :) They are ALL beautiful !!
Great new buildings and new human models,
The new versions are just spectacular in every way!
Congratulations on a fine job Pete!
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Mission_bug

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #104 on: March 01, 2016, 01:38:01 AM »

I can help with these damage textures. :)

Hello Istvan, you and Stalker have now both expressed a interest in doing texture work for the buildings which puts me in a difficult position as I do not want to create any kind of issues in that respect, however, I have said previously that you, he and Max were all welcome to have copies of my WIP.

If all of you are happy for that to happen I can pack up what I have and send you all a link.

Stalker already has some of the buildings shown as I sent them on so he could at least try them out in his map project to see if they were suitable, as for texturing, while he did want to do things in that respect he like me these days is limited to how much time we can spend on our various projects.
It might be a good idea now that this particular project is progressing to have you guys work together on the texturing, each maybe doing specific parts of it, your thoughts on that would be greatly appreciated. ;)




All I can really say is.... BEAUTIFUL !!   :) They are ALL beautiful !!
Great new buildings and new human models,
The new versions are just spectacular in every way!
Congratulations on a fine job Pete!



Thank you very much for the kind words Max, greatly appreciated. 8)


I conducted a test to see if vehicles would pass through the big hangar and they would not.

A similar problem was mentioned by Eugene once in regard to a object on the Vietnam 68 map, I thought then that the problem was a solid object, possibly using a alpha channel, to create what looked like a drive through building that was in fact solid stopping things moving through it.

I now realise the Co Common, hit box to you and me, is the actual cause as these are a very simple box type shape that covers the entire object so that damage can be recorded by the game and the object destroyed, it also stops vehicles travelling through the object in most instances.

So, the solution in my case was to create two hit boxes each with their own Co Common entry.

Here we see this visually in gmax:



And in use in the game:




Vehicles will hit either side and usually move off but as you see here the vehicle can follow a path through the building.

I have used this method also for the big canvas hangar so even though that is not open at the back your vehicles will go through it.  I tried a third hit box at the back to stop the vehicle exiting but it would not work and experiments will continue when time permits, however, for the moment they will be left with just the one either side.


More objects have also been added, here is another hangar version:




And another of the canvas type:



Unfortunately I do not have the texture for this one so it just uses the map created in the Stainless programme for now.  I did try mapping it to another object texture, however, it was not quite right, not too bad though, so I am undecided as to which way to go with it.  The choices are create a new texture, ask Geezer for the correct one, or map it to the texture for the next object.

This is the tent in question:




These are now all the buildings I was originally sent that are now in game:



There are still a few more extra ones I was sent as well as the maintenance objects that still need to be added and unless the dead model is shown then some are still using the place holder dark texture for the dead model.  The next task is to complete each of those destroyed versions before moving on to the other objects I have.



Like the figures I will release a update once I actually have the dead model done.

Take care guys.

Wishing you all the very best, Pete. ;D
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SAS~Malone

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #105 on: March 01, 2016, 02:52:29 AM »

Pete, thanks so much for further investigating the issue with the vehicles not going through open hangars.
i really appreciate it, mate.
obviously, i don't expect you to go and fix every hangar now, lol - the main thing to me is that we now understand better why this happens, and can use this info going forward.
much appreciated, mate :D
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Mission_bug

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #106 on: March 01, 2016, 03:36:58 AM »

Pete, thanks so much for further investigating the issue with the vehicles not going through open hangars.
i really appreciate it, mate.
obviously, i don't expect you to go and fix every hangar now, lol - the main thing to me is that we now understand better why this happens, and can use this info going forward.
much appreciated, mate :D


Hello Eugene, the above works with those objects of mine, obviously I cannot guarantee it will work with the particular hangar you originally enquired about and I do not have the time to take a look but here is the entry for the hangar shown:

Code: [Select]
[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 2

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name Live0

[CoVer0_b0p0]
8.03044 -11.6316 -0.5 0.0 -2.14638e-007 -1.0
7.65795 12.3918 -0.500005 0.0 -2.18337e-007 -1.0
10.0764 12.3918 -0.500005 0.0 -2.14638e-007 -1.0
10.7747 -11.6316 -0.5 0.0 -2.10938e-007 -1.0
8.03044 -11.6316 4.16 0.0 2.18337e-007 1.0
10.7747 -11.6316 4.16 0.0 2.18337e-007 1.0
10.0764 12.3918 4.16 0.0 2.18337e-007 1.0
7.65795 12.3918 4.16 0.0 2.18337e-007 1.0
//8 verts

[CoNeiCnt_b0p0]
4
5
5
4
5
4
4
5

[CoNei_b0p0]
1
5
4
2
0
5
3
7
2
3
6
0
4
1
1
7
2
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p0]
0 1 2
2 3 0
4 5 6
6 7 4
0 3 5
5 4 0
3 2 6
6 5 3
2 1 7
7 6 2
1 0 4
4 7 1
//12 faces

[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 2

[CoCommon_b0p1]
Type Mesh
NFrames 1
Name Live0

[CoVer0_b0p1]
-10.175 -12.2387 -0.5 0.0 -2.13742e-007 -1.0
-11.1859 11.7847 -0.500005 0.0 -2.18337e-007 -1.0
-7.92035 11.7847 -0.500005 0.0 -2.13742e-007 -1.0
-7.7402 -12.2387 -0.5 0.0 -2.09147e-007 -1.0
-10.175 -12.2387 4.16 0.0 2.18337e-007 1.0
-7.7402 -12.2387 4.16 0.0 2.18337e-007 1.0
-7.92035 11.7847 4.16 0.0 2.18337e-007 1.0
-11.1859 11.7847 4.16 0.0 2.18337e-007 1.0
//8 verts

[CoNeiCnt_b0p1]
4
5
5
4
5
4
4
5

[CoNei_b0p1]
1
5
4
2
0
5
3
7
2
3
6
0
4
1
1
7
2
6
5
7
6
0
2
4
7
0
1
7
4
3
2
4
5
6
1
3

[CoFac_b0p1]
0 1 2
2 3 0
4 5 6
6 7 4
0 3 5
5 4 0
3 2 6
6 5 3
2 1 7
7 6 2
1 0 4
4 7 1
//12 faces

If the hangar is a similar size then it should be okay but I think the hit box will actually need to touch the object to work, if you have that object you asked about as a separate item or can extract it then please do the test and report back. ;)

The text will need to replace the existing one in your objects mesh and once done you can just open it with mesh converter to see the placement in relation to the object.

I did actually add a little more info to your other thread on damage and shadows to the skyscrapers, not sure if you read it but please take a look.

Take care.

Wishing you all the very best, Pete. ;D
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Geezer

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Re: Objects and characters developed by Geezer for "First Eagle" into IL-2.
« Reply #107 on: March 01, 2016, 05:33:38 AM »

Mission_bug:

Send me a new PM at the Combat Ace website, and I'll find the missing hangar artwork for you.  Also, do you guys know how to attribute an AA gun so it works?  If so, I'll see if I can find my old collection of WW1 guns with crew.
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