Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5   Go Down

Author Topic: He-280 3D Re-work  (Read 26336 times)

0 Members and 1 Guest are viewing this topic.

Aragorn1963

  • member
  • Offline Offline
  • Posts: 193
Logged

Mission_bug

  • Modder
  • member
  • Offline Offline
  • Posts: 6062
Re: He-280 3D Re-work
« Reply #25 on: June 02, 2016, 07:05:55 AM »

Added update to the first post with adjusted hooks for the bomb ordnance.

@ Alfie and Mission_bug. Not sure what's going on with your gear but as Hubberranz stated there must be a conflicting mod issue some where. As you can see here I have no probs other than with the front gear covers which I'm still trying to adjust to fit properly.



Thank you very much for the update Ont_R, greatly appreciated. 8)

I made a start on the adjustments last night but had to go out so you have saved me further work. ;)


Unsure of what the gear issue is I decided to try the mod in my spare Modact set up that has very few additions and is used
primarily for testing the WWI stuff I put together and in that the gear works correctly:




Looks like there is something in my main game that is conflicting with the He280 so I will now try adding the usual suspects
 into that and see if I can find just what is the problem, if I manage to find it I will post again so others will know. ;)


While testing I noticed that the port undercarriage door is set too far forward and is not covering the bay when closed.

Take care.

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

Mission_bug

  • Modder
  • member
  • Offline Offline
  • Posts: 6062
Re: He-280 3D Re-work
« Reply #26 on: June 02, 2016, 08:17:20 AM »

Hello again guys, thankfully I have now found the conflicting mod that was causing the undercarriage issue. 8)


Here she is now fully functioning in my main Modact 5.30 game:




The usual stuff such as jet war, utilities etc. were added into my spare game and the only issue was a lack of
certain weapons options that was cured by adding '01__Weapons_Me-410_v3b' to give me all the load outs.

From there it was a case of pick a mod and see what happens, in this instance I tried a Me 262 mod named
 ' _00000_Me-262' and the issue with my undercarriage appeared in my test game. o_O

EDIT:  This is actually the 'Messerscmitt Me-262A Ultimate Pack' with what appears to be another addition. :o

These are the types in there:

Me-262A        air.ME_262A 2                               g01   SUMMER
Me-262V-3         air.ME_262V3 2                                g01   SUMMER

Besides those there are folders for other types, possibly fixes for other aircraft in the game.

Once that mod was deactivated in my main install there were no more issues. ;)

I do not know yet what item it is in the pack that causes the issue but at least I found it fairly quickly.

Hope this helps anyone else who is or has experienced the issue.

Take care.

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

Ont_R

  • Modder
  • member
  • Offline Offline
  • Posts: 326
Re: He-280 3D Re-work
« Reply #27 on: June 03, 2016, 02:45:47 PM »

Glad to hear you got it worked out and working Pete.  :)

I'll take a look at the port gear cover a little later and post an update once it's corrected. :)

Cheers,

Ont_R
Logged

Aragorn1963

  • member
  • Offline Offline
  • Posts: 193
Re: He-280 3D Re-work
« Reply #28 on: June 05, 2016, 12:27:49 AM »

I've got everything in working order now. What a beautiful plane. Very impressive work.

Would it be possible to have some gun pods or other heavier armament?
Logged

Hubberranz

  • Modder
  • member
  • Offline Offline
  • Posts: 1592
Re: He-280 3D Re-work
« Reply #29 on: June 06, 2016, 03:00:08 PM »


Very cool ! Thanks for this remarcable work, fixes and all. 412 SAS modact5,30 Sued_Germany_crew map.
Weapon pack  '01__Weapons_Me-410_v3b (@ 409)' it is, as Mission_bug  says.. Nicely done Pete !
Logged

daniel54

  • member
  • Offline Offline
  • Posts: 50
Re: He-280 3D Re-work
« Reply #30 on: June 07, 2016, 06:57:37 AM »

Hello,
I wanted to try the new plane He-280 on my game (Version 1.71 DBW 4101 with its mod Tiger).
If the game is loading normally and the aircraft appears well in the selection table when
I run the "flight", the game stops working at 30%.
In log.lst, it does not find the following files:
-GearC21_Do
-GearL6_Do
-GearR6_Do

Can anyone give me help?
friendships
DAN
Logged

SAS~GJE52

  • Editor
  • member
  • Offline Offline
  • Posts: 5175
  • Orchard Studios
Re: He-280 3D Re-work
« Reply #31 on: June 07, 2016, 08:56:06 AM »



Please post full log, as our resident psychic is on holiday atm..  ;)
Logged
Do not criticise a man until you have walked a mile in his shoes...  Then you can call him what you like, as you have his shoes ... and he is a mile away......

daniel54

  • member
  • Offline Offline
  • Posts: 50
Re: He-280 3D Re-work
« Reply #32 on: June 07, 2016, 12:23:19 PM »

Here is my log.lst (Extract):
......................................................................................

Code: [Select]
[07.06.2016 18:05:02] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll


*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
sFMDir = gui/game/buttons
s1 = flightmodels/fw-190d-14.fmd
s = FlightModels/Fw-190D-14.fmd
m_lastFMFile = null
opening new fm file gui/game/buttons
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
Fw190-D15 Loading FMD: FlightModels/Fw-190D-15.fmd
No spawner for 'com.maddox.il2.objects.vehicles.planes.Plane$P_51A'
sFMDir = gui/game/buttons
s1 = flightmodels/s-199.fmd
s = FlightModels/S-199.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/generic.fmd
s = FlightModels/Generic.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons
s1 = flightmodels/bf-109e-1.fmd
s = FlightModels/Bf-109E-1.fmd
m_lastFMFile = gui/game/buttons
sFMDir = gui/game/buttons

...

s1 = flightmodels/me-410a.fmd
s = FlightModels/Me-410A.fmd:ME210410_FM
m_lastFMFile = gui/game/buttons
getting fm file me210410_fm
sFMDir = me210410_fm
s1 = flightmodels/me-410b.fmd
s = FlightModels/Me-410B.fmd:ME210410_FM
m_lastFMFile = me210410_fm
sFMDir = gui/game/buttons
s1 = flightmodels/me-410d.fmd
s = FlightModels/Me-410D.fmd
m_lastFMFile = me210410_fm
getting fm file gui/game/buttons
sFMDir = me509_fm
s1 = flightmodels/me509.fmd
s = FlightModels/Me509.fmd:Me509_FM
m_lastFMFile = gui/game/buttons
opening new fm file me509_fm
sFMDir = si204
s1 = flightmodels/si-204.fmd
s = FlightModels/Si-204.fmd:Si204
m_lastFMFile = me509_fm
opening new fm file si204
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 44100, num channels = 2.
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 5.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 128]
Extensions  - disabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 64

INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/He-280/Metal Blank.bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/He-280/Metal Blank.bmp NOT loaded
Loading mission Quick/Okinawa/OkinawaRedScramble02.mis...
Loaded camouflage: PACIFIC
Loading map.ini defined airfields:
Detected Vertex Shaders 3.0.
 *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
Vertex texture units: 32

PBuffer: suitable formats: 6

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 6

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *1007284256*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
*** Loading: [fpWaterSunLight] -> NV3X Optimized!
*** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
*** Loading: [fpCoastBump] -> NV3X Optimized!
*** Loading: [fpCoastFoam] -> NV3X Optimized!
*** Loading: [fpCoastFoamFast] -> NV3X Optimized!
*** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
*** Loading: [fpCausticSimple] -> NV3X Optimized!
*** Loading: [fpCaustic] -> NV3X Optimized!
*** Loading: [fpSprites] -> NV3X Optimized!
*** Loading: [fpObjectsL0] -> NV3X Optimized!
*** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog] -> NV3X Optimized!
*** Loading: [fpFarLandFog] -> NV3X Optimized!
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
*** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
*** Loading: [fpCoastFoam8800] -> NV5X Optimized!
*** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
*** Loading: [fpCoastBump8800] -> NV5X Optimized!
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterNearDM] -> NV4X Optimized!
*** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
*** Loading: [fpWaterFarDM] -> NV4X Optimized!
*** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
*** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
*** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
*** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
*** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater] -> NV3X Optimized!
*** Loading: [fpNearNoBlend] -> NV3X Optimized!
*** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
*** Loading: [fpNearBlend] -> NV3X Optimized!
*** Loading: [fpNearBlendNoise] -> NV3X Optimized!
*** Loading: [fpFarBlend] -> NV3X Optimized!
*** Loading: [fpForestPlane] -> NV3X Optimized!
*** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
*** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
Load bridges
Load static objects
##### House without collision (3do/Tree/Tree2.sim)
sFMDir = he280_fm
s1 = flightmodels/hes.emd
s = FlightModels/HeS:HE280_FM.emd
m_lastFMFile = si204
getting fm file he280_fm
INTERNAL ERROR: HierMesh: Can't find chunk 'GearC21_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearL6_D0'
INTERNAL ERROR: HierMesh: Can't find chunk 'GearR6_D0'
Cannot load sound preset motor.Jumo004A.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset motor.Jumo004A.start.end (java.lang.Exception: Invalid preset format)
java.lang.NoSuchFieldError: printCompassHeading
at com.maddox.il2.objects.air.CockpitHE_280.<init>(CockpitHE_280.java:111)
at java.lang.Class.newInstance0(Native Method)
at java.lang.Class.newInstance(Unknown Source)
at com.maddox.il2.objects.air.Aircraft.createCockpits(Aircraft.java:2860)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2295)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1287)
at com.maddox.il2.ai.Wing.load(Wing.java:134)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1079)
at com.maddox.il2.game.Mission._load(Mission.java:455)
at com.maddox.il2.game.Mission.access$000(Mission.java:129)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:405)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:437)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)


Edited by SAS~Epervier !
Use the code option !
Logged

SAS~GJE52

  • Editor
  • member
  • Offline Offline
  • Posts: 5175
  • Orchard Studios
Re: He-280 3D Re-work
« Reply #33 on: June 07, 2016, 01:20:37 PM »

Quote
INTERNAL ERROR: BmpLoad_Pal8() - Bitmap 'PaintSchemes/Skins/He-280/Metal Blank.bmp'Bad BMP Format!
Valid BMP format is only  uncompressed 8bit (palette) image
With width and height equals power of 2
Skin PaintSchemes/Skins/He-280/Metal Blank.bmp NOT loaded   

That does not look good ...  ;) .. but not sure if it is a show stopper...  :-|

Quote
Cannot load sound preset motor.Jumo004A.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset motor.Jumo004A.start.end (java.lang.Exception: Invalid preset format) 

That might be though...

G;
Logged
Do not criticise a man until you have walked a mile in his shoes...  Then you can call him what you like, as you have his shoes ... and he is a mile away......

Hubberranz

  • Modder
  • member
  • Offline Offline
  • Posts: 1592
Re: He-280 3D Re-work
« Reply #34 on: June 08, 2016, 08:01:10 PM »


I'll take a look at the port gear cover a little later and post an update once it's corrected. :)
Cheers,
Ont_R


Blue line: my view alignment.
White: an ideal alignment to view.
Yellow: gear to fuselage.
Green: engines to Fuselage.
Note:
The wheels retract into the fuselage; so the gear covers are part of the fuselage, but the fuselage seems a bit offset to the right side. ( Left on pic. )
That may be part of the problem with the port gear cover...
Red: on opposite side of this coin, are the gear to engine placement differences... ( so the port gear looks 'more away' from the fuselage ).
I hope this will help.  Best wishes, Ont_R 8)
P.S.: the right wheel is contra-rotating;  I tried to remedy but had no luck with that... :(  Done. Next post.  :)
Logged

Epervier

  • 4.09 Guardian Angel !
  • SAS Team
  • member
  • Offline Offline
  • Posts: 9529
  • I'm French and Rebel_409! Nobody is perfect!
    • Some tinkering here
Re: He-280 3D Re-work
« Reply #35 on: June 09, 2016, 02:04:45 AM »

P.S.: the right wheel is contra-rotating;  I tried to remedy but had no luck with that... :(

hier.him ==>

[gearr1_D0]
Mesh gearr1_D0
Parent GearR2_D0
Attaching 1 0 0 0 0 1 0 -1 0   0.80 -0.22 0.538
Logged
If your results do not live up to your expectations, tell yourself that the great oak was once an acorn too. - Lao Zi -
Pages: 1 2 [3] 4 5   Go Up
 

Page created in 0.077 seconds with 25 queries.