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Author Topic: Junks  (Read 18974 times)

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Mission_bug

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Re: Junks
« Reply #24 on: November 29, 2017, 11:36:25 AM »

Suddenly I make another REVOLUTION
Now hit box = shadow Same size and shape.
Just copy /paste coordinates of mesh under[ShVertices_Frame0] to under [CoVer0_b0p0]
And copy/paste shadow faces coordinates under [ShFaces] to under [CoFac_b0p0]
But problem with negative angles in new collision shape is remain and need more attempts.

Collision box from Body.msh
Code: [Select]
[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 1

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name Body

[CoVer0_b0p0]
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-14.25044 -3.02924 0.722654
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-14.25044 3.02924 0.722654
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-14.25044 -7.778483E-17 -1.270323
-14.25044 -3.02924 0.722654
15.54371 1.690739 2.217428
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9.712048 -3.522372 -1.544737
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15.54371 1.690739 2.217428
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15.54371 2.033124 4.142921
15.54371 1.690739 2.217428
9.712048 4.414 3.469567
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9.712048 3.522372 -1.544737
9.712048 4.414 3.469567
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17.02748 -1.175146 4.142921
15.54371 -2.033124 4.142921
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17.02748 1.175146 4.142921
15.54371 2.033124 4.142921
15.54371 2.11872 4.624294
17.02748 1.22462 4.624294
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17.02748 1.22462 4.624294
17.02748 1.175146 4.142921
15.54371 -2.11872 4.624294
17.02748 -1.22462 4.624294
17.02748 1.22462 4.624294
17.02748 1.22462 4.624294
15.54371 2.11872 4.624294
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15.54371 -2.033124 4.142921
17.02748 -1.175146 4.142921
17.02748 -1.22462 4.624294
15.54371 -2.033124 4.142921
17.02748 -1.22462 4.624294
15.54371 -2.11872 4.624294
0.8840473 3.522372 -2.221286
-14.25044 -7.778483E-17 -1.270323
-14.25044 3.02924 0.722654
0.8840473 -4.414 2.793018
-14.25044 -3.79604 5.736958
-14.25044 -3.02924 0.722654
0.8840473 -4.414 2.793018
-14.25044 -3.02924 0.722654
0.8840473 -3.522372 -2.221286
-11.95109 -1.188354 10.03171
-4.572378 -1.698469 8.066573
-11.95109 1.188354 10.03171
-4.572378 -1.698469 8.066573
-4.572378 1.698469 8.066573
-11.95109 1.188354 10.03171
0.8840473 3.522372 -2.221286
-14.25044 3.02924 0.722654
0.8840473 4.414 2.793018
-14.25044 3.02924 0.722654
-14.25044 3.79604 5.736958
0.8840473 4.414 2.793018
0.8840473 -3.522372 -2.221286
-14.25044 -7.778483E-17 -1.270323
0.8840473 3.522372 -2.221286
-14.25044 -7.778483E-17 -1.270323
0.8840473 -3.522372 -2.221286
-14.25044 -3.02924 0.722654
-14.25044 -3.79604 5.736958
-14.26407 -3.79604 7.888894
-14.25044 3.79604 5.736958
-14.26407 -3.79604 7.888894
-14.26407 3.79604 7.888894
-14.25044 3.79604 5.736958
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-14.26407 -3.79604 7.888894
-14.25044 -3.79604 5.736958
-14.25044 -3.79604 5.736958
0.8840473 -4.414 2.793018
0.7496297 -4.414 4.441148
0.8840473 4.414 2.793018
0.7496297 4.414 4.441148
0.7496297 -4.414 4.441148
0.8840473 4.414 2.793018
0.7496297 -4.414 4.441148
0.8840473 -4.414 2.793018
-14.25044 3.79604 5.736958
-14.26407 3.79604 7.888894
0.7496297 4.414 4.441148
0.7496297 4.414 4.441148
0.8840473 4.414 2.793018
-14.25044 3.79604 5.736958
-14.26407 -3.79604 7.888894
-12.61171 -2.503516 7.509447
-12.61171 2.503516 7.509447
-12.61171 2.503516 7.509447
-14.26407 3.79604 7.888894
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0.7496297 -4.414 4.441148
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-12.61171 2.503516 7.509447
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-5.169506 3.013631 5.800418
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-12.61171 -2.503516 7.509447
-11.95109 -1.188354 10.03171
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-12.61171 -2.503516 7.509447
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-12.61171 2.503516 7.509447
-11.95109 1.188354 10.03171
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-4.572378 -1.698469 8.066573
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-12.61171 2.503516 7.509447
-12.28956 2.503516 8.76085
-5.169506 3.013631 5.800418
-12.28956 2.503516 8.76085
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-12.28956 -2.503516 8.76085
-4.910841 -3.013631 6.79571
-12.28956 2.503516 8.76085
-11.95109 1.188354 10.03171
-4.572378 1.698469 8.066573
-12.28956 2.503516 8.76085
-4.572378 1.698469 8.066573
-4.910841 3.013631 6.79571

[CoNeiCnt_b0p0]
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[CoNei_b0p0]
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[CoFac_b0p0]
0 1 2
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183 184 185
186 187 188
189 190 191
192 193 194
195 196 197
198 199 200
201 202 203
204 205 206
207 208 209
210 211 212
213 214 215
216 217 218
219 220 221


; eof




If you use this in game the ship vanishes, the Co-Common uses very specific values that are dependent on the faces of your hit box, this is tied to those rows of other numbers you see in the entries.   KevinP did what was at the time a complete set that ranged as far as around 36 faces in total for the Co-Common, while I have not checked the faces of the Junk I am sure they are well above that.



The existing Co-Common works very well but I tried a different calibre of weapon for the technics.ini entry:






Hi Guys
Despite having all the .ini's in place and installing in my STD folder as instructed (I have tried also doing a direct #WAW install) I cannot get this to show up in my object viewer?? The closest I can find are entries for - 'Fishing Boat - Dutch/Greek and Pirate' which are called Fisherman/Fisherman1 and Fisherman2 in my chief.ini I think??? The 'Fishing Boat - Dutch' one doesnt show when clicked in my object viewer which I assume is the one retextured here?
I use CUP highly modified and I am assume I should be able to view this?? I havent tried placing on a map yet maybe it only shows up then??
Any ideas?
Mick


I posted this to Gio but  he has not responded yet, please try in your install, this has the Greif11 texture added. ;)


Link removed as a new version was added further on in the page.

Sorry I forgot to name Greif11 in the readme, I do apologise. :-[


Never quite sure when Gio will reply to a PM, could be weeks, please test and report back. :o

I think I have a problem in my 4.12.2 with ModAct, the vessel shows but does not move. o_O  In DBW and BAT all was good. :D



Wishing you all the very best, Pete. ;D
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Greif11

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Re: Junks
« Reply #25 on: November 29, 2017, 02:39:16 PM »

Quote
I tried a different calibre of weapon for the technics.ini entry:
But it strange look when ship sunk virgin intact. If somebody can make proper classes to change for Dead mesh/ or just retextured live.

To make texture with schreded to rags sails for me no problem. Paint + alpha channel.
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BRGDS Andrew

PO_MAK_249RIP

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Re: Junks
« Reply #26 on: November 30, 2017, 04:24:14 AM »

Thanks Pete I will try it out

UPDATE   Cheers Pete dropped into my #WAW folder added .ini's and Chinese Junk now shows up in my FMB viewer
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Mission_bug

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Re: Junks
« Reply #27 on: November 30, 2017, 11:32:49 AM »

Quote
I tried a different calibre of weapon for the technics.ini entry:
But it strange look when ship sunk virgin intact. If somebody can make proper classes to change for Dead mesh/ or just retextured live.

To make texture with schreded to rags sails for me no problem. Paint + alpha channel.


I do not usually do ships so do not know quite how the damage model works but if you can make a damage texture I will see what I can do. ;)


Thanks Pete I will try it out

UPDATE   Cheers Pete dropped into my #WAW folder added .ini's and Chinese Junk now shows up in my FMB viewer


Good to know at least we have it working. :D


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

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Re: Junks
« Reply #28 on: December 01, 2017, 12:58:15 PM »

A second present from Gio. ;)







Had a hell of a few days trying to cure some issues, the standard vessel would stay still while the armed one
moved, finally found it was a entry issue in the technics I had forgot to change.  :-[

Anyway, now making progress I think. :D


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

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Re: Junks
« Reply #29 on: December 01, 2017, 03:21:04 PM »

Cool! Now they're armed.  8)  Looks like we got some Junks to junk.  :D
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Mission_bug

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Re: Junks
« Reply #30 on: December 02, 2017, 04:00:41 AM »

Looks like we got some Junks to junk.  :D


LOL, that is terrible, been on the Jack Daniel's again Mark have we?  :D


Here is a link that adds the armed vessel to the existing one you have:


Mediafire:

https://www.mediafire.com/file/dm9xk9haf8p0sth/Chinese%20Junks%20by%20gio963tto%202nd%20December%202017.zip


Please give them a try in your game and report back, no damage model as yet. ;)


As reported earlier I had issues with the ships not moving in my 4.12.2 with ModAct 5.30, however, further testing in DBW 1.71, BAT WAW and VP ModPack showed all was okay. 

Please do not add the 4.12 folder to DBW or you will have a CTD.


I tried to have a Blue and Red Junk engage each other, no go, maybe they need to have a certain separation to trigger the weapon.

The test mission was just the first thing I found that had a flyable already set up, I doubt Junks ever found their way to the Finnish Gulf but who knows. :)



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

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Re: Junks
« Reply #31 on: December 02, 2017, 06:37:04 AM »

No Jack lately but I am working on a bottle of Jim Beam. LOL :) Thanks for your work Pete. :)
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SAS~Bombsaway

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Re: Junks
« Reply #32 on: December 02, 2017, 04:42:19 PM »

Forgive me Pete. It's been a while since adding a ship but this seems different as far as the ini listings. I followed the read me and it shows in ships but when I try to set a waypoint for it, nothing. It does work as a stationary ship.

BAT is the version I use.
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Do not go gentle into that good night,
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Mission_bug

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Re: Junks
« Reply #33 on: December 03, 2017, 02:49:59 AM »

No Jack lately but I am working on a bottle of Jim Beam. LOL :)


A good friend of mine spent time in the USA years ago and he has had a fondness for Jack and Jim ever since, I caught the Jack bug also to go with my
liking for Malt Whiskey. :D


Forgive me Pete. It's been a while since adding a ship but this seems different as far as the ini listings. I followed the read me and it shows in ships but when I try to set a waypoint for it, nothing. It does work as a stationary ship.

BAT is the version I use.

As noted in my posts Mark I had some issues myself, however, in BAT all was good, so not sure what your issue is. :(

The Junk is added like the other small water vessels such as landing craft, there is no need to add anything to the Ships.ini, that is for the larger stuff, the
java for this is a changed Big Ships class altered for the smaller stuff.

The actual vessel is quite large but Gio put it together as he did so it went in with the small stuff.

The technics.ini entry goes into that file along with cars, tanks and landing craft etcetera, at the bottom I think, so is in some respects like any of those
but with its ship entry and that is what gives it movement I think.

The folder for the mod 'Chinese Junk by gio963tto 4.12 class' I just added to #WAW3, although it could go in all really, not sure what
else I can add.

I could zip up the STD from #WAW3 and send it to you for reference if you like, you could do a search for Chinese Junk and confirm or otherwise
how you have it compared to me.


There is a mission in the download 'Seaplane' all that does is add the junks and a few things to shoot at, just overwrite and try it out:




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

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Re: Junks
« Reply #34 on: December 03, 2017, 05:03:23 AM »

@ Pete
In technics you put :
MinShotCaliber 0.00762

With this value I see that the ship is destroyed too easily.
I changed with it:
MinShotCaliber 0.020

 ;)
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Mission_bug

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Re: Junks
« Reply #35 on: December 03, 2017, 06:37:20 AM »

@ Pete
In technics you put :
MinShotCaliber 0.00762

With this value I see that the ship is destroyed too easily.
I changed with it:
MinShotCaliber 0.020

 ;)



Hello Gabriel, thank you very much for that, really appreciated. 8)


During the initial testing it seemed that the Junk could suffer no harm even with bombs and bullets going off all around it so to test the Co-Common was working I altered the calibre of weapon in the technics.ini entry and it was in fact working as you found out. :D


The damage model still needs to be looked at, Greif11 mentioned a texture so if he makes it I will alter things in the next download link, for now the users can just alter theirs using your entry. ;)


Wishing you all the very best, Pete. ;D
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