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Author Topic: Kawanishi E15K Shiun-Norm  (Read 6345 times)

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Artiglio

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Re: Kawanishi E15K Shiun-Norm
« Reply #24 on: February 04, 2022, 02:18:18 PM »

Nice work brother 😉💪🏻
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Dandolo513

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Re: Kawanishi E15K Shiun-Norm
« Reply #25 on: February 05, 2022, 05:56:09 AM »

Hallo /Ciao Stefano,
thanks.
Here it is a step forward with the  wip.

https://www.mediafire.com/file/41inaasj8bpuy4s/E15K+Shiun+Test1+V_P+Rev+7.7z/file

If someone wants to look for issues it will be appreciated.

Thanks and have a nice weekend to all

Best regards
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agracier

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Re: Kawanishi E15K Shiun-Norm
« Reply #26 on: February 05, 2022, 03:05:57 PM »


If someone wants to look for issues it will be appreciated.


I've flown a few missions, some with the plane as an AI enemy and one observation would be that it is very slow to take evasive action when pursued and especially when fired upon. It keeps on flying straight on course for a long time.

It also shows few signs of being hit by machine-gun fire, not much smoke or such.
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Vampire_pilot

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Re: Kawanishi E15K Shiun-Norm
« Reply #27 on: February 06, 2022, 01:30:06 AM »

I can't say much about the damage or hit model inside but the armour is more like a float zero. So, not very much.
But it's a big bird with a fat float, not an agile fighter.
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Dandolo513

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Re: Kawanishi E15K Shiun-Norm
« Reply #28 on: February 06, 2022, 12:01:11 PM »

Thanks agracier , thanks vampire pilot.

Indeed i had no idea if are not enough damage's effect . So i will try to  improve them . In addition i have to edit a unreal behavior; i mean if the plane is hitten loosing a wing or other stuff, it should fail and no continuing to fly.

Concerning the reaction to enemies' harrassement, well agracier You are rigth. And also vampire pilot has given a reason to this behavior. I have thought the Shiun manteins its route to shoot with rear machine gun. Maybe i am totally wrong.

Thanks for your hints.

Best regards
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Dandolo513

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Re: Kawanishi E15K Shiun-Norm
« Reply #29 on: February 08, 2022, 11:48:51 AM »

Hallo,
I am adding collisions on meshes but it could be an help to know what causes the falling after has been shooted and have lost a wing or the  tail.
I have not found a tutorial that explains what I should edit on hier or meshes.
Any help ?
Best regards.
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Vampire_pilot

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Re: Kawanishi E15K Shiun-Norm
« Reply #30 on: February 10, 2022, 12:29:53 AM »

The mechanics of damage are in the java and follow the naming conventions in Il-2. That is why certain meshes and collission sub meshes must be named correctly.

If you want to know how your damaged plane looks, you must look at the ....D1 , ... D2, and ...D3 level damage meshes. But I suppose you know that?
"Seperable" meshes fall off when damaged.

I don't know a lot of the finer 3d modding details, just the basics.
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Dandolo513

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Re: Kawanishi E15K Shiun-Norm
« Reply #31 on: February 10, 2022, 05:39:26 AM »

Hallo vampire pilot.
Indeed I am still learning. And i am learning still from this yours post. I must add the separable line in some mesh on hier. Thanks.

I think I have to add some collisions but I have no clear what and why.  I have found  some post but they are not enough.
I will add some collisions as on stock planes.
I hope they will work.
I am very grateful to You for your help.
 Best regards.
Dandolo513
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damawo

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Re: Kawanishi E15K Shiun-Norm
« Reply #32 on: February 10, 2022, 06:48:29 AM »

HI Dandolo513,

The collisions model just express where the parts are physically exist.(hook also express part's position as point)
So, to understand how to damage models work, you would better add one big collsion for one part and add D1 model for that part with stand outed skin.
as vampire_pilot commented, it will good to naming of  collisions(xx... and x...) model and damage models are same as scripted in damage section of java file, because java control graphical reactions when catch damage.

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Dandolo513

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Re: Kawanishi E15K Shiun-Norm
« Reply #33 on: February 10, 2022, 07:19:53 AM »

Hallo damawo.
Mybe my collisions dont match java control?
However, first of all i have to complete collisions and edit D1 , D2 and hier as well.
I have understood something more .
I will try to improve the mod.
Thanks a lot.
Best regards.
Dandolo513

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Birdman

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Re: Kawanishi E15K Shiun-Norm
« Reply #34 on: February 10, 2022, 08:15:25 AM »

Maybe I could help a little here after fixing quite a lot of common damage issues in many planes.

I'd recommend as first step to look at meshes of some other plane, preferably the one your Java code is based on. There I assume that all the damage code of that plane is in classfiles of your plane also and should thus work fine when you fix meshes with proper collisions named like in that other plane. Hopefully that plane is similar enough with floats instead of wheels and radial engine without water radiators, but even with very different base plane most of the damage code should still work fine.

Then you should try to add proper collision boxes or hitboxes for D0 meshes (section starting with [CoCommon]). You can check naming from that other plane and just modify shape and position of collision boxes to match your 3D model properly. After you think you've successfully exported D0 mesh with those hitboxes, then copy that mesh as D1 with different material and again as D2 and D3 with different material so that you can test damage in game after adding those damage meshes to hier.him. You can just copy material files, names and damage textures from that other plane for testing, but eventually you'll need proper damage textures and you can start adding internal structures and alpha holes in default skin to reveal them if you want very nice visual damage. I recommend spawning E15K on airfield behind your friendly bomber and shooting it with bomber's rear gun to test damage. If your damage doesn't work properly up to complete destruction of that part, then check first that D1, D2 and D3 meshes have similar hitboxes to D0 mesh and vertices of those hitboxes aren't flipped to face inwards. Hitbox names are also case sensitive and I've fixed some planes with broken damage due to mismatch there.

Then you can consider adding CAP meshes after you get hitboxes working fine and parts detaching by shooting them thanks to proper "Separable" lines in hier.him. Collision with ground is completely different system and only based on "_Clip" hooks instead of hitboxes.
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Dandolo513

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Re: Kawanishi E15K Shiun-Norm
« Reply #35 on: February 10, 2022, 12:08:04 PM »

Hallo birdman ,
a lot of good informations.
Thanks.
I have done a lot of work of what You have just  explained.
But more must be done by me.
If You have time please check my Shiun.
I will restart my work when  my PC will finish maintenance caused by high temperatures on processor.
Mybe it will need some days.
Thanks a lot again
Fair winds and following seas.
Dandolo513
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