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Author Topic: INITIAL RESULTS: Diorama Importer Tool for IL-2 1946 BAT/SAS/etc… (a Part of the UQMG Suite)  (Read 255 times)

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UberDemon

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Greetings,

Oh my God...  the coding was B-R-U-T-A-L!

I mentioned in another post how I decided to tackle the hardest part first, which is moving objects.  The idea is, you place an object in a map, and it is replaced by a whole diorama/scene, which includes moving objects.

Here is the result with moving objects...

The original mission is here:



You can see the objects which are basically markers to be replaced by the dioramas...  The angle you place them determines the direction in the mission.


It is just an object... it will be replaced...


Look at the resuts... and look how the moving objects are in different angles...


Yeah...


More to come!!!!
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

Vampire_pilot

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 ]thumright[

this is the stuff this game needs

UberDemon

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OK So I got the code to process all of it... the Dioramas contain potentially:
* Moving Objects
* Static Objects
* Buildings
(Sorry, no rockets... does not work well due to targets, so you need to do that manually)

The Moving Objects... somehow the hardest part of this effort are working perfectly.

But, the Static Objects and Buildings... Well the relocation is working well, but not the rotation...  I'll have to go back to the drawing board...

But still, pretty promising.











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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

genXgamer

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So the Rotate Objects option under the Edit tab does not work or are you just previewing the generated mission in the FMB?

I need to download this and see how everything works, as I have a number of basic/stupid questions to ask.
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UberDemon

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No this is a problem with my code that I need to figure out.

I have figured it out for rotating and replacing spawn points and the waypoints associated with taxiing, but I need to figure out how to rotate the objects properly once they are relocated.

Basically, I have to take the group of objects, then relocate it to a new place in a different map using a reference model, then I need to rotate it properly using a reference, which right now is the camera point in the diorama.  For the spawn points and taxi waypoints, I use the angle of the runway in the new template/map... so I thought I could use the angle of the "building" marker that will be replaced...

But like I said, it is not working properly right now.  I have to figure this out.
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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)

UberDemon

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Basically... I fixed it.  Had to dive deep into the code.  Really pleased with results.  I'll post more details later.  I also tested with ships (moving, static) as well as multiple moving objects in a single diorama file (which took some work).

































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Best Regards, UberDemon/danzigzag, Get UQMG at SAS BAT Mission area.  www.uberdemon.net no longer exists.  (** Alienware Aurora R7 / i7-8700 3.20GHz / 16GB RAM / Win 10 x64 / NVIDIA GeForce GTX 1080 **)
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