#3533949 - 03/07/12 06:07 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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A little more done. Found some decent time to spend today on this......even if I was getting bothered every ten minutes. In case anyone cares........I'm after 15000 triangles (without tracks) for 1st LOD. I COULD go crazy with 25000.....but why would I do that with a silly M113 and no good referances/measurements? Currently sit just over 9000 triangles. So next thing to do is finish the important stuff, then blow the rest of my triangles on details.
Last edited by FlashBurn; 03/07/12 06:50 AM.
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#3534507 - 03/08/12 12:11 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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A few more major parts, then refine, more detail work, and optimiZe then modeling should be good to go. Oh boy texture work, and LOTS of it. Followed by how the **** do I get this in game without going nuts. Hope Im not the only one who wants a playable apc......i really want my playable bmp1.... But have no idea what that thing looks like on the inside. OH, for some reason I feel the urge to make an F5 freedom fighter for Iran side.... Always liked that plane. For SABOW purposes a hell of alot easier than this thing.........Ie your face will not be planted in it. Just has too look good from 100 meters or further away. Other things floating in my mind are.... M106 ------mortar version of m113 M113 with m40 A crazy m113 with a saladin turret (oh thats right, I also have that saladin armored car last year). Vary NAM for the AUSSIE's in us all. Hmmm? M113 ACAV.........casue I love the Cav? Oh ya, my MOS....... Smaller projects like an old school steel pot helmet and a G3 also could be fun........and pretty fast to make. Who knows if ill ever get that far along............. But got my 73mm energa in game now and an M2HB with tripod that just needs to be brought into game.........oh and this thing which should be done in a couple weeks. Just two more BIG bits of model then finish up with detail work. Looks like Ill have 2500 to 300o tris to make stuff better with. Not totally sure how SABOW handles interiors so Im not sure as of yet how much detail I need on the inside of the damned thing for the 1st LOD. Need to figure that one out quick, but I have a lot of room to breath with at least 10000 more Triangles I could use.
Last edited by FlashBurn; 03/08/12 07:23 AM.
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#3535936 - 03/10/12 10:15 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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think I may take a little break from the m113 and focus on getting m2hb in game as well as that silly mission 3 I was talking about. Well it has a name now.......Dystopia and the basic out line in mission editor. Still alot to do on playable m113. Texturing and rigging for game (me learning to get it in game :D) and fixing the problems that come up. Just a little annoyed comment/rant. No one has stepped up to help out getting this stuff in game........story of my life. So I'll figure it out myself....once again. Thank gawd I still have K42........without the way old unlocked patch stuff I would be totally lost. Just saying...... Ok, reviewed everything. ThinK I have it all down. Tomorrow I get that damned .50 in game or die trying. Dystopia is going to be a pretty short mission. Many reasons....1st I am actually getting tired of Angola map, 2nd I wnt to try out a more skripted (i mean that vary lightly) experience. Likly do something simular for mission 4 (still going to do it) .......but using smaller, better bits of that Iran/Iraq map I dislike...lol. Need new maps! Just saying.
Last edited by FlashBurn; 03/10/12 12:05 PM.
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#3536243 - 03/10/12 11:45 PM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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Well started on bringing the m2hb into game. Its going to be pretty rough at first. Just one of thoughs things that you understand in theory, put beat your head in practice. Want to see if I'm on the right track.....Alex or Andrey..........................!!!!!!!!!!!!!!!!anyone!!!!!!!!!!!!!! Still figuring out where dummy's go, will bring them into physical level once thats done....hmmm ya, dummy relates to center of human model? Using dshk3 config and changing as needed M2hb_FB=()
{
props=()
{
name[s] = txt_tn_dshk3;
mesh[s] = M2hb_FB;
ostov_type[s] = tabs\ostovs_mtc80.cfgpack,spg_ostov*;
mesh_lods[u] = 3;
type[*] = MGUN;
select_as[u] = 4;
vis_factor[f] = 0.4;
grass_hide[f] = 0.5;
effect[f] = 50;
trace_map[s] = pen_cars;
manual_rot[b] = false;
immobile[b] = true;
deform[b] = true;
forw_techn[b] = false;
bb_round[f] = 10;
snd_pillars[s] = ;
snd_engine[s] = ;
snd_list[s] = snd_list1;
sndp_base_freq[u] = 0x0000ac44;
sndp_base_freq_k[f] = 1.2;
snde_base_freq[u] = 0x0000ac44;
snde_base_freq_k[f] = 1.2;
snd_horn[s] = ;
snd_starter[s] = ;
snd_gear[s] = ;
snd_move[s] = ;
interf_cfg[s] = ;
mass[f] = 50;
drop_h[f] = 2.5;
j[v] = 150, 50, 50, 0;
engine_m[f] = 80;
engine_pow[f] = 1;
eng_tau[f] = 0.5;
min_w[f] = 400;
max_w[f] = 2300;
water_line[s] = ;
diesel[b] = false;
fuel_rash[f] = 150;
fuel_tank[f] = 292;
acc_capacity[f] = 200;
eng_start_cur[f] = 500;
suo_cur[f] = 10;
eng_cur[f] = 5;
gen_power[f] = 3;
steer_wheel[b] = false;
arm[v] = 2, 1, 1, 1;
arm_week[v] = -1, -1, -1, -1;
armor_thick[f] = 5;
armor_map[s] = arm_sm_guns_dift; ??????????????????
armor_qual[f] = 0.9;
armor_frail[f] = 0.5;
armor_str[f] = 1700;
flame_dam[f] = 0;
pike[u] = 0;
boekomplekt[s] = ;
detonate[s] = ;
anti_fire[u] = 0;
air_starts[u] = 0;
crew_move[u] = 0;
crew_rotate[u] = 0;
move_vertical[b] = false;
eng_ai_snd_min[f] = 0;
eng_ai_snd_max[f] = 0;
max_tac_pen[u] = 500;
max_dir_pen[u] = 500;
target_type[u] = 3;
} //endof props
gears[ff]()
{
0, 1;
} //endof gears
wheels()
{
} //endof wheels
cpillars()
{
} //endof cpillars
col_pts[sfff]()
{
d_mgun, 0, 1, 1;
d_hull, -1, -1, -1;
d_hull, 1, -1, -1;
d_hull, -1, -1, 1;
d_hull, 1, -1, 1;
d_mgun, 0, 1, -1;
} //endof col_pts
col_bounds[sffffffff]()
{
d_mgun, 0.5, 0, 0, 0, 0, 0, 0, 0;
d_hull, 0.5, 0, 0, 0, 0, 0, 0, 0;
} //endof col_bounds
weapons[ssubssssbfbbbsfubssfffssbsfs]()
{
M2HB, s_gun, 0, false, , head1, wp_loader, , false, 0, false, false, false, , 0, 0, false, , , 0, 0, 0, , , true, , 0, ;
} //endof weapons
shells[su]()
{
P50_AP, 200;
P50_BALL, 200;
} //endof shells
shell_places[ssuubsffss]()
{
Crate_01, B10, 5, 10, true, s_ammoc_01, 0, 5, , ;
} //endof shell_places
heads[sssffffffffbuffbb]()
{
head1, d_rama, d_mgun, 30, 30, 45, 10, 10, 10, 10, 10, false, 0, 0, 0, false, false;
} //endof heads
work_places[sbbbbbbbfsssssssssufbbbbbbfsb]()
{
wp_gunner, true, false, true, true, true, false, false, 2, head1, sig_gunner, gunner, s_gunner, s_gunner_out, p_gunner,
s_gunner_out, s_gunner_exit, dshk3_gunner, 2, 0.2, false, false, false, false, false, false, 0, , false;
wp_commander, true, false, true, true, true, false, false, 1.8, , sig_commander, commander, s_commander, s_commander_out,
p_commander, s_commander_out, s_commander_exit, mg_other, 4, 0.01, false, false, false, false, false, false, 0, , false;
wp_loader, true, false, true, true, true, false, false, 1.5, , sig_loader, loader, s_loader, s_loader_out, p_loader, s_loader_out,
s_loader_exit, gun_loader, 1, 0.01, false, false, false, false, false, false, 0, , false;
} //endof work_places
sights[sssfssssssss]()
{
sig_gunner, s_camera_gunner, gunner_mg, 0, sig_gunner, , , , , , , ;
sig_commander, s_camera_gunner, human_tech, 0, sig_commander, , , , , , , ;
} //endof sights
damages[ssfffusffffffff]()
{
rotgun, p_rotgun, 5, 40, 0, 0, txt_dam_, 2, 0, 0, 0, 0, 0, 0, 0;
rothead, p_rothead, 8, 50, 0, 0, txt_dam_, 2, 0, 0, 0, 0, 0, 0, 0;
} //endof damages
mslots()
{
} //endof mslots
marks()
{
} //endof marks
flames()
{
} //endof flames
traces()
{
} //endof traces
random()
{
} //endof random
smk_gen()
{
} //endof smk_gen
glass()
{
} //endof glass
carets()
{
} //endof carets
bridges()
{
} //endof bridges
lights()
{
} //endof lights
stanins()
{
} //endof stanins
hatchs()
{
} //endof hatchs
propellers()
{
} //endof propellers
addins[ssffffff]()
{
tripod_A_FB, back2, 0, 180, 0, 0, 0.1, -0.14;
M2hb_A_FB, back2, 0, 0, 0, 0, 0.2, -0.05;
} //endof addins
detachable()
{
} //endof detachable
shell_paths()
{
} //endof shell_paths
swim_vols()
{
} //endof swim_vols
pick_points()
{
} //endof pick_points
head_limit()
{
} //endof head_limit
} //M2hb_FB
Last edited by FlashBurn; 03/11/12 12:57 AM.
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#3536402 - 03/11/12 10:59 AM
Re: SABOW FlashBurns crazy wierd projects for future mini mod
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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Oh geeZ, nothing like working on a new mission, hitting compile and seeing 33 errors pop up ....lol Wow 2nd time I have totally borked my SABOW install...... Good thing I have two.
Last edited by FlashBurn; 03/11/12 12:49 PM.
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#3538137 - 03/14/12 02:59 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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So ran into some fundamental design flaws in Dystopia. A bit of reworking is in order but I think beta 1 of mission should be good to go in a few hours.
Geeezzz AI is not doing at all like I thought I set it up to do. Major rework of mission. UGH!
Last edited by FlashBurn; 03/14/12 05:44 AM.
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#3538719 - 03/15/12 02:00 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
Senior Member
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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In final testing of Dystopia before I release V0.9 of this mission. Hopefully enough people will download the thing AND comment on it that I can get a final version done (if needed) this weekend. Oh and do all the multilanguage thing as well. Still need to catch up on this for V1.5 and missions. Oh, and Dystopia will require V1.5 of my mini mod. How else are you gonna fight along side South African Army? Oh ya a Unita playable t62 that has been in since V1.4 of mini mod of course! If you didnt know that.........pull up quick missions on SAR UNITA side. Of course you need V1.4 or V1.5 minimod. And here is V0.9 of Dystopia.......... just English so far. http://www.mediafire.com/?ge7ma96m8k3fkxmIm really digging working on multiple projects at once. Hit an issue or if stops being fun and starts feeling like work..........switch project. But I think Ill wait on final version of Dystopia and translated V1.3 crescent untill I finish ai version of .50 cal m2hb MG. Its pretty darn close to being done then add into dystopia and crescent. Then back to work on playable m113a1 and start on something else. May look into finally figuring out if a 3rd person commander type guy can even be done. That would allow something between SABOW and APOS for guys like me that want to control ai battles without a tank being present but NOT have APOS god like camera. Would totally be stupid cheat feature for a tank sim (apos like 3rd person camera). Really want to start on an f5 or su22 for attack aircraft. But only do this if it would be destroyable. The way SABOW does model bits........not sure if a wing where to get blown off if the thing would still be flying around......wingless. Hmmm silly random idea for an "over the shoulder cam" for command groups. Make a radio, and put it into back addon slot, put camera a foot over head of guy. Would get a slightly better veiw of battle field, but without ability to do anything but order guys around via f10 map. Basicly command ai forces while watch the carnage....but without being a 20 feet in the air. All have to look into that. Might be fun.
Last edited by FlashBurn; 03/15/12 09:07 AM.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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