#3541804 - 03/20/12 04:47 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
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Posts: 3,740
Washington State, USA
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OK then.......back to modeling projects.........geez Dystopia took longer than I thought. . So I've been collecting info on F5. Looks like Iran was big F5e model user during iran/iraq war. Hell they make a couple rip off versions to this day. So it looks like the E model is what I am going to do. Actually, there are a heck of alot of f5 users out there. If we had new maps.......more 3rd world wars. (that sounds awful) Any rate, anybody have good photos of m113a1 interior? Or any good referance material for that matter? I WANT MY PLAYABLE APC!!!!! Want it at least somewhat right. Not looking for 100% perfect here. Just not going to happen without me getting to an m113a1 and photo/measuring everything......to late for that anyways.
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#3542440 - 03/21/12 03:59 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Oct 2010
Posts: 262
Kyth
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Member
Joined: Oct 2010
Posts: 262
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Any rate, anybody have good photos of m113a1 interior? Or any good referance material for that matter? I WANT MY PLAYABLE APC!!!!! Want it at least somewhat right. Not looking for 100% perfect here. Just not going to happen without me getting to an m113a1 and photo/measuring everything......to late for that anyways. I have no idea if the following is any use: http://afvdb.50megs.com/usa/pics/m113.html
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
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#3542618 - 03/21/12 02:30 PM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
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Senior Member
Joined: Dec 2011
Posts: 3,740
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Ugh, have done an all nighter attempting to get m2hb in game. I think I have now officially lost my mind. The bad news....its not in game......exactly. The good news..........I have gotten it to show up in games model veiwer. With soso news of not being able to get textures to show up..........oh AND the dds to atf converter does NOT want to convert my bump map file. ugh! BUT the config is done and should work.....roughly. Will need alot of tweeking. So, if my brain was working........maybe an hour till I see if this works. But its not working so poop. I really wanted to get it 90% done today,last night, er whatever.
Yay........got to the point where I get critical error 005 -----Ya I dont think I have gotten that one before. But it appears there is something vary wrong when I converted psd to dds then to atf. Ugh so redo all that poop. so freaken close to getting it in game.
Last edited by FlashBurn; 03/21/12 03:58 PM.
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#3542792 - 03/21/12 06:46 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 after powering thru the night and half the day............finally got this thing into sabow model viewer. Just need to find some stupid config error to get in game. I AM TIRED, keep making dumb mistakes. MUST FINISHHHHHHHHHHHHHH texture looks like poop, but I expected that. Dont have shaders that match up with SABOW so tweek o rama until I am happy. oh freaken joy........another error message. Critical error 004: Unable to load mesh [ M2hb_FBostov_type[s] = tabs\ostovs_mtc80.cfgpack ] Hay kids, dont forget your ; or you brakie stuff. Fix one error and look another one. Why do i do this to myself when I am sleep deprived????????????????????????????
Last edited by FlashBurn; 03/21/12 07:45 PM.
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#3544764 - 03/25/12 11:47 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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Anyone have any idea why the heck all the LOD's get displayed? Have redone EVerything, and I can not get this to go away. But other than that it works fine. This is an older screenie from yesterday and have done some other stuff since. But this really is driving me nuts. Think I am going to walk away from this and go crash my DCS Blackshark. Then try redoing everything.........AGAIN. Vary odd issue. Reset x form, unlinked/relinked everything. Think I will try merging everything into a new file without any links. Whatever is causing this issue.......ugh.
Last edited by FlashBurn; 03/25/12 12:16 PM.
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#3545845 - 03/27/12 06:56 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Oct 2010
Posts: 262
Kyth
Member
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Member
Joined: Oct 2010
Posts: 262
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The 's_' and 'p_' fragments should not be included in LOD 1, 2 and 3,
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
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#3545847 - 03/27/12 07:13 AM
Re: SABOW Oh geeezzzz m2.50
[Re: Kyth]
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Joined: Dec 2011
Posts: 3,740
FlashBurn
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Senior Member
Joined: Dec 2011
Posts: 3,740
Washington State, USA
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They are not. Unless 3dmax has done something totally retarded........ya that never happens. Give me a few minutes and Ill post a bunch of screens of what I got.
Last edited by FlashBurn; 03/27/12 07:45 AM.
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#3545849 - 03/27/12 07:32 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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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] = 0.6;
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] = 70;
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, 300;
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, mg_other, 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]()
{
B10A, back2, 0, 180, 0, 0, 0.1, -0.14;
DSHK3B, 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
} //endof m2hb_fb
Last edited by FlashBurn; 03/27/12 07:39 AM.
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#3545858 - 03/27/12 08:18 AM
Re: SABOW Oh geeezzzz m2.50
[Re: FlashBurn]
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Joined: Oct 2010
Posts: 262
Kyth
Member
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Member
Joined: Oct 2010
Posts: 262
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Another crazy idea,
The 'Work_places' in the config file refers to fragments like 's_gunner_out' and 's_gunner_exit' which don't appear in the main model,
"It's fascinating to think that all around us there's an invisible world we can't even see. I'm speaking, of course, of the World of the Invisible Scary Skeletons."
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#3545861 - 03/27/12 08:29 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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Dont think thats it, but who knows . Apart from 3 .50's on each other everything works as it should. But truelly crazy making. All I want to do is finish texture maps and move on. Boohoo. Still working on this. Have done everything pretty much over. Totally nuts. This is now the most freaken annoying problem I have ever experienced with a model. How the heck do you merge just a pivot from one mesh to another? never tried that.
Last edited by FlashBurn; 03/27/12 04:13 PM.
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