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#3541804 - 03/20/12 04:47 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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OK then.......back to modeling projects.........geez Dystopia took longer than I thought. biggrin. 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. biggrin 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!!!!! biggrin 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.

Inline advert (2nd and 3rd post)

#3542413 - 03/21/12 02:52 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Work has resumed on gettting .50 cal in game. Nearly there. Major thanks to Andrey who has saved me HOURS worth of bungling around till I got it to work. biggrin. Plan is to just get the basic .50 in game, then switch gears to modeling that f5, and getting more referance material on the insides of m113. Then bounce around between the 3 until they are all done. biggrin

#3542440 - 03/21/12 03:59 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Kyth Offline
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Originally Posted By: FlashBurn

Any rate, anybody have good photos of m113a1 interior? Or any good referance material for that matter? I WANT MY PLAYABLE APC!!!!! biggrin 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."

#3542467 - 03/21/12 04:57 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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LOL, yes that sight HAS been helpful. Its sad when I recognized that alot of that was from FT. Knox. I NEVER want to go there again...........EVER. biggrin Made Iraq easy as hell though. But alas, no more common bond of the 19d of the joy that is that place. Stupid army moving scouts away from there....... But I degress.

#3542618 - 03/21/12 02:30 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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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.
#3542792 - 03/21/12 06:46 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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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 biggrin

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.
#3542840 - 03/21/12 08:11 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Oh dear gawd..........all sorts of screwed up banghead

But they did kill stuff........

Last edited by FlashBurn; 03/21/12 08:13 PM.
#3542843 - 03/21/12 08:16 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Quite big as for .50 cal
50cal

#3544314 - 03/24/12 09:40 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Have not had much time to work on this the last few days........but it is now scaled correctly and the config works vary well. Still needs to get cleaned up and a little more detail work done but its 95% done. biggrin

So next time I get a little time..........start the f5.

#3544764 - 03/25/12 11:47 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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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.
#3545229 - 03/26/12 08:52 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Until I resolve this freaking issue I am not going to be working on anything else. Have spent a crazy about of time on this and NOTHING as worked.

#3545261 - 03/26/12 10:24 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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One LOD = One (separate) mesh

m2hb_tripodl0.X - physics lod (0)
m2hb_tripodl1.X - main graph lod (1)
m2hb_tripodl2.X - second graph lod (2)
m2hb_tripodl3.X - third graph lod if exist (3)

Place all lods in one dir and than convert.

#3545459 - 03/26/12 04:23 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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This is what I have been doing. I do not understand exactly why you are saying m2hb_tripod as the base name. Ie. if you export (from 3dmax and panda x porter) do you export just hull and will childern be exported as well? Or is that just an example of name? Also, I am really wondering if perhaps it is simply some setting of panda exporter I have set up wrong. I REALLY want this to work. It appears that each main parent is rendering out the WHOLE model...........creating 3 models on top of each other for each pivot point? Its really driving me nuts. Thank gawd I did not start out with a more complex model as I attept to figure this out.

#3545843 - 03/27/12 06:46 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Just want to say that this is the most mind boggling, annoying, crazy making issue I think I have ever encountered. I have no idea how many times I have done/redone/changed stuff around and still get 3x the .50 cal.. But pretty sure now that it is not an LOD issue but that each axis is rendering out the entire model. Model viewer correctly shows LOD's, but I dropped them out to remove one of the potential problems. I have redone the parent childern a zillion time now as well as reset x form.

Things I have not tried yet......
Dropping parent/child out of LOD's. This *should* break stuff.
Dropping damage axis (the p rotation bits) and seeing what happens.
Rendering the whole thing out as one solid chunk.........just to see.

If anyone has any idea.........no matter how crazy, I am all ears.

I will get this thing to work. It should be working.............

In the end its probably something stupid easy I have over looked. Also game to try another x exporter........any other good ones? I like x panda, but I am not sure if that could be the problem?

#3545845 - 03/27/12 06:56 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Kyth Offline
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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."

#3545847 - 03/27/12 07:13 AM Re: SABOW Oh geeezzzz m2.50 [Re: Kyth]  
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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.
#3545849 - 03/27/12 07:32 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Code:
 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.
#3545858 - 03/27/12 08:18 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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Kyth Offline
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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."

#3545861 - 03/27/12 08:29 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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FlashBurn Offline
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Dont think thats it, but who knows biggrin. 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.
#3546507 - 03/28/12 12:16 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]  
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FlashBurn Offline
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I think I will just go ahead and finish up config and texture work on this. Someday, hopefully soon I will get this annoying "feature" fixed. But until I know how to fix this I am not going to work on m113. To spend the amount of time needed to get that done, and then have this happen there would be sad beyond belief.

So perhaps Ill work on dystopia and get it "better".

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