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#3545229 - 03/26/12 04:52 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
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.
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin


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#3545261 - 03/26/12 06:24 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
andrey12345 Offline
Member

Registered: 06/29/11
Posts: 565
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.

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#3545459 - 03/26/12 12:23 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
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.
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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#3545843 - 03/27/12 02:46 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
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?
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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#3545845 - 03/27/12 02:56 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Kyth Offline
Member

Registered: 10/22/10
Posts: 210
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 03:13 AM Re: SABOW Oh geeezzzz m2.50 [Re: Kyth]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
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.




Edited by FlashBurn (03/27/12 03:45 AM)
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

Top
#3545849 - 03/27/12 03:32 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA




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


Edited by FlashBurn (03/27/12 03:39 AM)
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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#3545858 - 03/27/12 04:18 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Kyth Offline
Member

Registered: 10/22/10
Posts: 210
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 04:29 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
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.


Edited by FlashBurn (03/27/12 12:13 PM)
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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#3546507 - 03/28/12 08:16 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
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".
_________________________
Steel Armor: Blaze O War (SABOW)---

ISABOW mod. Check Graviteam forum. New AI vehicle M113a1 with recoiless and M106a1 self propelled mortar carrier. Much of other little stuff too. biggrin Requires AUG SABOW patch from Graviteam. Enjoy biggrin

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