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#3553655 - 04/10/12 02:19 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA
OK, and s_gun is linked to d_gun? Well it would pretty much have to be. winkngrin . I do have some referances I got 2nd hand from krabb and his mod (before it got absorbed into later patch). OK doky, will start changing model around and see what happens before I pass out on my keyboard. Thanks again!


Ugh, whole weapon is recoiling back. Will take a look tomorrow with refreshed eyes. Kyth thanks for help once again. ready

Pretty sweet that x file can export scene settings. My spec map is crap but looks ok with my max setting.........with that setting exports out to sabow. NICE.


Edited by FlashBurn (04/10/12 03:06 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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#3553844 - 04/10/12 11:51 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Donken Offline
Junior Member

Registered: 04/07/12
Posts: 15
s_gun is defined where the muzzleflash and projectile is coming from. So that one should be parented to d_gun. And d_gun must be seperate. d_gun should always only be the barrel of the weapon. So detach the barrel from the rest of the model and parent it to for example d_mgun. Just to clarify for you biggrin s_gun --> d_gun --> d_mgun --> d_head --> d_hull for example.

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#3554095 - 04/10/12 07:18 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA
Hmmmm problem seems to have returned??????????????? UGH
_________________________
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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#3554173 - 04/10/12 09:47 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA
Anyone know exactly is going on behind the text file generated by XtoGO? Might help if one knew what to look for whats right or wrong. Beyond simply getting an error. Like what EXACTLY does this mean....

Code:
  1)  users\modwork2\m2hbfb.loc_def.mesh
LOD  0. chunks:   13|   7 ver:    5532 tris:    1844|    5532 X/Y/Z:    0.83    0.61    1.90 fmt: PNTl vb size:   259.31K ib size:    21.61K I32BIT 
LOD  1. chunks:    5|   1 ver:    5460 tris:    1820|    5460 X/Y/Z:    0.83    0.61    1.90 fmt: GXT2 vb size:   170.63K ib size:    10.66K 

INFO: Chunk ' s_commander ' and unnamed fragment is merged!
INFO: Chunk ' s_ammoc_01 ' and unnamed fragment is merged!
INFO: Chunk ' s_gunner ' and unnamed fragment is merged!
INFO: Chunk ' s_loader ' and unnamed fragment is merged!
INFO: Chunk ' s_camera_gunner ' and unnamed fragment is merged!
INFO: Chunk ' s_gun ' and unnamed fragment is merged!

Errors: 0 Warnings: 0 



In this case I am guessing that this is what happens when you forget and leave you dummy objects with a reset Xform. oops


Edited by FlashBurn (04/10/12 10:26 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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#3554265 - 04/11/12 06:07 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Kyth Offline
Member

Registered: 10/22/10
Posts: 210
Back to the drawing board, so to speak biggrin

Is it something that happened after adding in the recoil fragment settings? Or the '_' surfacing in the config files?
Lastly, I'd suggest using the SK42 Object Editor to view and compare the .go files,
_________________________
"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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#3554269 - 04/11/12 06:27 AM Re: SABOW Oh geeezzzz m2.50 [Re: Kyth]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA
Originally Posted By: Kyth
Back to the drawing board, so to speak biggrin

Is it something that happened after adding in the recoil fragment settings? Or the '_' surfacing in the config files?
Lastly, I'd suggest using the SK42 Object Editor to view and compare the .go files,


LOL, I keep meaning to try that but always do the, oh what about this thing...and off I go. Was that and adding back in LOD's. Andrey also compiled my .50 but it created a 001 error crash. It looks like he was also playing with my texture when I took a closer look. Probably a new path somewhere. I am beinging to think someone is putting the voodoo pins it what should have been a vary straight forward project. bs_sign

New thought on crash.....................shaders.


Edited by FlashBurn (04/11/12 07:09 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
#3554270 - 04/11/12 06:38 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA


Cause sabow thinks 3 is better than 1..........



I think tomorrow I am going to run some simple experiments with primative polygon and pivot tests. Honestly I cant suck this bad at this. Maybe I do, eh.....but hmmmmm what if one of the tools is screwed up............like x2go or something. Being 1st at something sucks sometimes (for sabow). When I tried to use the EXACT same files as what worked yesterday.............this crap again as well. This is freaken crazy.


Edited by FlashBurn (04/11/12 06:59 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
#3554389 - 04/11/12 11:21 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Kyth Offline
Member

Registered: 10/22/10
Posts: 210
Maybe there's nothing wrong with the model. It could be something with the config file settings,
_________________________
"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."


Top
#3554668 - 04/11/12 07:13 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA
Yes, very true.. But as to what is wrong?????? there is one line I really have no idea what it does......

Code:
 select_as[u]	= 4;
Im thinking it has to do with expected chunks of model. Ei DISK3 file has 4 named componets. Another possibilty is encoding of text file. But have not messed with it.

Also this line.

Code:
ostov_type[s]	= tabs\ostovs_mtc80.cfgpack,spg_ostov*; 
I have always thought this was for destroyed stuff that appears in next battle but what if it does something else?


Any rate rebuilding model from basic parts... Ie. taking each part breaking links and such. Saving out and merging into new sceen (again). Basicly adding in the barrel into structure of model. Going from 3 major parts to 4. Simply unlink, detaching and such was doing odd things, even with reset X form and all the things that go with it.
Code:
ostov_type[s]	= tabs\ostovs_mtc80.cfgpack,spg_ostov*; 
I have always thought this was for destroyed stuff that appears in next battle but what if it does something else?


Current cfg I am using. Totally rebuild from disk3 entry. Man, just need to KNOW exactly what causes this so I know what to do when I get to my m113 and saladin armored car models.
Code:
m2hbfb=()
{

	props=()
	{
		name[s]	= txt_gun_m2hb;
		mesh[s]	= m2hbfb;
		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]	= 0.4;
		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_BALL, 300;
		P50_AP, 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 m2hbfb 


LOD 0 reassembled........again.





SO far so good. Ran xtogo conversion....

Code:
   1)  users\modwork2\m2hbfb.loc_def.mesh
LOD  0. chunks:   13|   7 ver:    3876 tris:    1292|    3876 X/Y/Z:    0.83    0.57    1.89 fmt: PNTl vb size:   181.69K ib size:    15.14K I32BIT 
LOD  1. chunks:    5|   1 ver:    5460 tris:    1820|    5460 X/Y/Z:    0.83    0.60    1.89 fmt: GXT2 vb size:   170.63K ib size:    10.66K 
LOD  2. chunks:    5|   1 ver:    3804 tris:    1268|    3804 X/Y/Z:    0.83    0.57    1.89 fmt: GXT2 vb size:   118.88K ib size:     7.43K 


Errors: 0 Warnings: 0


Edited by FlashBurn (04/11/12 08:38 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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#3554712 - 04/11/12 08:46 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1544
Loc: Washington State, USA



AND EPIC FAIL


Games model viewer...showing LOD 1 AND LOD 2. Did not bother to load texture.





Edited by FlashBurn (04/11/12 08:51 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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