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#3553037 - 04/08/12 10:56 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Kyth Offline
Member

Registered: 10/22/10
Posts: 210

I'd suggest using the Steel Fury Model Viewer to check out the locations of all the chunks, dummies and object centres on the stock .go file, and compare them to the new model's .go file.

The new model needs to have the full set of dummies smile

Also, look again at the config file, the last time I looked there were some lines refering to 'add-ons' for the Dshk3,
_________________________
"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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#3553075 - 04/09/12 12:54 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
Totally true, never changed text paths or models for soldiers to carry weapons on back. K42 model viewer...good idea!


Wow, post count went up 650 in about a day and a half. Now does this mean that people are interested in user made content? Now I ask this because please say something people! 1. Keeps guys like me interested (its ALOT of work). 2. Graviteam is more likly to invest more time in supporting modder types/tools. They DO support moder types but they are a small company and honestly Russian\Ukrainian community takes a MUCH more active role in forming Graviteam games. They ask, folks over there anwser.... Western side of the fense...whine, complain, Gripe with no practical solution given (Army guy in me HATE's that complaining crap without any solution to any given problem). 3. UGI (or whatever the retarded publisher for western europe/north america) is more likly to order up an expansion/addon to said game if people seem interested (my view and may not be reality, or ugi's reality rant-on-off).

OH geee. I complained without a solution hahaha
Sabow appears to have sold enough copies that publisher is expanding sabow to other markets......thats great!
Pubisher seems to be unwilling or unable to officially provide a patch to SABOW...........thats bad. Lets face it. Release of SABOW was primature and seemed to catch developer unprepared (graviteam). First release was a bug fest. SABOW was a dirty golden nugget to sim/tactical game types. Unnofficial patches have added and fixed all the problems but pubisher? WTF are they doing? Graviteam please self publish your titles like K43 and APOS! I know $$$$$$$$$$$$$$$$$$$$$$$$$$$$. ok now rant-on-off


Edited by FlashBurn (04/09/12 01:24 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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#3553096 - 04/09/12 02:58 AM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Vitesse Offline
Member

Registered: 04/24/06
Posts: 1308
Loc: Devon UK
Hey Flashburn,

Good to see you sticking with this, and all the help you're getting.

Hoping for a Eureka moment soon!

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#3553100 - 04/09/12 03:26 AM Re: SABOW Oh geeezzzz m2.50 [Re: Vitesse]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
Originally Posted By: Vitesse
Hey Flashburn,

Good to see you sticking with this, and all the help you're getting.

Hoping for a Eureka moment soon!



biggrin

When a problem is to big for a guy, ask for help right? If we can come up with a solution I have at least 2 vehicle models I would LOVE to get into sabow. Also paves way for more modders......I hope. Either in SABOW or APOS, same engine. winkngrin
_________________________
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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#3553268 - 04/09/12 01:00 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
graviteam disk3 file exported out of max2011 with panda exporter.......
_________________________
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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#3553275 - 04/09/12 01:12 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Donken Offline
Junior Member

Registered: 04/07/12
Posts: 15
Oh no, This is frustrating!

But now i thought about something else, what if the model isnt wrong, but you have made some mistake in any config file. And the model is actually showing up 3-4 times instead of just 1 time? Have you looked into that or something similar?

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#3553294 - 04/09/12 01:43 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
Funny you said that....thats what I am doing right now. biggrin Another Idea is simply maybe it does not like _ in mesh name. Looking for anything now. In my mind its either some x exporter issue of config issue. But config is exact clone of default with 3 changes....file name, mesh name, and weapon type changed to in game m2hb.

But playing around with it now.
_________________________
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
#3553312 - 04/09/12 02:02 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

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

Code:
dshk3=()
{

	props=()
	{
		name[s]	= txt_tn_dshk3;
		mesh[s]	= dshk3;
		ostov_type[s]	= tabs\ostovs_mtc80.cfgpack,spg_ostov*;
		mesh_lods[u]	= 3;
		type[*]	= MGUN;
		select_as[u]	= 4;
		vis_factor[f]	= 0.5;
		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]()
	{
		DSHK, s_gun, 0, false, , head1, wp_loader, , false, 0, false, false, false, , 0, 0, false, , , 0, 0, 0, , , true, , 0, ;

	} //endof weapons

	shells[su]()
	{
		DSHK_B_32, 250;

	} //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]()
	{
		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 dshk3 



My slightly modified

Code:
m2hb_fb=()
{

	props=()
	{
		name[s]	= txt_tn_dshk3;
		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]	= 0.6;
		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 
_________________________
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
#3553322 - 04/09/12 02:18 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
Vitesse Offline
Member

Registered: 04/24/06
Posts: 1308
Loc: Devon UK
Have you tried putting the dshk3 back into your modified config?

I'm thinking renaming it's files and trying. Might help isolate the problem.

Cheers!

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#3553325 - 04/09/12 02:23 PM Re: SABOW Oh geeezzzz m2.50 [Re: FlashBurn]
FlashBurn Offline
Member

Registered: 12/24/11
Posts: 1546
Loc: Washington State, USA
Vitesse, yes, that was the crazy diska file. But check this out.......not sure if this is an improvment or not eheheh.

_________________________
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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