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SABOW FlashBurns crazy wierd projects for future mini mod

Posted By: FlashBurn

SABOW FlashBurns crazy wierd projects for future mini mod - 02/19/12 02:43 PM

new mission Dystopia
V1.0 ENG http://www.mediafire.com/?ttuo745mafo7lrn
V1.0 GER http://www.mediafire.com/?lx1veru73p3beq0
V1.0 RUS http://www.mediafire.com/?g4ws85yl3dtd5ra THANKS to Krabb for Russian translation/compile

V1.1 BETA http://www.mediafire.com/?6isgdri90iuhcha

Requires V1.5 Mini mod and march beta 2 from graviteam

wave

V1.5 mini mod (Graviteam March Beta 2 patch compatible) and missions.

V1.5 minimod, V1.6 operation safari and V1.3 Crescent Moon (removed milan and added Dragon).

ENG http://www.mediafire.com/?7v2k11bkil29shf
GER http://www.mediafire.com/?x0byc32nqrqc4m3
RUS http://www.mediafire.com/?90qjiegvc6hn6vn THANKS to Krabb for Russian translation/compile

Requires this patch.(march beta 2). http://graviteam-games.goodluckwith.us/eng/2012/03/march-2012-beta2-update-for-sabow-is-released/



Dystopia



Crescent Moon



Operation Safari
Old Youtube vid I did quite awhile ago.
http://www.youtube.com/embed/YG9xXv2kpi0




73mm energa anti tank rifle grenade.


Gunnery tutorial and awful how to on patch install. http://simhq.com/forum/ubbthreads.php/topics/3508398/SABOW_M60_gunnery_tutorial_ano.html#Post3508398

http://www.mediafire.com/?2nkfjx1m1c2o9jp carpet windows.

Ever taken an RPG to your tank from a building? Of course you have! Ever wanted to see thru those dang windows? Well this maybe a solution for you!

Ok this started as a simple fix for windows. However, as I suspected the interior of buildings have no normals facing you. What this means is that you "see thru walls". There is no easy fix for this, so I whipped up the "carpet compromise". This allows you to see behind the windows while minimizing the interesting X Ray glassess thru walls deal. This is not a perfect solution by far, but it is quick and easy.

Some folks can put up with the compromise solution, others will find it annoying as hell. You have been warned =). This will be a stand alone micro mod for SABOW. Due to its compromise nature it will not be in anything I release in future.











A semi-historical campaign....




I must have gone daft and stupid. Totally forgot I made this about 18 months ago. That .50 cal is not going to be long at all once I start. er restart.
COMPLETE




F5E complete next SABOW unofficial patch



Custom made G3a3 with 40mm smoke nade. G3 to be released in next sabow unnoffical patch or open beta 2 of my mod.


Custom made M2HB 12.7mm (.50 cal) heavy machine gun. m2hb to be released in next sabow unnoffical patch or open beta 2 of my mod.


Current projects as of SEPT 1 2012

RELEASE TBA (but SOON) saladin armored car



Early WIP M113a1.


Posted By: Mace71

Re: Oh geeezzzz - 02/20/12 12:31 AM

That better not fire 'MaceTank killing lobsters' or anything like that Flashburn!!!!! Dagnabit! attack
Posted By: FlashBurn

Re: Oh geeezzzz - 02/20/12 12:39 AM

No invisable stealth hats.....come on man!
Posted By: Mace71

Re: Oh geeezzzz - 02/20/12 12:44 AM

ISH's as I like to call them have been outlawed by NATO so should be banned from the game really.
Posted By: FlashBurn

Re: Oh geeezzzz - 02/20/12 11:25 AM

Well I started unwrapping this for an actual texture, about 30% there. Make texture, then do its LOD's, and write configs etc.. Got to move here in a day so it will be a bit before I get back to this and starting mission 3. Mission 3 is going to be more single tank sort a deal, kind of like safari but much shorter. Oh and your going to be a UNITA guy with South Africa on YOUR side. See if I can pull off that 3rd world charm and attempt to see if I can pull off more a single player sort of experience with SABOW. But mini mod is all set up for it so it should go more or less quick. Anyone want to help on play testing/balancing when I get there let me know..... Well once I get interent setup again. Moving out to the boonies so to speak, have to go with satalite..........Hope it does not suck to bad.
Posted By: FlashBurn

Re: Oh geeezzzz - 02/28/12 07:13 PM

Little up date of progress. This is as of 2 days ago, alot better now.
Posted By: skimbo

Re: Oh geeezzzz - 02/28/12 08:42 PM

Hello Mr Flashburn

Welcome back! :o) - I can imagine you are impossibly busy with all your different projects you have on the go. Just wondering if you've done any on the start up deployment/tactics section you said about in your excellent M60 gunnery training.

Still can't get my head round it!

Nice 'fifty' by the way!

Skimbo
Posted By: FlashBurn

Re: Oh geeezzzz - 02/28/12 08:49 PM

I still have no internet at house, so probably not from me anytime soon.

but to use deployment screen.....it really helps if you can read a map. Contour lines are your friend. Line of sight tools work well to figure out what your units can see/cover. Oh AND THE BIGGEST THING..........for some reason everything is RIGHT click. Messed me up once upon a time.
Posted By: FlashBurn

Re: Oh geeezzzz - 03/01/12 08:23 AM

Anyone have a good photo of an m2 rear sight in the up position? Cant find any good photos that I can get the range scale close to what it should be. Probably just use the ole memory as I spent enough time behind one of these.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/01/12 09:00 AM

heres a little update pic of m2. Defuse needs a bit more tweeking and have not really done much with spec and normal maps...........yet. But it weight in at 1812 tris so you can plaster your screen in game with them. Still have to do LOD's as well, ugh.
Posted By: Mace71

Re: SABOW Oh geeezzzz m2.50 - 03/01/12 09:42 AM

Damn, they gave you guns to use Flashburn? What were they thinking? biggrin lol
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 03/01/12 11:10 AM

FlashBurn, are you looking for this? It's not mounted, but the range scale is clearly visible.

http://www.pwbrowning.com/images/wcsight-01.jpg
http://www.pwbrowning.com/images/wcsight-02.jpg
http://www.pwbrowning.com/images/wcsight-03.jpg
http://www.pwbrowning.com/images/wcsight-04.jpg
http://www.pwbrowning.com/images/wcsight-05.jpg
http://www.pwbrowning.com/images/wcsight-06.jpg
http://www.pwbrowning.com/images/wcsight-07.jpg
http://www.pwbrowning.com/images/wcsight-08.jpg
http://www.pwbrowning.com/images/wcsight-09.jpg
http://www.pwbrowning.com/images/wcsight-10.jpg
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/01/12 06:25 PM

Wow Krabb nice find. that certainly looks like an m2 sight BUT way old school. They are alot simpler now.



Give me a weapon? Ya crazy N poop.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/01/12 08:22 PM




And a little further along......... now I am going to try and get this thing ingame usable by ai. Still don't know what I am going to do about animations for ai gunner............
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/01/12 10:27 PM

Wow, looking at config's............I may need some help at this. We shall see. Certainly not a simple rifle grenade.


Ok, this is making my head hurt. Understand the concepts and such, but what the heck do you use for sights/muzzle exit points. My brain rejects dummy polygons. Seems like it should be a named vertex or something. Going to revisit getting this in game tomorrow when my brain stops trying to fight me.

Had the modeling bug going strong in me.....started a model of something to put the .50 on. Probably will just skip playable .50 on tripod. Was doing that to learn how to do a few things but since I started the REAL mount for for the .50.......... Still going to do an m2 for ai though. Tomorrow I hope to work out the basics of getting it in game.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/03/12 02:34 AM

Started modeling a playable (I hope) M113a1 apc. Modeling is about 40% done. Perfect thing to carry around that .50. But I AM going to need help getting this stuff in game. Simple things I have down........complex not so much. The basics are covered in modeling tutorial from game but is missing simple.....but critical elements of WTF you need to do. On the other hand I'm getting my modeling fix. biggrin




Still have a LONG ways to go, but its starting to look like something.....oh and the beginnings of an interior as well.


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/03/12 05:46 PM

oh geez, for 3d max use camera dummy for bullet exit bore/sight camera? Is this right?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/04/12 09:37 AM



Didnt have much time to work on this today but GF dubed it the purple people eater.
biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/05/12 08:20 AM

Had a couple hours to play with this today. Most of the polygon budget needs to go on the roof as this thing is to be playable. So started adding roof detail today.





Been adding in more detail to the roof, nearly done with that. Was working on commander/gunner staion insides when I realized I had screwed up the inside of the M113. UGH! Rage quit max and gonna go on an APOS binge for a day or two before I go back and fix all that.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/06/12 11:05 AM




Heres a really bad screen of commanders/gunners station from inside. Well after my stubborn nature would not let me enjoy APOS while this thing was all screwed up. Notice the drivers hatch/well everything is gone. Total pain in the rear to fix a stupid mistake.....and I didnt keep my back ups far enough back to when ever I screwed it up. Need to find better photos of this thing. Ive been in an m113 but never paid any attention to the insides.




Ugh lost 2 hours to fixing the inside..........Man that was a royal pain.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/07/12 06:07 AM




A little more done. Found some decent time to spend today on this......even if I was getting bothered every ten minutes.

In case anyone cares........I'm after 15000 triangles (without tracks) for 1st LOD. I COULD go crazy with 25000.....but why would I do that with a silly M113 and no good referances/measurements? Currently sit just over 9000 triangles. So next thing to do is finish the important stuff, then blow the rest of my triangles on details.
Posted By: insomnia

Re: SABOW Oh geeezzzz m2.50 - 03/07/12 10:31 AM

Hello and greetings from Greece...
some questions for u my friend....
...(Idont know if these are possible to a modder...)

I am newbie with sabow and AchtungPanzer games and realy i have many years to play such a good RTS Tank Simgame since from CloseCombat 1-2-3-4-5 & Panzer Elite. Iwant to asc that, if they can do Updates to missions at the game SABOW. can Anyone Creat Scenario Campaing like Yogoslavia-Kossovo-VosniaEszergovina? Or Chad-Somalia-Libye? Or campaings At Israel-Egypt-Syria? At Least with the same armies, just changing the ColoursFlags. I think Maps will be easy thing to create, or not? Must Create New Tanks? army? and all that stuffs?? Sorry to bother u but i dont know were to post my questions....
waiting reply.... mn tx

panos....


Also... Can u or anyone make me A list with all the modes that exists from older to newest mods for SABOW, to select them with the correct order?Just only the names and i ll search them. i see many modes but some crashes some missing other versions. Only guarrantee is the FlushBurn moderman and other two guys...(keep good work my friends...)

many thanx again....
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/07/12 03:39 PM

game has been released only for just under 3 months..... With alll the new patches biggrin it brakes stuff in mods. But its freaken great that Graviteam keeps making both SABOW and APOS better. Just annoying that I feel like I am always hunting new bugs in my mod.
Posted By: insomnia

Re: SABOW Oh geeezzzz m2.50 - 03/07/12 07:03 PM

thanx for he tips... keep good moding....
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/08/12 12:11 AM



A few more major parts, then refine, more detail work, and optimiZe then modeling should be good to go. Oh boy texture work, and LOTS of it. Followed by how the **** do I get this in game without going nuts.

Hope Im not the only one who wants a playable apc......i really want my playable bmp1.... But have no idea what that thing looks like on the inside. OH, for some reason I feel the urge to make an F5 freedom fighter for Iran side.... Always liked that plane. For SABOW purposes a hell of alot easier than this thing.........Ie your face will not be planted in it. Just has too look good from 100 meters or further away.

Other things floating in my mind are....

M106 ------mortar version of m113
M113 with m40
A crazy m113 with a saladin turret (oh thats right, I also have that saladin armored car last year). Vary NAM for the AUSSIE's in us all. Hmmm?
M113 ACAV.........casue I love the Cav? Oh ya, my MOS.......

Smaller projects like an old school steel pot helmet and a G3 also could be fun........and pretty fast to make.

Who knows if ill ever get that far along.............

But got my 73mm energa in game now and an M2HB with tripod that just needs to be brought into game.........oh and this thing which should be done in a couple weeks.



Just two more BIG bits of model then finish up with detail work. Looks like Ill have 2500 to 300o tris to make stuff better with. Not totally sure how SABOW handles interiors so Im not sure as of yet how much detail I need on the inside of the damned thing for the 1st LOD. Need to figure that one out quick, but I have a lot of room to breath with at least 10000 more Triangles I could use.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 10:15 AM

think I may take a little break from the m113 and focus on getting m2hb in game as well as that silly mission 3 I was talking about. Well it has a name now.......Dystopia and the basic out line in mission editor. Still alot to do on playable m113. Texturing and rigging for game (me learning to get it in game :D) and fixing the problems that come up.

Just a little annoyed comment/rant. No one has stepped up to help out getting this stuff in game........story of my life. biggrin

So I'll figure it out myself....once again. blahblahblah rant-on-off

Thank gawd I still have K42........without the way old unlocked patch stuff I would be totally lost. Just saying......

Ok, reviewed everything. ThinK I have it all down. Tomorrow I get that damned .50 in game or die trying.

Dystopia is going to be a pretty short mission. Many reasons....1st I am actually getting tired of Angola map, 2nd I wnt to try out a more skripted (i mean that vary lightly) experience. Likly do something simular for mission 4 (still going to do it) .......but using smaller, better bits of that Iran/Iraq map I dislike...lol.

Need new maps! Just saying.
Posted By: Alex78

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 12:04 PM

15000...20000 triangles will be well. M113's wheels have too few segments. Increase segments in the double. Dual wheel is better to do so:

Back side of the wheel - only 1 poligon, 2 triangles + alpha channel in the diffuse map:

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 12:11 PM

Oh hiyas. Vary good idea. Yes they do at that. But a road wheel takes what.....3 minutes to make biggrin. I may need your help in a week or so.......just how to advice. biggrin
Posted By: Alex78

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 12:26 PM

Ok.

Diffuse map with alpha channel from the previous example:
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 12:34 PM

Is that off a T34 model? And I am tracking. Or in my really bad Russian...... ya ponimyou.
Posted By: Alex78

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 01:01 PM

Other wheel on the third LOD:
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/10/12 11:45 PM

Well started on bringing the m2hb into game. Its going to be pretty rough at first. Just one of thoughs things that you understand in theory, put beat your head in practice.

Want to see if I'm on the right track.....Alex or Andrey..........................!!!!!!!!!!!!!!!!anyone!!!!!!!!!!!!!!




Still figuring out where dummy's go, will bring them into physical level once thats done....hmmm ya, dummy relates to center of human model?

Using dshk3 config and changing as needed
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]	= 0.5;
		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]()
	{
		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, 200;
		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, 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]()
	{
		tripod_A_FB, back2, 0, 180, 0, 0, 0.1, -0.14;
		M2hb_A_FB, 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

} //M2hb_FB

Posted By: FlashBurn

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 03/11/12 10:59 AM

Oh geeZ, nothing like working on a new mission, hitting compile and seeing 33 errors pop up ....lol mycomputer

Wow 2nd time I have totally borked my SABOW install...... Good thing I have two.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/11/12 02:06 PM

Think I found a bug. Using march beta 2, my minimod V1.5, mission editor, then running a mission results in a crash. It appears editor is not releasing config files from my mod when exiting out of editor. Wierd. Not a big deal unless someone is using my mod and making a mission then trying to run it. Well be warned....like I said, a non issue for pretty much everyone. biggrin


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/13/12 08:29 PM

Working toward finishing up Dystopia. Adding last of the ai tactic point thingies now. Should have something to release in a beta form before to long. Not going to do the usual week long play throughs I did with crescent and safari before release. Need to get back to m113 and .50 cal.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/14/12 02:59 AM

So ran into some fundamental design flaws in Dystopia. A bit of reworking is in order but I think beta 1 of mission should be good to go in a few hours.

Geeezzz AI is not doing at all like I thought I set it up to do. Major rework of mission. UGH!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/15/12 02:00 AM

In final testing of Dystopia before I release V0.9 of this mission. Hopefully enough people will download the thing AND comment on it that I can get a final version done (if needed) this weekend. Oh and do all the multilanguage thing as well. Still need to catch up on this for V1.5 and missions. Oh, and Dystopia will require V1.5 of my mini mod. How else are you gonna fight along side South African Army? Oh ya a Unita playable t62 that has been in since V1.4 of mini mod of course! If you didnt know that.........pull up quick missions on SAR UNITA side. Of course you need V1.4 or V1.5 minimod. biggrin


And here is V0.9 of Dystopia.......... just English so far.

http://www.mediafire.com/?ge7ma96m8k3fkxm


Im really digging working on multiple projects at once. Hit an issue or if stops being fun and starts feeling like work..........switch project. biggrin
But I think Ill wait on final version of Dystopia and translated V1.3 crescent untill I finish ai version of .50 cal m2hb MG. Its pretty darn close to being done then add into dystopia and crescent. Then back to work on playable m113a1 and start on something else. May look into finally figuring out if a 3rd person commander type guy can even be done. That would allow something between SABOW and APOS for guys like me that want to control ai battles without a tank being present but NOT have APOS god like camera. Would totally be stupid cheat feature for a tank sim (apos like 3rd person camera). Really want to start on an f5 or su22 for attack aircraft. But only do this if it would be destroyable. The way SABOW does model bits........not sure if a wing where to get blown off if the thing would still be flying around......wingless.

Hmmm silly random idea for an "over the shoulder cam" for command groups. Make a radio, and put it into back addon slot, put camera a foot over head of guy. Would get a slightly better veiw of battle field, but without ability to do anything but order guys around via f10 map. Basicly command ai forces while watch the carnage....but without being a 20 feet in the air. All have to look into that. Might be fun.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/16/12 06:41 AM

New plan. Since I have 2 things in FlashBurns pipeline and would end up with a new version of pretty much everything nearly every week or two, i have decided just to finish m2hb and playable m113a1. Also start on that F5 freedom fighter for Iran and a new mission to go with them. Will also do a modified crescent moon with m113 for the scout platoons. In other words.........give me a month....and you get flashburn mod 2.0. biggrin

This will not effect Dystopia getting tweeked and final version done for it. Basicly, 6 more weeks I can work on SABOW projects then ugh er......trashcans, bushes, trees, and boring buildings for profolio. Hay graviteam.........want to release a map editor? Somewhere I can put all that crap........lol selfish me....I like SABOW.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/18/12 11:41 PM

Hit the boeing flight mueseum yesterday. Was hoping to get a few descent photos of their YF-5a.......well ya, hard to do when its hanging from the ceiling........

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/19/12 08:45 AM

Ok finally got Dystopia done. Turned into a total pain in the ass. Spent a HUGE amount of time attempting to get ai to do what I wanted....er most of the time? Any rate, Next order of business is get all languages updated for missions. Then back to m113, .50 cal, and F5. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/20/12 04:47 AM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 02:52 AM

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
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 03:59 AM

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
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 04:57 AM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 02:30 PM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 06:46 PM



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????????????????????????????
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 08:11 PM




Oh dear gawd..........all sorts of screwed up banghead

But they did kill stuff........
Posted By: wertumnus

Re: SABOW Oh geeezzzz m2.50 - 03/21/12 08:16 PM

Quite big as for .50 cal
50cal
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/24/12 09:40 AM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/25/12 11:47 AM



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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/26/12 08:52 AM

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.
Posted By: andrey12345

Re: SABOW Oh geeezzzz m2.50 - 03/26/12 10:24 AM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/26/12 04:23 PM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/27/12 06:46 AM

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?
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 03/27/12 06:56 AM

The 's_' and 'p_' fragments should not be included in LOD 1, 2 and 3,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/27/12 07:13 AM

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.


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/27/12 07:32 AM





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
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 03/27/12 08:18 AM

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,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/27/12 08:29 AM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/28/12 12:16 PM

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".
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 03/29/12 07:53 PM

Chin up burnard,

You are a force to be reckoned with - you will have an epiphany and everything will fall into place.

smile

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/29/12 09:01 PM

Lol, words of encouragement. winkngrin

Just had to walk away from the problem for a couple days. Basicly the problem is that I am vary new at bringing models into game engines. Modelling, texturing, various light maps......no problem. I have heard about this issue before but never encountered it. I beleave it to be largely a long standing issue with 3d max that has been the problem. Andrey suggested a number of things to do (some of which I have heard before but long stuffed in the back of my mind). What I need to do is bring my pivot point from one model over to another (for LOD). But i am retarded and can not for the life of me figure out how. I had an instructer awhile back mention this but I did not throw it in my notes. So far I have found not a peep about it on the net. When I did the energa rifle grenade (which had 2 LOD) this did not occur further driving me nuts.

But in the back of my mind I have been constructing the f5...so its going to have to get done soon.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 03/30/12 03:03 AM

If I understand it, you'll need to merge your separate LOD models and get them all aligned together.
Then, make sure their pivot points have the exact same coordinates. Then split them up again.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/30/12 05:35 AM

If that is the problem, then no wonder. I did find a script for 3dsmax that pretty much does the same thing. I'll try this stuff out tomorrow =). When I dropped my lod 2 out and just was using a merged lod 1 for everything I sort of figured that would be enough. Im guessing max must put some crazy hex code (pun HA! sleepy) ingrained and must get picked up by the X file format. So if I was to blame someone would it be max or microsoft? Perhaps myself? dizzy



Oh Kyth have you ever considered bringing over some of your K42 stuff to SABOW? A HUGE job for sure, but unless the market has changed I certainly do not see Graviteam bringing something k42ish over to a SABOW type system anytime soon.


Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 03/30/12 06:50 AM

Originally Posted By: FlashBurn

Oh Kyth have you ever considered bringing over some of your K42 stuff to SABOW? A HUGE job for sure, but unless the market has changed I certainly do not see Graviteam bringing something k42ish over to a SABOW type system anytime soon.


On the contrary, I think the next simulation up is going to be a WW2 one. yep

http://www.simhq.com/_land3/land_163b.html

whoohoo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 03/30/12 06:12 PM

I must have done something right as I got 1 axis to stop rendering out the whole extra model. I wish I knew what the heck I did to do that. I may need the short bus with REALLY BIG pictures in crayon. I feel so pathetic on this one. skyisfalling

Can't beleave I still have not solved this yet...... making me feel quite stupid. However I have been focused on how it should work and not considered sloppy work around solutions to just make the darn thing work.

On a totally random note......Got to take a close look at the new M320 40mm grenade launcher. Vary nice. I'm suprised I liked it as much as I did. I now understand why the Army is dropping the M203.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/05/12 07:50 AM

Thought I would post a little burb....

I am pretty much totally stalled on forward work. I have spent an insane about of time attepting to get my .50 cal to properly render in game. Suprisingly, the end result is the nearly always the same. A complete model rendered out on each axis / pivot of model. I don't dare invest another 40-60 hours on the m113 until I resolve this. I am certainly NOT giving up. But some piece of the puzzle is missing here.

So where does that leave things for the time being? I have had no issues with bringing in models with just 1 pivot and lod's. I *should* be able to do that f5 and get it to work, however I am a bit gun shy about that right now. So I may end up just doing a simple quick model of a G3 rifle for Iran or a good ole steel pot. Certainly not vary exciting stuff. I am curious about what future patches hold for SABOW as well.

Dystopia will more than likly get tweeked here soon. But I would like to have the .50 cal working before I release it.

On another note that no one probably cares about......

I found my unwrapped model of my Saladin armored car.... with some normal map work done on it..........
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/05/12 05:39 PM



textue is not loaded, but if ANYONE has any clue as to why the hell this is happening............HELP! (the full model on axis / pivot points....)
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/07/12 07:52 PM



The most mind boggling stupid problem EVER! 50-60 hours so far attempting to fix this!



Trying crazy things you know will not work



No idea what going on with this mess......But the fact that some of the components are broken up is promising.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/07/12 11:05 PM

One more suggestion - have you already tried 'Reset Xform' on all the LOD models?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/07/12 11:25 PM

LOL, multiple times. along with link/unlink. Well just about everytihng you can think of.




What is that thing? lol....think this line of thinking is a dead end.

I should also point out that it always renders corret in game model viewer and a handy little utility assimp (wierd name). Just goes bonkers in game. The config file I am using is that of diska, just with path of mesh to mine. No other real changes.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/07/12 11:56 PM

Think this could be some 64bit max 2011 bug? Perhaps I will try doing all this in 32bit instead. Dought it will do anything but..............

Ok this is wierd. when bringing over file from 64bit to 32bit max, guess what happens? It seems to be dropping hierarchy. Vary odd, however it is not letting me relink things. This is FUNKY.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/08/12 12:47 AM

Vary interesting............this is VARY odd. Will try and bring over 64bit max file over as a 3ds file. will probably require me unFooking it but this could be the issue. I am vary surpised about this.

Ok after so many hours I have come to the realization that without help from someone more knowledgable than me, this is not going to get in sabow/apos. No idea what is causing this.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/08/12 05:33 AM

Random thought.... can you have 2 meshes in one chunk? I get that message for my d_mgun. Wonder if perhaps I did something funky when I cloned one the handles. Have not tried to follow up that line of thought. But I still think something is wonky other than that........... But TOTALLY done with messing with this for today.
Posted By: Donken

Re: SABOW Oh geeezzzz m2.50 - 04/08/12 05:31 PM

Im not shure how you tried to get all lods aligned to the same spot, But this is one thing you can do.
Select the main object/part/element/piece (the main parent piece) or whatever you call it in 3dsmax and go to Hierarchy, press affect pivot only, then center to object, and then press align to world. Now you should have the pivot aligned right. Go out of hierarchy tab.

Now you need to center the main piece.
Select the piece and go down to the bottom of the window and move the part to coordinates 0, 0, 0. This way the pivot and the piece is totaly centered.

Now open all other lods and do the exact same thing.

And as Kyth mentioned you should first press reset xform on all pieces (Very important). Specially if you have cloned, mirrored or scaled any piece. Do this before you align the pivots.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/08/12 07:09 PM

its not lod's getting displayed (tested and retested). Each pivot/axis point renders out the whole model. Its like hierarchy gets dumped when converted to an X file. Tried 2 different exporters now. Panda and kw, both have the same result. Also in max you can copy/paste pivot locations from one to another making it vary easy to line everything up. In my LOD's they are all alined with one another. When you run X to go it generates a list and lets you know if anything shifted.

Should also note that I dumped my LOD's and am just using the p_level and 1 LOD as I attempt to get it to work. I have unlinked, relinked, reset X form, merged into/out of. Also used another model as a test to see, did the same thing. I have used every combo with x exporter settings. Gotten SABOW to crash a number times (I know what NOT to do now =)). Even got graviteams x to go to crash with x port settings.

While I have reset/redone pivoets a zillion times now, it might be worth it just to center all pivots to object (like you said) but of course they will pivot at odd locations....but if it would work...

Netx thing I want to try but have not yet, is to convert to 3ds and bring it into blender. However (this is silly) I can't find the export button/shortcut. I enabled its default x exporter, but can't find where they put the basic of basic commands lol.
Posted By: Donken

Re: SABOW Oh geeezzzz m2.50 - 04/08/12 07:28 PM

Ah i see, Do you have your .max file uploaded somewhere? If you want i can take a look and see if there is something wrong. I can test to export it with kw-xport (the one used for Steel Fury) and see what happens in steel fury.

Do you see if it is wrong in the editor or is it just wrong in the game? What happened when you tested to export another model? Same failure or did that work?

And also sometimes i have accidently changed few settings on a few parts or the scene and i couldnt figure out what was wrong. What i did to fix it was i made a completely new scene, and merged only all s_, d_ and p_ parts to the new scene, Forget about all other settings like gamma, lights and camera settings and so on, even make a new material. Have you tested with a completely new scene?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/08/12 11:32 PM

what version of max are you using? If its before 2010 cant send a max file. However 3ds files work (mainly) and I do have a link to that. I did try the kw xport but another set of eyes would be welcome.

Model renders correct in game model viewer or any other direct X amp.

Indeed I have setup a new scene and merged parts in. Both as a whole model and individually...But more eyes the better on this.

I could vary well have done a vary simple mistake and simply not seen it. Need more experience on this, obviously. winkngrin

I'll pm a link to you.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 01:46 AM

Hi,

I think you're basing the model structure on the Dshk3?
Assuming it works well in the game, then try taking a detailed look at the Dshk3 3D model, how it's arranged, where all the pivots are at, and do some 'reverse engineering' . smile

The fact that it works, means that something copied well enough will also work.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 02:04 AM

It's crazzy making! crazy I tell you! I have most certainly tried this. It is set up exactly as graviteams (in cfg. changed weapon class to m2hb), in model all parts named the same. One thing that I have been trying to follow up with is that in graviteams model with x file and a program called assimp. It shows stock model as having nodes(im guessing the axis/pivot info) while x files exported out of max 2011 do not seem to have this. This is a LONG shot but could be a problem with newer max versions and X format. Again, just guessing and why one of these days Ill try it with blender. Not that I really think it will work, but everything else has not..........yet. I know its doable or I would have given up a week ago. AND I'm stuborn as hell hahaha

Donkins compliled flashburn m2hb........ still no workie but screens are nice right>?

Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 02:56 AM


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,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 04:54 AM

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
Posted By: Vitesse

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 06:58 AM

Hey Flashburn,

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

Hoping for a Eureka moment soon!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 07:26 AM

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
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 05:00 PM

graviteam disk3 file exported out of max2011 with panda exporter.......
Posted By: Donken

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 05:12 PM

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?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 05:43 PM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 06:02 PM

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 
Posted By: Vitesse

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 06:18 PM

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!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 06:23 PM

Vitesse, yes, that was the crazy diska file. But check this out.......not sure if this is an improvment or not eheheh.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 06:45 PM




Getting vary close. not rendering extra models BUT now its not firing at anything either. I have a vary annoying suspision that having a _ in your mesh file name causes uber FUBAR. OMG. We will see here shortly. Truelly amazing how something so small can cause total COAS. Kind of like miss placing the Jesus pin on an m2hb rofl


Ok childern...........NEVER EVER USE _ IN A GRAVITEAM GAME. That was the problem. mesh file was named m2hb_fb. It works fine as m2hbfb. OMFG. well that was fun NOT.
Posted By: Donken

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 07:00 PM

Good news! Yeah, there are a few tiny small stuff that can make similar errors in steel fury to biggrin But a tip would be to try to reproduce the error so you know to 100% what was wrong. And that way ppl can figure out other stuff also that can be wrong etc.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 07:15 PM

Yes, totally true. But usually if an _ or other character causes a problem it simply crashes. Usually an error message is left in the out folder. This one was crazy as it worked, jsut with multiple models rendered to each axis. Would NEVER of thought of that but having help and extra eyes, drawing simular conclusions allows one to switch mind set. Which is what I did........painfully. sigh

But now thats solved.......take a break. Finish .50 texture diffuse, normal, spec maps and set up configs for m2hb for Iran and South Africa. Then Update Dystopia. Move on to other stuff. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/09/12 07:24 PM

OH one more thing. Nearly forgot about it. On a .50 cal the barrel moves back about 1 1/2 inches (what 35m or so). Need to figure out how do do that via config.

and thank you everyone that helped. crew
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 02:46 AM

Glad that problem is solved, the game can be quite finicky about the naming format. (As I can attest with the "damage model" entries in SF.)

Originally Posted By: FlashBurn
OH one more thing. Nearly forgot about it. On a .50 cal the barrel moves back about 1 1/2 inches (what 35m or so). Need to figure out how do do that via config.


If it's anything like SF, there's an entry for the weapon in the common_res file, where you can specify the extent and speed of recoil,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 03:32 AM

oh thnaks. Problem is just that none of it is commented. But should not be to hard to figure out. Of course as i simplified model to figure out what was wrong I dropped and merged alot of parts. But should have it mainly figured out in the next 24 hours.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 05:05 AM

I am guessing that the -0.15 refers to recoil for gun? I so wish just one of these had comments.............from m60....

But who knows, lol. You would also need speed of recoil somewhere in config........

Code:
weapons[ssubssssbfbbbsfubssfffssbsfs]()
	{
		M68, s_gun, 0, false, d_gun, head1, wp_loader, shell_path, false, 0, false, false, false, s_klin, -0.15, 1, false, , extract_path, 0, 0, 0, , , false, , 0, ; 
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 05:43 AM



Originally Posted By: FlashBurn

Code:
weapons[ssubssssbfbbbsfubssfffssbsfs]()
	{
		M68, s_gun, 0, false, d_gun, head1, wp_loader, shell_path, false, 0, false, false, false, s_klin, -0.15, 1, false, , extract_path, 0, 0, 0, , , false, , 0, ; 


I don't think that's the entry in the common_res file, which is more likely to have numbers for calibre, muzzle velocity etc and links to sound and visual effects.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 05:48 AM

Ill take a look. Some stuff certainly changed between k42 and APOS/SABOW. Honestly not a big deal for ai static MG. But now that the path seems clear for playable m113a1... Well you got to have your .50 doing its recoil thing. That weapon was my baby and I have to do its sabow land version justice. biggrin


Code:
 M68, 0, 0, RBAR, 4, 5, 0, 0, 50.92, 105, 1, 0.5, 0.12, 1, 1, 0, 0, 0, 0, 5.5, 0, 0, 0, 0, 1.8, 0.7, 0, 0, 1, 1, shot_m68, reload1, , , 1, 0, 0, 0, txt_gun_m68, GUN, , 105L51, 0, 0, 1;


Oh duh, I forgot all about this file. Used it for energa rifle grenade. THNAKS! In sabow/apos its commen_res_mod. Now the million dollars question. How do you JUST get gun to recoil and not the whole weapon? Actually a m2 on a tripod without some sand bags and in not so great soil WILL recoil on both barrel along with the whole weapon. How vehicle guys hit stuff back in the days before the mod93 mount is beyond me....EVEN with a T&E?
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 06:14 AM


Code:
 M68, 0, 0, RBAR, 4, 5, 0, 0, 50.92, 105, 1, 0.5, 0.12, 1, 1, 0, 0, 0, 0, 5.5, 0, 0, 0, 0, 1.8, 0.7, 0, 0, 1, 1, shot_m68, reload1, , , 1, 0, 0, 0, txt_gun_m68, GUN, , 105L51, 0, 0, 1;

Okay, if I were to guess, the recoil distance and time would be the values '0.5' and '0.12'. (I think that's the tank's main gun)


Code:
weapons[ssubssssbfbbbsfubssfffssbsfs]()
	{
		M68, s_gun, 0, false, d_gun, head1, wp_loader, shell_path, false, 0, false, false, false, s_klin, -0.15, 1, false, , extract_path, 0, 0, 0, , , false, , 0, ; 


The moving part is defined in the config weapons entry as 'd_gun'.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 06:19 AM

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.
Posted By: Donken

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 03:51 PM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/10/12 11:18 PM

Hmmmm problem seems to have returned??????????????? UGH
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/11/12 01:47 AM

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
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/11/12 10:07 AM

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,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/11/12 10:27 AM

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.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/11/12 10:38 AM



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.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/11/12 03:21 PM

Maybe there's nothing wrong with the model. It could be something with the config file settings,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/11/12 11:13 PM

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
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/12/12 12:46 AM




AND EPIC FAIL


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



Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/12/12 01:36 AM

Going into diagnostic mode. biggrin

I'm looking at your config:

1. 'Workplaces'- Some of the dummies and hitboxes are missing on the model: s_gunner_out, p_gunner, s_gunner_exit, s_commander_out, p_commander, s_commander_exit, s_loader_out, p_loader, s_loader_exit.

2. 'Addins' - Try commenting these out?

addins[ssffffff]()
{
B10A, back2, 0, 180, 0, 0, 0.1, -0.14;
DSHK3B, back2, 0, 0, 0, 0, 0.2, -0.05;

} //endof addins

3. Looking at the LOD 0 model screen, those big green cubes look a little troubling, aren't they supposed to be dummy chunks, with a consistent size (without dimensions, actually)?


Originally Posted By: FlashBurn
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.


You should read the 'mkmodel' manual again smile It's for vehicle selection in the GUI.

Also this line.

Originally Posted By: FlashBurn

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?



From the description in 'mkmodel' it looks like some kind of vehicle-type table.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/12/12 03:36 AM

Think I am totally burned out on this for now. Not giving up BUT need a break big time from it. The little explosions of mini mods is vary encouraging. Think I will work on something I KNOW will work for a bit. AND I have really been enjoying the Stalker complete 2009 mod. Spend some time with that as well.



I think sabow could use 1 of these. biggrin Think I will combine it with my energa update. IE. energa does not engage at range....only within hand grenade range. Been wanting to fix that. Since model for infantry weapons need to be so low poly will take little time. Get some more success under the belt before I return to this VARY odd issue.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/12/12 09:13 AM



The worst looking thing that WILL work out I have ever made. hahaha

Modeling backwards doing lower LOD first. But thats it for today. DAMN I want my .50 to stop being retarded.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/13/12 01:59 AM



One low poly g3 model.....
Thinking 3 LOD's for it for the hell of it. Currently sitting at around 900 triangles. About 600 triangles under by self appointed budget for lod1. Somethink like this will be LOD2 and go more simple for LOD3. I feel like I am modeling for Half life 1 backin the day. hahaha
Posted By: QuickSilver

Re: SABOW Oh geeezzzz m2.50 - 04/13/12 04:22 AM

I have a question. How do you make these 3D models from 2D photographs? Are you an evil genius?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/13/12 05:07 AM

photo is just referance. This one started as an 8 sided cylinder.




Far from the best thing I have ever made.....But should do the job well enough for Iranian Infantry. Couple more little things, then unwrap and texture. Hmm looks like its sitting around 1160 triangles. Forget 3 LOD's.......not needed. You can ALOT of these on screen without much of a preformance hit. Alot of the stock models models are around 1500 - 1700 tris. But with Majorly compressed texture file resolution. I could add more detail........but in this case, WHY?



Some optimizations, a few more details, and unwrapped the bugger. Tomorrow.........texture thumbsup
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/14/12 01:33 AM




Yet more optimazations and final model is lokking to be 1256 triangles. biggrin Have to keep myself from adding in more detail, can't help it! Next thing you know your model is 4000 triangles and growing lol. Not wanted for weapon model in sabow. Time to texture. That pic has some wierd things going on in it (my fault) but gives it depth and an idea of shadows and high lights that should be in final texture.




Didnt get nearly as much done on this as I wanted to. Just too many disruptions tonight. UGH!. But stuff is starting to get where it is suppose to.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/16/12 03:58 AM





Had a few hours to night to work on this. Not really sure how much detail work on the texture is really needed. IE. it will be itty bitty in game. Have not decided yet if I should bother with the small stuff. Course I could always add it later if needed. But all the big detail stuff is done.....well expect the flash suppresor. But have not desided if I want to go with transparnet or black for detail on that. Highlights, shadows and getting it all to work together next. Oh and spec and normal maps. biggrin Fun little lazy project for sure.

Wow, that pic came out REALLY dark.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/16/12 05:40 AM

Great work, but you know, sooner or later you'll have to mess around with dummies again. For example, the dummies for muzzle flash, hand-holds, etc. etc.

It's inevitable, wave2
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/16/12 08:07 AM

Not worried to much about dummy's. They have not fauled up like full model getting rendered on every axis. But we will find out soon.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 05:03 AM



G3 in SABOWS model viewer. Currently have an error somewhere in config files so crashes out after a few seconds in game. But getting there. Still need to finish all the various diffuse/spec/normal/roughness maps, but that will not take long.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 05:41 AM



Well its in game BUT......
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 05:57 AM

If it's anything like Steel Fury, I think the object centre / pivot point needs to be at the pistol grip, and it might need to be rotated a little,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 06:29 AM

It is at pistol grip lol. My guess is xyz rotation issue. It likes to do this for odd reason. Did same thing with the energa as well...... But as I expected, only have issues with models with rotation parts. Wonder if there is an issue with XtoGo2?? Need to play around with it more (ugh like I have not done that enough) but trying to export with panda setting that should NOT work. Try that soon again for m2hb.


Doh! think i see what i did.



Proving to be a suprisingly pesky problem. Ugh, fix is later.... Other things are calling me name.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 08:40 AM

I forgot to mention, the model has to be pointing forward along the z-axis,

If it's anything like Steel Fury (I keep saying that smile ) it should point to your left in the object viewer.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 09:23 AM

Ya dont think that has changed.... reading My guess if that pivot point of model and dummy object need to do the same. Pretty sure I have model set up right but not pivot points.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 12:40 PM




Yep pivot points was the problem. Just like energa rifle grenade. Have alot of tweeking to get it the way I want, but unlike the .50cal mg...........ugh..............this is nearly done.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 07:43 PM

Well have played enough around with textures on this thing to understand why small arms don't look so wonderful in sabow. Textures work pretty well with the BIG stuff. Not so good on the little stuff. Lots of detail gets lost and washed out on small things. Not a big deal at all as this is not an FPS. But if anyone out there has ideas about doing small arms for sabow/apos. Do not spend huge amounts of time on texture as it will not get picked up well. On big stuff....thats another matter.

I made a more beat up looking texture but looks horid in game. Looks ok in model viewer. Probably end up just using a slightly modified texture shown above. Suprisingly it seems to work out the best. winkngrin
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 04/17/12 10:42 PM

You have been a busy boy!

Should get a job with graviteam smile

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/18/12 01:04 AM

I would not say no...lol. rofl

In all seriousness... got a request over on graviteam board to do a US style helmet. Due to current issues I am having bringing in models with multiple pivots/axis (and I am still sick of dealing with that issue neaner) I think I will do it. US styled helmet was pretty common back between 60's - 80's. Should cover Iran, Isreal HA---mod---finally, and others. Now that is a real fast project. But i am pretty sure I can get the f5 tiger 2 in as it has no model parts with axis. Just lots of dummies which has not been an issue. Might tackle that next week.

A few other crazy ideas I have are smoke grenades for infantry (if they would use them?????). A quick skin for an Iraqi bmp1 in camo....found a pic from iran/iraq war..........ok not crazy. Figuring out trenches/fox holes are done and perhaps adding in some new ones. Static ammo dumps! Would love a model of this. Something to hunt down and destroy.

Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/18/12 03:50 AM

Originally Posted By: FlashBurn
Due to current issues I am having bringing in models with multiple pivots/axis (and I am still sick of dealing with that issue neaner)


Don't give up so quick! You haven't gone through that checklist yet,
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/18/12 04:46 PM

whos giving up?! But spent an average of 4 hours a day for 2 1/2 weeks on that issue. Not ready to tackle it again.......yet. That .50 project was just suppose to be a quick learning tool on the way to m113a1 and saladin. And whatever else I think of doing. Andrey mentioned one of these over on Sukhoi during the Falkins war and i do believe that would be interesting indeed.



This one is from iran/iraq war........
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 04/18/12 10:45 PM

is that a scorpion? I think it might be. Light recon vehicle - interestingly I think it was made from aluminium and had a tread/footprint that was as light as a man so wouldn't set off AT mines.

Oh and it's Falklands war Burny ya big bugger wink

skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/18/12 11:36 PM

Ahahah total typo. You caught me... these things against panard armored cars.....would be vary interesting........
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/19/12 04:00 AM

About as good as I can get it with in SABOW. Will attempt to play around more with mip levels so it does not loose detail as fast as it does ingame.






Now I think these guys need a new hat.







Tweeking mip maps did the trick for the most part. Some small light maps issues I would like mess with, but on to other things for now.

FlashBurn G3a3! Coming to a mini mod near YOU! Soon I hope.
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 04/19/12 07:38 AM

Good work Burny!

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/19/12 08:42 AM

biggrin


More or less got the basic shape of the old US style m1 helmet.... But it looks like poop. Going to throw more polygons at it tomorrow. sleepy
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 04/19/12 07:12 PM

Deep breath and... sllleeeeeeepppppp Burny........


Slleeeeeeeeeeep.....
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 04/20/12 12:18 AM

wow way to go!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/20/12 07:43 AM

Need some no bull #%&*$# critique on this m1 style steel pot I am working on. Its still vary much in the rough stage, but as to shape. would people feel this represents this style of helmet?

Something so seemingly simple is a bit difficult to get right.





salute
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 04/20/12 08:09 AM

Needs to be rounder. The main part has to be nearly spherical! (See picture)
Front edge needs to project out a little more. IMHO.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/20/12 08:36 AM

Damn thing is a polygon eater for sure. Its at 1086 triangles. I think I now know why only 1 side has helmets in SABOW. lol. But, ya I brought out the visor thingie out more. Wish I had one of these to look at up close. sigh It's funny really. I have my ACH and body armor behind me (home to clean before I turn it in). Tons of army crap in my little office right now but not one of these damned things. rofl

Been looking more close at the mesh. Along the top seam some of the little #%&*$# vertexes are sticking out a bit more than they should. I'll hand tweak one by one. Thanks for the comments.


OK, at 1090 triangles for basic shape. Will add in a few choice details which should put final model (lod1) around 1200 triangles. Need to check how many triangles the default cap uses. I am hoping that the difference between 300 less triangles for my g3a3 over fn fal and more triangles for helmet over cap comes out about even. That way people on lower end machines should not see any proformance drop with boat loads of these guys running around the screen.

OH goody, just checked. I will be VARY close to that goal. So at least as far ar Iran is concerned, preformance for people will be about the same. santa
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/20/12 12:36 PM




Hmmmmm. I think I screwed up in almost everyway bringing this in game. rofl
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 04/20/12 02:46 PM

Lol!

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/21/12 08:00 AM




A little better right? LOL. Well this will be in the next version of mini mod along with g3a3 and hopefully a couple other things. Expect next version of mini mod shortly after next SABOW beta patch.........when ever that will be. Whatever I have done at that time I will release. However, right now I am totally not in the mood to go thru the 15 to 20 compile and tweeks needed to get this steel pot right, but will get done before my next release. Think I will start on that F5 I have been wanting to do for the past month. Then return to wierd axis issues and getting more complex stuff in (playable m113a1).

That g3 looks kind of sexy right?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/21/12 10:14 AM




No idea why this helmet is pissing me off so much.... Problably the easiest thing I have made so far. But man, it is really pissing me off! cuss2
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/27/12 04:51 PM

Had to take a few days to just goof off (had to finish playing stalker complete 2009 mod ;D). Totally not happy with my helmet texture so I think I will redo it. But apart from that it has all LOD'd, is scaled right (more or less) and have its config work loaded up in the mod's structure. The plan now is going to be two flavors of helmet textures. One will be just steel pot and the other with webbing. However, starting another project here so probably will not finish that up till right before I release what I have.



ahaha lol, I posted wrong screen with backwards helmet. OOPS eheh I think I will leave it.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/28/12 10:14 PM



A little peak at what i have been working on this weekend. Still has a LONG way to go. biggrin






the real deal....



Coming soon..........hopefully! whenpigsfly
A new aircraft to bomb/support you.....The F5E Tiger II.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/29/12 07:09 PM



Most of the basic forms are done.................but I have a hell of alot of refinement to the shapes. Eek!
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 04/29/12 10:23 PM

Looks sweet!

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 04/30/12 07:19 PM




On the last bit of fixing and improving the mesh. Few more problem areas and then add in a few detail parts. Need to starting thinking how the heck to bring this into game...... biggrin





It is not a perfect model of an F5E but considering the not so great referance material, I think it came out pretty good. Now to unwrap and texture....
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/01/12 05:58 AM

OMG! I forgot to model the rocket pods! Funny. oops
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/01/12 11:26 PM

Currently working on improved Dystopia mission. Expect a beta version in a day or two. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/02/12 08:41 PM

Beta V1.1 of dystopia. http://www.mediafire.com/?6isgdri90iuhcha Any issues or comments please post them!. This updated mission is going to get bundled in with mod like the other missions I have done. So please post any issues it may have!

Now back to getting the F5E finished. tomcat
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/03/12 04:25 AM



Have F5 about 90% unwrapped. This is a screen shot of model with a 2 second AO map. I think this should look pretty good when complete.

I have been staring at so many photos of F5's that i never noticed how much the later YF17 and F18 where influnced by this old school light fighter. Just a random thought.
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 05/03/12 06:10 AM

looks good burnared

skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/03/12 10:10 AM

Could use input on what the load out of this thing should be. Was originally thinking mk82 bombs and a couple rocket pods. But honestly don't know what the Iranians used for ground attack with this thing. For Balancing reasons I am not doing the early model maverick missles. Yes, at the beginning of the war they had these but if modeled true to life a flight of these things and 4 mavericks would be less than fun if YOU are the target. Did Iran have zuni rockets? That could be interesting.........

Also have no idea about ballistic data for 20 x 102 mm (i think its 102) cannon rounds.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/04/12 01:27 AM




And work on this puppy continues. Finished unwrapping the model for the most part. Still adding in little details and fixing problem childern areas. Still have weapons to do, but will probably try and get it in game first.



NOTE TO SELF: Next time I do an aircraft model, more and better referance material.



Started throwing digital paint around like a 5 year old. Just trying to get the colors of Iran camo to match up more or less. It appears I did not fix all the problems with mesh/unwrapping.......yet. Still have ALOT of detail work to do for texture/spec/normal maps, but it is getting there fast.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/06/12 04:48 AM

There is a slim chance I may be able to get my playable M113a1 model in game before next SABOW patch is released. I am certainly going to try. I really think this could open up other interesting options in mission design. SABOW really is alot more than just a tank sim. After all a modern infantry squad packs nearly the same fire power as an MBT. Just not as slick, long ranged, and armored....lol.

I was just thinking.....Alot of the hold up on project is me wanting to texture the crap out of stuff. I could drop the real fine detail work on the f5 and reinvest that time into the m113a1. Most people will never notice the difference as you will not be close at all to the f5 flying around. Then later, add the detail work in..... Hmmmmmm I might give this some serious thought.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/06/12 10:31 AM

While waiting to get some questions answered about importing F5E I revisited the m1 style helmet. Completely over hauled the thing and I think it is much better now.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/07/12 05:37 AM

I am totally putting off bringing in F5e into sabow. I feel the pain just thinking about it. No easy way to test aircraft that I know of. TOTAL PITA!.

For days now I have been searching the net for how Iran used their F5E during iran/iraq war. Finding photos seems to be near impossible as is what the load was back then. Vary annoying. So I guess I am going to take my best guess at it.....

Think I am going to just shotgun the problem. LAU 61 pod (or whatever the 19 rocket version), MK82 snake eye bombs, Maverick A model, and maybe Mk83 bomb or MK81 with the 3 deal bomb rack. If more info comes to light modify as needed. I know they had mk82 bomb, LAU rocket pods of all sorts, and maverick missles (they where for sure used on F4E during war....dont know if it was A or B model). Probably had MK81 and MK83 bombs. Already started on the LAU pod and will probably model mk82 snake eye bomb tomorrow. Oh and of course the sidewinder...........even if it will not use them.

Currently attempting to rig the F5. Only a vague idea of what needs to happen. This should be interesting.......

Well got the thing to show up in the in game model viewer.....yay.

Hmmmm interesting problem.............My Iranian air spotter does not want to call in his f5e air support. WIERD. Must be a line of code I don't know about/missed.

DAMN.........something is majorly wrong with config files.......001 crash to desk top....
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/08/12 06:34 AM

So ya, 1st attempt at bringing this into sabow to test flopped..... But did not know that SABOW/APOS support working rudders, flap, etc. When I made the model did not include working bits for that. Went back and updated all that. Also started on the weapons.





All the basics are now covered with model and basic load out for weapons. OK the middle bomb is me screwing around. But now everything should be set and the real texture work can begin as I more or less figured out color and such. I left room on the texture sheet for more things that go bang for later biggrin.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/10/12 11:20 AM




Started the more serious texture work.... Does not look like much now, but it will. biggrin But I am not putting every damned panel and rivet into texture. I WANT too, but for something that will zip over head REALLY fast........why?


Hmmmm making zillions of lines gets really boring. banghead I think small steps with boring lines. rofl
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 05/10/12 07:43 PM

Just leave it the way it is, man! The only thing you're going to get to see are the rockets as they fly toward bad guy tanks.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/10/12 11:15 PM

LOL I know! But I can't help myself! Will do a reduced detail texture. Just SOME panels and such, but mainly on the under side. The top looks ok with just camo and a few smudges.



More line hell.........Some on the top as well. A few problem areas, but easily fixed. Should have line hell finished up some time later tonight. These hellish boring lines will be the primary basis for the normal map. Should look pretty good when rendered out. But also are the starting points for much more fun (well for me) dirt, smudges, and crap. Wish I was not so broke that I can not afford printer ink. Would simply print out the template I made and make lines on paper. WAY faster and easier IMO. Just to hard to use my wacom and a sraight edge. So I have to use the damned pen tool, and that just is not any fun. lol


Obviously did not model the mk82 snake eye......just a regular mk 80 series bomb. Something to do later. Should be able to fit maverick A model and snake eye textures on space left on texture sheet. More than that do not think I have the room. Time will tell if thats what I end up doing. But for historical reasons this is a vary likly load out during IRAN/IRAQ war.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/11/12 06:43 AM




One totally unrefined 32 second normal map. Obviously some problems.....not suprised at all. But ya, I think this should look neato when done. biggrin

Yep, going to work out just fine after I refine and fix some stuff. Can pretty much finish out the normal map from this point in a couple hours. YAY! Getting real close to be being totally done....well with the F5E anyways. Got to get that playable m113a1 done next. But next release of my mod will have a few nice things in it =).



More or less doing what I want it to do. Needs a few more things added and some more refinement. But at least as far as my normal map goes.....almost none.

Just found a bunch of unwelded vertexes screwing up my normal map.......now fixed.
AND yes that is a bomb sticking out of its nose..... my bad....

I love working with normal maps..........so many neat things you can do. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/11/12 10:52 AM




Everything is starting to come together. Hope SimHq staff dont kill me for the amount of pics I put on their web sight. biggrin




Another screenie with a REAL bad spec map. mycomputer



Think I will roll with some version of this normal.
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 05/11/12 10:21 PM

Burnard

Have I told you lately that I love you?

Good work

Skimbo
Posted By: VDV90

Re: SABOW Oh geeezzzz m2.50 - 05/12/12 01:56 AM

I bought this game about as soon as it was released in English. I've only just installed it last week and ...ohh yes. biggrin

Then I find all this. The reason I love PC gaming

Keep up the good work!

Now if only we had a playable BMP-1
I think somebody would deserve a donation button for sure lol
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/12/12 02:49 AM

Originally Posted By: skimbo
Burnard

Have I told you lately that I love you?

Good work

Skimbo


You are scaring me. neaner


Originally Posted By: VDV90
I bought this game about as soon as it was released in English. I've only just installed it last week and ...ohh yes. biggrin

Then I find all this. The reason I love PC gaming

Keep up the good work!

Now if only we had a playable BMP-1
I think somebody would deserve a donation button for sure lol


Be sure to patch the game up with graviteam betas. SO MUCH BETTER than when released. Yes playable bmp1.....me wants bad. I keep hoping someone in Ukraine/Russia will do justice to one. I could get the out side right, but have little idea of what looks right on the inside of the thing. Plus, no real idea how to model auto loader etc. I do have a bunch of photos of blown up Iraqi AMX 10 IFV's i took when passing thru Taji (I think it was Taji). Could get that some what right I think. But its not the same. darkcloud


Oh on another note.... I so wish I had took some photos of all the blown up MIG 21's around Al Asad. Quite a few of them. But I was always busy doing stuff to do it. Funniest thing was tail section of a MIG 25 on the out skirts of Al Asad's air strip........mixed in with lots of blown up air plane bits. With these cute little pyramid blast walls and bunkers. Vary epic........lol.


A bit of muck. If I have any hope of getting everything I want none before next SABOW patch I am going to need to wrap this project up tonight. It should be "good enough" for now, but I most certainly will improve stuff if time allows.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/12/12 04:34 PM




Just fixing the last of the problems. Sort of annoying that in max every thing looks fine, but export file out as an X file with a 3rd party viewer and little wierd problems show up. UGH.
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 05/12/12 05:07 PM

Actually, I have a few Ideas for that auto-loader;

1)Hide the loader in the crew compartment and act like he doesn't exist. Model everything else to the way it is in RL. Ideally, you'd be able to move, shoot, and fire with an auto-loader like capability, but with a functioning loader that the game engine can work with without ever knowing he's there until you have to bail out. You'd probably just have to assign the loader's location to the crew compartment.

2)Have a Steel Fury style "No-cockpit" approach

Another problem would be the disembarkation of soldiers in the back. I don't quite have a solution to this one quite yet
Posted By: VDV90

Re: SABOW Oh geeezzzz m2.50 - 05/14/12 01:28 AM

I wouldn't even worry about the loader. I haven't heard any good things about it.. via wiki (I know I know) or auto loaders in general to be honest. Not to say that I'm official business on the subject.
The only footage I've seen ( http://www.youtube.com/watch?v=cz-VuOlbu_M 6:46-53 ) shows a gunner loading a PG-9 by hand anyways. So why not save the headache :P

BMD-1

Same turret as BMP-1 unsure of the loader though.

Sorry if its off topic, currently enjoying a half bottle of Russian Standart lol.

Flasburn, I can't wait to see what you come up with next dear sir!
Urah!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/14/12 12:02 PM



Starting to finalize texture. Taking a bit longer than expected, but IT was a real nice day. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/14/12 08:59 PM



While creating the markings for plane I do beleave some of my damage has emerged during texturing process. UGH . Not slamming Persions or Arabs here........exactly. Hell I don't know. Have alot of respect for Persion history but I REALLY don't care for current government. Well that and the EFP that the Iraqis placed for us could have come from anywhere......was sort of close to Syrian border. But everything in that region is convoluted. Vary hard to remain objective right now. Kind of suprising for me really.



Just when I thought I was done with this thing (for the most part) I just released that when I export out of max as an X file it inverts the freaken texture onto the wrong side. AHHHHHHHHHHHHH! Maybe I pissed of the Iranian government? Anyone want to go on holiday to Iran?

Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 05/14/12 09:19 PM

LMAOOOOOOO THAT MADE MY DAY. You, sir, are a god.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/16/12 01:57 PM

Sort of wondering what my next project should be. Either finishing playable m113a1 or a little mini campaign...... HMMMMMM.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/16/12 08:38 PM

If next SABOW patch is to be released end of MAY or early JUNE I feel it is best to probably add in new stuff into Crescent and make that new mini campaign. I should have more control over quality as getting feed back on beta missions I have released is non existant. Once that is released and all problems (if any) with missions are sorted out, then finish up 113. UGH. This is probably for the best, but I really want a playable APC.........NOW! biggrin


Both safari and dystopia where basicly me trying various game style ideas I had out. Did not have alot in common with what I would refer to as a "field problem". Crescent Moon is more in line with that. This next mission should be more of a field problem mixed in with some light "game land" elements.

Also will add in a few updates to mini mod that I have been wanting to to do.........like text for maintance guys and such.



Been playing APOS for the past day. Think i am going to see what happens if I create a smoke round for rifle fired grenade. (SABOW of course) If the AI will use it, it is highly unlikly that the ai will use it effectivly. But more caos for the digital battle field is a good thing. Oh, and while playing APOS I realised I could import the F5E into APOS for testing. A bit easier to do there due to GOD camera. Might be some funny screen shots to if I go that route. I saw a screen shot of someone from Russian community had imported a T34 from APOS into SABOW...... Also I may test out giving buildings of SABOW a transparentcy for windows. kind of annoying getting shot at from MR invisible guy. Although that is how it can be. It sucks but returning to to M113a1 will have to wait a couple weeks. There are a bunch of little things I want to do right now.

Oh ya, since the lrac (or whatever that South Africian rocket launcher is called) I need to redo South Africian forces so that not every joe has rifle grenades. probably go with 2 rifle grenade guys per squad along with SGT and Officers with a smoke round or two. While I am at it might as well give all sides a real world load out for small arm ammo. Everyone execpt unregualer forces should get 7 full magazines of ammo and at least 3 or 4 100 round belts for MG's. Well not the RPK 7 magazines of 40 rounds should do. May tweek stuff so infantry dump more rounds down range. Unless there is a massive performance hit that is.


LOL, today went into a major APOS binge. Now that the end of the day is here lets see if I can make smoke rifle fired grenades. dizzy
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/18/12 08:34 AM

Yay! Rifle fired smoke grenades does work. Config is done and works. Just need to model a rifle grenade smoke round. That is way easy. biggrin I might go ahead and see if hand thrown smoke nades will work.

While testing a wierd issue popped up with my M1 style helmet. Have not seen it before, but it appears SABOW does not like my spec map for it.




Does not allways show up and seems to be depend on lighting of game world... Puts thinking hat on.

Wierd........it does not show up in screen shots..... Double puts my thinking hat on.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/18/12 09:00 PM

In other news....... While finding out just what the heck the Iranian air force used as weapons on their air craft during Iran/Iraq war, I found photos of modern Iranian versions of snake eye mk82 bomb. It appears to be a copy of original. So they more than likly where using them during and after shah times. May end up adding that in before I release this stuff. Now if only I could find out if they used zuni rockets........ What I am thinking is a couple versions of air support. 1 for CAS type mission and another for more of an anti tank mission. Would allow mission maker options...........which appears to be only me?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/19/12 05:55 PM

Got the smoke rifle grenade modeled. Its a not vary exciting model of a Mecar smk-rfl-40N (pics later). But currently optimizing mod files. Basicly combining as many texture sheets into one as possible without having to redo much. Vary un-exciting and vary unsexy.

If I have not gouged my eyes out I'll do a vary genaric hand thrown smoke nade later today.



Vary much undone smoke nade with my soon to be released G3a3.





Well looks like there will be an RGD 2 smoke hand grenade. Have not done config yet, but it works for rifle grenade it should work for the thrown type. Funny thing is I spent 2 hours looking up smoke grenades. My referance books have entries for RGD-2 but no pictures. After more searching around than I ever thought I finally came across a decent photo. OMG that thing is so simple an object it took 5 minutes to model and unwrap the thing. Guess I need to do an uber normal map of freaking card board to justify bothering with it? That no one will ever see. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/21/12 03:16 AM



One really bad, uninspired RGD-2 smoke grenade.

Ok, wrapping up the optimizing of files and managed to add 2 more small things in. biggrin Now to finish up the updating of mini mod. You know its kind of odd that Iran has no arty. No off screen or on screen. Off screen is pretty easy and will probably add that in to mini mod. On screen (mortars) are missing. Playing with the idea of adding in perhaps captured mortars or modeling something correct. But that will have to wait until later. More than likly fold that project into m113 mortar carrier....well its planned anyhow. But with the new toys I am adding it is almost time to start that new mission. Just have to wrap this bit up. I may do a beta with mini mod 2.0. Just to test out new units and any thing I may have missed with G3a3, m1 helmet, rgd 2 smoke and rifle smoke grenades. It will not have m2 or f5e as they are not ready for primetime just yet.

I did not ever intend for this to become an Iran mod but it sure does look like it right now. Just that was the biggest hole I saw in SABOW. But it should round out stuff.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/21/12 05:22 PM

Adding in yet more various types of units into mini mod 2.0. The most intersting in my mind is Iraq brdm2 that can carry 2 dismount scouts. One of which has an SVD. Should prove interesting for the tactic inclined. Most certainly using these guys in up coming mission. About to play around with them in quick battle and see if it will work out. biggrin


Poop! The Brdm2 model is not rigged for dismounts. Ah well........guess the dismounts are going into the btr 60. frown
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 05/22/12 11:16 PM

Sweet!

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/23/12 08:11 AM

biggrin

Why am I trying to test smoke grenades in night battles? lol. <---------thats called being vary sleep deprived.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/23/12 09:26 PM

Currently working up a modified default Soviet campaign. Basicly a few tweeks here and there but the BIG change is folding a couple tank platoons into bmp/btr companies. Basicly creating reinforced mech infantry platoons as I understand this to be a legit Soviet era doctrine. If I am wrong, let me know. Also swapped out one arty spotter for a battery of on screen mortars. Pretty little stuff but should change the experience of the mission a bit. Oh, and detached the infantry from bmp/btr. This means you can order them around seperatly instead of having them joined at the hip. One problem with this is that it will say 'crew" instead of infantry. I'll change that in V2.0 mini mod. This will not require any mods however to run. Should be done and I'll release it in a few hours. Something sort of new for SABOW fans. biggrin While we all wait for next round of patches......

Well if you can put up with a bunch of text that says ??? and crew for infantry, this thing appears to work. Going to bundle it up and release it. Hope no crazy problems happen.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/23/12 11:59 PM

http://www.mediafire.com/?5p4b3zx4v2csl0l Edited graviteam campaign Mardga (the Soviet/Afgan one)
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/24/12 10:45 PM

Ok, I am having a boat load of fun with the modified Mardga mission. this will be greatly influencing next mission that I will start in a day or two.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/25/12 05:46 PM

Well I attempted to create transparent windows for SABOW building but as I feared the interiors of buildings had been optimized. Too bad. Would be nice if you could see what was trying to kill you.



Short of getting access to source files legit, I don't rip others work. Feels cheapo. Nothing really to be done. I could make just a bit of the multi pane window transparent, not as obvious that you have X ray glasses that way. I suppose I could attempt to make my own replacement building but in the end I fear I huge preformance hit. Pooo.....well I guess I will continue to just blow up every building. rofl

Maybe I will just whip up a half arsed compromise solution and offer it as a stand alone DL for those that can put up with a little funkyness.



I gie you the carpet solution. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/25/12 10:41 PM

Well looks like Mardga Redux flopped. Ah well. I've had fun with it. biggrin Ok so next project will be another mission. Oh boy,... Working title will be The Road. ya it sucks, but The MSR it worse and most people don't dont WTF that means biggrin. This mission will be on susangred (or whatever Iraq/iran map is called). My least favorite map but I must say it is growing on me. Going to be another T62 mission. I have no idea why I keep making so many t62 missions. Another Iran/Iraq war campaign. So expect to get strafed by a F5E Tiger 2. tomcat.

That should be enough campaigns for my next release after I complete this one. Work the last of the bugs out of minimod 2.0. Update missions with stuff. Wait for Graviteam sabow patch release. Release the mod.


Hmmmm I am going to do a Mardga Redux Expert mission. It will be HARD. Mardga is a good mission and deserves more love. Expect that in Mini mod 2.0. It should prove quite a challenge.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/27/12 04:30 PM

Started the new campaign, The Road. biggrin


In other news.....

Been getting vary interested in doing a historical mod of Vietnam heavy on the M113a1 ACAV. I have a massive soft spot for cavarly soldiers. Best damned soilders the US Army has. Ok I am baised on that.......... But the 11th ACR Blackhorse Troopers did an ass kicking job with the M113a1 ACAV. Hell, thats where the term ACAV came from. It may have been the RVN that came up with the 113 ACAV, but it was the 11th that made it work.

But as much as I love SABOW, I will probably have to move engines in order to do it. ARMA 3 engine is the most promising. But I will need to do a MASSIVE unfook what BI has done to the armaverse. I do not think they ever fixed how armor was handled. APOS/SABOW does such a better job of this. That and deformable terrain. But this is a one of those embro ideas that can evolve. Perhaps an APOS total conversion? Would prefer playable 113a1 but honestly in terms of popularity tactics type games are more popular. Think I will start to put out feelers and see if any moder types have interest. To do it right would need a team of folks with intermediate skill level for model/textures and ALOT of time to devote. I wonder if there would be any commerical interest? Like i said.........embryo idea.

Not my war but I will always be a cav scout at heart I am discovering. biggrin That was my Mothers war...........she told me NEVER join the Marines.....she was 100% right on that. rofl

Thoughts or comments on this?

BTW I am still finishing everthing I started for SABOW projects. I am noticing a drop in downloads/interest.
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 05/27/12 04:40 PM

I think most people are afraid to download since that patch is coming out within the next few weeks
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/27/12 05:09 PM

Well there is that.......... If publisher did not have heads up their rear end a DLC/ADDON would have been at least annonced. Just saying...........I think sales where high enough to warrent that????? Graviteam needs to make more cash so they can self publish..... biggrin

I mean really? How hard is it to under pay some dude to do a little PR? Talk about a daft buisness practice for a publisher.....


OKdoky.............back to making my SABOW mission The ROAD. ar15

Just releaiazing how much of my SABOW work can be recycled. M2Hb, M1 helmet, F5, m113 (not done), hell even part of of my old saladin armored car. Producing most of the small arms m14, m16, m1 carbine, sks, m1919mg, m29 mortar, maybe m1 garand (ARVN early days), BAR (ARVN early days), would take me perhaps 1-2 months depending on how much time I put in. The rest of weapons are same as APOS.

Big stuff that would be nice to have like m41, m48a3, pt76, t54 would take perhaps 2 weeks per vic for model, lods, and texture. Still have swiss cheese understanding of rigging these alas....so more time for that.

Campaigns.........takes me about 2 weeks to make and test/tweek a camapaign. Much faster with help for testing.

Buildings and vegitation........ Unknown with SABOW APOS. But a decent building should not take more and a few days including lod, destruct models, and textures.. Rigging........unknown. Vegitation....easy but time consuming. Weak spot on my portfolio.......could fill it eassy.

BIG HOLE............no maps. Everyone that Graviteam has set up with this in Russian community has failed or is stalled.

Character models........never done one. That is an issue. But I went to art school..........lol. Sure I can but would try and find someone with experience. Modding existing models.........no source files or understanding to rig with animation system within apos.

Doable project with help from Graviteam to fill the holes.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/28/12 06:27 AM

Got quite alot done on mission The Road. Should be able to start testing/tweeking it in a day or two. Ran into a wierd issue where I can not add spaces for reserves on movement map. VARY WIERD. Not a huge issue for Iran side, put a big issue for Iraq side.

Getting vary excited about the prospect of a new APOS/SABOW patches. Can't wait to release everything I have been working on. biggrin

Oh geezz forgot to ask one thing....

Could use a few folks for a closed beta of missions and mini mod. PM if intereted. Would start sometime next week.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/29/12 04:32 PM




Having a weird issue with movement map and spots for reserves....... There use to be a tab under movement to select what kind you wanted, but as you can see there is nothing. ?????????????
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/30/12 02:38 AM

Anybody else up for a alpha (not beta for sure) testing of V1.9 minimod and The (FML) Road mission? So far just whukid and myself. The Road so far is a ball breaker (unfinished, unbalanced). Message me if interested.



A semi-historical campaign....


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 05/31/12 07:36 AM

So I either I have gone completly daft.............or the progressive movement command in both SABOW and APOS are missing in current released builds. UGH.

The road shows great potental so far, but need the dang progressive movement map to complete it. The other option is to overload all platoons to double strength. Probably end up doing this for testing purposes until this issue is resolved.

May finish up Mardga Redux Expert here in a day or two as i figure out what the heck to do.

Also have been looking into modding polygon files. So far I have only gotten 4 files to open. But the ones I am most interested in modding are the tree layers and more elevation changes. I suspect that if this can work only minor things can be none as the "cells" need to still intergate between themselves. BUT, even mild elevation changes of 1 - 3 meters is enough to totally change experience of firetest (ya who cares, lol) and susangerd. I looked up the area on google Earth, but if its anything like Central Iraq then there should be ALOT of mild elevation changes that would not show up on crappy maps. I have gotten the normal map to open for some cells of firetest. But I would expect this to be primarly for "noise" and the heigth map (which I havent gotten open) more for elevation. Need to take the pludge and see what happens if I try and make a big ole hill in firetest with its normal map. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/01/12 08:06 AM

As I suspected.........normal map is just a normal map frown. Need to figure a way out to get at the height map and or to compress it to whatever format it is using (binary?) Ugh.......probably a dead end.

Been working up Mardga redux and tweeking mini mod for afgan side. One the mini mod part added in molatov's (useless but nice light show) and smoke grenades to afgans, along with an extra rpg for infantry squads. On the mission side removed entire 2nd btr platoon that is in north west corner of map and tweeked the recon platoon. In marda redux I was able to kill insane abouts of infantry with 1 t62. But I had support of those platoons on my flanks to keep away pesky infantry. Now its just 1 reinforced recon platoon with a t62. Should turn into the Alamo now. Removed 1 to55 platoon and added a one t62 into the other. Those flame tanks are pretty bad ass in a night fight. Now you will have direct control of 3 of them in the chemical tank platoon. Dropped most of the dismounted infantry and but them back the way it was. Just to much of a pain to deal with the dismounted infantry on the attack. Still have them in recon platoon though. Also soviet bmp squads now have a full 8 man squad of infantry instead of 6. No idea if this is historical for soviets in that war, but the 2 extra body's are going to be needed for Mardga redux Expert. Added in 24 personal as replacements in the supply section. Lots of tweeks to reserve pools on both sides. Attempted to make the mission scale depending on settings. Historical on will be VARY hard. With it off player will have access to a number of replacement vehicles.

Also attempted to make t55 playable with t62 interior. Ya.....NO......sort of funny bad. I knew it was never going to work, but one of the little things I have been wanting to give a go too. BUT....with alot of trial and error (mainly error) I beleave something could get faked for a really bad playable tank.



Ya looks real bad from side and front.
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 06/01/12 08:45 PM

Did you try scaling it down? It looks as though it would work just fine if it was alittle smaller over all
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/01/12 09:10 PM

Was just a quick cfg change. Honestly think it would be easier to just build a half arsed interior from a clean slate. These models where built with blue prints so with a little care building just the basics of interior should not be to awful. But alot of cursing would be involved. Or just make basics of interior, with no lights, a black texture, with vision blocks. reading
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 06/01/12 09:34 PM

Meh. I don't like that idea as much. I think it was able to skate by for SFK 42 because it was an older game with crappish graphics and a #%&*$# selection of stock vehicles.

SABOW is a completely different bird, and I think that too much of the game is integrated into the interior of the tank to just leave it a as a blank spot
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/02/12 01:20 AM

On my to do list............
Fix v1.9 build of minimod.
Test Mardga redux Expert...
Begin testing The Road (not complete issue with current version of editor)
Test Dystopia Beta 1.1 (I never did find time to do this)

I NEED HELP TESING! biggrin Its a closed beta, if interested pm or post something here.

V1.9 mini mod features more squad/units, G3a3 battle rifle, energa rifle grenade, smoke rifle grenade, rgd2 smoke hand grenade, and M1 style helmet.

Still to come is F5E and M2HB MG. But I need to wrap up this.

Ok doky..........V1.9 seems to be fixed biggrin I tweeked skill levels for afgan inftary quite a bit. OMG, human freaken wave attack like I have never seen. Had to fall back 2 times to stay out of rpg range.....and one of the little bastards still got close enough to blow a track off. If only my smoke nades worked more often.........would be truelly evil. Ya Mardga expert should prove VARY interesting.

Geezzz getting people to help take this thing for a test drive is like extracting teeth. It SHOULD be stable. It will NOT make your sabow/computer explode. If it causes problem uninstall the darn thing. Things that may be wrong with it........typos, bad spelling, missing or plain wrong text, wonky textures, crazy balancing issues. AND the darn thing is only 2mb compressed. It is pretty well optimized. It should cause no performance issues. Everything I made is in line with everything else in SABOW. If you find any of these things simply tell me.......thats it! I am NOT asking you to hit the jump button for 8 hours straight. biggrin

Today was a productive fun day on this project. Added in 82mm off screen smoke and flare mortars to minimod and added into Mardga Redux Expert. Changed mission from starting during the day to night. This was to give the ai a chance at over running players t62 and recon squad in their crazy human wave assualt. Indentified a few text errors. Confirmed that RGD2 smoke grenade works........er sort of. Ai like to throw it at tanks if they get close enough. Its a legit tactic and it causes mild confussion (his buddy may have something better) biggrin. Added in KS (molitav coctail) to afgan side. I actually got killed by one of these! Hatches where open and turned out.......crazy stuff, and fun to watch all the fires start. Was able to play first 3 turns (total of 5 or 6 battles) and it seems to be vary stable. Hopefully can finish playing campaign later. Need to get back to campaign the ROAD and make sure Dystopia V1.1 works alright. Probably mix it up a bit while I am at it. Hopefully rifle fired smoke grenade meets with more success than RDG2.


Forgot to say.....its a stand alone addon. Install just like a game patch. It needs to be at top of list in game updater.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/02/12 06:52 PM

Playing around with weather and time of day for Mardga redux expert now. PLaying around with the idea of adding mortars with nothing but smoke rounds for afgans. Historically I am sure they never used anything like a smoke screen for an assualt, but this mardga redux expert. biggrin

Thoughts?




HMMMMM RGD2 smoke grenades are not quite being used as I intended by ai. They seem to be trying to kill tanks with them, among other things. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/03/12 04:54 AM

Ok, created an off screen 3 mortar platoon 82mm battery with nothing but smoke and flares. Added it into Mardga Redux Expert and changed the time of day to night. Neat light show between the flares, the grads, and 82mm smoke rounds starting fires all over the place. biggrin It gives the human wave attacks against the lone recon platoon some chance of success if the player is not on their toes. Cut my insane infantry slaughthers in half from 150 to 190 infantry zapped from my t62 down to 60 - 80. Alas, some of the platoons you encounter early on seem to be a bit daft at where a good place to put themselves. Nothing I can do about that as this is just a hacked default campaign. Sometimes they place themselves well, other times out in the open waiting to get killed. But this is giving me alot of ideas about how to handle things for The Road campaign. Also I am considering adding energa rifle grenades and smoke to enfield rifle. Not exactly historical but there was an adapter for nato rifle nades to the British Enfield rifle. BUT I believe that was for the converted types to 7.62 x 51mm, not .303. Oh what to do???? Don't know what to do about RGD2 smoke nades. But it is funny when they throw them at tanks at close range....but that is a legit thing to do so it stays...

Still need testers!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/03/12 07:27 PM

I am really hoping that issues with the campaign editor and reserve movement map get sorted out soon. For ALPHA version of the road (todays goal) going to add in correct unit structure but just throw the units that will not fit (due to that issue) off in some corner of the map. Then just plus up the reserves a bunch for testing purposes. Hopefully when issue is resovled can switch everything back to the way it should be and have it ready to be released.

Whukid asked for my M1 helmet for his mod. biggrin Any other mod folks want it for SABOW/APOS just ask.

Hmmmmm still need testers! If your bored and want to help out on this lazy sunday.....post of pm me. biggrin

Well some infantry force is using smoke nades. Cant tell which lol. Onw side has rgd2 the other rifle fired smoke. Pretty sure its rifle fired....it seems to work out more or less. Basicly guys so equiped launch the thing at max range and continue assualt. Ya, I can live with that. biggrin So it appears rifle smoke success and what I was after more or less....Rgd2 is used at point blank range 45meters and below and is not used to screen even if under fire it seems.

Well it appears all my custom infantry squads do not dig trenches. How i never noticed this is beyond me. Unsure how to deal with this. UGH! Oddly the vehicles do????? Well got that sorted out fast =)
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/05/12 11:43 PM

Got a chance last night to play 1 turn with newest alpha version of the road. Vary interesting. Had my first ever totally unexpected legit meeting engagement in SABOW. The fact that the AI can pull something random and unexpected on the mission designer is so refreshing. The only 2 big gripes I have with current version of SABOW is not having the ability to help out the ai on placement of units (all ai flags show on map) and the fact that infantry entreched are always popping their stupid heads up when they should be under cover. Would be nice if just 1 or 2 infantry would pop there heads out to take a look around while the rest stayed under cover unless they had a target to shoot at.


For Mardga Redux Expert I may go back and totally rebuild mission using only my VARY modified Div_pool file and recyling the text. This would allow me to redo the AI flags and make things more interesting. The ONE snag is the current vary odd issue with March Beta 2 and reserve movement map. However, that should not be much of an issue with this map. Have not desided yet if I will do this. Mardga redux has been the most failed campaign I have ever released with only 42 downloads world wide. Honestly the current build I have been working on with Expert IS MUCH better for the experienced tank guy. But the ai flag issues with cut off recon element is problematic. Not suprising as you where never suppose to fight there =). Honestly, I would NOT bother with downloading Mardga Redux......it was an experiment that sort of works, but I am not that happy with it. However if you enjoyed the Graviteam campaign and wanted your tanks intergrated in with BMPs it certainly does do that. Just another project that as grown more than i thought it would.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/06/12 09:25 PM

Remember that .50 cal m2hb that started this whole thing? biggrin


Well it no longer renders out multiple models BUT now I don't know why the texture is not showing. banghead

But it works pretty well against light armor and infantry.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/06/12 10:16 PM

To anyone who has messed around with editor....



Trying to see if this issue is with just my patched sabow or everyones.. There is suppose to be a tab here that says progressive movement map. If you know or can check it would be vary helpful.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/10/12 06:17 AM

Ok spent the evening testing the new mission of mine Mardga 2.0 Expert. Well the ai did not do what I expected at all. lol. Funny stuff actually. The enemy was suppose to retreat after 1st contact, but instead they sent like 10 platoons to attack the main assualt force. Oh boy was that interesting. Oh and the cut off recon platoon (reinforced with a t62?) totally wiped out. Little bugger ai only sent a recon squad to probe on 1st turn and sent a whole company on 2nd turn. Totaly out flanked and even brought spg9's with them. One actually got set up engaged my t62 and blew up a brdm2. All down hill from there. Mind you........these guys are just light infantry afgan guys. I had hoped this would be the version to of this to pack up for final release....it may still be. It certainly lives up to expert for the most part. But a few more tweeks. Man I really need help testing from experienced SABOW players. I don't want to make the thing TOO difficult, but certainly not easy. And I need to finish mission the ROAD, figure out wtf is going on with my .50cal texture and deal with the f5E. Being a one man show is a pain sometimes. biggrin



Main gun got knocked out and fighten till the end with this damned thing =).
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/10/12 11:41 PM

Do lack of me able to find enough people to beta test this thing AND the fact that APOS/SABOW patches are delayed I am going to release a public beta build of what I have done now. PLEASE post comments on any issues. I REALLY NEED THE FEED BACK to ensure quality. However.....from my understanding of what the newest patches will bring to sabow (the editor), my missions will probably get tweeked before I release the real deal.

ONCE again.............PLEASE POST ANY PROBLEMS, TYPOS, MISSING TEXT, ETC.. Assuming this generates feed back, this will free me up to work on the other things I would like to get done.

http://www.mediafire.com/?7i2io8qqery5llf This is a BETA of V1.9 minimod and mission Mardga 2.0 EXPERT. Their is a VARY unfinished mission THE ROAD, but I would not bother playing it unless you expect completly unbalanced wonkyness.

Mini Mod V1.9 contains m1 helmet, g3a3 battle rifle, energa rifle grenade, 40mm smoke rifle grenade, rgd2. These are all more of less finished. Also alot MORE custom units and squads that appear in new missions. Also resovles units that did not want to dig trenches.....they all should now. And a BUNCH of little things I can't even remember.

Forgot to say.....its a stand alone addon. Install just like a game patch. It needs to be at top of list in game updater.





Here, have some pictures...........
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/11/12 03:35 AM

OMG! I used APOS's beta editor on the road and was able to get progressive map to load. I can not beleave that worked. Well for peeps taking mini mod for a beta test drive expect an update to mission THE ROAD. I can now finish it. biggrin

Have beta 1 of the ROAD done. Going to play a few turns with it. If no major issues I'll upload it in a day or two. In this mission EVERYTHING from mini mod shows up. Although all models I made do show up in default campaigns for iran/iraq and crescent moon as well. Did not put in .50cal in this yet as it is missing texture along with another reason. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/12/12 12:17 AM

Well testing for the mission THE Road continues. So far a few minor tweeks to do but overall vary happy with it so far. This will be a good one for sure. This is to the one on I am running.........not the released unfinished one. That one is SO unbalanced that if anyone wins it with historical units on I would be totally shocked. Just needs to get that freaken F5E in game for greatness. Already included mini mods gaz66 zu23 trucks on Iraq side. biggrin Got to clear all this mission testing to get back to getting the last 2 models working correct.



Hmmm I think i missed a dummy attach point on the G3a3........who carries a rifle like that? But I did get it less annoyingly reflective. A few more tweeks with helmet and g3........sigh.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/14/12 02:27 AM

I am going to try and release a new beta of V1.9 mini mod and mission the The Road. It will still not have F5e in there yet, but I will probably at least set up M2HB .50 cal for Iran side. Unknown if I will have the texture showing up at that point and it will be a test version of the thing.....but hay it is a beta. See if any wierdness occurs with ai using the thing on a large scale. Mission the Road is coming along vary nicely BTW. Had to add in a couple more platoons for Iraq side. One more BMP platoon and 1 t62 platoon. Got rid of all the question marks showing up on flags. Added in an experimental AT section for Iran side. Basicly a tweeked dragon ATG with a few more supporting infantry. Big difference is unlike default dragon the ai will use it offensivly. So far proving to be vary intereting indeed. I started working up a modified weapon range mod for default SABOW. I was going to release it seperate but it my opinion it improves things dramaticly so for this next beta I am including it to gauage the reaction of players. Link to post about it on Graviteam sight... http://graviteam.com/forum/index.php?topic=10315.msg22452#msg22452


If intersted look for it Friday. Also Feed back on released beta! The amount of time put into this project is HUGE. Please take 30 seconds and post comments. deadhorse

Oh forgot to say.........improved (I hope) spotting ability of custom squad iraqi scounts and made them slightly less visable to enemy. Armed a bit unlikly with an SVD and one akm. Can be used as a sniper team as well...sort of duel use without the mudding up the units even more.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/14/12 08:01 AM


Got the .50 cal texture to show up finally. had a stupid typo in file name. Totally missed it untill tonight. It needs help but we are getting there ever so slowly. Going to set up temp. crew possitions that make a little more sense next. So Iran and South Africa will get this for sure. Maybe Unita, but I have not desided yet.

The beta .50 cal has now been added into The Road campaign. It is still missing proper addins for the backs of soldiers when they brake it up and move it. But that is small potatos......will get to that soon. Dont have a proper pose for .50 cal gunner in default Sabow. But sooner or later I will find one that more or less works.

Oh and I think i got all the super reflective ickiness removed from models. Not counting the .50. Its a beta lol.


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/19/12 12:30 PM

I got the opertunity to take a look at the source heigth map for SABOW's susangerd map. My biggest beef with this map is its largly "flatness" in a good chunk of the map. Well after looking at its heigth map it really is not. The elevation changes ARE vary subtle in the source files. Now this is vary true for the region . You think you are on flat ground, but in reality it is not with mild changes in elevation all over the place. While there still should be more evelavted roads (pretty much all roads in the region are elevated up to a meter heigth (my guess is do the the dry seasons sandstorms that would cover the roads up otherwise) and elevated roads in farming canal areas (when farmers flood their fields and they use burms to keep the water in as they have done for the last 8000 years). Ok long story short I have started to play with the cfg files that control the max heigth map. First test seems to have resulted in a bit more elevation changes but its not a free lunch. The anti tank burms seem to have gotten much fatter and areas of the little wadis appear to nearly swallow up an m60 tank. Going to mess with this some more as I its appears that the mild elevation changes do seem to be more prevalent.

And custom weather! Yay! more control over the overall flow of battle. If a missions designer is trying to get something between max and mid visability due to weather variations there where not many good options. For the Road campaign I needed something between rain and cloudy for parts of missions. I now have it.........vary happy about that. Have no idea still exactly which variables in config control what exactly, but I just split the difference bewtween cloudy and rain and it ended up being vary close to what I wanted. This will get included into mini mod and will appear in editor as light rain. biggrin

Is it not suppose to be APOS patch day? I suspect work will slow for me over the next few days. ahaha biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/19/12 01:49 PM

OMG! I have no idea wtf I am doing to poor ole susangerd map ahahahah. Threw random values into in susangerd polygon cfg file.......OMG funny. Made all the water dry up in the rivers...........way lumpy ground....tank bounces all over the place and cant get beyond 7 kph speed. The little hills are mountains and the m60 cant climb the dang thing. ahaahah oops. Major possiblities of of subtle changes to maps if your sick of default though. This is really worth exploring. Maybe I will include modded files for polygon maps with instructions on how to use in final release. Requires some copy paste of files into new folders. Easy stuff then add in moded file that controls the over all polygon. biggrin

Graviteam......dont hate me for warping your baby! rofl

Finally got a little more time to mess with this. My conclusion is that mild things seem to work out ok....it does feel a little less flat. But there is a fine line when it just gets stupid. IE. the recessed roads are a meter deep and what was a little bump becomes a wierd mini hill. Other issues may crop up is that the higher the heigth value the more the water heigth value needs to get tweeked. Just not worth anything other than increasing over all heigth value of map by a few meters. Its subtle but I think it a bit better. I would post screens but unless your in the game world with crazy setting it just does not show the scale of how big and crazy everything gets. Still interesting....Have not found anything negative about it with mild settings yet.


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/20/12 04:12 PM

No such thing as a free lunch........found issues with modidifing maps cfg file for heigth.... Only decent way to do this is via its heigth map (the main file that controls landscapes). Good thing I think I just figured out how to do that.





biggrin

Thank gawd APOS patch is out......finally. Perfect excuse to take a little break from this ever expanding project of mine. AND now as soon as Graviteam catches there breath from that one and go get drunk or something, they can start on SABOW's next patch. Finally wrap up this part of project..
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/20/12 06:49 PM

For those that are tracking this project.......

Current plan......Ya it keeps changing. From info I had from graviteam sabow patch was suppose to be out early june. Well that did not happen due to APOS issues with patch. But the extra time allowed me to do alot of other things so it was not to bad.

For release version of this thing as I have said before.... biggrin

g3a3 rifle
energa rifle grenade (one new kind from previous)
40MM SMOKE rifle nade
rgd2 smoke grenade
m2hb 12.7mm (.50) heavy machine gun
m1 style helmet
f5e tiger II light figther

2 new campaigns
Mardga 2.0 expert Soviet Afgan campaign
The Road -------Iraq/Iran campaign

At least one type of custom weather


What I still hope to get done before (or shortly after) is:

Modded susangerd map with more terrian variations in areas where The Road takes place for sure.
I have slightly modded susangerds default setting for map. Should have a little more bush and bushes now.
This bit will be completly optional part and will require a little cut and paste operation to work.


and of course the base mini mod which does quite alot now. If anyone other than myself ever makes campaigns there are alot of new units and squads at your disposal. Also new feature I just added was slightly longer effective ranges for some weapons. BMP for one will actually now shoot at you beyond 500 meters with its 73mm grom gun, Rpg guys will take pot shots at you at a little longer range, and well as slighlty longer engagement ranges for B10, B11, and spg9 recoiless rifles heat rounds.

If I have time will do a reskin for iraqi BMP 1 IFV. Have good REF photos of camo pattern.

Not sure what whukid is doing with his IDF mod but will try to make mod not step on each others toes to much. I guess if you want to fight agaisnt Isreal the road will be interesting. Of course the text will not make any sence in that case. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/21/12 04:33 AM

Alas its a no go with being able to really mod heigth map. At least no practical way I can see. ah well, was worth a shot. I do understand ALOT more how gravis polygons work now. Hopefully will come in usefull in future.

heres a silly , OMG that pose wont work pic.


charge


thats better. biggrin

Need to do the final updates to .50 cal..........................
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/23/12 01:20 AM

Well between bouts of APOS managed to get alot of little things done. FINALLy got the g3a3 to render its freaken texture 100% correct. No more wrong side relections with light sources........no more silly over shiny wonky stuff. Still need to figure out correct dummy name for proper carry when they are on the march. No clue as to what. Been trying best guesses from looking at cfg files. Have not stumbled onto it yet.

Got the F5E weapons 90% done. Need one lower lod and that is it.
F5e is now totally ready to be inserted into sabow. Only need to figure out correct parent/childern stuff and dummy's. It is vary close to done now. Once i have that info should take maybe 10 minutes to get in game. Another 20 or so to update missions. Also made many optimizations to LOD's.

Oh I do need to fix the funny backwards texture......oh gee that will take 5 minutes. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/23/12 04:38 AM




Well its the F5 loaded up into sabow model viewer. biggrin textures are not complete but I can now see what it will look like in game. Another thing I need to finish..... banghead Has all LODs none and they work. Still needs to get rigged up for game. Kind of hard to do when all you have to go by in cfg file......lol. No real idea where anything should go.

Failure so far at bringing into sabow. Getting 004 error. (unable to load mesh) My best guess as it loads into model veiwer just fine is simply lack of the model being rigged correct/cfg opps. Pretty blind here on this. Sooner or later will find the solution. A tool that could peek at dummy's and heiarchy would be so nice....yes like in k42 . Well 4 hours of screwing with this is enough for today. banghead
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/23/12 05:07 PM

OMG! I am ready to punch someone in the face over what ever is up with bringing this into sabow.
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 06/24/12 06:42 AM

Originally Posted By: FlashBurn
OMG! I am ready to punch someone in the face over what ever is up with bringing this into sabow.


wave2

Or, you could post the config files (the original one and the modified one) for us to decipher.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/24/12 06:59 AM

It appears to be something wonky with mesh. Although I can bring it into sabow model viewer AND use config to bring in default aircraft........I get a 004 cannot load mesh error. Any rate.........taking a small brake and killing nazi's in APOS. duckhunter

But ya, i will post stuff tomorrow. However it is a bit different than K42.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/25/12 06:25 AM

Wow got next to nothing none on my little mod this weekend. Silly APOS taking time away from my baby. Next weekend (FRI hopefully) should have a new beta of all the changes I have made since the last one (mission and model tweeks etc). No promises on that one however. I may just drop the largly pointless beta and just finish up this part of the mod. Still looking for feed back......story of my life. If I could just get 2 people to help testing! All you have to do is play the darn thing and say what you think!

After this part of mod is done I have 2 things I want to do for sure

1. Playable m113
2. Some kind of hybrid APOS/SABOW system for running battles without tanks. Although this might just end up being an the m113...lol.

3. Make or modify maps (polygons).

I can not beleave it has been nearly 6 months since I started messing with the mod tools. I am going to complete that m113 for sure but then I need to decide if that vietnam concept will work AND for what engine. As SABOW is not owned by graviteam I am not sure commiting to an at least (and I mean at least 6 month) project is the best idea.


Apos however, should be around and supported for awhile. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/27/12 05:23 AM

Another little blurb...........

Guys over at graviteam forum have convinced me to do a APOS campaign. So while not SABOW.....it is close. So far decided to focus on somewhere between may12 thru may 18 1942, during the 2nd battle of Kharkov. Sound sort of like K42? biggrin Should end up being a composite semi historical campaign of major actions shrunk down to APOS size. FYI SABOW patch has been pushed back on Graviteam timeline. Issues with APOS patch took much longer than expected and APOS engine updates to SABOW will probably be a bit. darkcloud

Where ever I am at with this by FRI/SAT (SABOW) I will release an update of open beta.........it maybe awhile before patch. Once that is done I will do that APOS campaign. That should take probably a week once I complete it and do a quick test of it. Then release a test version of the thing. The good news is that the new scripting system that SABOW will have is in the MAY APOS patch. So I will figure that out within APOS, then update SABOW missions with new functions. Crescent Moon mission is perfect for new scipting features BTW. Turn 1-15ish will remain close to what they are now. But expect turns 15ish - 30? to be something totally different. Yes..........it will turn into SABOW/APOS first true MEGA mission. biggrin Basicly be a test for a weeks worth of armored mayhem. By some freaken act of gawd I hope to have some sort of new vehicle for it. Either AI or playable.

Oh one more thing.......air supports are largly broken in current patch. I have not looked yet to see if i can fix them on my end just yet (without gravi patch). I have not decided which way to go with either seeing if I can fix it within mini mod or just wait for next patch. If I do next patch the F5 will show up there. no point in putting in a broken feature now. Also want to make an M29 81mm mortar for SABOW/ that other concept I have. *Should* take no more than 3 evenings of work now that I know WTF I am doing with simple static weapons. Ya thats right......2 evenings of modeling and 1 evening of texture/cfg work. Thats ALL IT SHOULD TAKE!!!!! Not 3 months for a freaken .50cal LOL.!

Oh forgot to say......have updated and slightly rearranged Mardga 2.0 expert. Mission is shorter but should remain at a high infantry slaughter tempo....unless you screw up. Then its a burning armor fest. Thanks to Vitesse for help on this one in testing/suggestions.
Posted By: Vitesse

Re: SABOW Oh geeezzzz m2.50 - 06/27/12 06:30 AM

Are Graviteam paying you? They should be!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/27/12 07:07 AM

Originally Posted By: Vitesse
Are Graviteam paying you? They should be!


Nope......

But come the end of summer I pack up shop and go job hunting with what I got. I am just dieing to make 50 kinds of trash cans for some studio. MUHAHAHAHA. 2 holes in porfolio I still have to fill......buildings (not hard to do at all, but important) and good ole nature. Also want to mess with land scapes. As a former scout type guy, I totaly and fully understand the importance to terrain. Give me a few hours a few grid squares and ill find places to go hide a battalion of tanks.

What graviteam does is just vary special in what they do. Just the right combo of stuff IMO.

You had anytime to mess with The Road btw? Or are you like me and going nuts over APOS?
Posted By: Vitesse

Re: SABOW Oh geeezzzz m2.50 - 06/27/12 08:38 AM

Good luck with the job search.

I have played The Road for a few turns and like you said it's weighted against the player.

I made some pretty good progress on my first attempt and took the nearest control points to the north east and the east but did get chewed up. The ai made a counter attack from the north which I was unable to stand so I decided to try again with a bit more caution.

I took the northeast points with few losses but managed to get in trouble turning south towards the road. Not had another chance to play, sorry.

The balance is hard but still enjoyable. Perhaps a fix in the air support might swing it?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/27/12 06:38 PM

Ya that is what I am hoping......I'll look into seeing if I can fix the air supports via the mini mod. However, it maybe beyond what I can do on the user/mod guy end.

Also mission is suppose to represent the final slowing and stopping of Iraq's advance. AND its a BETA.. biggrin

I do beleave I already added in a couple more platoons to Iraq side on newer version.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/27/12 07:35 PM

FYI. I can do a temp fix within minimod. I see what gravi did. Air supports where over bearing within 1st release. They toned them down in march patch. Will set them up somewhere between 1st release and march. Ok that problem was really easy. Just have to remember to remove this when next SABOW patch comes out.


UGH maybe bigger than I thought.

So got aircraft to not fly around in circles being pretty but they are not attacking anything. Looks like they are pretty well BORKED in current patch.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/28/12 04:26 AM

Oh crap...........somehow I over wrote my source files for Mardga 2.0 expert. OOPS Hope newest version (made last night) is the one I want to roll with for final release version.


Oh FYI........try playing this one on enemy experienced for a real freaken rough time.........and they dont even have tanks!

Should have everything in missions sorted out by FRI/SAT. F5E will NOT be making it this beta version....air supports busted and I really can not fix it..... We will have to wait for next patch. This means curret beta missions will end up being a bit harder than intended.......Or just wait for next sabow patch. If you are up for the CHALLENGE this will be up for DL on June 29 or 30. Just keep in mind without working properly air assets its gonna be a bit harder than intended. Still worth calling them in...I did tweek mini mod to where they are probably a little more likly to do something useful, just do not expect much.

Now to do final version of m2hb with correctly broken down for transport of weapon. Oh and add them into Crescent moon and Dystopia. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/28/12 06:50 AM

OK, 1st attempt at bringing in broken down for transport m2 .50 cal, not quite right....actually looks painful.



As per the real deal, it brakes down into 3 heavy arse pieces. tripod, barrel, and reciever. Probably reason number 2 as to why my back is all screwed up. rofl

OH FYI.........obviously totally completed .50cal will make fri/sat beta. Texture may or may not be quite where I want it but, you know..... reading
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/28/12 07:34 AM




You know........I think the mod tools could probably be just a little more user friendly........UGH

This is going to be a LONG painful process getting these models where they are suppose to be on soldier guy.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/28/12 08:53 PM




Not quite there yet but almost......and what a royal pita.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 01:42 AM

Updated Dystopia to V1.2 added in 12.7mm m2hb MG for South Africa and made some small adjustments to V1.1 beta version. Probably still need to reduce turn numbers down to 12 or 13. But that is not a big deal.

In beta open beta i will release FRI or SAT... looking like FRI right now.
Posted By: TacKLed

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 02:37 AM

Are your mods like the dynamic campaign where you can use the operational map or is i like a single mission?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 02:38 AM

WOw beta v1.1 dystopia totally borked up the mission. Wish someone had said something. Going to have to redo the thing. BUT south africian choppers work correctly.....that is interesting considering all the other air supports seem to be busted.

Ok I see what I did....I made an opps. Had blocking fore in same square as assualting force in early part of mission. At least for my lttle test 5 platoons joined forces an assulted my position......that was NOT suppose to happen. Think I fixed it.


OK........dystopia V1.2 should be a pretty good campaign. Working it over now for better 3rd world hell hole feel. Going to make a couple adjustments to mini mod for this mission. Directly attaching infantry to tanks like I tried in The Road campaign part of mini mod works wonders IMO. Going to do the same to Angola's t55. Do not understand why SA choppers work fine when all the other air supports are borked but I am not complaining.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 02:45 AM

SAme as defualt only I have not gotten to do propper graphics on briefing screen yet, but has text that should explain everyting. 5 totally new ones so far......but 3 are still beta and may or may not have issues.

BAsicly mini mod is just 2 things.

1. Custom squads that each side should of had in the 1st place IMO, or squads that I needed to have for campaigns to do what I was rtying to go after.
2. Custom weapons that are by me......G3a3 rifle, various rifle grenades, m2hb .50 ca mg......these are in open beta. F5E tiget 2 light fighter is currentlly stalled but will be along shortly.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 07:39 AM

Wowo making alot of post today.......

Totally over hauled Dystopia for version 1.2.

Added in a few new units into mini mod for it and just general improvements.....I hope. V1.1 beta was a bit of a cluster. The new .50 cal really shines in the early bit of mission. Also threw a few more playable tanks for unita...as per usual with most of my campaigns.....historical off has a few more toys. Aimed at less experienced SABOW players. If your HOT **** keep it on historical. Also skill levels are lower in this one for Angola side.......SO once again......IF YOUR HOT **** put enemy experienced on. Hoping to have more scale for skill level of player in this one.

Operation Safari (still wannt to update that one sometime), Dystopia should be a bit easier.....Crescent Moon and The Road a bit harder.....Mardga Expert is all over the place depending on ai...it can be soso or REALLY freaken hard.

Forgot one thing open beta 3 for this thing will get multi language support at some point. Need to update alot of text so be a bit after I release English version. German and Russian as per usual.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 08:37 PM

I am goign to attempt to release open beta 3 later today/tonight however still reworking Dystopia v1.2 and I would like to get to making final .50 cal texture. Its spec map is a temp one but it still looks pretty good.

The Road is totally overhauled from first open beta and SHOULD be complete minus working air supports. For final release (after sabow patch) there is a strong possiblity that susangerd map will get a bit of modification by me.
Mardga Expert 2.0 is totally over hauled and shorter per feedback.......SHOULD be done.
Dystopia V1.2 beta......we will see if it works correct after I complete changes. So far I feel I have done good....


Crescent moon and operation SAfari have gotten no love yet and probably will not untill SABOW patch is released. Crescent moon WILL get an off shoot MEGA mission at that time.

However next mission will be my first APOS campaign......Karvkov 42 (ya probably steel K42 name). Should begin on that one next weekend.

And need to get back to modeling making stuff........
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/29/12 11:00 PM

Doing final play thru of Dystopia V1.2. Only have finished up turn 1, but so far so good. This should be a real good mission IMO for folks new to SABOW and so far pretty fun for a SABOW vet. The AI is doing interesting things with its reserves. 1st time it kept all the aaa I gave it and totally hosed down my air supports before they could do anything. 2nd time the ai rearranged its unit structure and removed its aaa guns and swapped them for other stuff. My chopper supports went to town that time. Blew all there heavy stuff up execpt a t55 (which ai swapped aaa for) and a bmp1. Both dispatched by my t62. Yet another reason i love sabow........ai does what it wants......sometimes it does real freaken good, other times it chooses poorly. Usuallly somewhere in the middle and suprises even the guy that made the freaken campaign.


OMG.........spotted a major issue with point score.........muhahahah I have 45464023423 victory points....oops. Glad I ttok this for a quick spin.

Ok not happening on FRI.....ran into small and annoying issues that can be fixed quick. So SATurday...oh wait it is saturday! ok later on saturday. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/30/12 09:17 AM

HA! MAJOR SUCCESS! I am super happy about this one......






Yes........that is the first screen shots of my F5E in SABOW. Ya problems like no pilot for some wierd reason and bombs (not my mk82, not in gmae yet) all wonky but SUCCESS!!!!! 1st user vehicle in sabow HA!. If I can do this with supplied VARY basic mod tools and next to no documents I am pretty sure I can get models into pretty much anything now. Oh ya......flaps work right out the gate. biggrin

Now to finish the thing............
tomcat


This will be by next test at vehicles........as this I made a bit over a year ago and is just sitting on the hard drive doing nothing. Alas, no default sides use saladin armored cars. Will be AI only as I am not about to try and rework the damned thing to playable. Maybe add into some camapigns under non historical just for the hell of it.



Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/30/12 10:19 AM

If anyone wants updated mini mod with missions dystopia V1.2 or WAY updated Mardga 2.0 Expert......PM or post me here. I think I will postpone open beta until F5E is further along and *mayby*? working properly in current patch. Should know soon enough
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 06/30/12 09:47 PM

Well it bombs stuff........



my mk82 bomb. biggrin
Posted By: TacError

Re: SABOW Oh geeezzzz m2.50 - 06/30/12 10:30 PM

Nice, looking forward to it!
Posted By: ramas

Re: SABOW Oh geeezzzz m2.50 - 06/30/12 10:59 PM

Looks nice! Just spent 2 hours playing crescent moon, forgot how much fun it was!
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/01/12 02:14 AM

biggrin

F5E........now with a midget! UGH. Been trying to bring in working aim9 sidewinders. So far crashes game everytime on load with no error message. Still attempting to figure out WTF is going on with canopy glass. It has to be added in seperate from f5 model. Not sure where it is. For all I know its rendering inside the freaken f5's fusalage.


sigh


While all my models are sized correct in meters in 3ds max I am beggining to think SABOW's stuff as about 90% smaller or so. AH well....small easy fix potato's.

Hmmmm maybe a wierd issue with not reseting Xform on part of mesh. grrrrr.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/01/12 07:47 AM




Fix one thing........brake something else. ARGH! What I would not give right now for a super slick model editor. banghead





FIXED........well that one lol.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/02/12 01:34 AM

Well looks like this *SHOULD* be in next SABOW patch. Yes Andrey at Graviteam has pick it up for propper insertion into SABOW. MArry American 4th of July. CT . I certainly did what I set out to do in so far as convincing myself I could get somewhat complex models into SABOW/APOS game engine but there is a HECK of alot of config work behind this which values do what........I can not say. Not a freaken clue in fact. The amount of time it would take me to do this correct is huge as requires a ton of trial and error. Still.........I made the f5e bomb stuff. biggrin

So now off to do final texture of my .50 cal mg and begin the process of bringing in my saladin armored car. Oh and attempt to collect more data for APOS campaign..... Wow....I make alot of stuff don't I? Oh ya........and final testing of missions............NEED HELP still on that. Just 2 thin as a one man show. thumbsup



OPpps.....screwed up my spec/roughness maps on lol. But the .50 should finally now me done! YAY.




Posted By: TacKLed

Re: SABOW Oh geeezzzz m2.50 - 07/02/12 02:23 AM

Wait, can you clarify what will be in the patch? Like the F5E model or a campaign or what? Anyway, congrats.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/02/12 03:25 AM

No idea other than fixes. Graviteams patches for sabow are unoffical as the guys that own the rights (publishers) seem to have there heads up their bums. As far as I know they get nothing for the patches......being a little guy in buisness full of short sighted suits. But little guys can come out on top sometimes.

I have nothing to do with Gravi other than really liking what they do. So as far as their plans.......don't know....but my F5E *could* be in patch. But their #1 priority is making stuff that payes the bills.....ie. APOS and expansions. Hopefully did not step in anything by saying that......

In the end all i know is that I am working on a portfolio for myself and future employment with hopefully NOT a brain dead shovelware company. When I was deployed a few years back to a hell on earth place I played Karkov 42 on my laptop between missions. All I knew is that WW2 tank controls where a hell of alot like an m1117 fire controls. Guess I have been hooked ever since......lol.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/02/12 09:18 AM


You know I must have attempted 3 or 4 improved testures on the g3 rifle. Everytime I end up it hating more than this one. Maybe its time to say good enough?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/02/12 03:05 PM

Oh my gawd its been like 5 minutes since I posted anything............now I started working on this.


YA texture is total crap. Have to find my better unfinished ones..........but its in sabow model viewer....with 0 errors... biggrin


If this does not crash out first time in game I will be shocked. rofl


WOW.......that was the worst rigging job ever. I think its spawning under the map......lol


Nevermind..........it spins around in circles and goes straight up out of the map until the crew bails....OMG FUNNY POOP. YA no idea on that one......
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/03/12 04:53 AM




When more modders start doing stuff for APOS/SABOW we should start a modders blooper thread. Lord knows I have enough screen shots of my screw ups. ANyhow.........here we have my saladin armored car buried up to turret (sized a bit off) and bubba here looking sexy. FYI.......name your hull ------d_hull lol this is just hull.

NM I did........BUT don't put your pivot point somewhere stupid? Hope thats it.

Hmmmm bunker anyone for APOS SABOW? Pretty easy to do. rofl





Its ugly.......the turret is scaled wrong......no detail parts imported in yet.......totally crap texture.......no normal map..........and in game. biggrin

So ya.......the vary vary basic mod tools do work. rofl Now that the walls of getting complex crap in sabow I would expect to see more user content in future. Will attempt to put together a guide on Graviteam forum in future on wtf to do AND WHAT NOT TO DO. Near gawd I have spent insane about of time on this the past few days..........I am off to go have a life now. rofl



OKOKOKOK one more..........

Wanted to see if it would shoot anyting........ SO I rigged just vary basics to model. Ya my little ugly boy shot his mg and someone.

Still alot of rigging to do on this thing. and of course real textures. But i think its going to be pretty neat when done. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/03/12 04:54 PM


Found my old uncomplete textures. For some reason does not want to render out normal map right now. But there are ALOT of issues to sort. In the end this is just an test model anyways. Take a bit of work to get it up to sabow/apos level. I may shelf this for awhile and go direct to playabele m113. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/04/12 12:29 PM

Currently just worring about rigging model correct for sabow.....some ODD things have been happening. See what happens when you have to resize a model to correct scale......UGH. Wierd issues keep popping up. Funny however.


OMG its Mr Big HEAD!

For gross cowardice in the face of the enemy......hmmmm OK something broken with gun. But it blows up good.

OMG Mini Me!


Heres some not screwed up ones......still VARY early.






Uploaded with ImageShack.us



Uploaded with ImageShack.us
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/05/12 02:34 PM


biggrin

Model is nearly done on rigging it up for game. However I need to update the mesh on detail...... This model was for fun a while back. Never really thought I would do anything with it. So I will do a quick update to mesh and add in a bit more detail as well as completing textures for it. Now that I know wtf I am doing within sabow game engine a bunch of totally new neato things will be rolling out by me............

Just to toot my own horn........model is now rigged to have bits blown off when hit.....fire.....weapons work correct......sights for ai work correct and when complete will have a new weapon and ammo config based on its British 76mm gun. AS well as correct armor map dipicting its armor and damage locations. I really think this will be done quite fast........ Hopefully new SABOW patch is not far off.


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/07/12 02:46 AM




Current state of model......had to rework turret quite a bit to get the thing to conform to reality. biggrin



This thing has one of the oddest shaped turrets ever................
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/07/12 10:48 AM



Models LOD1 is starting to get to point where it can sit next to a default SABOW vehicle and not want your face to melt off. Couple more small detail things on the turret roof and finish up the hull detail. Then update the texture cords and texture LOD 1. Lod 2/3 should be fast to complete as the basic shapes of this thing are all simple. Then rig the model back up......and blow stuff up......or get blown up. This has turned into a bigger job than I first thought. eek2


Oh ya, this thing as gone from just a test model to more the real deal now. biggrin
Posted By: godzilla1985

Re: SABOW Oh geeezzzz m2.50 - 07/07/12 01:10 PM

Good news FB can't wait to try it thumbsup
cheers
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/08/12 07:26 PM

Originally Posted By: godzilla1985
Good news FB can't wait to try it thumbsup
cheers


Will do ai only first as I know exactly what needs to get done. Then attempt to do something basic playable as a learning tool for playable m113. I was going to do this with the .50 cal mg, but this is WAY more neato.




Uploaded with ImageShack.us

Model totally updated and ready to texture. biggrin THis screenie is just the LOD1 mesh with no fancy lights or anything to improve the models looks. Just basic of basics. There are a few little details I would like to get too such as jerry can, poineer tools, mesh screen over engine intake, a bit more detail on the running gear (need more info on that one) and its aa m1919a4 machine gun for commander. So from here will start its detail work with texture, normal and spec maps. biggrin

http://www.flickr.com/photos/billkatygemma/6910031904/
BillKatyGema had the perfect image that has helped get this thing closer to right. Major thank you! Its funny.....he said thank you on the gravitea forum. Internet is a small place it appears. biggrin

biggrin


If anyone has any info or knowledge on saladin or saracen armored cars running gear please let me know. I am mainly trying to determine if drive shafts are exposed or internal. It appears that there are 2, one on each side but can find zero info on this. If those ARE drive shafts would LOVE to have them animated in model. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/09/12 04:57 PM




Now with a high res AO map. Corrected a bunch of issues with mesh bla bla bla. Still need to deside what I want to do with tires and running gear etc. Not putting alot of time in them just yet until I find more info on all that. But its far enough along to start the texture madness. Still want to put a few more detail in mesh as well. Self appointed goal is no more than 10000 triangles. At just below 9000 now. But the aa m1919a4 will eat away at that. Well when I make the thing. biggrin


another little WIP screenie.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/09/12 11:47 PM



Uploaded with ImageShack.us

The first test with a basic normal map and spec map. biggrin Looks pretty damned good to me......and I am my worst critic.



Uploaded with ImageShack.us

2nd normal map tesst.........I thought it look pretty interesting without the texture. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/11/12 08:26 PM




Got the updated model rigged up and back in game.......... However not right updated textures. rofl





A bit better....

Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 07/11/12 10:15 PM

It actually looks pretty cool when it's been destroyed biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/11/12 11:48 PM

Originally Posted By: whukid
It actually looks pretty cool when it's been destroyed biggrin


I have a feeling that it will be its normal state most of the time. rofl Been spending a bit of time making sure it looks good blown up.





Still have a ways to go with finishing this. Currently having an issue with braking and suspession.......yes, they are modeled in SABOW APOS as well. But still working out WTF is wrong. If they stop too fast it may flip over. Pretty funny.


Does this screen just scream North Africa WW2? Reminds be of little m3 stuarts zipping about.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/11/12 11:53 PM




Hopefully gives a couple seconds of pauses.......
Posted By: frinik22

Re: SABOW Oh geeezzzz m2.50 - 07/12/12 02:10 AM

Falshburn, we had the same problem in SF with the Hetzer.The damned thing would buck an dflip over every time we would brake after driving it full speed.I fixed it temporarily by simply doubling the weight in the tech_cfg file.They later fixed it by chnaging the centre of gravity value .I'll check and ask the guys exactly how they did it.It's fine now.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/12/12 02:34 AM

Originally Posted By: frinik22
Falshburn, we had the same problem in SF with the Hetzer.The damned thing would buck an dflip over every time we would brake after driving it full speed.I fixed it temporarily by simply doubling the weight in the tech_cfg file.They later fixed it by chnaging the centre of gravity value .I'll check and ask the guys exactly how they did it.It's fine now.


Yes......center of gravity is the big one. Changed it a bit and no longer flips over. But brakes are simply way to strong for a 11.5 metic ton armored car. An evil tank driver might be able to stop a tracked vehicle pretty fast.......but not as fast as SABOW. But have driven a few wheeled armoved vehicles in the 5 - 22 metic ton range. Nothing stops that fast. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/12/12 07:45 AM

Originally Posted By: frinik22
Falshburn, we had the same problem in SF with the Hetzer.The damned thing would buck an dflip over every time we would brake after driving it full speed.I fixed it temporarily by simply doubling the weight in the tech_cfg file.They later fixed it by chnaging the centre of gravity value .I'll check and ask the guys exactly how they did it.It's fine now.



Got it all sorted after much banging head into wall.

Also rigged up the smoke grenade launchers. biggrin

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/13/12 10:45 PM

Little update blurb. Saladin armored car model is getting over hauled........again. I located some good photos of lower haul and is taking more time than expected. Also life issues mean playable m113 will be getting thrown on the back burner. But as my hands are currently yet again in the guts of the saladin mesh, I intend on doing my damnest to get this playable. I have given myself 2 months to get an employable portfolio ready. This means I have to go make unsexy things like building and trees vary shortly. Also terrain is on that list, however that takes ALOT longer than 2 months when no tools and knowledge is lacking on how too. So far I have been vary lucky that my little mod has coinsided a bit with my portfolio work. However, showing up to an interview (if I can get any) with nothing but weapons and armored vehicles with a few random other things (my current state of affairs) probably will result in nothing but wasting time. Does not show my full range at all. dizzy Well unless that what someone wants...lol.

Funny.......taking longer than expected......not even two weeks in. With basic basic mod tools and alot of info unknown. I do not for see anyone crying over no playable m113. honestly I have NEVER seen any mod or game that has ever attempted to do legit light gunnery off a vehicle in a game (take that back....ace mod ARMA2 but still missing alot of emements due to limits of game engine). Even the few sims I used in the military where pretty bad at it. (Raytheon......you suck and charge to much).
Posted By: whukid

Re: SABOW Oh geeezzzz m2.50 - 07/14/12 05:13 AM

When you figure out how to get the markings on there, lemme know. Still at that brick wall banghead
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/14/12 06:21 AM

Hell I got pissed off at adding in working signal and head lights...... But once I recover from dummy rigging hell I should get to starting on markings. But marking *should* simply be a dummy next to where it should go with pivot point facing correct way......well I think. Then with entry in techn_base under markings. But here is the rub... Alot of the values you see in config files where gernerated by graviteam import tools (pretty damned sure of it). Probably some sort of interface where you place stuff and it does the config values. Alas.......we get place.....check......replace.....check......etc. Royal PITA.




Made alot of progress this evening with fleshing out interior spaces and adding in correct hull (more or less) detail. Nothing vary exciting, but at least as the driver spot goes I do beleave this will not end up as bad as I first thought. The insides of the turret I simply have no good pictures. Only thing so far I can do is add in the 76mm gun. I am surprised I can not locate more pictures of the insides of this thing. If anyone out there has any..................

I am hoping by the end of the weekend I will have most of the drivers spot complete (well the bits I have info for).

So.....if YOU have any photos or links to photos of saladin armored car insides please let me know!



Oh my I found a few.........geee I love the internet.

http://www.g503.com/forums/viewtopic.php?f=82&t=82894

Ok I should maybe be able to fake some sort of interior. Will it be true to life........NO. Will it be close and capture the thing......I hope so.



If anyone has more pictures or links please post them. biggrin Also still need data on 76mm L5 or L23? (skorpian) gun ammo. HESH round data especially.










Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 07/14/12 08:05 PM

Hey FlashBurn, I've got some pics for ya: http://svsm.org/gallery/Saladin.

A few bits here and there about L5 ammo:
http://articles.janes.com/articles/Janes...ed-Kingdom.html
http://articles.janes.com/articles/Janes...ed-Kingdom.html
http://articles.janes.com/articles/Janes...ed-Kingdom.html
http://articles.janes.com/articles/Janes...ed-Kingdom.html
http://www.fas.org/man/dod-101/sys/land/row/weg.pdf
http://www.scribd.com/doc/25044683/Projectile-and-Warhead-Identification-Guide-Foreign
http://www.scribd.com/doc/31919826/DEPARTMENT-OF-THE-NAVY-NAVEOD-PROJECTILE-GUIDE

Also, if it will be useful to you, a lot of info about landscapes modeling and software links: Virtual Terrain Project.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/14/12 08:33 PM

THANK YOU!

I may need some translation to Russian help soon. I have ALOT of text that is going to need translation. Still do not have it all together. darkcloud Although I am disappointed in how long next sabow patch is taking I am vary grateful at the same time. Man I have made ALOT of stuff. Not so much models. (which should be my priority #1) But the little mini mod and 5 totally custom campaigns and 1 modded..........many of which need Russian translation.

Can you help in a week or 2?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/14/12 08:41 PM

Those photos are GOLD. This little project is going get alot better. Also checking over those photos with updates to mesh. It matches vary well up to what I have.....thank gawd. No measurements and such all by eye. But I would wager I am 90 percent right on current state of geometry. Ya......thank gawd I spent 10 years as a kid making plastic tank models. biggrin Got really good at it too.

How do you find this stuff? biggrin
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 07/15/12 07:52 AM

Originally Posted By: FlashBurn
Can you help in a week or 2?

Sure. Although, I still haven't got a new hard drive, but I will think up something. Just drop me a link when text will be ready.

Originally Posted By: FlashBurn
How do you find this stuff? biggrin

Google image search and a bit of luck. Sometimes it finds useful stuff in a bunch of junk.

What about L5 gun ammo? I guess you need info for common_res_mod configs. I found only the range and weight. Maybe some kind of technical manuals have more, still need to find them. Tough stuff, even 3Sh6 from my mod has a little more information, still far from complete though.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/15/12 08:39 AM

Originally Posted By: Krabb
Originally Posted By: FlashBurn
Can you help in a week or 2?

Sure. Although, I still haven't got a new hard drive, but I will think up something. Just drop me a link when text will be ready.

Originally Posted By: FlashBurn
How do you find this stuff? biggrin

Google image search and a bit of luck. Sometimes it finds useful stuff in a bunch of junk.

What about L5 gun ammo? I guess you need info for common_res_mod configs. I found only the range and weight. Maybe some kind of technical manuals have more, still need to find them. Tough stuff, even 3Sh6 from my mod has a little more information, still far from complete though.


Yes certainly not alot of good data on that weapon. But the later L23? (can not remember name) of scorpian used same ammo types for the most part. I have not followed that one up yet. Even finding optics info. So far I know gunners sight was 1x and 6x power. As to what the gun sight looked like.........no clue. Guess would be some sort of ranging lines for MG and hesh/he rounds. Smoke and canister........probaly nothing.
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 07/16/12 10:03 PM

Here's what I have found.

http://scorpiontank.co.uk/PDFs/Contents/76mm Main Gun Technical Briefing (8 November 2011).pdf
http://www.scribd.com/doc/9207024/BGL305007-User-Manual-Cougar-Vol-2-Armament

The second link has Cougar AVGP sights. Cougars use Scorpion turret, I think its sights should be similar to Saladin. Or not?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/17/12 10:14 PM

Originally Posted By: Krabb
Here's what I have found.

http://scorpiontank.co.uk/PDFs/Contents/76mm Main Gun Technical Briefing (8 November 2011).pdf
http://www.scribd.com/doc/9207024/BGL305007-User-Manual-Cougar-Vol-2-Armament

The second link has Cougar AVGP sights. Cougars use Scorpion turret, I think its sights should be similar to Saladin. Or not?


Have no idea actually. In the end however, this is a learning tool for getting playable interiors into sabow. It can be wrong until better info comes available. After which time a big NO. biggrin However the cougar is a vary GOOD lead. Uses L23 gun which is a lighten L5 gun and fire controls are likly vary close to what they would be on the sally armored car. The skorp light tank/recce vehicle is questionable as later version mounted laaser range finders and much better optics. Had I planned this little/big project instead of having it simply expand I most certainly would have gone with the skorpian. Modeling the basics would have added maybe 2 days on to the 2 weeks I am at now. But making progess at getting the basics down of bringing in working inners of vehicles.

Well pretty sure I was vary close to having m2hb playable. Had it to where it would just crash out in game when you attempted to jump in the thing. But i screwed up something real bad somewhere. Looks like I have to start over. pitchafit
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/22/12 01:45 AM

Still working on the Saladin. I am having to rework quite a bit for interior. Finishing up texture sheet.....again. Green is areas i have not gotten too just yet. Had to take a few days off from this.......... I planned this project poorly and have to go back and keep reinventng the wheel. 3rd time is the charm I hope.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/23/12 07:17 AM



Finally finished updating everything for texturing........again. Been adding in more detail parts.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/24/12 02:32 PM





Still adding in more detail. Finishing up the big bits of running gear that can be easily seen on model. 2 more bits of outer detail I still want to get too. The engine deck area and the AA mg. Have not yet figured out how to link up interior of model yet so have not gotten to the detail bits in there just yet. Picked up Jagged Alliance back in action a few days ago........eating at my modeling time.
eek2
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/25/12 07:21 PM

Started in on the m1919a4 AA mg for the sally. Probably will end up making its tripod and giving it to the crunchy's as well.




Oh geee........yet another m1919 for game land. Kind hate doing things that have been done to death.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/26/12 09:29 AM




yet another WIP pic. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/27/12 06:35 PM

Resisting the urge to veg out the rest of the day on jagged alliance and work on sally the armored car. biggrin

This is my far the worst planned modeling project I have ever under taken. Everytime i have thought i had it right some piece of info would pop up that showed it was wrong. I beleave I now have all the geometry pretty darn close to the real deal. What makes this so suprising to me is that the real Saladin appears to simply be constructed out of 8mm armored plate cut and welded to form. That means nearly everything is flat. Which should be a simple easy task to model out. However, as I discovered the hard way it is actually a pretty complex form. I would not have wanted to be the guy that had to figure out all the diamentions of putting this jig saw puzzle together on the real deal.

So I beleave the vehicle has 8mm of armor protection all around. The frontal arc seems to be 16mm of armor (2 8mm plates). From photos and referance material the gun mantlet is 32mm (I think). Bottom outside of hull appears to be reinforced with armor for 16mm. I have found no info on the underside of hull, but I would wager under the fighting compartment is 16mm of armor for a bit more crew protection from mines.

If anyone has info that suggests this is right or totally wrong please let me know. Ill be doing the vehicles armor map shortly.

For a vehicle designed shortly after WW2 it is suprisingly well protected on its frontal arc. It is a lightly armored vehicle, but is much better protected than say a BRDM-2 or any BTR. A 14.5mm heavy MG round would be hard pressed to pierce the front of the turret. From the data Krabb provided its 76mm gun firing its HESH round was capable of defeating 90mm of armor. Keep in mind that a HESH round is intended to spall the insides of the vehicle killing its crew with their own bits of vehicle armor. Fighting an MBT during the 50's - 70's would still be a really bad idea in this thing, but it could mess one up pretty bad if it got the chance. Now if I could just connect the dots to figure out how to make it playable........
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 07/28/12 09:41 AM

http://www.network54.com/Forum/47209/message/1241971404/Saladin+armour+thickness
http://livesteammodels.co.uk/dhmg/rola002.html
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 07/28/12 12:44 PM

I never find this stuff....... Do not know how you do that.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/01/12 12:37 AM

Unwrapping the model for texture for what I hope is the VARY last time. More like updating the texture sheet with new stuff and fixes. Hopefully by the end of next weekend Ill have a basic alpha version running around blowing stuff up. It will be AI only for now. Still learning the ins and outs of playable interiors. But it has been totally updated for a playable interior. biggrin. Just a matter of time before I figure that one out. Jagged ate 80 hours of modeling time! omg but I needed the brake. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/01/12 05:17 AM



Improved engine deck over the older one I had. Just need to upwrap running gear and .30 cal now.




Got to finish the roof up next. Missing a few pieces and inners of hatch detail. biggrin
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 08/01/12 10:32 PM

Wow you been busy

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/02/12 02:06 AM

Originally Posted By: skimbo
Wow you been busy

Skimbo


Actually took a brake. =). But ramping back up to complete this thing. I have all the pieces for ai controled sorted out (a couple tests I did earlier) but still working on user playable. Sooner or later I will have it down. Still need to do final version of THE ROad campaign (need next patch for it) and I want to tackle new replacement destructable buildings that look like Iran/Iraq/etc and not afganistan. When updated editor comes with new patch I have a mega campaign planned using Crescent Moon as a base. Then of course that m113 needs an interior for playable m113. Then who knows...... The buildings should take no longer from start to finsih about 2 weeks. finishing the Road campaign perhaps 2 days........its pretty much done now. The mega test campaign will take a bit to test. That m113 as it stands 1 - 2 weeks, assuming I figure out how to make stuff playable. The Saladin ai version a few days once I have them available........playable......UNKOWN.

I am hoping I can wrap this all up within 4 - 6 weeks. Flashburn has to go find some work soon. I just hope I have enough to get in the door somewhere. winkngrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/02/12 05:27 AM

Does anyone out there have good photos of the .30 cal mount. Its a bit different than I am use too. I expected an old school .50cal mount but it uses something totally different. Anyhow heres a link with the best photo I have found.

http://www.flickr.com/photos/68170166@N02/6887042817/sizes/l/in/photostream/

Dont think this a violation of the newer rules of forum. thumbsup

Don't care about the T&E on this thing. Not going to model that as it probably would not even be fitted during a recon type mission. Well unless set in a good possition that is.
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 08/02/12 01:04 PM

A bit better pics.

http://afvsociety.co.uk/Forum3/phpBB3/viewtopic.php?p=754
http://primeportal.net/apc/andre_patschke/saladin/

Not sure about the following. This is from Saladin (if I recognized the turret correctly) and modified to look like Centurion's MG mount.

http://centurion-mbt.synthasite.com/page-16.php
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/02/12 05:18 PM

thanks man. When I return from a mini mountain man......ha pun. trip I will see what I can do with this.
Posted By: skimbo

Re: SABOW Oh geeezzzz m2.50 - 08/02/12 07:53 PM

Your work ethic is bonkers - I'm sure you will have no trouble finding work burnard - just point them towards this forum wink they will see!!!

Skimbo
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/12/12 07:34 AM

Starting in on the final texture/mesh of this thing. Hard to work on anything latly as it has been way to nice to be in doors.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/13/12 05:32 AM




Not a vary exciting screen as M1919's are certainly NOT the most exciting thing ever. But its all done, ready to get textured. biggrin.

Well actually its been all done in so far as modeling goes for awhile, just had not gotten to unwrapping/texture sheet for the thing. Now to update my old text normal maps onto the newer texture sheet. Oh and fix them damned tires to a finished state.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/13/12 07:29 AM




Thought it might be fun to throw up more screenies as this thing comes to life. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/13/12 08:47 AM


1st basic normal map and defuse test. As you can see I got some stuff to fix. cuss2




Ok a tiny bit better. biggrin but that took the wind out of the ole sails for tonight. biggrin

Ok fixed another problem. Ya this will be a good model when done. biggrin Should work out quite nicly stuffed in players face on top of the sally armored car. Well that is if I figure out how to make it human playable. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/13/12 11:33 PM



A little further along. biggrin Getting there.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/14/12 03:12 AM



Done enough for now. About 2 more hours of work until finished. Now back to the saladin armored car biggrin.


Need to stop uploading screenies to sim hq. There getting sampled down quite a bit and distorting and darkening more than they should after they get uploaded and compressed. Considering the starting file size is quite small further compression is screwing up my screenies. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/14/12 11:29 PM

a better pic of above.




Now to get back to the saladin. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/15/12 02:12 AM



Uploaded with ImageShack.us



Uploaded with ImageShack.us
Have not added the m1919a4 in there just yet but will in a bit. This is will be the final/what I am going with version of the saladin armored car. Lots of little fixes to do and the wheels need to get majorly reworked. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/15/12 06:19 AM



Uploaded with ImageShack.us

Arent I busy tonight or what?


and one last one for the night. stirthepot



Uploaded with ImageShack.us
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/15/12 02:19 PM



Well started in on the tires. Hubs are right........well one of them is... Tread patern is a disaaster right now.

Lol......been trying to get by with that 5 minute tread patern I made forever ago. Certainly NOT going to work. UGH, Tires are such a pain sometimes.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/16/12 08:31 AM



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Vary nearly done with the normal map. Going to be starting the defuse soon. biggrin Ignore the funny color on the tires.........I think maybe in car throw a field of cows milk or something.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/16/12 10:33 AM



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Little further along. I have the feeling I'll be messing with the defuse texture for a few days as well as fixing the last of the issues. biggrin
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/16/12 11:45 AM



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Maybe I am going to crazy with the screenies? bananadance




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still alot to do but it is going better than I hoped. biggrin
Posted By: Vitesse

Re: SABOW Oh geeezzzz m2.50 - 08/16/12 08:36 PM

Screenies are good, Mr Burn.

I've thought of buying something like that for a toy. Totally useless but can be used on our roads and pays no tax. Not very expensive to buy either!


Only need a barn to put it in and a farm to play on. And a new wife when the old one found out what I'd done.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/17/12 03:52 PM

about 30000 dollars (US) buys you a used Saladin........



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Added in the last of the missing detail parts. Calling the modeling part done. If I can figure out how the heck to get a playable interior to work I'll go back and add a few thousand more detail triangles. Just textures and rigging/config work left.




yep..........I have alot of texture work to do.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/18/12 07:47 AM




Almost ready for the dirt/dust and camo patterns. biggrin Ya, I am a screen shot whore.


Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/19/12 07:06 PM



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1st camo test.




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Slowly getting this thing to quality level I am after.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/19/12 09:27 PM



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Camo is "good enough" for now. dirt, dust, and muck backed up with normal maps are next.......





More British European look..... Ya a bitmore work and should work out ok.



Just normal and defuse maps WITHOUT that awful working spec map (have not gotten to a final version yet).
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/20/12 10:03 AM




No idea if this will show up right in a screenie.........but 1st "muck" test using defuse, normal, and spec maps.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/20/12 05:43 PM

Thought I would do a little update thingie on the state of things.

SO, a sabow patch is the works at Graviteam. biggrin

3 of my models will be in it.....which means my mod file size will be smaller. My little mod will include at time of release of patch (I hope).... US style m1 helment, anti tank rifle grenade, that saladin armored car (ai useable at the vary least). Completed campaigns The Road and mardga 2.0 expert. Of course all the other campaigns I have done as well.

My F5E, M2hb , and g3 rifle will be in that unofficial sabow patch. That makes my life easier, and yours too. biggrin

Still on my TO DO list is finish my m113a1 and variants as well as buildings that look like iran/iraq middle east. Somewhere along the line may make my m1919a4 MG another unit for ai.


OMG I forgot also the smoke grenades for infantry (if they will use them) and the sally armored car *should* have 3 different camo patterns to choose from =).

here have a screenie......I have so many of them. biggrin


By z2e at 2012-08-20
Posted By: norm

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 05:17 AM

Don't worry, we like your being a screenie whore. smile
Posted By: Kyth

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 01:11 PM

Did I catch this right, Graviteam is going to help you put your new models in the game?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 03:37 PM

Originally Posted By: Kyth
Did I catch this right, Graviteam is going to help you put your new models in the game?


Not really. All of them I got in but they are putting 3 of them into unofficial patch. Post about that is over on Sukhoi.ru. However I am sure some of the stuff (F5) for sure has gotten tweeked. So as far as help other than some helpful comments from Andrey.......no. As these sabow patches are unofficial and I guess the legalize allows them to do them. Hope I did not step in anything. biggrin Personally I am thrilled they will be in unofficial patch. One way or another they where going to be released. I already released the G3 and m2hb in the open beta I did. The f5 was totally pointless as aircraft in sabow got broken last patch. All my F5's do is fly around in circles looking pretty right now in game. rofl Oh wait! Once 1 dropped A bomb. So 99.9 percent pointless.

To sum in all up........... As mod guys we are pretty much on our own. Both for good and bad. biggrin
Posted By: TacError

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 05:16 PM

I saw the preview shots of your F-5 in the next SABOW patch, I see that it can launch air-to-air missiles! smile
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 05:43 PM

Originally Posted By: TacError
I saw the preview shots of your F-5 in the next SABOW patch, I see that it can launch air-to-air missiles! smile



LOL! I made the models for em but no idea if they will work. That was Gravi. =). The bombs do however, work.

You know all this stuff is for my portfolio so I can get a dang job doing what I love. I do love the fact that people can choose to play a large part of my portfolio. I think its freaken great. For me MUCH for fun than making some static scenes. hopefully does not bite me in the bum. Ahhh well, the vary least I have fun, and hopefully others as well. biggrin

Oh also I know about as much as everyone else as far whats to come. Be like a micro Christmas.
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 06:46 PM

FlashBurn is not telling something. There will be no mini-map in the new patch. hahaha
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 07:01 PM

Originally Posted By: Krabb
FlashBurn is not telling something. There will be no mini-map in the new patch. hahaha


Don't want to brake Andrey's fun. Plus all thats official Graviteam stuff. And I hate that your English is way way better than my Russian. Can you beleave that I have actually thought about dropping my butt somewhere "over there" to kick start the cobwebs and improve my Russian? Well i can't, but have. I know the little Russian I remember is understandable to Russians and Belorussian......well I think as we where drunk in a HMMWV at the time with them quizing me. LOL.

OH SCREENIES! You know, of my stuff in ALPHA version. I don't have clue......... Does the dang F5E work right now in V5.81?
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 08:42 PM

Don't be so bothered by official stuff, it's just a simple changelog anyway. And Graviteam is not a lawyer-loving corporate schmucks like some big companies! biggrin

You are wrong about my English. It's half- Google-babble, and a third- boring dictionary lookup. I'm trying to improve, but so slowly. I wish learning foreign languages was a lot easier (yes, lazy ruskie).

Quizing? Yeah, Russians, Belorussians, Ukrainians (don't know about other ex-USSR-ians) like booze and talks about ultimate questions of life, the universe, and everything when drunk. rofl So, they got a mental boost to understand you! rofl

I don't know about 5.81. Currently, only Gravi-team knows what works, and what's not. I'm sure you saw F5E screen at sukhoi.ru, nothing new so far. But I'm pretty sure they could even include your Sally APC, if you ask Andrey (and wish to do that, of course).
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 09:22 PM

THe sally does not fit with the theme of SABOW. No one used the thing in wars sabow depicts. I already did all the tests a ways back so I know what to do for ai playable. Plus it makes people experience the joy that are my campaigns and the little stuff I have made. biggrin

BTW.......what the heck do you do for a key board? i assume you have a cyrillic one. I have tried to play with virtual cyrillic ones but a MAJOR pain and takes more effort than it is worth. HMMMM maybe i should go get a real one somewhere. Would force me to focus on spelling and grammer. Lord knows I do not really care about that stuff, but it is one thing to for go that stuff in your native language by choice, another if attempting to comunicate in a non native language. LOL, if I give a female whatever its called in Russian I want to do that because I mean it. biggrin
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 10:00 PM

lol I'm touch typing, so... you can too. Although, I think there are some kind of stickers for keys. Perhaps you can even make them yourself. I googled a bit, there are some how-tos. But I would go greedy, and learn touch typing. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 10:13 PM

Originally Posted By: Krabb
lol I'm touch typing, so... you can too. Although, I think there are some kind of stickers for keys. Perhaps you can even make them yourself. I googled a bit, there are some how-tos. But I would go greedy, and learn touch typing. rofl



LOL! No I am 5 keys short on this silly thing! 28 letters Vs 33. Its all wonky and silly. And then those wierdo letters with no sound.................... So ya I need to look lol.


WOW LOL 26 letters i mean. See what happens when you start mixing languages in your head.
Posted By: Krabb

Re: SABOW Oh geeezzzz m2.50 - 08/21/12 10:46 PM

Maybe you are secretly a Spaniard? Does your keyboard have ñ and rr keys? rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/22/12 08:19 PM



Attempting to get the sally back into sabow now. All my wonderful textures faired poorly in the conversion process so have to figure that one out. That and my mesh has changed SO much from the test run I did that somewhere I introduced a crash bug in sabow with this thing. Have to go through all my damned config files. BIG beef here is lack of useful error messages when attempting to bring in stuff into sabow. Vary painful process.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/22/12 09:23 PM



Damned thing looks like a clown car next to an M60, but its back in game biggrin. Now to finish the bugger up over the next week.



armored car love......
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/23/12 12:54 AM





Rigging this puppy up contiunes. Ran into the crazy don't wanting to turn deal again. As well as more than 2 in game results in crash. Lots of small fixes still to do. biggrin




Got the front 4 wheels to turn now. biggrin Improved turning a bit as well as some pivot tweeking, but still turning issues as you can see. He attempted to not do this BUT failed badly.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/23/12 06:36 AM




Lights work.......mainly. biggrin





Starting to add in the camo patterns. This turning issue is driving me bonkers!



It blows up nice too.... Still adding in the bits that blow off.

Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/23/12 06:28 PM





Updates and fixes to the mesh. Pathfinding and turning issues still remain. But lights work, detachable blown off bits work, commanders MG works, smoke grenades work. Still crashes out sabow with more than 2. I hope that goes away on its own once model is fully rigged up. biggrin



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Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/23/12 10:08 PM




Working on LOD's now. Here we have LOD # 2 all JACKED UP. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/25/12 04:19 AM




With largly having completed the rigging for the sally the more than 2 crash bug seems to have resolved itself. thumbsup
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/25/12 07:24 AM

Just completed the armor map. Should be within 2mm of armor of the real deal. Best I could do with data I had (Major thanks to Krabb on that one). Where ever there was uncertainty went with greater armor. Basicly the sides. Seems to use many different thickness of plate. So took my best guess. But front,top, (hull) and all of turrent should be 100 percent correct. Still 2mm difference in reguards to a tank round, well might as well be paper. Heavy MG........may make a differece.......maybe?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/25/12 05:00 PM




1st test of the armor map. Seems to be doing what it is suppose to do. Vehicle got messed up pretty bad but not killed by 14.5mm heavy MG's. Well on the front. Sides SHOULD be a different story.
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/27/12 01:00 AM



Beginnings of desert camo. Nearly have my normal map the way I want it.
biggrin




UGH, suppose to be a subtle effect. Well SABOW is not wanting to cooperate. rofl
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/27/12 11:06 PM






I have played with every combo of normal and spec maps I could think of looking for the best combo of maps. I think I found it. Just clean up and a few more details. This green one is probably the most BORING of the textures I have made, which is why I used it as a base. I think it look pretty good now? Well watcha think?
Posted By: FlashBurn

Re: SABOW Oh geeezzzz m2.50 - 08/28/12 07:57 AM




Updated textures.......calling this pretty much none (for green camo and normal map). The plan is give this thing (plain green) Unita as they are the closest thing that "could" have used them. Saladins have seen action many times in wars in Africa BTW.




this texture is not done yet but almost. biggrin
Posted By: Tanker

Re: Oh geeezzzz - 08/29/12 01:09 AM

Originally Posted By: FlashBurn
Anyone have a good photo of an m2 rear sight in the up position? Cant find any good photos that I can get the range scale close to what it should be. Probably just use the ole memory as I spent enough time behind one of these.




You may have already found a picture of the rear sights but if you have not try searching youtube. I saw some vid shown through the sights of an M2.
Posted By: FlashBurn

Re: Oh geeezzzz - 08/29/12 05:29 AM

Originally Posted By: Tanker
Originally Posted By: FlashBurn
Anyone have a good photo of an m2 rear sight in the up position? Cant find any good photos that I can get the range scale close to what it should be. Probably just use the ole memory as I spent enough time behind one of these.




You may have already found a picture of the rear sights but if you have not try searching youtube. I saw some vid shown through the sights of an M2.


LOL.......that photo I took and thats my old baby right there. Complete with lame arse warning label. Ya I have the info somewhere when I need it. =)

Oh DUH....Your responding to older post. AS you where. Yes resolved that. biggrin but thanks.
Posted By: Mace71

Re: Oh geeezzzz - 08/29/12 02:42 PM

Hey Flashburn, I see it's coming along very well! Looking good smile
Posted By: FlashBurn

Re: Oh geeezzzz - 08/29/12 08:53 PM

Originally Posted By: MaceUK33
Hey Flashburn, I see it's coming along very well! Looking good smile


Well AI version is about 99 percent done now.....







Remember this thing?




Well I forgotten how much I had gotten done on it. The 50 cal, f5, and G3 where all projects for getting this thing playable in game that sort of took a life of thier own. But SHOULD be alot easier to figure out how playable vehicles are done. Oh and why the first legit thing I attempted to do in SABOW was a boring sauce m113. But 2 or 3 solid days of work from where it is at I should be able to have the basics in game. Then figure out interiors and playable HOPEFULLY. So time permitting..............maybe 2 vehicles will get released in my next version of mod? Then of course the F5E, G3, and .50cal will be in next unoffical patch from GRAVI. Good times.............I hope. biggrin
Posted By: TacError

Re: Oh geeezzzz - 08/29/12 08:57 PM

Hope to see them implemented in your mod by the time of the next Graviteam patch. smile
Posted By: FlashBurn

Re: Oh geeezzzz - 08/30/12 01:49 AM

Originally Posted By: TacError
Hope to see them implemented in your mod by the time of the next Graviteam patch. smile


LOL, me too.





Spent the afternoon attempting to get it to a level where I can just import the thing into sabow to play around with figuring out how to do playable interiors. Well that is my excuss any ways.
Posted By: FlashBurn

Re: Oh geeezzzz - 08/31/12 02:58 AM




Another VARY early WIP screenie.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/02/12 08:41 AM




Well m113 is maybe 50 percent done. Modelling is far enough along to bring into sabow and figure out WTF I am doing wrong with playable vehicles. Also unwrapped and ready to texture whats done so far. biggrin Going to get this figured out if it kills me.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/03/12 04:35 AM




BASIC and mean basic m113 is in game. Just the min as far as rigging the thing up. It looks like crap right now but this should be enough to figure out playable stuff.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/04/12 12:05 AM



Better screenie of what I have so far. No luck what so ever on getting this playable. This may not make it into my itty bitty mod right away as it would be pointless as there allready is an m113 ai in game.




Another wip screenie.
Posted By: Kyth

Re: Oh geeezzzz - 09/04/12 01:37 AM

Originally Posted By: FlashBurn

No luck what so ever on getting this playable. This may not make it into my itty bitty mod right away as it would be pointless as there allready is an m113 ai in game.


We haven't seen the model of the interior yet,
Posted By: FlashBurn

Re: Oh geeezzzz - 09/04/12 04:21 AM

With the 113 the basic interior is build into LOD1. However what I am trying to do is figure out how to bring in all the detail parts, well before I make them. Right now that is just a box and a few dummy's. Now this should be totally possible after reviewing code and models for t62. It is probably either lack of understanding the SNYC part of cocpit config OR I am missing some dummy's in cockpit and result in crash.

In other news been playing the Iraq campaign again. HMMMM a few m113 ai guys with recoiless rifles could be interesting. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 09/05/12 11:46 AM



Apart from a few fixes and minor detail stuff, the mesh for lod1 is pretty much done. Next on the list is either try again to get playable again (UGH) or start legit textures.

Also gathering info for mortar carrier and reinventing the wheel m40 recoiless rifle. Also need to find mounting info for weapons off the back passenger hatch. Still have not found any photos of Iran/Iraq war on how they mounted their heavy stuff on m113's. Only found text references to recoiless rifles. So if they did it TOW missle version style or ACAV stlye I do not know. But considering the crazy stuff that happened in the first couple years of the war probaly everything you could of thing of was attempted.

a few more. You can see where I need to fix stuff/improve things.


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Posted By: FlashBurn

Re: Oh geeezzzz - 09/12/12 01:43 AM



Another real early WIP of the M106a1 I am working up. Have the M30 mortar nearly done. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 09/13/12 04:29 AM



Yet another WIP of the m106a1 with a still not quite done m30 mortar. Not sure how much detail I will end up putting into this one.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/17/12 06:00 PM




Work continues on the various m113 versions. Have not had much time to devote to this lately but have a big ole chunck of time this week. biggrin So here we have the M106a1 with one of my world famous [TM] 5 second textures. Currently just debugging the thing. Still stalled on playable vehicles.............grrrrrr.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/17/12 10:57 PM

Got the preliminary rigging done on the m106. OMG this thing will be fun for the tactic minded sabow player. Currently just using 82mm pontos as a fill in for the 107mm mortar this thing carries. Just needs for me to figure out good placement of crew in the vehicle, texture it legit, and flip some flags so the crew in the back show up. Oh and of course make a config for the 107mm HE rounds. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 09/18/12 11:33 PM

Got a bunch of the insides modeled for the m106. Just a bit more stuff for driver and gunners area. Well what you can see from the outsides anyways. Still have not finished the freaken m30 mortar yet.....keep getting side tracked.



Posted By: FlashBurn

Re: Oh geeezzzz - 09/19/12 05:00 AM




Might not be able to see it but I got the end of battle stats with a mortar in flight. Did not foresee this so looks like Ill have to model a 107mm mortar round as well. This is the ingame 82mm one.


Just for the hell of it, one more screenie. biggrin Got a heck of alot done on this today.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/20/12 10:05 AM



Working up the normal map now. Just need to get to the roof and inside. Oh and more m106 bits. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 09/21/12 11:22 AM




Decided to take a break from the m106 and catch up the m113 versions to where the m106 is at. Well that and I am using one texture sheet for both and am quicking running out of room. biggrin So here we have an m113a1 with an alomost done m40 recoiless rifle. While I have found exactly ZERO photos of Iran using it in this way, I have found many refereances in text to this. This is the most likly way it was done as there is a mounting bit built into m113's. If you have m113 and m40's well you can do this with them. As to why no photos of this from Iran/Iraq war..........well I am guessing in the early days of the war Iran probably attempted doinging something like this against tanks. A vary vary BAD idea btw. As your gunner is not under anykind of armor all a tank would have to do is get an HE round within 20 - 30 meters and no more gunner.

BTW.......m113 BAD idea for this project. LOL. I am just reinventing the wheel now. WHy oh why did I not do that btr152 instead??? ARGH!. Oh well.......to late to change my mind now.

Also have never found any photos of iranian m113's with any sort of gun shields. My guess is that some units probably had some. In 75/76 Iran bought a shipment of m113a1's that was intended for South Vietnam. Well they did not need them any longer after they lost so Iran snapped them up. More than likly they should have had gun shields in that order as after the battle of Ben hoi? in the 60's the ARVN put gun shields on pretty much anything they could. Well in fact became standard for US Army during veitnam as well. SHOULD have been shipped from FMC with them. Now what the heck the Iranians did with them?? Or if they used them?? Well thats guess work. But I am going to model at least the basic gun shield if not the whole ACAV kit.

If anyone has photos of M113's from IRan during Iran/Iraq war please let me know. IF they have an m40 or a gun sheild you get a gold star! rofl
Posted By: FlashBurn

Re: Oh geeezzzz - 09/22/12 01:19 AM



Well got the m40 done. Now to see if the ai can use it off the m113 without spazing out. Which it may well do. rolleyes
Posted By: FlashBurn

Re: Oh geeezzzz - 09/22/12 04:38 AM




Hmmm this thing may just work out fine after all. biggrin

Just want to say........

Got the basics of rigging down on the m113a1 with recoilless rifle. OMG this thing is a little #%&*$#. Not vary survivalable vehicle but just the same a little total #%&*$#.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/22/12 08:47 AM




Hmmm I think I have a bunch of stuff to go fix. biggrin



eh a little better. But I really need to finish them there textures soon. Burning my eyes. TO CLEAN. biggrin
Posted By: Ryujin

Re: Oh geeezzzz - 09/22/12 07:35 PM

Looking good.

The idea with any sort of tank destroyer like the M113 + M40 is to not get shot at, it's an ambush weapon and then you run away before any sort of return fire. If you're close enough to accurately hit a tank with a recoiless rifle, they'll probably hit you if they return fire. So I don't think a gun shield would have mattered.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/23/12 05:20 AM

Originally Posted By: Ryujin
Looking good.

The idea with any sort of tank destroyer like the M113 + M40 is to not get shot at, it's an ambush weapon and then you run away before any sort of return fire. If you're close enough to accurately hit a tank with a recoiless rifle, they'll probably hit you if they return fire. So I don't think a gun shield would have mattered.


Against tanks......ya no. Might as well wear a tin foil hat. But a gun sheild for the .50 cal against infantry and shell fragments. Yes. The M40 on the m113 is just a little wrinkle in the over all picture. Allows the player a little more fire power and options if they are on their side.......or a little suprise if on the other. More than likly will not have the recoiless m113 playable. I forsee many issues with wierdo crew placement if it where a playable vehicle. Of course when I solve that little issue I test out if it is worth it or not.

In other news......have I mentioned how much I LOVE NORMAL MAPS!




Attemping to get some basic detail knocked out on the ai versions insides. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 09/23/12 03:37 PM




OH THE HUMANITY!! My the m106 blows up good. biggrin




this shows some of the bits that blow off.



Been playing around with different ways to get normal/defuse maps to maybe show up better within sabow. This one was a bit of a FAIL, but dramatic yes? All hail the saladin armored car.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/24/12 06:39 AM




The bird bath test. Water does not look to deep but it is! So the m113 floats......but I have to fix its center of gravity and it should sit much lower in the water.


Looks like the long over due sabow patch is *maybe* two weeks away. I have ALOT to do on my mod. Its getting a name change for one. There really is not much mini about it anymore. Has gone from a weeee 2mb file to pushing 50mb. And it would be alot more if the F5E, m2hb and g3 where not going to be in this next unoffical patch.

So in the next couple weeks I have to get at least all the m113 types finished (vary doable). More than likly will NOT be playable vehicles yet. But hopefully not soon after. I now have an idea what I was doing wrong and just need the free time to see. The saladin may or may not make my first release of the new mod. Its having issues again that I THOUGHT I fixed. UGH!

As far as campaign plans go....
The Road can now be properly completed within new patch. FINALLY. Expect f5e's and crazy m113's with recoiless rifles and self propelled heavy mortars about. biggrin This campaign is a semi historical deal depicting the slowing and stopping of Iraq's assualt on Iran. This is a T62 campaign

The other updated campaign will be some new stuff in Crescent Moon. Ya m113's and self propelled mortars with f5E air support. Hopefully will be able to finally start the MONDO EPIC crescent Moon extended that due to new scripting commands for campaigns can now extend out way way longer. Aiming for 4 or 5 days of total see saw HELL. The saladin will end up in these sooner or later as playable I hope.

These are m60 campaigns.

The other campaigns will probably be the same as in open beta. Mardga expert however should be alot easier with WORKING air power as it was designed with that in mind.

Oh and from my understanding many if not all the defualt campaigns have been updated.

Forgot to say future plans..........

REPLACEMENT building that look like the middle east and NOT afganistan. Will be stand alone as depending on mission you might/will want afgan building. biggrin

Stupid silly ammo bunkers for supply guys. That one has sort of pissed me off. Supply troops without vehilces usually have 2 or 3 ammo crates and a slit trench. Pretty bad ASP set up.

IF the playable m113 works out as a command vehicle for playing around with infantry I may do a BTR152 for angola/cuba/iraq. Do a crazy version or two as well if this happens. A btr152 with a zu23-2 or something could be interesting. More likly one of the eariler aaa mounts with a bunch of heavy MG's.....zu 4? do not remember the number off hand.

If I am not totally sick of sabow after that.......which it does not look like. Some sort of legit tank perhaps. But then again making the cheiftan/centurian/t55/to55 playable would be enough proxie cold war tanks for me. biggrin Strike that AMX30 and m41 light tank. I always liked the m41. biggrin






Hmmmm kind of screams for a nam mod............



Been spending an insane amount of time attempting get these guys properly posed........they win I give up for now. banghead

Lol you can see a bunch of opps in this screenie as well.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/24/12 12:05 PM




Well I have found zero data that suggests Iran ever used gun shields......well if they did not have any, they should have. rofl
Posted By: Krabb

Re: Oh geeezzzz - 09/24/12 06:29 PM

I have doubts about gun shields. Although I've found only one photo.
http://militaryphotos.net/forums/showthr...l=1#post4970264 (the 7th)
Posted By: FlashBurn

Re: Oh geeezzzz - 09/24/12 09:09 PM

Yes. Zero data suggests it. But I can bury in mesh and texture where it can await being needed. The m40 on m113 no photos suggest it but more than one text referance.

Been giving this some more thought. I have another idea involving sand bangs. biggrin Will leave room on texture sheet for ACAV extra armor stuff but drop the gun shield for later use........I hope.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/25/12 07:26 AM

So i have been attempting to remain in the historical context of the conflicts within SABOW. The saladin excluded. However, finding bloody info on what Iran had is proving quite a pain in the arse. I am unsure if even had m106's. Of course I find referances to "light armor" with 107mm (can only be an m30) and 120mm mortars. So I have no idea if that is a freaken m106 or not. Sounds like it though. Its like Iran did not even know WTF they had in their weapons stock pile during the war. Honestly propably did not for the most part. But vary frustrating. See what happens when you purge your military after an over throw of former regime? Ya, ah we have alot of sharp pointy things. ANd ah, these pointy things go into the other pointy thing and makes a sound like thunder,..........ah ya.


If anyone out there has good info on just what Iran and Iraq had between 1980-1982 let me know please.

This reminds me of the energa rifle grenade I did. It does not seem to be listed anywhere as being in service my Iran. It however was the standard anti armor infantry last chance weapon of many MANY country's (US had a version too) between the 50-70's. I never found info other than "we used lots of rifle grenades until they ran out" sort of quotes. Lucky for me I found a photo of Iranians in battle positions circa 1981 and 1 of them actually had one. In short while iran/iraq war is vary interesting from a military history stand point IT TOTALLY SUCKS attempting to add historical weapons and gear into sabow. So in light of that.........NO MORE IRAN GEAR AFTER THIS!!!! I think perhaps Angola, South Africa, and Cuba need some more love. Or a map editor........lol.
'
If anyone has MTOE of equipment for any faction within sabow........PLS post. Always looking for more stuff to make. biggrin
Posted By: Krabb

Re: Oh geeezzzz - 09/25/12 03:10 PM

Not of much help probably, but you can query weapon imports in Iran (and others) at Stockholm International Peace Research Institute.

For example, here's what they have in Trade Register on Iran imports of armored vehicles from 1970 to 1982 (I edited it a bit).

Code:
Supplier  No.      Weapon designation   Weapon        Year(s)        Comments
          ordered                       description   of deliveries
============================================================================================================
China
          (300)    WZ-120/Type-59       Tank          1982-1984
------------------------------------------------------------------------------------------------------------
Libya
          (130)    EE-9 Cascavel        Armoured car  1980           Ex-Libyan (but probably kept in storage
                                                                     and never used by Libya)
          (60)     T-54                 Tank          1981           Ex-Libyan; aid
          (65)     T-55                 Tank          1981           Ex-Libyan; aid
          (65)     T-62                 Tank          1981           Ex-Libyan; aid
------------------------------------------------------------------------------------------------------------
North Korea
          (150)    T-62                 Tank          1982-1983
------------------------------------------------------------------------------------------------------------
Syria
          200      BMP-1                IFV           1982-1983      Ex-Syrian
          (120)    T-55                 Tank          1982           Ex-Syrian
          (100)    T-62                 Tank          1982           Ex-Syrian
------------------------------------------------------------------------------------------------------------
UK
          (50)     Ferret               APV           1970-1971
          (30)     Chieftain/ARV        ARV           1972-1975
          (14)     Chieftain AVLB       ABL           1972-1975
          707      Chieftain Mk-3       Tank          1971-1975      Chieftain Mk-3/3P and Mk-5/5P version
          (125)    Chieftain FV-4030-1  Tank          1978-1979      Orginally more ordered but cancelled
                                                                     after Iranian Revolution in 1979;
                                                                     no. delivered could be 187
          (11)     Chieftain/ARV        ARV           1979           Orginally more ordered but cancelled
                                                                     after Iranian Revolution in 1979
          (250)    Scorpion             Light tank    1975-1978
------------------------------------------------------------------------------------------------------------
USA
          460      M-60A1 Patton-2      Tank          1969-1970
          (100)    M-113                APC           1978           M-113A1 version
Posted By: FlashBurn

Re: Oh geeezzzz - 09/25/12 03:23 PM

nice. You always find good info. biggrin Well hmmmmmmmm. 100 m113 does not sound right. DID the 100 bmp-1's show up on that thing from USSR? Ordered and put into storage (no use at all) in late 70's........or for that matter the btr60's they bought in same time frame? Or i could look.

Also seems to be missing that order they got of m113 after fall of South Vietnam. Where ordered by them but picked up by Iran. Unless that source was wrong.

Had no idea they had ferret scout cars. Cute little thing that one.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/25/12 03:43 PM

ok found an earlier order of m113 in 65 for 300. Still odd.......missing orders from various places that should be there. Well not all arms deals are open source stuff. eek2


Well its looking like iran did not have m106. UGH well AAA will be happy.........he still gets his SPM. It is looking like the 107mm mortars in light armor may mean old soviet mortars retro fit btr152 perhaps? Or mortars are simply not tracked in that data base? UGh no idea. Well crap........after release look for the m106 under NON historical.........there problem solved. rofl
Posted By: Krabb

Re: Oh geeezzzz - 09/25/12 07:06 PM

More bits about Iranian armor: http://alineshat.org/iigfmain.asp.

Some numbers on the Iran-Iraq war:
http://acig.org/artman/publish/article_206.shtml
http://csis.org/files/media/csis/pubs/9005lessonsiraniraqii-chap03.pdf
Posted By: FlashBurn

Re: Oh geeezzzz - 09/26/12 06:50 AM



A fire mission conducted from across the map by 3 of my m106's.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/27/12 01:33 PM



started the mucking it up process


Getting odd artifacts..........
Posted By: FlashBurn

Re: Oh geeezzzz - 09/28/12 09:09 AM

Not quite done with these yet but 2 of the 3 are VARY close. So feed back time.....whats right/whats wrong/whatever.......











Opps messed that up.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/28/12 03:03 PM



THe m106 is vary nearly done. Just needs one more LOD (the lowest) and coming up with a final texture. This is NOT an m106 however..lol. But shares alot of same texture. Think I need more light/dark for the dust. Was hoping the normal map backing it up would do it but it seems to not quite be where I want it.
Posted By: Krabb

Re: Oh geeezzzz - 09/28/12 08:52 PM

If you still need this... I've found info on US weapon exports (military assistance) at fas.org: Records About Military Goods and Services Provided to Foreign Countries, 1950-2002.

There are several more DBs (e.g. small arms trade), but they have info only on the total cost, generic commodity type, etc., no specifics.
Posted By: FlashBurn

Re: Oh geeezzzz - 09/29/12 01:28 PM







LOL............what started out a quick test of dealing with the last of the rigging/model issues of the M106a1 SPM turned into screen shot snap O rama. That F5e is kind of cute. biggrin

Well have all LOD's now complete for m106.....rigging seems to work as it should. Last issue is creating a leader type guy for mortar battery. That and am still messing with textures to get just the look I am after. But will swtich to finishing the m113 with M40 here soon and what I am calling m113 recon. Just a bassic 113 configured for that......which really means more ammo. LOL. ANd a few crazy ideas I have just to mix things up a bit. Lucky for me I should be able to use my m106 2 and 3rd LOD's and modify them a bit for m113. biggrin tanksalot tanksalot
Posted By: FlashBurn

Re: Oh geeezzzz - 09/29/12 06:41 PM




So really need feed back on this texture. Apart from a few more little tweeks this is what I am planning on going with. So please tell me what you think. biggrin












i threw in some pics of the m113 as I did some other stuff with its roof.

Oh and YES, i am missing the final roof details on both. :P :-*
Posted By: FlashBurn

Re: Oh geeezzzz - 09/30/12 12:50 PM




Well since the ai m106 is pretty much ready to go except some last minute detail stuff turning the attention back to the m113 versions. biggrin

YAY! just completed all the LODS for well everything m113/m106 related. biggrin Just finish up the m106, m113, and m113 with m40......then on to attempting to get the m113's with an playable interior.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/01/12 05:19 PM

Some silly screen shots........



Posted By: postman

Re: Oh geeezzzz - 10/01/12 08:17 PM

That really is outstanding work
Posted By: FlashBurn

Re: Oh geeezzzz - 10/02/12 09:43 PM

Originally Posted By: rooivalk
That really is outstanding work


biggrin




And the last of the m113 types I am working on......well for now. getting pretty m113ed out. rofl


Posted By: FlashBurn

Re: Oh geeezzzz - 10/03/12 03:45 AM

More testing, texture tweeking, etc ete. Always seems to end up with me taking screen shots.

So heres my m113a1 and saladin armored car.

Getting REALLY close to finishing up all the ai useable stuff. Cant wait till I figure out the playable junk on these.

Posted By: FlashBurn

Re: Oh geeezzzz - 10/06/12 06:26 AM

Its unstable as all hell......rigged badly, and you can now drive it. biggrin Much pain in this.






This throws a wrench into my plans a bit. M113 playable not ready to go. Works fine as a model zipping around past you. Not up to quality level I want for playable. Oh and 1st time out with it I was just zipping about having fun in my apc, ran into enemy infantry and was shot in the face. biggrin. APC kept going and ran into trees. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 10/07/12 09:39 PM

Currently working on an IDF sho't version of the oliphant model for IDF mod. Today, THANK GAWD I am meeting more success than yesterday on this. Still problems of course........note tracks. Yl's armored skirts are removed from mesh while I figure this one out. But the model has been cleaned of South Africian Oliphant bits and will start adding in IDF Sho't bits.



Also working on playable m113. Right now just redoing all the texture sheets to a better format that allows more detail in textures. =) And need to find time to debug the playable aspects. Vary much confussing in aspects. Simpler than I thought in some (ugh) harder in others. Like how do you get interal parascopes to show the outside world? =)

Btw........the artists that made these models for sabow. I LOVE YOU. or YA lubalu tui. Not in a gay way however. rolleyes

Note THIS IS NOT MY MODEL........ Pretty much everything else in this massive thread that needs to die shortly is.........

LOL Made a oops and imported my saladin in instead of my m1919 mg. Nothing special but I went ooooooooh British armor power circa the 60's. =)



Posted By: FlashBurn

Re: Oh geeezzzz - 10/08/12 02:00 AM




Made some progres on this..... But yet again crashing out. Better than before however. Only does it when crew attempts to turn out. Maybe related to me attempting to rig commanders turret IDF way. Probably is. :/

But this is the 6 or 7th vehicle/weapon I have rigged up in sabow. NOTHING has been this pesky.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/08/12 07:34 AM




I guess thats progress on the broken track issue?
Posted By: FlashBurn

Re: Oh geeezzzz - 10/09/12 08:14 AM



Tracks still nuts. Being a pain. So decided to move on for now. New bussel and put the YL's skirts back on.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/10/12 03:13 AM

nothing really special here. Beingings of a high detailed playable m113 bit. Right now mainly going crazy on rigging playable m113. I HAVE discovered that 2 person vehicles seems to have some unique issues over a 4 person.


Posted By: Donken

Re: Oh geeezzzz - 10/10/12 05:11 AM

Originally Posted By: FlashBurn


Tracks still nuts. Being a pain. So decided to move on for now. New bussel and put the YL's skirts back on.


Make me proud now Flashburn, i have somekind of love for the Centurion/Olifant biggrin Im looking forward to it alot!
Posted By: FlashBurn

Re: Oh geeezzzz - 10/10/12 05:34 AM

Multiple projects to keep me sane! Had enough of dealing with the tracks. THat and I need to figure out how to come up with a >50 cal with sights that work along elevation axis. Thought I would figure that out on the m113 since it needs that too. But of course ran into problems since everything is set up for 4 person crews, now I need to figure how to sneak by with 2 for playable. Oh and ealier took the m113 for a spin in the water. That was stupid fun. Really crappy boat that thing is. Hard as hell to turn and not end up going in circles. biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 10/10/12 10:54 PM





Doing donuts in the now drivable IDF sho't MBT tanks circa 1973. Idf mod will get this. My mod will get playable oliphant. Assuming it can be made stable. A thank you goes out to Donken at figuring out the basics for this to be possible. Still LOTS to figure out. Not stable at all.




UNSTABLE AS HELL!!! grrrrrr. Well I said SOME sort of interior. muahahaha. AH UGLY. But a start. Everything causes crashes to include telling your driver to move. I may take a few days break on these playable vehicles. I make vary small progress with VARY large annoyingness....is that a word biggrin. Making me bonkers.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/11/12 05:28 AM



tHIS SHOT IS FOR WHUKID (idf mod). Somewhat corrected turret bussle........and thats all your getting out of me for a couple days . biggrin

here have another screenie for the heck of it.


Posted By: whukid

Re: Oh geeezzzz - 10/11/12 06:08 AM

hahaha it's very much appreciated biggrin
Posted By: FlashBurn

Re: Oh geeezzzz - 10/14/12 08:34 AM


been a few days since I posted a screenie........ya must of thought I died or something. screwy








About the only thing that can be done with my playable m113 is try and run over virtual people. IF it gets into game it seems to be more stable. But so many unknown code things. In theory this should have been easier than a tank. In practice.......hmmmm I dont think so. biggrin Work contiunues..........
Posted By: FlashBurn

Re: Oh geeezzzz - 10/15/12 09:02 AM

Well it appears the next SAbow patch is getting VARY close now. biggrin

I am certainly not going to have any playable vehicles in a releasable state. frown Some functionality but no where near good enough. But I CAN release ai usable m106, m113 with recoiless (well should be on this one), and this m113 intended more for recon (just a bit more ammo). Of course the m1 helmet, energa rifle grenades and all that little stuff I have. An updated Crescent Moon and The Road campaign. So not like I am empty handed for my "ISABOW" mod. AS SOON as human playable vehicles get to a state they are largly fuctional and stable I will start to release beta versions. No ETA. could be relativly soon or a bit far off. Hopefully soon.

Oh and consider the m106 and m113 beta in nature. At some point need to rearrange texture sheets to a better format. Lots of waste right now. But they do work. Saladin is being stupid again and would rather wait untill I can make it playable and make a fictional Africian campaign to go along with it.

IDF mods Sho't Kol tank playable hopefully will not be to long off. Even it its messed up playable state now it is pretty darn neato IMO. Should only get better with time.

Running a quick experiment, then I start getting all this crap releaseable. Should maybe take a couple days. Still need to up date campaigns with new units. Also need to redo a few things in the old mini mod. Became to bloated with redundent stuff. OH gawd and lots of test files for The Road campaign.......ugh I hate text files. biggrin
Posted By: postman

Re: Oh geeezzzz - 10/15/12 01:38 PM

Looks fantstic, than you for all the hard work
Posted By: FlashBurn

Re: Oh geeezzzz - 10/15/12 02:09 PM

Originally Posted By: rooivalk
Looks fantstic, than you for all the hard work


Thanks. biggrin Getting there.

Your screen name sounds.......hmmm South Africianish. If so don't suppose you have photos of insides of an Oliphant mk1? LOL. Gonna get that thing playable someday. Can find no referance to insides on it. Ya grasping at air. biggrin Never know, might get lucky.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/15/12 06:51 PM

Well have gotten half the ole mini mod updated and tested. Along with adding in 2 of the 3 APC types I have made. One type is being stupid as it appears I was using in for playable test and mangled things. LOL. By the end of the day I should have a totally updated crescent moon campaign done. Lots to add sheeh! Hopefully tomorrow I get another old campaign updated for new patch.


I like this shot as it shows what happened when my m113 with m40 took a hit from an RPG.

THese apc's of mine are not done but I think are good enough for now. When I get em up and playable (not the m106 self propelled mortar) all the textures sheets will be updated to much better format. Totally stupid on my end right now.




Just a screen of the mk5 cheiftan. Damn its sexy. The guys that make these tanks are like my false idol Gods. Does that make sence.........hmmmm who cares.
Posted By: Ark

Re: Oh geeezzzz - 10/16/12 03:24 AM

Is the Chieftan playable now?

Your mod/s looks awesome!!!!!!!!!!
Posted By: whukid

Re: Oh geeezzzz - 10/16/12 03:41 AM

nope. still only m60a1 and T-62
Posted By: FlashBurn

Re: Oh geeezzzz - 10/16/12 04:23 AM

Mod community is just starting to crack making things playable. VARY complex code behind it. On what I have worked on the past week on this (my m113 and the IDF mod Sho't) well only limited functionality and unstable. Lots of crashes. PLus No interior. Well legit interiors anyways. Biggest issue is VARY painful process of figuring out totally uncommented code. I can say I spent 8 all nighters on this. Who knows how many Donken has done on his playable tiger. Probably as many. All i can do is drive around my m113's with crashes now and then. The idf tank......well I drive it, fire it commanders .50 cal (no sights yet), turn out as loader, and fire its main gun along only 1 axis. On playable default sabow tanks. WEll I am committed to playable centurian type tanks for sure. Not so sure I actually "want" to do more. biggrin But certainly will provide the knowhow knowledge to others for other vehicles. I know Donken will as well.

But now the patch is FINALLY out in beta form. biggrin. So I follow up on promise I made months ago and release everything that is ready or sort of ready for my Isabow mod. Some stuff was included in patch my graviteam. My f5e, .50 cal and G3 rifle. biggrin In a day or 2 Ill release 1st version of I sabow mod. M106 mortar, m113, m113 with m40, (all ai version for now), the old mini mod, energa rifle grenade, m1 helment for IRan, smoke rifle grenade, rdg2 smoke grenade, and as many updated campaigns that i have made as I can. First 2 will be over hauled Crescent Moon and Mardga Expert. Then the Road (totally new) as soon as I get a chance to test it for issues. Dystopia (newer version). Operation Safari (my 1st test campaign) will get retired for now. Oh and Crescent Moon extented....NEW SCRIPTING COMMANDS IN PATCH biggrin. means epic stupid 4 - 6 day tank mayhem is possible. Got to test that stuff out.

Future plans as soon as I can possibly get done. PLayable m113 and m113 with m40. IDF playable sho't upgrqaded centurian. Playable Saladin armored car. playable Oliphant for South Africa. Need to find info on its fire control system badly!

Other stuff. A new aircraft. Better Buildings for mid east. If m113 works out as a playable.......a playable BTR152. Campaign for playable saladin armored car.



Oh hmmm expect a delay on mod from me. Errrr got sucked into the m60 campaign from new beta. LOL. WAIT I mean i am hmmm "TESTING" ya thats it the Iran/Iraq mini mod part of my mod.........hmmm ya.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/16/12 10:51 PM




I was hoping to get 1st part of my Isabow mod out today. BUt all my apc types are acting retarded. Done of the gunners will turn out to use there .50 cals. The mortar carriers ammo is not showing up. The recoiless rifle apc gunner can use mental powers and fire it from inside the vehicle. UGH.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/19/12 12:18 AM

Do to me getting a little ill, ok alot ill. Alright I am a total sicko right now biggrin. I have gotten delayed on my plans for mod. But well, since this is a labor of love and does not have to have everything in place just yet. Oh and I have gotten little done on it the past few days, I will try and release a Redone Crescent moon, with the Iran/Iraq old mini mod part, and the m106, m113, and m113 with m40. I am having stupid issues with the recoiless m113 dealing with gunner being able to fire the thing turned it. Its a true/false argument or two in config. But since I have no idea which and do not care at this point. (LOL) I will just rig the gunner and loader in the turned out position for now. Consider this first version a beta =). I will do my best to get it out for the weekend with more to follow as completed.
Posted By: FlashBurn

Re: Oh geeezzzz - 10/19/12 08:32 AM

New problem.............Of course... May have to rebuild crescent from scrath. Unsure wtf is going on but editor seems to be mad at me. duh
Posted By: FlashBurn

Re: Oh geeezzzz - 10/19/12 03:13 PM

In case anyone is tracking and is interested in first part of my ISABOW mod. YEs name change biggrin. It will make a Friday release after all. One more bug to kill and i will release it. Might me 23 59 europe time but it will be a Friday still. LOL.


WOW my spelling and sentance structure are eVEN worse than usual..........Dont get sick kids.....make you sound even more stupid.

The texture on my m40 recoiless rifle (yes I reinvented the wheel and made my own) looks like total #%&*$#. I have ZEERO intrest in making in look nice right now as I have started on totally redoing textures on m113/m106 already. To be completed and released when I get the m113 playable. Not just drivable. LOL. And I hope that is soon. I really want to put the playable apc in the rear view mirror and get back to the IDF centurion and plyable saladin. AND in info presents its self......playable oliphant.
Posted By: Txema

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 10/19/12 03:59 PM

Hi FlashBurn !

First of all, thank you very much for all your work on SABoW !!

I am also looking forward to your work on the IDF mod.

Are you planning to do a new campaign in Afghanistan in the future?


Txema
Posted By: FlashBurn

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 10/19/12 04:31 PM

Originally Posted By: Txema
Hi FlashBurn !

First of all, thank you very much for all your work on SABoW !!

I am also looking forward to your work on the IDF mod.

Are you planning to do a new campaign in Afghanistan in the future?


Txema


I am looking forward to the idf mod tank too. Once I figured EVERYthing out......largly blind I might add. biggrin

Do you mean an Afgan campaign meaning soviets? Or using the map for whatever? As far as totally new stuff....just the road I am affraid. Once I get chance to test with new stuff to make sure it works the way its suppose too. But that in Iran map. Crescent moon and I hope someday the EXTENDED crescent moon use the map but have nothing to do with soviet campaign. Just decent tank country. Margda Expert. Well next week more than likly. Did not have time to update everything for it. But that was released in minimod open beta V1.9. But was somewhat broken do to broken air supports....which now work. biggrin. Honestly, probably nothing truelly new from me other than the road campaign. For along time if ever. Need more maps. biggrin. I have made alot of campaigns and updating them all with new stuff is what I will be doing alot of over the coming months. Making vehicles is what I will be doing for a bit. I am hoping REALLY hoping map editor comes along. Or expansion from retarded publisher........or anything!
Posted By: FlashBurn

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 10/19/12 06:15 PM

ok UGH. One damned bug with m113 recoiless version is holding this thing up. I can fill the damn game up with the m113 and m106. But something is misconfigured in the recoiless version. Hard to track down. Soon as it is Ill release what I got. But PISSING me off. lol

Posted By: FlashBurn

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 10/19/12 06:35 PM




wow......I complain on simhq......5 minutes later it looks like I found the issue. biggrin

Should have this part of mod up in an hour or less biggrin Keep in mind these apc's are NOT complete. They are good enough for a big ole work out though.
Posted By: FlashBurn

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 10/19/12 07:46 PM

http://www.mediafire.com/download.php?80kuotxd88p4382 new Russian/English version made by Krabb


needs AUGUST beta patch N stuff.

New link.........made a screw up. Fixed screw up. biggrin Does no good putting armor map in if you do not make a path in config for the damned armor map. DOH!


yes a link to ISABOW part 1. more to come.
Posted By: FlashBurn

Re: SABOW FlashBurns crazy wierd projects for future mini mod - 10/23/12 09:02 PM




Some progress on this playable guy. Much more stable for the most part. Less random crashing and all that. Still issues well, with everything.





Playable idf Sho't & oliphant........coming someday to IDF MOD and ISABOW mod.............I hope.
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