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Author
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Topic: Weirdness
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Yardstick Pilot
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posted 02-10- 04:02 AM
Can anyone explain this.If I set up a mission with both the P-38Jmod_lo and the default P-38J, the correct number of aircraft show up but they are all of a single type i.e. one time I run a mission I will have all olive drab aircraft then next time all natural metal. Any ideas why? Has anyone else seen this? Also if I run a mission with both the Spit V (now with a separately textured spinner - thanks MPosis) and the Spit IX, upon entering the mission both the spit V and IX will have either the pointed black (untextured) spinner off the IX or the more rounded spinner off the V. But I can not run a mission including both aircraft where they each have the correct spinners. Again anyone have any explanations pls? ------------------ Yardstick painted this
[This message has been edited by Yardstick (edited 02-10-2000).] IP: Logged |
Sv Pilot
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posted 02-10- 06:10 AM
Yes  Models above the plane's root level (closet objects?) MUST have unique names in the game. Objects usually at this level: shadows, propfast, damage replacement models, and more. To fix this issue: Just rename these models to contain the plane name in addition to the part name. I am pretty sure that the problems you are encountering are related to this issue.
------------------ -Sv =FC= WWI in SDOE!
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Yardstick Pilot
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posted 02-10- 07:32 AM
SV,thanks, just so I'm clear about this...do I rename the lod for the prop and spinner on the spitIX to something like spitIXprop either in ops or manually after I have converted the spit.sm using Hippie's tools? ------------------ Yardstick painted this
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Razer Pilot
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posted 02-10- 08:02 AM
Yard you must still be using 5.2, i removed the P38mod_lo from 5.3 since it was just taking up space.. Also, we found out you can't run both spits at the same time. We figured no one would since they wasn't historicly accurate to have both flying together. guess we was wrong  Raz
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Yardstick Pilot
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posted 02-10- 08:37 AM
I'm using the P-38Jmod_lo as a separate aircraft in my aircraft directory for off-line missions because I have done a skin for it and I like the aesthetics of the olive drab Lightning.You can run the Spit V and IX together without any problem bar the one I have described. It took time for the RAF to phase in new aircraft, as it did the USAAF and Luftwaffe. Obviously Castle Bromwich or Southampton couldn't deliver 600 shiny new Mk IXs to replace the Mk V at the same time. Whilst it will have been rare for squadrons to have flown combined flights of Vs and IXs, the Mk V was still in active service many months after the Mk IX had been accepted by the first units. Anyway I use combined flights of adjacent marks of all the aircraft to test the merits of particular builds of the FMs i.e. Spit V & IX vs Bf109F & G. ------------------ Yardstick painted this
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Sv Pilot
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posted 02-10- 08:48 AM
Yes Yardstick, just rename it in OPS. For example: MainShadow could become SpitIXMainShadow.To rename a model, find that name under the "names" tag - double click it and rename it. Then re-load the SM file. Done. -Sv IP: Logged |
JT Pilot
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posted 02-10- 08:49 AM
>Models above the plane's root level (closet objects?) MUST have unique names in the game. Objects usually at this level: shadows, propfast, damage replacement models, and more.Cripes! I didn't know that. Hey, does model data take up memory on video cards, by the way? IP: Logged |
Yardstick Pilot
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posted 02-10- 01:09 PM
SV, if I renamed the prop to spitixprop, now the engine won't work. Are there other connected objects that would need to have their references renamed?------------------ Yardstick painted this
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Elric Pilot
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posted 02-10- 02:12 PM
Yardstick, use hippie's tools and search and replace on the models .asc and rebuild. Otherwise you'll have to pointlessly trawl through property lists... The engine references the prop.Elric IP: Logged |
Sv Pilot
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posted 02-10- 03:11 PM
Yes, you will have to rename anything that points to these objects - its not so bad though, you can do it from OPS.The engine part will have a target 'yourprop property that you need to update. Also look for obShadow if you ever update shadows. I forget where the 'fastprop pointer is - I think it is the prop itself though... -Sv IP: Logged |
Tailslide Pilot
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posted 02-10- 03:13 PM
Can't you just leave the name the same and move it to be a child of the plane or is there some reason it has to be a top level object? TS IP: Logged |
Mirthain Pilot
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posted 02-10- 08:09 PM
You are aware that you can use the LO paint on the mod 2 right? I tested this by pulling the tif's and making a Ground crew file out of them... works great... ;} I have the 38 paints I like in GC format so I can change them as I see fit.
------------------ Mirthain=FC= IP: Logged |
Sv Pilot
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posted 02-11- 06:07 AM
TS,I'm pretty sure they must be up there. Anything above the parent is considered "in the closet" or something. Read the new docs at openplane.org about using Creator - it explains this. I think that they are there to make any model-replacement work. Sure, you can unhide a damage model and hide the original part, but I guess it makes more sense just to replace the existing model with a new one "from the closet." Here is one big reason why it is this way: any model that is a child of another part has a location set relative to that parent part. We set this in OPS right now. BUT, closet parts have no relative position, because they have no parent. I think they are up there so that they do not have to depend on a parent part. Take shadows for example, they DO NOT move with the parent, they are moved by the OpenPlane engine - so it makes no sense that they would be a child of another part. So since the propFast is a replacement model, it goes up at root level. Because it is at root level, I think it needs a unique name in the game. I know for sure that damage lods and shadows at this root level will become confused amomg planes unless they have unique model names. My Se5a would use the Fokker Dr1a shadow in missions until I renamed my shadow to SE5aMAinShad. Also when my SE5a would have damage lods replaced it would take the fokker "closet" lods even though it had its own. I fixed all these things by updating the root level objects to use unique names. I am not sure I am 100% correct about all of this though... -Sv IP: Logged |
Yardstick Pilot
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posted 02-11- 07:30 AM
I managed to get the engine working with the renamed prop on the SpitIX but must have missed the bentprop and other associated references because I got a crash once the plane was damaged. I will try and fix this tonight (MPosis has sent me all the details of what need changing) but if I can't get it 100% it ain't going in the planepack.However by the time I get home this evening Zoycite will have textured the spinner on the IX and this will certainly make 5.3 All the 109s, 190s (including the texture-fix A-4) are ready to go and the Spit V now has a separately textured spinner. I intend to send these on for a quick testing session before forwarding them to Razer. So the full release of PP5.3 is not far away. ------------------ Yardstick painted this
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Tailslide Pilot
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posted 02-11- 10:59 AM
To me it would make more sense if the shadows were children of the pieces they are shadows for since they both move with each other and disappear with each other. TS
[This message has been edited by Tailslide (edited 02-11-2000).] IP: Logged |
Sv Pilot
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posted 02-11- 11:09 AM
They don't TS,The shadow stays on the ground as you climb- the distance from the plane is not constant. All child objects move with their parents EXACTLY, unless a DOF is activated of course In other words a child moves within it's parents coord system... -Sv IP: Logged |
Tailslide Pilot
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posted 02-11- 11:13 AM
They do.. when a part breaks off it's shadow moves away with it. I'm saying 'conceptually' it makes more sense to have designed the plane (or game?) to have the shadows related to the parts they are shadows for. 'shadow' could just be another part attribute like 'water' to tell the game to handle it differently (map it along ground). Sounds like this isn't how it works though. TS
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Tailslide Pilot
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posted 02-11- 11:18 AM
[This message has been edited by Tailslide (edited 02-11-2000).] IP: Logged |