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Author
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Topic: New Akagi
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Dole Pilot
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posted 11-23- 06:58 PM
It seems a few people would enjoy an enlarged version for a while - So you can get the new Akagi at: http://www.snowcrash.org/flightshop/files/newak.zip From the readme: quote: Repainted, Enlarged, and Lethal. Unzip to SDOE base dir, recursing folders and you'll be able to use it in the mission editor.It may not be realistic but you can at least land on this version...
[This message has been edited by Dole (edited 11-23-1999).] IP: Logged |
Archy Pilot
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posted 11-23- 07:07 PM
Looks great Dole! Hey, has anyone thought about how we might get the cable/arrest tailhook system to work? Any ideas? Is it doable?IP: Logged |
Sp@nky Pilot
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posted 11-23- 07:13 PM
I keep hearing the idea but no one seems to try it. Hopefully someone will.IP: Logged |
silas Pilot
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posted 11-23- 07:16 PM
What about a German aircraft carrier. Was there one?------------------ silas
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Whirlwind Pilot
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posted 11-23- 07:23 PM
Graf Zepplin was the 60%ish completed aircraft carrier. I was going to have specially modified 109's and 87's. The only flaw was that the AAS was inline with the control tower, basically keeping the AA from firing close to 360, and keeping the AA from engaging the left(facing bow) side from receiving protection from torpedo bombers, flying low and slow. It was scuttled in '44 or '45 raised by the Russians, and struck a mine in tow. Too badly damaged, it was turned into T-82's and staples. Expect the Sagnamon to possibly get an arresting wire tonight, but until the AA problem/bug I am having is figured out, it might be while before it appears. IP: Logged |
Archy Pilot
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posted 11-24- 03:07 AM
Dole, the new Akagi has the same problem as the Saratoga in that I cant get planes to take off from it. What I was thinking was that fs has something coded which prevents a squadron from being a certain height and at 0 speed, I dont know, its screwy. The old akagi works fine for take offs. So we have a akagi for take offs, and one for landing. We will find a way to get those cables installed and tailhooks on planes.IP: Logged |
Whirlwind Pilot
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posted 11-24- 10:25 AM
To change the plane's take off procedure, you'd need to define the take off pattern for the A/C. I need to experiment more with the layout for runways to see how to do this.IP: Logged |
Dole Pilot
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posted 11-24- 11:56 AM
Archy - I dont know how you got the old akagi to do that  But... Have you tried renaming newak.sm and newak.ppf to akagi.sm and akagi.ppf and trying a mission where you *know* the aircraft started on the deck of the old akagi?..
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Archy Pilot
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posted 11-24- 12:21 PM
The old Akagi would allow planes to take off from it naturally: You zoom in on the map, place both the Akagi and Squadron in the same spot, with the Squad set enroute, 0 alt, 0 speed, 0 heading. The planes would start on the carrier(if using more than 1 plane, they may not start on carrier if the formation had them off of the carrier). Of course, to get things lined up perfectly with multiple squadrons wingtip to wingtip, you have to edit the mission file with a text editor and do exact squadron placement relative to where the Akagi is in xy space.I did try my old missions with the new Akagi, I didnt try renaming the new Akagi, but I see it as 1 of two possibilities: 1. There is a openplane property associated with the old akagi that is missing in the new akagi(I doubt this is whats causing it). 2. There is something in SDOE code that is influencing the problem, perhaps the alt of the carrier deck, perhaps the size of the carrier itself. I experimented with the Saratoga for a long time trying to get planes to start on the deck, with no luck. The Akagi, well the first time it worked! Then Tailslide told me(through the remark of course you can! When I said I couldnt position the planes). I then learned how easy it was to edit a mission file with a text editor to get exact placement of Squads on the deck. IP: Logged |
graymon Pilot
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posted 11-24- 02:01 PM
If anyone has any good missions with planes taking off from carriers please post them as I and I am sure others would like to download them.This applies to any good missions in fact.How about a missions section to the forum to take this even further?????IP: Logged |
Archy Pilot
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posted 11-24- 02:12 PM
Posted a link to my carrier missions in the download section. One thing to note is that the AI cannot, or will not take off from carriers in current missions. But you can watch them turn and roll off the deck, then take off yourself.IP: Logged |
Sp@nky Pilot
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posted 11-24- 06:03 PM
Just wondering does the Akagi have multiple LODs? wouldn't that help our FPS? IP: Logged |
Dole Pilot
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posted 11-25- 04:08 AM
Didn't you ask me that the other night on icq? - same answer, but an addition - Way back in March/April when I made the original Akagi, using version 1-3 of Hippies Extractor tools (Which had a bug where the poly flags would screw up the models and make them no-clip) Then came version 4! One small step for Hippie's programming brilliance, a giant leap for Openplane! We could land on the carriers! FUN! Pete rushed off to finish the Saratoga, and I finished up the Akagi model, I had such little 3D editing experiance I was shocked when i was able to get anything that somewhat looked a little bit like the picture i was working off of (which was a painting - and That was the only view i worked from =P!!) I had fiddled with Quake models (Lots of experience with maps though.. so that helped with the akagi - note everything is boxes :P) and that was one of the routes offered with Hippies tools, Quake models! So i exported that model into 3ds, opened up StudioMDx, imported 3ds, generated a skin from the side view - I believe the skin was something insane like 1000x300, then had to convert that mdl into an fsd file, finally - fsd2lod, viola - the Akagi was in Fighter Squadron. So there you have it.. The history of the Akagi development"Well that's all well and good Dole, but you were supposed to be telling the story of are there any additional view lods!" "d'OH! answer: no reason: as you can see - The akagi was my virgin effort at both 'serious' 3d modelling and Openplane editing, When i look at the mesh today it's embarassing, so i promise ya - when carriers can be used like carriers - a new model with everything i've learned since that time (which has been so much it's astounding! really!)" ****************************************** Here's a few quake related tidbits about my early models - http://www.snowcrash.org/flightshop/akagi.htm Note the 3d mesh is available in .mdl! *giggle* (though not anymore) http://www.snowcrash.org/flightshop/mk6.htm This one is my favorite - check out the driver of the boat - Yep.. That's the Quake 2 Marine himself! (check out that blank skin too.. yikes) IP: Logged |
Sp@nky Pilot
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posted 11-25- 06:55 AM
hey dole sounds good man one thing did u use ac3d? didn't sound like it k i was intrested in getting a better look so i exported just the main model out of ops as an obj then i converted it to a 3ds then i imported it into ac3d i looked at it for a while i looked at the info and it was 614 surfaces then i optimized vertacies no change then i optimized surfaces and it got rid of 34 so it went down to 580 surfaces i don't see this making a huge diff but every little bit counts u want the model with the optimized surfaces? or run the same type of thing in the 3d program u use? just a thought looks great BTW i just want to get a bit better FPS on it BTW flying online last night i blew up and was just looking at the ocean and hit 100fps crazy i have a screen shot with 95.8 fps but i did see it go higher don't know why but later i turned the graphics down to 512x384 and slid the textures down all the way and i couldn't get it into anything above 70s in the same situation wierd  i did ask u the question before i didn't remember the answer IP: Logged |