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Author Topic:   Would someone like to assist
Nat
Pilot
posted 04-14- 05:02 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Hey guys

Well, the Yamato is a real nasty piece of work, and I'm not sure many will like it, because it's so damn hard to get close to, it'll take out 7 of a flight of 9 F4's before it gets it's guns taken out, then they might just be able to sink it with what bombs they have left.. well, I don't think thats a bad thing, the actual ship was covered in guns and I've left off well over 100 of them... It was a Flagship and not a sitting duck after all

I have a couple of things I've not been able to fix though and could use a little help in finishing a fully working beta version.

1. guns on the right side of the ship (same problem as with the Akizuki at first) They seem jammed in position until you go in, and manually release them (any left/right movement of the gun), then the AI can use them properly.

2. Texturing... OK, I can make a map of the ship... side and top view, with seperate parts for the 18" and 6.1" guns and flag, but I can't find how to put the texture to the ship.

If anyone would like to "fix" these things for me, let me know and I'll send over the SM and texture (if that helps).

One other thing guys, the guns use the 30mmCannon sound... thats not cool.. I changed the sound so that the big guns sound like big guns.. but then every weapon on the ship that uses the 30mm sound uses it... for me this has caused sound loss and bad quality sound.. how do I specify that a certain gun should use the 18inchGun.wav?

Thanks for any help guys

~Nat~

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JV~44 "Naturlich"

If you can't beat em.... out run em!
there again, you could go buy a shiny new F4U, and kick some butt!!!
<b>Nats FS-SDOE Site</b>


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Sv
Pilot
posted 04-14- 06:38 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
If you have no other takers Nat, I would be happy to map the textures for you. What 3D editor are you using?

This looks to be very cool!

------------------
-Sv =FC=

WWI in SDOE!


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Nat
Pilot
posted 04-14- 08:10 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I'm using Max Release2, but I haven't been able to work out how to put the textures on it from there, I'm about to do a another side/top view shoot after altering the ship slightly, so I'll do that, put it together in a tif, and ship you the sm and tif over... have a lil play around with the ship and tell me what you think.. yes, I know it's a bitch to get close to.. LOL but just for a change I want some ground objects that are hard to kill If you wanna see SV.. attack it from the ships left/head or rear positions, not left side yet

oh, I've also just noticed that for some reason the game wont allow the Yamato and the Exeter in the same mission.. but this can be looked into once the ship is almost done.

Thanks SV, I'll get it over to you shortly

~Nat~

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Bryan Russell
Pilot
posted 04-14- 09:33 AM     Click Here to See the Profile for Bryan Russell   Click Here to Email Bryan Russell     Edit/Delete Message   Reply w/Quote
Nat the vechicle loadout should be the same as the aircraft, so in the line in the loadout like

(gunInit (gunName 'gun2 gunMV 2600 gunWeight .022 gunROF 1200 gunWarhead 0 gunAmmo 350 gunChain 0 gunSound "sndMG2" gunRange 1200))

change the gunSound "xxx" to gunSound "18inchGun". Don't know where the sound file should go. Probably the same place the 30mm sound is.

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Nat
Pilot
posted 04-14- 10:41 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thanks alot Bryan, in the GunInit there's no reference to sound at all, so I guess it was running from some default sound for the gun type, I can add this line now that you've shown me it and get that little part sorted out
The gun sounds seem like they can be added into a vehicles sub folder called sounds, thats where I have the altered sound right now and it uses it, I'll just add that line and rename the sounds Big thanks Bryan.

You wouldn't happen to know if the muzzle flashes can be made bigger? They are unnoticable in from the 18" Guns.. think they just get lost in the size of them.

~Nat~

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Jeeves
Pilot
posted 04-14- 01:56 PM     Click Here to See the Profile for Jeeves   Click Here to Email Jeeves     Edit/Delete Message   Reply w/Quote
Heya Nat-

I think the gun sounds all go into Media/Sounds-- at least that's where my gun sounds are. I have a real booming cannon sound I got from a WWII site-- I can send the URL later if you want- I'm at work now though

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Brought to you by the campaign for a better Dauntless!


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Nat
Pilot
posted 04-14- 02:50 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thanks Jeeves, that'd be great although I've tried adding the the gunSound into the gunInit and so far it hasn't worked, I have the 18inchGun.wav in both the Media sounds, and vehicles/sounds and now the guns are silent after appending the gunInit to include the entry gunSound "18inchGun" I'll carry on diggin at it, it might just be a change in the wording I'm not sure.. I haven't found any other similar alterations to any of the SM files to be able to verify the correct way to add this yet, but I'll get there in the end

Thanks again everyone

~Nat~

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Sv
Pilot
posted 04-14- 08:22 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Nat,

I just flew in a mission with the Yamato... cool!

So has this ship ever had a texture? I can put the texture you gave me onto it, but we may need a few changes...

I will make the textures square, so the ship will be spread across two tiles... this will give us a bit more detail and make it easier to map. Also, should we map the guns seperately? That way they could be re-positioned, etc. without screwing up the texture mappings... Hmmmm....

What do you think?

-Sv

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Nat
Pilot
posted 04-15- 04:38 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Great SV

What happend was I took the Akizuki, and built this from it, so every part was textured at first, but every piece that I exported into Max and altered then put back lost it's texturing, thats why some parts are basic colors, and some have a texture.

As far as the mapping now goes Sean, I leave that fully in your more than capable hands, I just can't do it myself in Max. It sounds like a very good idea though to map the gun textures seperately and also anything that will allow more detail to be added to the upperworks and hull then thats even better, I was just a little worried about FR hits, I know I get lower FR than most, with the Yamato and 9 F4's in a mission I can drop down to about 12fps, but I know that anything 20+ is fine and will give smooth game play.

Wat can I say, you know what you're doing and I don't.. lol So I fully trust in what you decide to be the best way to map and texture it, I'm just very grateful that you will do it for me

Thanks Sean

~Nat~

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Werner Molders
Pilot
posted 04-15- 12:21 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Nice work Nat. How much of a framerate hog is she, with all those guns?

Is the Bismarck next?

Werner

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DOWNLOADS+PILOT ROSTER+FAN SITE INNOVATION=B.C.A.T.P. Visit Today!

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Nat
Pilot
posted 04-15- 12:40 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I always seem to have lower FR than everyone, even with a pretty good system, so I think most people wont drop below 20fps, but maybe askin SV for what he found in testing would be a good idea to compair.

I have to say that I built this with little thought of FR, although I did consider it a little by leaving off so many guns (plus giving ppl a chance to atleast maybe get close to it ) it looks pretty good, and I think once it's mapped and I make a full blown skin it'll look alot better, but the upperworks could be better.. it's just so big I decided to sacrifice detail for weapons.. although yes, I had been considerng the Bismark, and thinking that next time I'll get better pics (closer shots) and do more detail. I can't build a/c right now, still above me, but I'm happy with creating ground/sea objects which have been lacking.

Remember thoug, this ship is bigger than the Akagi, it's about 870ft long, but obviously doesn't stand as high, and is fitted with:

18.1" Main x9
6.1" x12
5" Flak x4
28mm AA x20
28mm AA Flak x4 (added for "feeling" )
13mm AA x4

[This message has been edited by Nat (edited 04-15-2000).]

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JT
Pilot
posted 04-15- 12:47 PM     Click Here to See the Profile for JT   Click Here to Email JT     Edit/Delete Message   Reply w/Quote
Perhaps someone could create lower detail LODs for when it is far away from view.... that would be the best way to prevent framerate problems.

[This message has been edited by JT (edited 04-15-2000).]

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mposis
Pilot
posted 04-15- 03:53 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
Here is an excellent site for the gun descriptions.

It gives all the info you need:
muzzle velocity
weight of projectile
rate of fire
weight of explosive charge
http://www.warships1.com/Weapons/WNJAP_main.htm

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Nat
Pilot
posted 04-15- 04:54 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Thanks Marcus, I have all the correct details for the guns onboard, and have entered the correct gunRange, gunMV and ROF, the things I'm not sure on is converting the gun weights to how they should be in the gunInit. I converted the ranges from yards to feet, and entered that as the range, so I hope thats right anyway, but I'm also unsure of warhead size conversion, I see you have your 28mm at .08, but then what does that make 18.1" gun? lol

for the moment I've just set the big guns real high, without really knowing how to alter 18.1" into what it should be in the Init.

JT, Yes, that would be a good idea, but for the Yamato right now, it only has 1 detail level that as far as the parts go is pretty low, I mean, OK, a/c are one thing, putting high detail LODS for close views is great, but imagine carrying a similar thing over to a ship this big. Yes there could be a higher detail level done, and it's a great idea, but I'm still in the very early stages of building things, so I'm getting the very basics done now, but as I get better I'm sure this is something I'll add. My biggest problems are still with DOFs, I have exactly the same problem with the Yamato as I had with the Akizuki... the guns on the right side of the side seem jammed in position until you go in manualy and move them, after that the AI uses them fine.. I look and the dof's but the all look fine to me, so I'm not really sure whats causing it now, but like I said.. slowly but surely learning more, and to me, thats the main thing Yes I want to make things worth using in the game, but I really need to do this to learn more and get better at it... in the long term... I hope this will help me creat a terrain, as no one seems to have really managed this yet, and as long as I don't get into building aircraft, my interest will remain with it.

Big things come from small beginings

~Nat~

Oh, I forgot to mention, the Low FR I have may be because other than the Yamato, I have 9 F4U's attacking it... so I guess some lag is to be expected.. but thats the only way to really test the ship, no point in putting 2 or 3 AI a/c against it.. LOL, they'd be lucky to get close.

Again though, I'd like to thank everyone for their advice and help

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mposis
Pilot
posted 04-15- 05:51 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
Nat,

I place the .08 there because I wanted to make the the planes harder to shoot down. It should be .24 according to gun data.

Here is the data: http://www.warships1.com/Weapons/WNJAP_18-45_t94.htm

Muzzle velocity for Amor piercing =2559
Muzzle velocity for High explosive=2641

weight of AP round = 3319
weight of HE round = 2998

rate of fire = 1.5 - 2 rounds per minute
explosive charge = 794

[This message has been edited by mposis (edited 04-15-2000).]

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Nat
Pilot
posted 04-15- 06:44 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
thanks Marcus, so the .24 is millimeters then? Here is the data I got for the 25mm AA on the Yamato..

Bore 25 mm
Weight 253 lbs.
Length OA 90.4 inches
Weight Projectile .6 lbs.
Muzzle Velocity 2953 ft/s Max.
Elevation +85/-10 degrees Max.
Range 8,200 yards
18,040 ft. max. ceiling.
Rate of Fire 200-260/min

thats from the Battleships section on this site (very good) http://www.combinedfleet.com/kaigun.htm
there's data on almost all the Japanese Navy and the weapons carried, I'm just going to check the link you put in now.

The main thing is converting this data into what I put in the gunInit, then it could be made more accuate (if really needed)

Thanks Marcus.. I'll have to look some more though that link.. but good info there

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mposis
Pilot
posted 04-15- 09:34 PM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
Nat,

For the 25mm cannon:
.24 is the weight of the explosive charge in the projectile.
.6 is the weight of the whole projectile.

For the 18.1 inch guns:
798 is the weight of the explosive charge in the projectile.
2998 is the weight of the whole projectile.


[This message has been edited by mposis (edited 04-17-2000).]

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Nat
Pilot
posted 04-16- 11:21 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Great, thanks alot for the MP, I know it might be over done making the guns correct, but I wanna see how it will be first, then possibly tone them down afterwards.

Thanks

~Nat~

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Werner Molders
Pilot
posted 04-16- 10:01 PM     Click Here to See the Profile for Werner Molders   Click Here to Email Werner Molders     Edit/Delete Message   Reply w/Quote
Hey Nat, is it within the game's abilities to have the Yamato shell inland targets?

Werner

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DOWNLOADS+PILOT ROSTER+FAN SITE INNOVATION=B.C.A.T.P. Visit Today!

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Nat
Pilot
posted 04-17- 06:01 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
Yes it is Werner, I've given the Yamato AI targets as aircraft_set, seacraft_set and landcraft_set so it "should" attack anything it can reach, I haven't tested that part yet though to be honest

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mposis
Pilot
posted 04-17- 07:02 AM     Click Here to See the Profile for mposis   Click Here to Email mposis     Edit/Delete Message   Reply w/Quote
I tried doing this with an Axis Akizuki and Allied Akizuki but they won't shoot at each other.

I think this is a bug.

[This message has been edited by mposis (edited 04-17-2000).]

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dauntless851
Pilot
posted 04-17- 10:40 AM     Click Here to See the Profile for dauntless851   Click Here to Email dauntless851     Edit/Delete Message   Reply w/Quote
Speaking of the Akizuki. Here's a link to a site with a 3D rendered Akizuki model.
http://www.tir.com/~lowj/Destroyer%20renderings%20MP.htm


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Nat
Pilot
posted 04-17- 11:57 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
damn, don't it just show what you can do when you know what you're doing.... OK, it's to detailed for the game, but even a tamed down version would really kick!

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dauntless851
Pilot
posted 04-17- 07:34 PM     Click Here to See the Profile for dauntless851   Click Here to Email dauntless851     Edit/Delete Message   Reply w/Quote
Hey Nat. I think your Akizuki is great too. Can't wait for the Yamato.

Is there any way to be warned when the destroyer is shooting at you? Like flak bursts I mean.
I've tried some missions, and one minute I'll be flying level, then the next thing I know, I'm spinning down to the drink with a wing blown off.

The destroyer looks nice in Jaguar's Pacific terrain. I haven't seen it sink and probably won't there, because I guess the Pacific terrain is just land that's been painted like the ocean. The Pacific terrain is still really cool though.

Why can't float planes be made for the Pacific terrain, and put invisible landing gear where the floats are? I'd like to see floats added to the Zero. Just a thought.

Keep up the great work Nat.

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Nat
Pilot
posted 04-17- 08:52 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
I just think your getting unlucky there Daunt.. lol but really, yes, there is a splash of very light flak, that will only hurt if it's pretty much a direct hit, I added it so you know when your getting close and upsetting it.. lol so I think you've probably taken a direct hit fro mone of them cause the flak burst is so small you might not notice, or the main guns got you.

Thanks to Raider (nice one Bro!) I now have custom sounds for the Yamato.. and guess what.. it's AWSOME!!! big booming 18inch guns, booming 6inch guns, the 28mm and 13mm have great sounds.. plus I've lowered the quality of the sounds to stop so much distortion when they all kick in, but even so, they sound just as good

there is still 1 bug left that I can't seem to fix (DOF related) and the Texturing (needs mapping... SV said he'd do this) then it's ready for release If you think Akizuki is bad.... hehehehe

My suggestion.. when it's released, use it mainly as an obsticle, not a target... otherwise.... be afraid.. be very afraid

LOL

~Nat~

[This message has been edited by Nat (edited 04-18-2000).]

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Jaguar
Pilot
posted 04-17- 09:22 PM     Click Here to See the Profile for Jaguar   Click Here to Email Jaguar     Edit/Delete Message   Reply w/Quote
I'm glad you like my PAC terrain dauntless. I really want to finish it, but I barely have time to check the forums now days


I can't wait for the Yamato!!!...... My Dauntless will be ready

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Cheers!
Jaguar
The FS Hangar

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Nat
Pilot
posted 04-17- 09:31 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
double message

[This message has been edited by Nat (edited 04-17-2000).]

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Nat
Pilot
posted 04-17- 09:31 PM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
funny you should mention the Daunt.. lol I've started using 9 of them to test against the Yamato.. sometimes they even manage to sink it! lol

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Sv
Pilot
posted 04-18- 08:20 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
OK-

Nat, where did you get the texture map file for this ship? Does it match the model shape exactly? Can we get a more photo-realistic style one?

Does it need to have seperate textures on the left and right sides? I hope not...

Ok, here is what we need: Create a skin that is 512x256 or 768x256. This should include a side view and a top view. I won't map the gubs seperately. It must basicaly match the model. I can supply screen shots of the untextured model to use as a template.

If I can get a nice texture I will spend the time to do a good mapping. Right now I am worried abot the match up more than the quality, but a killer skin would rule! This baby could look sweet, and it is so fun to attack!

Any artists? Skin makers?

-Sv

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Nat
Pilot
posted 04-18- 08:35 AM     Click Here to See the Profile for Nat   Click Here to Email Nat     Edit/Delete Message   Reply w/Quote
SVm that map that I sent was taken from screen shots of the ship taken in OPS, so it should fit perfectly, but I'll go redo them at the size you said. No, each side of the ship can have the same texture, just mirror them I think. I have a couple of good pics of the actual Yamato, but it would be a pain in the ass getting them to fit, so I was going to do the texture properly after it's been mapped.

I'll go take those screen shots and send them off to you.

Thanks SV

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