FSIC Messageboard
  Tech Talk
  how to switch to a damage model?

Post New Topic  Post A Reply
profile | register | preferences | faq | search

UBBFriend: Email This Page to Someone! next newest topic | next oldest topic
Author Topic:   how to switch to a damage model?
Rendsburger
Pilot
posted 01-27- 07:16 PM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
I want to replace my remagen bridge with a damage model when hit.
Can anyone tell me the procedure?
The undamage bridge stored in the vehicles folder. Iīve used the original hangar model replace the lod with my bridge.
The damage bridge is placed in the structures folder, like the DM hanagr model, but it wonīt work.

the edit text:
(obDynamic) (obProto 'CVehicle) (obClass 'hangar) (obDamage (obHits 55000 obExplodes 55 2 obKillDelay 25 onDmg 2 (obSmokeTrail (smkDiameter 100 smkLifetime 120,240 smkDensity .5)) onDmg 9 (obSmokeTrail (smkDiameter 150 smkLifetime 120,180 smkFire smkDensity .1)) onDmg 10 (obUpdateScore) obModels (modelName 'Remagenbridgedamage damageLvl 10))) (obClass 'hangar) (obScore 60)

Rendsburger

IP: Logged

ArgonV
Pilot
posted 01-27- 10:22 PM     Click Here to See the Profile for ArgonV   Click Here to Email ArgonV     Edit/Delete Message   Reply w/Quote
You need the damage model referenced in the root of the SM file like the propfast/slow/bent are in aircraft SM files.

Then you need a line in the damage property that looks something similar to this:

(obDamage (obHits 15 obModels (modelName 'SE5aDmg damageLvl 1) onDmg2 (obSmokeTrail (smkDiameter 5 smkDensity .8 smkColor 0,0,0 smkFire smkLifetime 300)) onDmg 10 (obExplodes .1 5 obKillDelay 240)))

P.S. I took this damage property from the S.E.5a

IP: Logged

Rendsburger
Pilot
posted 01-28- 06:51 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
ArgonV,
now the DM model is in the same vehicles folder,and you can see that there exist an obModels textfile, but it wonīt work. The undamaged bridge smoke a little bit and a few seconds later it goes invisible.

Does the damage model needs special properties? Now there is only (obdynamic).

Rendsburger

IP: Logged

Sv
Pilot
posted 01-28- 08:33 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Damage models do not switch in their properties, only their mesh. Also, position information for "root" models is irrelivant, the LODS are simple positioned where the model that they are placing is located.

I can't figure why it is not working from what I have read... feel free to send it to me if you want me to look at it (and it is nice to look at!) sean@wingswithwires.com

I love bridges...

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

WWI in SDOE!

IP: Logged

Rendsburger
Pilot
posted 01-28- 10:17 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
Sv,
check your mail.

Rendsburger

IP: Logged

Sv
Pilot
posted 01-28- 11:47 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Rendsburger,

It appears that you are just missing the actual file refernce in you main bridge sm file. In order to use the damage model found in your other SM file, you need to add a file reference that points to it. Another way is to just incldue the damage model right in your primary SM file. There is no requirement that the damage model be in its own sm file. The advantage of putting the damage models in their own SM file is only organizational and is used most often when you have many damage models that need to be replaced.

I will add the file refernce and send it back to you... I am not a good enough bomber to test it

IP: Logged

Sv
Pilot
posted 01-28- 11:53 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Hmmm, I am confused. It seams that model replacement does not work the same way for vehicles as aircraft. There is no "root" for a vehicle, is there? So there is no way to add models to the closet, yet the hangars use model replacement... but how? The model specified does not exist in the SM file, nor is there any reference to it. Do ground targets and vehicles just "know" about other models outside of their file? I am looking more...

IP: Logged

Sv
Pilot
posted 01-28- 12:06 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Well, your object type is "hangar" but the bridge is in the "vehicles" folder. I suggest that you change yout bridge to a vehicle. Maybe the object type determines where OpenPlane looks for any obModels...

IP: Logged

Sv
Pilot
posted 01-28- 12:10 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Oops, I take that back.

It is a vehicle

But the obClass is "hangar"- I wonder if this matters....

IP: Logged

Sv
Pilot
posted 01-28- 12:17 PM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
Has anyone ever seen a vehicle take visual damage? Maybe vehicles can not use obModels. All the objects that show visual damage that I know of are structures.

I assume you want it as a vehicle so that it can be placed, right? You know when OPS say, "File contains no object base: assume all models are base?" when you load vehicles? I think you need an object-base in order to have a "closet" to put the damage model in. Maybe vehicles could be set up like this, but I don't know of an example.

Structures also have no object base, but they may be aware of all other structure SM files,as if they were all in the closet.

I am just confused, sorry I couldnm't help

I think there is a easy way to add your bridge to the terrain sm file. Then you can just distribute the terrain sm file along with the bridge. Mission builders could hide your bridge like other objects on the map if they do not want it in the game.

Also I notice that the normals are inverted on the wooden bridge base pieces, you see the inside of the model, not the outside. Juts flip the normals and it will be fixed... are you using AC3D?

I love this bridge!!! And the damage model looks terrific! I want to see this in the game

IP: Logged

Rendsburger
Pilot
posted 01-28- 03:08 PM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
Sv,
i will send you the V1-ControlPost (donīt know who made it) house.Itīs a vehicle and it will be replace with a damage struture.

Rendsburger

IP: Logged

Rendsburger
Pilot
posted 01-30- 08:49 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
The Damage Model works now!!!
i wonder why the rubble.sm and rubble2.sm listet in the startup.ppf folder,so i want to find out what it is.
What i have made is following:
Iīve put the Damage Model into the structures folder.
Then i have opened the rubble.sm (also in the structures folder) with OPS.
This is only a list off all DM structures.
Now i have add my BridgeDM.sm to the group.

Thatīs all and it works.

Hope you can understand the procedure.
I will post the bridge at simfiles,soon.

Rendsburger

IP: Logged

Sv
Pilot
posted 01-30- 08:56 AM     Click Here to See the Profile for Sv   Click Here to Email Sv     Edit/Delete Message   Reply w/Quote
GREAT WORK!!!!!

I looked in the startup.ppf file too, but did not find the exact damage model I was looking for so I gave up. But you found the secret! There is a masterfile usd to hold all teh damage models... this is a great discovery!

IP: Logged

Rendsburger
Pilot
posted 01-30- 09:03 AM     Click Here to See the Profile for Rendsburger   Click Here to Email Rendsburger     Edit/Delete Message   Reply w/Quote
Sv,
thanks again for your help.
Now i will work a little bit at the bridge. Itīs a stonebridge not a wood bridge
but i havīnt had a good tif file.

Rendsburger

IP: Logged

Tailslide
Pilot
posted 01-31- 01:36 AM     Click Here to See the Profile for Tailslide   Click Here to Email Tailslide     Edit/Delete Message   Reply w/Quote

You can also seperate the model out into seperate pieces and give each piece it's own inertia properties then you can blow pieces off it rather than having 'all or none' destruction.

TS

IP: Logged

All times are CT (US)

next newest topic | next oldest topic

Administrative Options: Close Topic | Archive/Move | Delete Topic
Post New Topic  Post A Reply
Hop to:

Contact Us | Fighter Squadron Information Center

(This site Copyright (c) 1999 Inertia LLC)

Powered by Infopop www.infopop.com © 2000
Ultimate Bulletin Board 5.45c