Here are Stuarts entries here at SOH...
http://www.sim-outhouse.com/sohforum...d=90250&sort=d
Stuart has 61 entries in all. not all are ships.
here is a list of his IJN ships
IJN Yugumo Class Destroyers
IJN Wakatake Class Destroyers
IJN Shiratsuyu Class Destroyers
IJN Shimakaze Class Destroyer
IJN Myoko Class Cruisers
IJN Momi Class Destroyers
IJN Minekaze Class Destroyers
IJN Katori Class Cruisers
IJN Kamikaze Class Destroyers
IJN Hatsuharu Class Destroyers
IJN Asahio Class Destroyers
IJN Akatsuki Class Destroyers
IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo
IJN Kako and Aoba cruisers
Some have early and late versions.
He also has United States, Royal Navy, French Navy, and Regia Marina (Italian Navy) ships. Plus a few extras such as a WWI German Uboat.
So there you have it. Like a kid in a candy store.
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
Thanks for your kind offer Blood_Hawk 23. Like you said it feels like being a kid in a candy store! Pat Pattle indicated in an early thread he would like to see one of the RN flat deck carriers. They would certainly make a good target.
In terms of naming, the exported m3d file needs to match the .xdp file name. And a quirk of CFS3 is that the ship's folder name needs to match the m3d model name, too.
I would be happy to prepare the .xdp file, once you have chosen a model to start on.
IJN Myoko Class Cruisers
IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo
IJN Kako and Aoba cruisers
Any would be welcomed, needless to say, but we are very short on any Japanese ships to speak of.
In Rising sun they covered many of the US navy, and I am grateful.
Just didn't have the Japanese finished. RATS!
Kool, Thank you guys. I'll get started with this list. I'll look at the RN carrier to see how much more I'll have to do. It might be less depending on the armaments.
Daiwilletti,
I will probably take you up on the offer. I know CFS2 rather well. Though my knowlage is very limited when it comes to CFS3.
Hairyspin,
I know I'm jumping the gun, but I have a question on effects. If I want smoke coming out of the stacks, do I have to add a box for it?
Hopefully I can get one or more done in a week or so. We'll see how long it take for the first one.
'til Later,
John
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
If you have time John one of those carriers would be great! ThanksI'll look at the RN carrier to see how much more I'll have to do
CFS3 Battle of Britain Website: https://cfs3bob.wixsite.com/cfs3-bob
CFS3 ACC Member & ETO Expansion Group
Tom
__________________________________________________ ___________________________________________
Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
if you align the dummy's pivot to the world it should work.
You may have to experiment since it depends on the effect: I well remember someone's jet which smoked forward!
Tom
__________________________________________________ ___________________________________________
Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7
well, I dont know about all effects but "fx_smk_plume_ship_m" looks good if the emmiter is aligned with the world. The default ships don't even seem to use emmiters. the effect is positioned in the xdp.
The locating of ship effects is something I've wondered about. Have placed bow wave effects using xyz coordinates in the xdp file; have also moved smoke effects backward that were way out of whack with a funnel. But presumably having an emitter from a funnel would avoid having the funnel smoke rising from some generalised central position?
There seem to be a number of generic ship effects which are simply designed for small, medium or large ships. However it also seems possible to attach emitters to specific objects, so that damage effects can be assigned to specific objects. IIRC Liquidchicken has been experimenting with getting turrets to blow off when destroyed, and things like that. Presumably a modified blow_off_part effect?
Not sure how far things have been taken on the newer ships.
Also there are the generic ship-sink effects - presumably these could be made for a specific model but a lot of work esp the animations?
yes the xdp can either place the smoke effect at the listed xyz position or on an emmiter built within the 3d model. the default position is at the center of the model.The locating of ship effects is something I've wondered about. Have placed bow wave effects using xyz coordinates in the xdp file; have also moved smoke effects backward that were way out of whack with a funnel. But presumably having an emitter from a funnel would avoid having the funnel smoke rising from some generalised central position?
looking at the g_destroyer it looks like cfs3 only allows for one 'damaged' state model for ships. you should be able to have explosions and debris when a turret is destroyed though.There seem to be a number of generic ship effects which are simply designed for small, medium or large ships. However it also seems possible to attach emitters to specific objects, so that damage effects can be assigned to specific objects. IIRC Liquidchicken has been experimenting with getting turrets to blow off when destroyed, and things like that. Presumably a modified blow_off_part effect?
I should add , I have no experience building ships so I'm no authority
Well lets start with first getting one into CFS3. Then from there we can play with damage effects and such.
I've just finish my 3 day stretch at work so I'll be working on them over the next three days. I'll post more as I get closer to testing.
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
I'm working one the HMS Biter. Its one of Stuart's CVEs. I have the LOD_100 nearly finished. I just have to do the guns. Then I have the other 2 LODs to do. I'm working a little OT tonight but will continue it tomarrow. Hopfully I'll have it finished or nearly finished by Saturday.
So name wise it will be HMS_Biter. Let me know what you need so you can do the files. Coords and that sort of thing.
'til Later,
John
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
Great news! Sounds like I'd better pull some info from the CFS2 package, so I can whip up an xdp file. The main thing I will be hazy about is in the gunstations. In CFS3 each gunstation entry in the xdp file refers to a System ID, and I do not know where the System ID comes from, whether it is specified somewhere in the GMax model, or whether I can simply use some sort of logical made-up sequence.
Also, I may need some info to set up the damage parameters. PM me if you want to send through anything for testing, I'll send through my email address.
David
Hi all
I have a question regarding exporting my GMax ships in to CFS3 form.
When I export I get a message duplicated nodes names?
There are duplicate names:
G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
G_Destroyer
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
Does this matter?
I cannot test it, I do not have CFS3.
Cheers
Stuart
Hey Stuart,
Did you mean to do this? Look at the red...
G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
G_Destroyer
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
It should be a "L" not a "1" correct?
remove the Blue, then try it. I think it should look like this...
G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_l_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_l_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
so if you have 2 G_destroyer dummy boxes then you need to remove one of them. then relink the ship_normal to the first one.
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
You can have duplicate names and CFS3 doesn't quibble. You do have to be careful with organising the model so you don't get confused.
Tom
__________________________________________________ ___________________________________________
Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7
Hey David,
I sent you a PM with my email. You probably saw that first. I gave some of the gun info. I haven't started on the damage boxes yet. I'm still getting to those.
Tom,
I had to rework a few things. Is there a limit to the size of the model? Because if I add the damage model with the LODs this thing will be HUGH.
I'll keep y'all posted.
'til Later,
John
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
How huge? I have a model with over 70K polys without trouble, but you don't want poly counts like that for scenery objects. I've never found what CFS3's actual limit for a model is, I only know that an object in the model musn't have more than 64K edges or the compiler will cough.
Tom
__________________________________________________ ___________________________________________
Wisdom is the principal thing; therefore get wisdom: and with all thy getting get understanding. Proverbs 4:7
Tom,
As of now the LOD_100 ship_normal will be 18k polys. add the ship_damage part and it will be 36k. Then I have 2 lods each with damage models. So it might be in that 70k+ range. Not sure on the edges. I'll have to look.
Anyone able to do a damage texture? I'll need one for the Biter and the other CVEs. If anyone can help just PM me and I'll send out the texture.
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
Hey all,
I thought I'd post some pics.
As you can see I'm working on the damage boxes. I do have a few questions.
1) Is there a set limit to the number of boxes?
2) Does it matter where they go?
3)How are the boxes Identified in the .xdp?
Before I get to far with this I want to make sure I'm on the right track. I'm thinking CFS2 still so I may be off track.
'till Later,
John
"Courage is the discovery that you may not win, and trying when you know you can lose."-Tom Krause
My works Here: http://www.thefreeflightsite.com/JFortin.htm
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