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Daiwilletti
April 5th, 2015, 18:16
Have you noticed the astonishing array of GMax ship models uploaded for CFS2 by Stuart277?

These include the original GMax models, not just the mdl files.

There are Italian, Japanese, Italian, Free French, and Royal Navy ships ranging from tasty battleships to escort carriers for the Atlantic.

The ones I've looked at in GMax do not have gunstations. I've been in touch with Stuart277, and he confirmed that the models are available as freeware, for conversion to CFS3. The terms are very generous, its great that he has kindly made the GMax models available, not many people do that.

I've no idea what it would take to add gunstations in GMax, but am prepared to give it a go, if there are some experienced GMax hands out there willing to answer my dumb questions.

Together with ships coming from Liquidchicken and others recently, addons like Rising Sun and MAW could have a wealth of new targets.

It would be possible to export them to m3d "as is" with no guns, but that would be no fun.......However they would make stupendous facility files for harbours...

NachtPiloten
April 6th, 2015, 05:36
Look at the gamepack models - vehicles should do and see how they named the guns and set up the axis.

Pat Pattle
April 6th, 2015, 06:34
Thanks for sharing the info David. Nice selection of models and very generous to supply the Gmax sources too. Thank you Stuart277 :applause:

There's a german destroyer in the SDK which apart from the guns gives you the damageboxes as well.

brundu841
April 6th, 2015, 08:36
Peut-être bientôt de Nombreux navire français ... Je ai fait Trois peaux versez les NAVIRES français se engagent Dans le combat ... mais sur le modèle de la voiture allemande, Comme Je ne sais pas ... Je utilise g max n 'a pas mis à la disposition de Tous les Trois bateaux ... -----------------------------------

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- peut etre bientot de Nombreux navire français ... je fait intérim Trois peaux Verser des NAVIRES français Ayant combattu ... mais sur le modèle du croiseur allemand, Comme je ne sais PAS UTILISER g max ... je ne en ai pas Mis à disposition De La CES navires Boutique Tous Trois ...

Daiwilletti
April 6th, 2015, 14:04
Hi brundu841 hope the following makes sense (par Google Translate)

Eh bien comme je l'ai dit Brundu841 il existe de nombreux modèles de navires français aimablement mis à disposition par Stuart277. Vous pouvez essayer de travailler sur l'un de ceux, peut-être?
Excusez-moi si je ne vous ai pas compris.

Daiwilletti
April 6th, 2015, 14:19
Look at the gamepack models - vehicles should do and see how they named the guns and set up the axis.

Thanks Nachtpiloten and PatPattle, those are very good suggestions :wavey:. (including the unspoken **** suggestion, which rest assured I will revisit :biggrin-new: )

Liquidchicken also made some good suggestions. He points out that some of the models may need new guns made, which is beyond my ability. I have not looked closely enough at some of Stuart277's models in GMax, to tell if I can the guns already on the model or not.

I do not need all the fantastic detail that Liquidchicken is putting in. The stock ships have only a few gunstations modelled, and even fewer of the gunstations actually work (take the A_cruiser as an example). Because of the "sniper effect" of CFS3, the ships can still do pretty well at shooting down aircraft.

For campaign play, ships that shoot back will do the job fine - You don't get a close look at the ships because they will shoot you down! It's pretty daunting seeing all the flashes when diving on a ship that has muzzleflashes included in the gunstations in the xdp....

I'm hoping to have some time this coming winter, to put my (extremely) limited skills to some use, adding a few more ships to the stable, if it is at all possible to do efficiently.

brundu841
April 6th, 2015, 14:46
I did not g max, I do not know to create a 3d model .. I just did three ships using the 3d model of the German cruiser CFS3 game ...
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



je n'ai pas g max, je ne sais pas créer un modèle 3d.. j'ai juste fait 3 navires en utilisant le modèle 3d du croiseur allemand du jeu cfs3...

HouseHobbit
April 7th, 2015, 12:05
Having Ships would be Nice , indeed!
With Rising Sun we got some nice ones added.. And a few brave souls are doing a few..
But CFS3 is lacking in this area.

stuart277
April 7th, 2015, 18:54
Hi All
As David has said, all my stuff is freeware, so you can 'go to town' on them.
The early models are not Multi-LOD and they use DP's drawn from other ships (See the readme).
They are not works of art but just targets.
I can open them up in GMax, but the textures are not perfect and when I try to export them to create the CFS3 model, I get a message that certain parts have a scale applied to them and must be removed before exporting, but a model file is created.
I do not have CFS3 and cannot test them.
At the moment I am stuck.
Cheers
Stuart

stuart277
April 7th, 2015, 19:01
Hi all
There is question of guns and gunstations.
I do not know how the CFS3 engine works, but with CFS2, the guns on the ships are just 'models'. I name them as I wish to e.g. 15inchgun01.
Some really good modellers can make them rotate, but I can't.
The actual 'firing' is controlled by the DP file, which gives the characteristics of the gun.
There is an editing program for this.
Cheers
Stuart

brundu841
April 8th, 2015, 00:04
we may already be enjoying your prodigious work stuart ...
to display ships in harbor ....
--------------------------------------------------------------------------------------------------------


nous pouvons peut etre deja profiter de ton travail prodigieux stuart...
pour afficher des navires dans les port....

hairyspin
April 8th, 2015, 03:19
...when I try to export them to create the CFS3 model, I get a message that certain parts have a scale applied to them and must be removed before exporting...

Hello Stuart, thank you for your generosity!

To get rid of the scale problem, reset scale via the tool on the Hierarchy panel in Gmax: this must be done for all scaled objects in Gmax and the error message will tell you which objects need this.

Shortcut: If your model is organised in a neat hierarchy, just select the topmost object in the hierarchy and click Reset:Scale, then press <PageDown> to select all objects one level down the hierarchy. Click Reset:Scale and then <PageDown> will select all objects on the next level down, and so on. It takes just moments to reset scale on the entire model this way – if it's organised in a hierarchy!

Pat Pattle
April 8th, 2015, 06:46
Shortcut: If your model is organised in a neat hierarchy, just select the topmost object in the hierarchy and click Reset:Scale, then press <PageDown> to select all objects one level down the hierarchy. Click Reset:Scale and then <PageDown> will select all objects on the next level down, and so on. It takes just moments to reset scale on the entire model this way – if it's organised in a hierarchy!

Top tip Tom! I've always plodded through one object at a time if they're scaled at the export stage. Thanks! :)

When I get time there's a few nice RN ships in Stuarts collection including flat-deck carriers which it would be nice to have.

hairyspin
April 8th, 2015, 13:14
You're welcome Clive; Mathias shared that tip a long time ago iirc and I've used it ever since.

stuart277
April 8th, 2015, 23:43
Hi Hairyspin
Thank you for your help again.:applause:
I am not sure about what a 'neat hierarchy' is, but I opened the 'hierarchy section', pressed 'select all' and the little 'reset scale' at the bottom of the column and then exported without any 'questions'. I assume it exported, but I cannot test them.
I looked at the SDK G_Destroyer and the textures have a similar 'appearance' to my model so I am no longer worried about the textures.
David (who requested the models) suggested looking at the SDK G_Destroyer.
It has 'damage boxes'.
At the moment, I assume they are 'dummy boxes' that provide information to to the model regarding damage areas.
In CFS2 the Damage Information is found in the DP file, and no 'dummy boxes' are required in the model.
My first question is:
Are the 'dummy boxes' representing Damage Information a necessity for CFS3 Models?
I also noticed in the G_Destroyer, ther are small 'dummy boxes' at the tip og the 5inch guns.
At the moment, I assume these'dummy boxes' provide information to to the model regarding gun firepower.
Again, in CFS2 the gun firepower is found in the DP file, and no 'dummy boxes' are required in the model.
My second question is:
Are the 'dummy boxes' representing gun firepower a necessity for CFS3 Models?
Cheers
Stuart

hairyspin
April 9th, 2015, 11:52
Okay, one thing at a time.

Hierarchies are built by linking objects together in Gmax. Here's an LOD10 section of Gerard & Luca's Bf109F for MAW, so there's just 14 objects:–

http://i288.photobucket.com/albums/ll173/hairyspin/Herarchy01_zpswsftyewi.jpg



but the objects have actually been linked together – l_horizontal and r_horizontal to tail, tail to fuselage_aft, and so on up to the top node DR_BF109F-2T_XX+XX_LOD_10 as can be seen:–


http://i288.photobucket.com/albums/ll173/hairyspin/Herarchy02_zps787dip7w.jpg


CFS3 models really should be organised like this or things just don't work properly.

hairyspin
April 9th, 2015, 12:35
The boxes you see on the 5 inch gun muzzles are gmax Dummy objects. These are emitters in CFS3: they fix where the guns fire from and which direction they fire in, so the Dummy object's pivot must be correctly aligned. If the emitter's pivot Y axis points straight up, the gun will fire straight up, which would be really handy on a Bf109, duh. Depending on the name used, the gun may be fixed like the 109's cannon or trainable like a Lancaster's rear turret. The gun type fired is defined in the model's .xdp file.

http://i288.photobucket.com/albums/ll173/hairyspin/Emitters01_zpsvytrn27l.jpg



You can see other emitters in the picture, they're used for locating and orientating effects which are defined in the .model's .xdp file: exhaust flames and smoke in this case:–

http://i288.photobucket.com/albums/ll173/hairyspin/Emitters02_zpsseeeoemw.jpg



If the model is being shot at instead of doing the firing, the sim detects which damage boxes are hit and what then happens is defined in the model's .xdp file. The visual model plays no part in this: it's hidden here so the damage boxes can be seen. Note that if these are scaled or edited at vertex, edge or poly sub-object they won't work!

http://i288.photobucket.com/albums/ll173/hairyspin/Damage01_zps7dwl1sbx.jpg

This is all described in the famously terse CFS3 sdk and Capt. Winters is perhaps the most experienced at this mind-numbing department. He's another Aussie, so should be on your time zone.

Daiwilletti
April 9th, 2015, 15:37
Wow, those pictures say a thousand words! Thanks Hairyspin and Stuart277 this looks incredibly useful :applause:

Blood_Hawk23
April 9th, 2015, 16:17
Wow, those pictures say a thousand words! Thanks Hairyspin and Stuart277 this looks incredibly useful :applause:

Hey Stuart,

If you need a hand with any of this just give me a yell. I have all of your ships so I can work from the source if needed.

stuart277
April 11th, 2015, 17:17
Hi Bloodhawk:wavey:
I got your email, sent a reply.
Cheers
Stuart

stuart277
April 11th, 2015, 17:27
Thanks Hairyspin:applause:
These are nice bits of info and great pictures.
The hierarchy is OK.
My guess is:
Ship Normal (small dummy box)
-----Model LOD 100 (The model without guns)
----------gun0_l_r (gunhouse)
-----------------gun0_fore_aft (barrel)
--------------------------gun_grp0b0 (small dummy box)

My Gmax ships have lots of parts.
Apart from the guns, I assume they will have to be 'linked' as 'model LOD 100' ????
Cheers
Stuart

Blood_Hawk23
April 11th, 2015, 20:52
Yeah they will.

Kool, I'll check on the email.

I should be getting CFS3 between the 17th and May 4th. Its already been shipped so hopefully sooner then later.

Blood_Hawk23
April 11th, 2015, 22:19
I'm looking into doing the conversions of Stuarts ships. If any one else is working on these, Please let me know.

I'm looking at the Revenge right now.

I have a question on the model names. Does it matter what they are called. For the GMax german destroyer they used g_destroyer. Do I have to follow this?

As an example, the Revenge, do I have to call it b_battleship or can I call it b_revenge, RN_Revenge or HMS_Revenge. Right now I have it saved as RN_Revenge. As I don't have CFS3 (Yet) I'm not sure what is required.

This is one of Stuarts earlier ships. So there are no LODs. I think the renaming and adding the damage and gun boxes should go quickly enough. It will become more complexed as I get into his newer models. If you want newer textures then they will have to be remapped. Sorry I'm not the best at that so Stuart himself would have to do the magic there.

So let me know. I'll do them as I'm able.

'til Later
John

hairyspin
April 12th, 2015, 10:29
The model names are what you want to call them and are referenced by the .xdp file. You may find the Aircraft and Vehicle and Building SDK useful for referencing this and it's in the Library, as detailed in the sticky (http://www.sim-outhouse.com/sohforums/showthread.php?83816-Combat-Flight-Simulator-3-Patches-and-SDKs) above.

Blood_Hawk23
April 12th, 2015, 11:07
The model names are what you want to call them and are referenced by the .xdp file. You may find the Aircraft and Vehicle and Building SDK useful for referencing this and it's in the Library, as detailed in the sticky (http://www.sim-outhouse.com/sohforums/showthread.php?83816-Combat-Flight-Simulator-3-Patches-and-SDKs) above.

Thank you very much. Its a little bit of a learning curve as I'm use to the other MS sims. once I have a copy of CFS3 I can make more sence of it all. for now I've started the work on the Revenge. I just picked one.

Any requests?

HouseHobbit
April 12th, 2015, 11:59
Thank you very much. Its a little bit of a learning curve as I'm use to the other MS sims. once I have a copy of CFS3 I can make more sence of it all. for now I've started the work on the Revenge. I just picked one.

Any requests?

I don't know what you have to pick from, But I would like to see some Japanese battleships,( Kongo, Nagato, Ise) and heavy cruisers if possible
Thanks very Much..:applause:

Blood_Hawk23
April 12th, 2015, 12:16
I don't know what you have to pick from, But I would like to see some Japanese battleships,( Kongo, Nagato, Ise) and heavy cruisers if possible
Thanks very Much..:applause:


Here are Stuarts entries here at SOH...


http://www.sim-outhouse.com/sohforums/local_links_search.php?action=show&userid=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.

Daiwilletti
April 12th, 2015, 13:27
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.

HouseHobbit
April 12th, 2015, 17:12
Here are Stuarts entries here at SOH...


http://www.sim-outhouse.com/sohforums/local_links_search.php?action=show&userid=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.
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!
:applause:

Blood_Hawk23
April 13th, 2015, 03:08
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!
:applause:

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

Pat Pattle
April 13th, 2015, 10:09
I'll look at the RN carrier to see how much more I'll have to do

If you have time John one of those carriers would be great! Thanks :)

hairyspin
April 13th, 2015, 13:24
... If I want smoke coming out of the stacks, do I have to add a box for it?

Not a box, a Dummy object: on the Create panel in Gmax, go to the Helpers sub-panel and you'll find it. Put one at the top of each stack for completeness and give them suitable names, eg smokestack01, smokestack02 etc.

Blood_Hawk23
April 14th, 2015, 02:54
Not a box, a Dummy object: on the Create panel in Gmax, go to the Helpers sub-panel and you'll find it. Put one at the top of each stack for completeness and give them suitable names, eg smokestack01, smokestack02 etc.


Yeah you got what I was talking about. OK do they have to point in the direction that you want them to display the effect? In other words, should they be oriented to the front of the ship or to the back?

sdsbolt
April 14th, 2015, 03:15
if you align the dummy's pivot to the world it should work.

hairyspin
April 14th, 2015, 08:11
You may have to experiment since it depends on the effect: I well remember someone's jet which smoked forward!

sdsbolt
April 14th, 2015, 08:54
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.

Daiwilletti
April 14th, 2015, 12:27
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?

sdsbolt
April 14th, 2015, 14:43
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?

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.


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?

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.

I should add , I have no experience building ships so I'm no authority :dizzy:

Blood_Hawk23
April 15th, 2015, 03:21
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.

Blood_Hawk23
April 15th, 2015, 16:53
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.

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

Daiwilletti
April 15th, 2015, 19:44
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

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

stuart277
April 15th, 2015, 22:48
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

Blood_Hawk23
April 16th, 2015, 00:24
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.

hairyspin
April 16th, 2015, 02:29
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.

stuart277
April 16th, 2015, 14:57
Hi John
Well spotted. I must check the model.
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.

stuart277
April 16th, 2015, 15:00
Hi Tom
Thanks for that.
I have made some 'lessons' to convert my CFS2 ships to CFS3.
If thay work, I will add pictures and upload.
Cheers
Stuart

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.

Blood_Hawk23
April 16th, 2015, 19:50
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

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

hairyspin
April 16th, 2015, 21:48
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.

Blood_Hawk23
April 16th, 2015, 22:02
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,
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.

Blood_Hawk23
April 17th, 2015, 11:13
Hey all,

I thought I'd post some pics.

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=21959&stc=1

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=21960&stc=1

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

Daiwilletti
April 17th, 2015, 15:43
That looks terrific! Can't help on the damage boxes, will have to wait for the sun to circle the earth a bit so that other people see this thread :applause:

Blood_Hawk23
April 17th, 2015, 20:39
HMS Biter is ready for testing. It currently has only one LOD. This is just to see if it works. I'm working the next four nights, so it won't be until Wednesday before I'm able to work on it again.

It still needs the .xdp file.

A few things to note: The model has 38 damage boxes. I can give you a list of what is with what. I looked through a xpd. I'm not sure how it links the boxes to the parts.

If anyone would like to test it out please send me a PM.

sdsbolt
April 20th, 2015, 04:10
I'm not sure how it links the boxes to the parts.

in the xdp the parts within the damage box are listed . from the cargo ship

<DamageBoxes>
<Box ID="damagebox_nose" Parent="damagebox_nose">
<BoxMap SystemID="engine_one" Probability="96" Points="25000"/>
<BoxMap SystemID="left_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="left_waist_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_waist_gun" Probability="1" Points="100"/>
</Box>
</DamageBoxes>

if you named your gmax damage boxes "damagebox_nose_0" , "damagebox_nose_1" etc. then they should work.

Blood_Hawk23
April 21st, 2015, 03:22
in the xdp the parts within the damage box are listed . from the cargo ship

<DamageBoxes>
<Box ID="damagebox_nose" Parent="damagebox_nose">
<BoxMap SystemID="engine_one" Probability="96" Points="25000"/>
<BoxMap SystemID="left_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="left_waist_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_waist_gun" Probability="1" Points="100"/>
</Box>
</DamageBoxes>

if you named your gmax damage boxes "damagebox_nose_0" , "damagebox_nose_1" etc. then they should work.

first box is "damagebox_nose_01" I think. I'd have to look again. they go 1-38.

HouseHobbit
April 21st, 2015, 15:51
I has been so long since I took off from a carrier I forgot how to??
RATS! messy takeoffs :banghead:
ETO 1.50
HMS Biter. And she looks great!!
MORE REJOICING!!
Will get my take offs' practice in.
:applause: :applause: :applause:

HouseHobbit
April 21st, 2015, 16:37
Yea!!
Setting up take off's in missions too much fun.

sdsbolt
April 22nd, 2015, 03:37
first box is "damagebox_nose_01" I think. I'd have to look again. they go 1-38.

thats fine, suffix number doesnt really matter. only problem is this creates one big compound damagebox. might be possible to have separate damageboxes that contain separate systems like the aircraft in game. i think you would have to use the aircraft box names "damagebox_fuselage" etc. not sure if you are looking for that kind of detail or if its possible in cfs3.

Blood_Hawk23
April 22nd, 2015, 13:14
So I now have my copy of CFS3. :biggrin-new:

I'm going to work on a few Cruisers next. One French and one Japanese.

I should have the Biter finished tonite. I still need a damage texture. Who are the painters for CFS3? Every model will need one. I'm not the best at it nor the fastest.

HouseHobbit
April 22nd, 2015, 14:22
So I now have my copy of CFS3. :biggrin-new:

I'm going to work on a few Cruisers next. One French and one Japanese.

I should have the Biter finished tonite. I still need a damage texture. Who are the painters for CFS3? Every model will need one. I'm not the best at it nor the fastest.

Clive (Pat Pattle) OR Andy (Major Magee) might be able to help with this perhaps??
Testing the HMS Biter, Only thing I have seen is the left stack has no smoke..
Developing a attack mission with a Ju88 to test the Guns.
Onward and Upward.

Blood_Hawk23
April 22nd, 2015, 14:30
Clive (Pat Pattle) OR Andy (Major Magee) might be able to help with this perhaps??
Testing the HMS Biter, Only thing I have seen is the left stack has no smoke..
Developing a attack mission with a Ju88 to test the Guns.
Onward and Upward.

I'm going to send you version1.01. this will have the Multi_LODs and some minor corrections. The .xpd must not list the second stack. can we change the smoke to a smaller effect. maybe if I make the emitter smaller.

Check your email HouseHobbit.

UPDATE:
Email sent. Replace everything with the new one. I did some work on the stacks. can we us effects from CFS2? If so I'd like to use one of those. That smoke is too think and dark for a carrier.

Once I have damage textures I will upload the whole thing.

Blood_Hawk23
April 22nd, 2015, 19:05
With regards to the Myoko class cruiser, which year would you prefer? 1941 or 1944.

Also which year would you like for the La Galissonniere Cruisers? 1939 or 1944.

They are both prepped for dry dock. LOL :biggrin-new:

Just need to know which year for those wishing to do missions. Maybe later I can come back to the other years.

gecko
April 22nd, 2015, 21:13
Looks good guys, nice to see it. Any plans to do a dropping deck version that can be landed on? Check out some of the carriers we already have to see what I mean. Basically the closest LOD has the deck at water level and at farther LODs the deck is progressively brought up to its full height so it looks normal the majority of the time.

Blood_Hawk23
April 22nd, 2015, 21:45
Looks good guys, nice to see it. Any plans to do a dropping deck version that can be landed on? Check out some of the carriers we already have to see what I mean. Basically the closest LOD has the deck at water level and at farther LODs the deck is progressively brought up to its full height so it looks normal the majority of the time.


I can send you a copy to play with. I'm not modifing Stuart's originals. Just converting them. Actually If I send it to you could you see why only one side of the stacks are smoking.

HouseHobbit
April 22nd, 2015, 21:52
With regards to the Myoko class cruiser, which year would you prefer? 1941 or 1944.

Also which year would you like for the La Galissonniere Cruisers? 1939 or 1944.

They are both prepped for dry dock. LOL :biggrin-new:

Just need to know which year for those wishing to do missions. Maybe later I can come back to the other years.

The IJN Myoko in 1944..

Same for the La Galissonnere 1944..

Oh Yea SHIPS! I can build some missions with a proper fleet to use .. Thanks..

Daiwilletti
April 23rd, 2015, 22:37
Just had a look at the Biter. Been away this week.

I've had a go at making a 4in gun meeting the relevant specs, also a corresponding round for the Weapons folder.

Also the xdp needed a few edits.

Just reporting to avoid any overlap of effort. :wavey:

brundu841
April 24th, 2015, 08:40
I just posted in Blood Hawk23 file (xpd) modified to have both smoking chimneys ...
:wavey::wavey:

HouseHobbit
April 24th, 2015, 09:55
We have smoke,
Thanks../Brundu 841

Blood_Hawk23
April 24th, 2015, 10:58
We have smoke,
Thanks../Brundu 841

Excellent!!!

Brundu,

Thank you.

Daiwilletti,

I'll send everything to you. So that it all can be finailized.

House Hobbit,

Could you send me a copy of your test mission. I'd like to fly around the ship and see if I missed anything.


I'm now working on the French Galissonniere class cruisers and the Japanese Myoko class cruisers. Dombral has granted me permission to use his textures for the French ships. Hopfully someone can help with some damage textures to go with them. Damage textures are the last bit that will be needed for all of the ships.

I hope in the next day or two to have HMS Biter uploaded.

Oh, one last thing. Can we add new effects? I don't like how dark that smoke is. It makes her look like a coal burner.

'till Later,
John

brundu841
April 24th, 2015, 11:25
Congratulations to all for the HMS Biter ! a formidable team to work ... a future for CFS3 and especially an evolution ..... for Galissonière, it will change its name, as montcalm or Georges Leygues ... it is the same class (sistership) ; because Galissonière was scuttled in Toulon November 27, 1942

HouseHobbit
April 24th, 2015, 11:45
John,
you have e-mail found a issue with the damage textures with the HMS Biter..

Blood_Hawk23
April 24th, 2015, 11:49
No problem on the name change. Its actually better because La_Galissonière_LOD_100 is a bit too long for Gmax. Dombral did textures for both the Montcalm and Georges Leygues. So you'll probably get both.

I've been doing some research on ships names and prefixes. It seems that French ships don't use them. Its just the ships name that is used. As I've told Daiwilletti, I like things to be as historically correct as possible. So even little things like this I try to get information on.

I'll get the gun data real soon.

HouseHobbit
April 24th, 2015, 11:50
Brundu841

I sent e-mail concerning the French ships to you.
Hobbit

Blood_Hawk23
April 24th, 2015, 12:25
Brundu841

I sent e-mail concerning the French ships to you.
Hobbit

Got your email. I'm working on the textures. I have to do a few things then I'll send them to you.

Blood_Hawk23
April 24th, 2015, 16:44
Hey all,

OK an new version has been sent out for testing. Hopefully this will fix the damage texture issues. Let me know if you see anything.

HouseHobbit,

I hope the guns function properly. This version includes the gun and weapon files. You might want those. Once Daiwilletti has finished the combined version of his and Brundu841's .xdp I'll get that off to you as well.

'til Later,
John

Blood_Hawk23
April 24th, 2015, 23:00
Tom,

I have a question on the guns. Do they need to be animated?

David has been testing the ship and said that the guns are only firing horizontally. Other than putting the tags in they are not animated.

What would be the best way to do it if that is whats needed?

What is the time for CFS3? I believe CFS2 animations are 0-100. Is it the same for CFS3? Or is it 0 -200.

Next should I do the gun#l_r first or the gun#fore_aft? Should they be in quarter increments or half?

I can send you a copy of the model if it would help.

'til Later,
John

brundu841
April 26th, 2015, 00:28
I sent you a version which in principle will have no problem with the visual domages for me it works to you to try

Blood_Hawk23
April 29th, 2015, 16:15
Hey all,

I haven't forgotten this. I've been working. Anyone who has ever worked 12 hour nights will know exactlly what I'm talking about. I'm working OT tonite. So that being said. I hope to have everything finished in the Biter and to continue the work on the cruisers.

'til later,
John

Daiwilletti
April 29th, 2015, 16:38
Hey all,

I haven't forgotten this. I've been working. Anyone who has ever worked 12 hour nights will know exactlly what I'm talking about. I'm working OT tonite. So that being said. I hope to have everything finished in the Biter and to continue the work on the cruisers.

'til later,
John

Real life, ain't it a b**tch? :wavey:

Blood_Hawk23
April 30th, 2015, 16:09
Hey all,

I just sent Daiwilletti and HouseHobbit the new test version. This has the gun animations. Hopefully they are done correctly. If all goes well then I can have it uploaded by this weekend.

'til Later,
John

Blood_Hawk23
April 30th, 2015, 18:10
David,

I sent a message to Tom. Hopefully, with his help, I can get this fixed. I must be missing something.

Daiwilletti
May 1st, 2015, 00:01
David,

I sent a message to Tom. Hopefully, with his help, I can get this fixed. I must be missing something.

Well Done! HMS Biter is now bringing down aircraft easily. Take care when sightseeing around this one!
Brundu's skin works well.
I've thrown in a stock muzzleflash that AFAIK is not in common use - fx_gunblast_s . That is for all the 20mms.
I'm really looking forward to seeing this one finalised and uploaded.
:medals::medals:

Blood_Hawk23
May 7th, 2015, 16:12
So I'm working on the two French cruisers Georges Leygues and Moncalm. Other than textures they will be the same.

I can tell you that you won't want to attack this ship. It will be in the 1944 AA setup with 28 Gun stations. I'm working on them now. I can't imagine even trying to attack her from the air.

I have no time frame for completion. I'll get some screanshots so ya'll can see.

'til Later,
John

brundu841
May 8th, 2015, 08:31
I am very happy to finally learn the beginning of your work on the French ship ... so far none has been realized on CFS3 thank you ... thank you ... and again ...
: Saut:

brundu841
May 8th, 2015, 08:41
just a little thing, the ship's Gloire is a sister ship of Montcalm and Georges Leygues, only his skin changes ... it is special it was famous after his (update) in the usa:wiggle:http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=22702&stc=1 http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=22703&stc=1

Blood_Hawk23
May 8th, 2015, 11:14
Dombral did a skin for Gloire. I can do that one as well. They are all basically the same model.

The real issue so far are the textures. It seems that David is still having trouble with the DXT1 textures. Once the ships are finished I think I'll have to release different formats. I've never had this type of issue in CFS2. Very puzzling.

brundu841
May 8th, 2015, 11:38
Je l'ai eu le problème avec la texture de HMS Biter, donc je changer mon point de vue qui fait dds_t 1,33 Mo et est dds_d 682 ko, il n'y a aucun problème ..

Blood_Hawk23
May 8th, 2015, 12:11
So just the main texture to DXT3 or 5?

I'll do the different resolutions and add them to the ships.

Did you try the camo texture for Biter?

brundu841
May 8th, 2015, 23:12
I had the problem with the texture of HMS Biter, so I changed my perspective that makes dds_t 1.33 MB and is dds_d 682 kb, there is no pro

brundu841
May 8th, 2015, 23:15
[QUOTE = Blood_Hawk23; 952795]? Il suffit donc de la texture principale DXT3 ou 5 . Je vais faire les différentes résolutions et les ajouter aux navires Avez-vous essayé la texture de camouflage pour Mordant [/ QUOTE]?




DXT1 only 1.33 mo for dds_t view
I tried the HMS Avenger and everything looks normal without touching it

brundu841
May 9th, 2015, 05:53
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=22726&stc=1

Mers El Kebir June 26 1944, immobilized by a new turbine damage until 20 July. On this occasion, he loses his famous striped camouflage-called "railway disaster" for a dark gray and light gray camouflage.