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Author Topic: Success......importing vehicles into sabow/apos  (Read 6748 times)
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #60 on: July 15, 2012, 06:19:58 AM »

I beleave I may have figured out all the elements for playable vehicles.....  Still have not tested yet and there are major unknowns.  Mind you I am talking basic stuff, not working gauges and sights here.   Undecided  Oh and UI and linking weapons to use........ya no.  Not figured that one out either. 
« Last Edit: July 15, 2012, 06:22:00 AM by Flashburn » Logged
Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #61 on: July 15, 2012, 08:16:15 AM »

Been running some experiments with t62 interior mesh and placing it in other vehicles.  So resulted in crashing at various points of loading or on lauunch of set up screen.  All execpt the t55 and to55. Without any interior........it out right crashes.  So far I have figured out that crew placement is thru LOD0 of model.........well we allready knew that.  But does not use any in interor mesh.  My guess on crashing out on other units is missing dummies in lod0 mesh as compaired to interior mesh.  Or viseversa.  However it does not seem to care if ammo types are wrong.  Does not crash but cant use any weapons from crew spots.  Pretty sure this is set in UI config but do not know.  Now as to what dummy's are needed in both lod0 mesh and interior is now the question.  Sights is my best guess.........  t62 and t55 use the same pretty much in config work.

Going to think on this more.........  But probably going to mess around with that .50 cal of mine again and just make some half arsed 1 dummy fake interior.  I tried the t62 on it and crashed out on game launch from set up screen. 
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #62 on: July 16, 2012, 02:59:22 AM »

AH yes.......a wonderful late afternoon of fail.  Cry  Well have my interior spaces for sally the armored car all nice and ready to put stuff in but have not as of yet gotten anything to not crash out by throwing the playable on bit in config.  Well execpt that mutant t55 with t62 interior.  still scratching the old head on this one...............  But it looks like someone could make an interior for t55 and have it actually work. Tongue  WEll if you could figure what causes the crashes that is...........


Have no more thing I am going to try, then call it quits are go crash a fake airplane.   Shocked
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #63 on: July 18, 2012, 02:19:34 AM »


Currently attempting to bring in my .50 cal mg as playable as a simple test for saladin armored car.  Not meeting with much success here and could use some help.  Below is I have my cocpit set up........ya its all dummys in this shot.  The actual uses one box with the dummys....hay its a test!.  The only place the s_root shows up in sabow is playable tanks as far as i can tell.  Not sure where it needs to be or what it does so I just threw in the there (not shown in screen). 





Uploaded with ImageShack.us

Heres config I am messing with.....

Code:
coc_m2hbfb=()
{
mesh[s] = coc_m2hbfb;
helper[s] = m2hbfb;
metrics[v] = 9.549, 0, 1, 32;
glight_params[v] = 0, 120, 240, 45;
glight_colors[a] = 4281348144, 4279242760, 4279242760, 4279242760;
hit_anim_low[s] = hit_low;
hit_anim_med[s] = hit_med;
hit_anim_hi[s] = hit_hi;
hit_anim_penetr[s] = hit_penetr;
binoc_retic[s] = rus_binoc;
binoc_zoom[v] = 8, 1.34, 1.5, 0;
def_place[u] = 2;
devices[u] = 5;
rf_lims[v] = 500, 2500, 20, 0;
move_times[v] = 7, 15, 0, 0;

sync[ssa]()
{
s_root, , 0, 0, 0, 0;
s_hull, d_hull, 1, 0, 0, 0;
s_mgun, d_mgun, 1, 0, 0, 0;
s_rama, d_rama, 1, 0, 0, 0;
s_ammoc_01, s_ammoc_01, 1, 0, 0, 0;
s_loader, s_loader, 0, 1, 0, 0;
s_gunner, s_gunner, 0, 1, 0, 0;
s_commander, s_commander, 0, 1, 0, 0;

} //endof sync

hide[suu]()
{

} //endof hide

addins[ssua]()
{

} //endof addins

devices[*suuvbs]()
{


} //endof devices

panims[sss]()
{


} //endof panims

plc_states[auusssssuubvva*sssv]()
{

2, 2, 0, 0, 0, 0xffffffff, binocular, txt_tnks_binocular, , , , 0, 2, true, -0.07, -0.05, 0.05, 0, -90, 90, -80, 10, 75, 3, 0, 0, BIN, , , , 0, 0, 0, 0;


} //endof plc_states

anims=()
{

  com_sit_open[fsuvvsa]()
  {
 
  } //endof com_sit_open

  com_sit_close[fsuvvsa]()
  {
 

  } //endof com_sit_close

  load_sit_open[fsuvvsa]()
  {
 
  } //endof load_sit_open

  load_sit_close[fsuvvsa]()
  {
 

  } //endof load_sit_close

  eng_on[fsuvvsa]()
  {
 

  } //endof eng_on

  eng_off[fsuvvsa]()
  {
 

  } //endof eng_off

  gear[fsuvvsa]()
  {
 
  } //endof gear

  open_klin[fsuvvsa]()
  {
 

  } //endof open_klin

  close_klin[fsuvvsa]()
  {

  } //endof close_klin

  take_shot[fsuvvsa]()
  {
 

  } //endof take_shot

  insert_shot[fsuvvsa]()
  {
 
  } //endof insert_shot

  after_shot[fsuvvsa]()
  {

  } //endof after_shot

  extract[fsuvvsa]()
  {
 
  } //endof extract

  hatch_driver[fsuvvsa]()
  {

  } //endof hatch_driver

  hatch_loader[fsuvvsa]()
  {

  } //endof hatch_loader

  hatch_commander[fsuvvsa]()
  {

  } //endof hatch_commander

  hit_driver[fsuvvsa]()
  {
 
  } //endof hit_driver

  hit_gunner[fsuvvsa]()
  {
  0, s_gunner, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_crew, 1, 0, 0, 0;
  3, s_gunner, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 1, 0, 0, 0;

  } //endof hit_gunner

  hit_commander[fsuvvsa]()
  {
  0, s_commander, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_crew, 1, 0, 0, 0;
  3, s_commander, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 1, 0, 0, 0;

  } //endof hit_commander

  hit_loader[fsuvvsa]()
  {
  0, s_loader, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_crew, 1, 0, 0, 0;
  3, s_loader, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 1, 0, 0, 0;

  } //endof hit_loader

  hit_user[fsuvvsa]()
  {
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 17, 0, 0, 0;
  1, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_user, 17, 0, 0, 0;
  4, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 17, 0, 0, 0;

  } //endof hit_user

  hit_low[fsuvvsa]()
  {
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_low, 3, 0, 0, 0;
  1, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 3, 0, 0, 0;
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, noise1, 17, 0, 0, 0;
  3, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 17, 0, 0, 0;

  } //endof hit_low

  hit_med[fsuvvsa]()
  {
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_med, 3, 0, 0, 0;
  1, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 3, 0, 0, 0;
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, noise1, 17, 0, 0, 0;
  3, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 17, 0, 0, 0;

  } //endof hit_med

  hit_hi[fsuvvsa]()
  {
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, hit_hi, 3, 0, 0, 0;
  2, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 3, 0, 0, 0;
  0, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, noise2, 17, 0, 0, 0;
  3, s_root, 0, 0, 0, 0, 0, 0, 0, 0, 0, , 17, 0, 0, 0;

  } //endof hit_hi

  hit_penetr[fsuvvsa]()
  {


  } //endof hit_penetr

  stab_on[fsuvvsa]()
  {
 
  } //endof stab_on

  stab_off[fsuvvsa]()
  {
 

  } //endof stab_off

  head_rot_on[fsuvvsa]()
  {


  } //endof head_rot_on

  head_rot_off[fsuvvsa]()
  {

  } //endof head_rot_off

  gun_rot_on[fsuvvsa]()
  {

  } //endof gun_rot_on

  gun_rot_off[fsuvvsa]()
  {


  } //endof gun_rot_off

  chead_rot_on[fsuvvsa]()
  {

  } //endof chead_rot_on

  chead_rot_off[fsuvvsa]()
  {

  } //endof chead_rot_off

  lhead_rot_on[fsuvvsa]()
  {


  } //endof lhead_rot_on

  lhead_rot_off[fsuvvsa]()
  {


  } //endof lhead_rot_off

} //endof anims

lights[ssuuvbbsbb]()
{


} //endof lights

driver=()
{

  controls[s]()
  {
 

  } //endof controls

} //endof driver

gunner=()
{
interf_mask[u] = 98;
hit_anim[s] = hit_gunner;
shell0[s] = P50_BALL;
shell1[s] = P50_AP;
weap0[s] = M2HB;
camera_up[v] = -0.25, 0.86, 0.83, 0;
pmesh[u] = 1;
mouse_ctrl[u] = 3;
crew_sub_mask[s] = gun;

  controls[s]()
  {
  tnk_gunner;
  tnk_sights;

  } //endof controls

} //endof gunner

commander=()
{
interf_mask[u] = 100;
hit_anim[s] = hit_commander;
head_ud_shift[v] = -0.04, 0, 0, 0;
camera_up[v] = -0.25, 0.8, 0.76, 1.5;
pmesh[u] = 1;
gun_ctrl_normal[s] = tnk_ballistic;
mouse_ctrl[u] = 3;
crew_sub_mask[s] = com;

  controls[s]()
  {
  tnk_commander;
  tnk_control;

  } //endof controls

  controls_ext[s]()
  {
  tnk_commander;
  tnk_control;

  } //endof controls_ext

} //endof commander

loader=()
{
interf_mask[u] = 8;
hit_anim[s] = hit_loader;
camera_up[v] = -0.35, 0.75, 0.72, 1.5;
pmesh[u] = 1;

  controls[s]()
  {

  } //endof controls

  controls_ext[s]()
  {
 

  } //endof controls_ext

} //endof loader

} //endof coc_m2hbfb


I know I was vary close earlier today on making this work but messed something up bad along the way.  Any help would be super!  I ended up dumping what I had and have been working on this one.  Mistake more than likely.
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Kyth
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Generalfeldmarschall
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Posts: 1744


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« Reply #64 on: July 20, 2012, 04:57:47 AM »

Looking at the cockpit/interior/crewspace configuration entries, it looks like they've totally revamped it for SABOW.

There aren't many points of similarity with K42. I'll be putting up some material about it in the other section,
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #65 on: July 20, 2012, 06:02:36 AM »

Taking a break from it for a little bit  Tongue.  Much crazy making right now.  Currently attempting to play apos DLC from Greman side set to ai controls ai and enemy set to experienced.  Im loosing infantry like mad  Tongue.  Oh and picked up the new Jagged Alliance deal........fun little game.  Will get back at this probably Saturday.......really needed a breather from this.   Grin

Proabably complete texture and LODS of the Saladin this weekend and THEN figure out links between LOD0 and cockpit interior.  Its by config only (the links) but the right dummys and stuff need to be in both.  Also confussed how S_ROOT plays into it.  This is the ONLY place I have found that uses the s_root.   If only more info was placed in the error reports other than 001 error.   Undecided
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Flashburn
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Posts: 1319



« Reply #66 on: July 24, 2012, 02:48:47 PM »



Work is ongoing.   Grin  Jagged Alliance has taken a chunk out of modeling time.   Tongue
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whukid
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« Reply #67 on: July 24, 2012, 07:00:01 PM »

lucky bastard. These insignias are kicking the shit out of me
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #68 on: August 01, 2012, 07:27:52 AM »




I planned this project so badly I should beat myself in the face with a trout.   Tongue  Should have some alpha ai only alpha version up and running with in a week. 

AUCK!  I forgot to unhide the wheel for the screenie.   Grin  The purple bits are where the padding is bleeding thru or have not gotten to yet.  I like real working screenies, not just prefect stuff obviously.   Lips sealed
« Last Edit: August 01, 2012, 07:30:51 AM by Flashburn » Logged
Donken
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« Reply #69 on: August 05, 2012, 06:21:00 PM »

I only know that in SF s_root is the center of the coordinates at 0,0,0 and you dont need to place it yourself. The game engine makes that for you at those coordinates. Have you tired it without placing s_root by yourself?
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #70 on: August 14, 2012, 11:23:22 PM »

in case anyone wonders what I have been up to this week.............I give you the almost complete m1919a4 AA mg for the saladin. 



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Flashburn
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Posts: 1319



« Reply #71 on: August 15, 2012, 02:15:22 AM »



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Have not added the m1919a4 in there just yet but will in a bit.  This is will be the final/what I am going with version of the saladin armored car.  Lots of little fixes to do and the wheels need to get majorly reworked.   Cheesy
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #72 on: August 15, 2012, 07:28:46 AM »



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Got an insane amount done in the past 6 hours.   Grin  Time to go sleepy sleep.  Still have not gotten to those damned wheels   Tongue.
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Donken
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« Reply #73 on: August 15, 2012, 02:38:00 PM »

Wow, those are great Flashburn!
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Flashburn
Generalfeldmarschall
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Posts: 1319



« Reply #74 on: August 16, 2012, 08:39:52 AM »

Wow, those are great Flashburn!


thanks.   Grin


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Vary nearly done with the normal map.  Going to be starting the defuse soon.  Cheesy  Ignore the funny color on the tires.........I think maybe in car throw a field of cows milk or something. 
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