Graviteam
April 19, 2024, 07:30:39 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   Home   Help Search Login Register  
Pages: 1 2 [3] 4
  Print  
Author Topic: Something that may be of interest. (made in my Spare Time)  (Read 47031 times)
0 Members and 1 Guest are viewing this topic.
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #40 on: July 26, 2013, 02:29:40 PM »


Thought I'd capture this momentous event in pictures.

First, you have to export the 3 LODs to a shared folder in .x format. I'm talking about these 3:



Fire up the Object Editor and use the F9 function (called 'Model Test' in the menu) and select the first LOD model.



A bit of churning, followed by a weird error message. Ignore this and continue. Load the 'go' file without a number.



Okay. Now select all fragments and choose the 'BT7' material. Actually I prepared that earlier, heh-heh-heh.



The beginnings of a 'skin' for the BT-7. The final product will need to be a lot darker.


LOD 1


LOD 2


LOD 3

The 'go' file will need to be saved in the proper folder: <game>\data\k42\loc_rus\go\techn\tanks.

In the next instalment, we shall look at configuring the tank. Bye now!
 
Logged

"What am I, chopped liver..?"

"Yes."
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #41 on: August 01, 2013, 04:10:55 AM »

By the way, in case you're wondering, I did the UV mapping in Blender.
The skin is based on the UV map, currently being edited in Gimp.
Logged

"What am I, chopped liver..?"

"Yes."
lockie
Generalfeldmarschall
*****
Posts: 2348



« Reply #42 on: August 06, 2013, 11:03:55 PM »

Would be interesting to see a new tank in the mission with a Khalkhyn-Gol, but at this time it's almost impossible. There should be a new uniform, weapon, speech etc.
« Last Edit: August 06, 2013, 11:36:01 PM by lockie » Logged

Provocative signature removed
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #43 on: August 07, 2013, 01:52:56 PM »


As the very first step, even before importing, it's advisable to setup a new entry in the 'matlib.engcfg' file:

Quote
   BT7()
   {
      shader = editor;
      textures = bt7, bt7_bump, mudnburn;
      parent = TANK;

      diffuse = 1, 1, 1, 1;
      ambient = 0, 0, 0, 0;
      emissive = 0, 0, 0, 0;
      specular = 0.486275, 0.486275, 0.486275, 1;

      power = 32;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 0.3;
      fresnel = 0;


   }// end of BT7

In my usual colourful manner, here are some observations about the matlib entry:

1. Texture files that you will need to create. They're in .dds format, preferably with DXT5 compression and mip-mapping. Their names are actually a bit longer: techn_bt7_c.dds (the skin) and tbump_bt7_bump_c.dds (normal and specular map)

2. The diffuse map (or skin texture) seems to be unmodified, while the ambient and emissive maps are disabled.

3. The specular map appears to halved in strength for all channels except the blue channel. You could increase reflectivity either by increasing the values here, or by adding more blue to the so-called 'bump' texture.

4. 'Bump scale' modifies the strength of the normal (or 'bump') map. A higher value here creates more surface relief.

5. The Parent line determines under which section the material will appear, in the Object Editor.

And that, my friend, is how the BT7 material became ready for assignment:


Until the next time, Bye!
 
Logged

"What am I, chopped liver..?"

"Yes."
lockie
Generalfeldmarschall
*****
Posts: 2348



« Reply #44 on: August 12, 2013, 06:40:03 PM »

Kyth, when u're going to release a new tank? Would be interesting to see a new unit with already prepared mission.
Logged

Provocative signature removed
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #45 on: August 13, 2013, 12:00:57 AM »


It'll be released when I've finished. (Not yet)
Logged

"What am I, chopped liver..?"

"Yes."
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #46 on: August 24, 2013, 04:01:48 AM »


Hello everyone,

  • One of the first things to bore you with is the tech_cfg file for the BT-7. The good news is, there's already a close equivalent in the game - the BT-5! This takes away much of the guesswork about how the new tank should behave in the game. The BT-5 tech_cfg file can be reused (I prefer the term re-purposed  Grin) for the new tank, with some editing to account for the up-armouring, engine, suspension and other changes specific to the 3D model.
  • So on to the first of the crucial changes - the armour map!

Quote
   //armor thickness, mm (at level 100)
   armor_thick   =   20;
   //armor for AI
   arm_fwd      =   17;
   arm_side   =   15;
   arm_back   =   13;
   arm_up      =   10;

  • The first value is intended to be the maximum armour thickness, at "level 100" - more about this further down. Note that the other four values are for the enemy AI to consider whether to take a shot at the tank, based on overall armour at the front, sides, rear and top.
  • One immediate question you may ask: Why is the 'arm_fwd' set as 17 instead of 20?
    Because the frontal aspect is actually a combination of 20mm and 15mm armour protection, hence an average value is given. This might be a little clearer in the screen shots below.
  • Here is the actual armour map, reproduced at actual size. It's based on the uv map I created earlier, a few posts ago. This 'skin', with shades of grey, is meant to go onto the tank to determine armour thickness at each point of the 3D model. Such a lot of fuss for a small thing:


  • As you might realise by now, 'level 100' refers to the greyscale value of 100 in the map. Lighter (higher value) - thicker armour. Darker (lower value) - thinner. What it looks like in the model viewer:


  • To be a little clearer for you, I've mapped the shades of grey to various colours below.

    - Red (greyscale 100 = 20mm)
    - Orange (greyscale 75 = 15mm)
    - Yellow (greyscale 65 = 13mm)
    - Green (greyscale 50 = 10mm)
    - Blue (greyscale 30 = 6 mm)
    - Black (greyscale 20 = 4 mm)
    The transparent areas are unarmoured.


Okay, that's it for now! Bye!
 

Logged

"What am I, chopped liver..?"

"Yes."
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #47 on: August 28, 2013, 05:05:09 AM »


A word about the armour. At any point on the 3D model, the thickness is determined by the main parameter, 'armor_thick' and the greyscale value. The formula is as follows:

Armour value (A) = 'armor_thick' (a) x greyscale level (g) / 100 or

                     Aag / 100

For example, if the armor_thick parameter (a) is 20 and the greyscale level (g) is 80, you can derive the armour value (A):

                     A = (20 x 80) / 100

                        = 16mm


Knowing any 2 of the variables, you can determine the value of the 3rd variable.

                     g  =  100 x A / a

                     a  =  100 x A / g

Consider the following scenarios:

1. The 'armor_thick', parameter is 57 and the armour value you want on the engine deck is 23 mm. What is the greyscale value to use on the armour map?

                     g  =  100 x 23 / 57

                         = 40 (approx.)

2. The greyscale value on the armour map is 70, and the known historical value for the front armour plate is 30 mm. What should be the setting for the 'armor_thick' parameter?

                      a  =  100 x 30 / 70

                          = 43 (approx.)

Have fun with these! Bye!
Logged

"What am I, chopped liver..?"

"Yes."
frinik
Generalfeldmarschall
*****
Posts: 3145


« Reply #48 on: August 29, 2013, 05:09:23 AM »

The problem with the simplified armour values we use in game is that they don't seem to take into account the various difference in armour thickness on every side of a tank.Take the Tiger I for example( this is from the Achtung Panzer website ):

Ammo: 88mm – 92 rounds
 7.92mm – 4500-5700 rounds
Armor (mm/angle): Front Turret: 100/8
 Front Upper Hull: 100/10
 Front Lower Hull: 100/24
 Side Turret: 80/0
 Side Upper Hull: 80/0
 Side Lower Hull: 80/8
 Rear Turret: 80/0
 Rear Hull: 80/8
 Turret Top / Bottom: 25/81-90
 Upper Hull Top / Bottom: 25/90
 Lower Hull Top / Bottom: 25/90
 Gun Mantlet: 100-110/0

 
Logged
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #49 on: August 29, 2013, 06:12:30 AM »

The problem with the simplified armour values we use in game is that they don't seem to take into account the various difference in armour thickness on every side of a tank.

Do take a look at the screen shots above. Actually the game is able to take account of different armour thickness for every surface.
Logged

"What am I, chopped liver..?"

"Yes."
frinik
Generalfeldmarschall
*****
Posts: 3145


« Reply #50 on: August 29, 2013, 06:25:44 AM »

Yes Kyth I know but the problem I see is that to determine arm_ thickness values used by the AI in the techcfg files for example for the Tiger I:

//òîëùèíà áðîíè, ìì (ïðè óðîâíå 100)
   armor_thick   =   100;
   //áðîíÿ äëÿ ÈÈ
   arm_fwd   =   85;
   arm_side   =   55;
   arm_back   =   70;
   arm_up   =   20;


These values look to me like mean values.For example compare the simple 20 mm value ascribed to the arm_up in the tech_cfg file and what I posted for the Tiger I actual data:
Turret Top / Bottom: 25/81-90
 Upper Hull Top / Bottom: 25/90
 Lower Hull Top / Bottom: 25/90


Where's the match?Huh??Unless something is escaping me.....

Or look at the side armour in SF = 55 mm

In real life:
Side Turret: 80/0
 Side Upper Hull: 80/0
 Side Lower Hull: 80/8







Logged
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #51 on: August 29, 2013, 06:31:06 AM »

Okay I see what you mean.
Each AI parameter should be the average armour thickness for that aspect, so I think the value of '55', for side armour, is way out,
Logged

"What am I, chopped liver..?"

"Yes."
lockie
Generalfeldmarschall
*****
Posts: 2348



« Reply #52 on: September 15, 2013, 07:32:06 PM »

Soviet Tank BT-7


Suppose, this video will be useful for the mission creating.
Logged

Provocative signature removed
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #53 on: October 14, 2013, 04:00:04 AM »

Just to let you know, I'm nearing the home-stretch on this little project.

Would you prefer:

- To continue with more updates, added in with my philosphical insights?
- Total radio silence, just deliver the goodies?

(The 2nd one is my preferred choice  Grin)
Logged

"What am I, chopped liver..?"

"Yes."
frinik
Generalfeldmarschall
*****
Posts: 3145


« Reply #54 on: October 14, 2013, 05:26:46 AM »

I like updates! Total radio silence can only make the Fascists believe they are overwhelming our Socialist Motherland.... 8)
Logged
lockie
Generalfeldmarschall
*****
Posts: 2348



« Reply #55 on: October 14, 2013, 06:53:41 AM »

Of course, first one! Any information appreciated.
Logged

Provocative signature removed
Txema
Generalmajor
*
Posts: 371


« Reply #56 on: October 14, 2013, 12:51:14 PM »

I have to say that I like very much your updates also  Smiley


Txema
Logged
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #57 on: December 02, 2013, 09:07:45 AM »


Here's a little something I'm tinkering with, in my spare time:



I'm sure you can figure out what it is,  Grin

Logged

"What am I, chopped liver..?"

"Yes."
бампер
Guest
« Reply #58 on: December 02, 2013, 09:43:42 AM »

This soviet light tank T-26.
Logged
Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #59 on: December 02, 2013, 09:46:22 AM »

Yes sir, that is indeed correct.
Logged

"What am I, chopped liver..?"

"Yes."
Pages: 1 2 [3] 4
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!