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Author Topic: Rental Model IJN BB  (Read 12555 times)

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western0221

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Re: Rental Model IJN BB
« Reply #36 on: July 26, 2011, 02:59:51 AM »

Thanks ashehouse.
Your Screen Shots are good advises for me!!
Its where .cfg files are to set.

My mistake and re-setted is here.

http://www.mediafire.com/?6g35a6nym71nkm4
(Sorry, 2nd pic seems to be broken in mediafire in-line display... I made a DL link)

.cfg files are needed to be set "Export" folder we set in "Configure User Path" in Customise.
This is my un-understood.
Now I know it well, no error happens, I get Hull1.msh.
In this Hull1.msh, something wrong at my .cfg setting or Objects naming in Max(_00/_Y/etc.).
I will study Maraz expoter one by one.
With getting .msh , I can think why the export work like this/now in looking at .msh.
Before 2 hours, I can't get .msh, this is a progress :D

By the way, ashehouse,
Which percent have you do at modeling IJN Kongo? I see its name in your screen shot.
I plan , after Nagato complete, next Kongo BB.
I've got perfect Kongo 3D model data (this is rental, too).
"Kongo's bridge" one and "Haruna's bridge" one.
If your process is done much, I will avoid Kongo, I will decide next Yamato.
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asheshouse

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Re: Rental Model IJN BB
« Reply #37 on: July 26, 2011, 03:29:21 AM »

Kongo is not far advanced and is not currently in progress, so do not let my efforts interfere with your project.



Kongo Class is my favourite IJN BB. I will look forward to seeing your model.
Maybe you could leave me Fuso to do  :)
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HundertzehnGustav

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Re: Rental Model IJN BB
« Reply #38 on: July 26, 2011, 03:34:59 AM »

hey that is an interesting screenshot indeed... hampden, cesare... bendigo looks like an interesting little Bugger...some sort of colony clas corvette or so...
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western0221

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Re: Rental Model IJN BB
« Reply #39 on: July 26, 2011, 07:51:28 AM »

Haruna easy import to Max.


White area may be texture error.
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western0221

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Re: Rental Model IJN BB
« Reply #40 on: July 26, 2011, 07:40:34 PM »

At Nagato, I test using Maraz Expoter.

Very easy by it! Shadows, collisions are made automatically!!

But some points I can't understand. It's around "scale_factor".
I set Nagato's scale in Max as same as imported Akagi converted .msh to .3ds.
My Max is set "Metric = Meters", "System Unit Scale : 1Unit = 1.0 Centimeters" in Units Setup.
In this enviroment, Daidalos Akagi is 2.50meters long in Max. This is 1/100 size of Real Akagi, it's 250m long.
But in IL-2 1946, this Akagi is real scale.
I understand "IL-2 1946 world is 1/100 world".
So in Max, I set Nagato 2.25m.
When I used Fatduck Buggy Buggy Expoter, this 2.25m = 1/100 Nagato is just size in IL-2 1946 by Hier.him (1 0 0 0 1 0 0 0 1).

Today I tested Maraz Expoter, at first I set .cfg's "scale_factor" = " 1 ".
Then exported .msh and my_hier.him, in my_hier.him all objects set size (0.042361 0 0 0 0.042361 0 0 0 0.042361).
Why? I confused. But using this 0.042361 resizing Hier.him, in IL-2 1946, Nagato looks well besides Akagi.
But this causes a problem. Collisions in .msh aren't resized by Hier.him scale, its always (1 0 0 0 1 0 0 0 1), so Collisions very too big.
If we need Collisions and model's shapes in same scale at Max display, Hier.him scaling is needed to be (1 0 0 0 1 0 0 0 1).

Next I try to .cfg's "scale_factor" = " 0.042361 ".
This looks well, in IL-2 1946 size well, collisions are as same size as ship.
But in this time, Maraz expoter makes my_hier.him as scaling (0.042361 0 0 0 0.042361 0 0 0 0.042361) continuously! Why?
In this scale_factor, Hier.him is to be (1 0 0 0 1 0 0 0 1) OK!!
I test running IL-2 1946 with hand-written Hier.him with (1 0 0 0 1 0 0 0 1). It's OK.
Only Maraz's my_hier.him problem?
This is my biggest question now.

Secondary, I have a question a bit.
Can Maraz Expoter make Hieralcy like _ROOT_ -> Head1 -> Gun1 ?
Can I make this hieralcy in Max modeling system?
I don't know about this point, Buggy Buggy expoter can't make hieralcy and I don't test, make it in Max.
I set Gun1,2,3... at world (0,0,0) and after export, wrote a hieralcy parent "Head1" and offset position from "Head1" in Hier.him by my hand.
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asheshouse

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Re: Rental Model IJN BB
« Reply #41 on: July 27, 2011, 03:01:55 AM »

No. She was sunk after being struck by two torpedoes from the submarine USS Sealion in the Formosa Strait in Nov 1944. She took 2.5 hours to sink, finally succumbing with a loss of 1200 lives.  She was the only IJN battleship to be sunk by submarine.

Following modernisation in 1935 she, along with her three sister ships, formed the fast battleship squadron which commonly operated with the fleet carriers. Two of the class were lost in action against US battleships and the third was lost by bombing while undergoing repairs at Kure naval base.
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asheshouse

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Re: Rental Model IJN BB
« Reply #42 on: July 27, 2011, 03:19:16 AM »

At Nagato, I test using Maraz Expoter.

Very easy by it! Shadows, collisions are made automatically!!
Not exactly automatic. You still have to create the mesh
Quote
But some points I can't understand. It's around "scale_factor".
I set Nagato's scale in Max as same as imported Akagi converted .msh to .3ds.
My Max is set "Metric = Meters", "System Unit Scale : 1Unit = 1.0 Centimeters" in Units Setup.
In this enviroment, Daidalos Akagi is 2.50meters long in Max. This is 1/100 size of Real Akagi, it's 250m long.
But in IL-2 1946, this Akagi is real scale.
I understand "IL-2 1946 world is 1/100 world".
So in Max, I set Nagato 2.25m.

It is simple really.  One unit in max equals One unit in IL2
Quote
I understand "IL-2 1946 world is 1/100 world"
NO   In IL2 1 unit = 1 metre.
So in max set One unit = One Metre
To check the scale I make a scale box in Max  using the length, width and draught of the ship.
If ship length is 220m then the scale box is 220 units
I use Scale Factor = 1 in Maraz Exporter

Quote
But this causes a problem. Collisions in .msh aren't resized by Hier.him scale, its always (1 0 0 0 1 0 0 0 1), so Collisions very too big.
If we need Collisions and model's shapes in same scale at Max display, Hier.him scaling is needed to be (1 0 0 0 1 0 0 0 1).

If 1 unit in Max = 1 unit in IL2 then you create collision boxes at 1:1 in Max
Scale Factor = 1 in Maraz Exporter
In Heir.him scale factor = 1



Quote
Secondary, I have a question a bit.
Can Maraz Expoter make Hieralcy like _ROOT_ -> Head1 -> Gun1 ?
Can I make this hieralcy in Max modeling system?
I don't know about this point, Buggy Buggy expoter can't make hieralcy and I don't test, make it in Max.
I set Gun1,2,3... at world (0,0,0) and after export, wrote a hieralcy parent "Head1" and offset position from "Head1" in Hier.him by my hand.

I only export meshes one at a time and create the hier.him manually.
For general parts of ships Hull1 Hull2 etc I set the pivot point at 0,0,0
For turrets (Heads) you need to set the pivot point in Max at the point of rotation, then make a note of the coordinates of the point to enter into hier.him
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western0221

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Re: Rental Model IJN BB
« Reply #43 on: July 28, 2011, 03:04:13 AM »

Next problem happens...

It is simple really.  One unit in max equals One unit in IL2
Quote
I understand "IL-2 1946 world is 1/100 world"
NO   In IL2 1 unit = 1 metre.
So in max set One unit = One Metre
To check the scale I make a scale box in Max  using the length, width and draught of the ship.
If ship length is 220m then the scale box is 220 units
I use Scale Factor = 1 in Maraz Exporter

After I read this,
I changed MAX's customize, "Units Setup" -> "System Units Setup" -> "1Unit = 1.0 Meters".
Then I re-load Nagato's .max file, Nagato seems 220meters on Max,
and exporting by Maraz, .msh is 1 = 1 size and my_hier.him is (1 0 0 0 1 0 0 0 1), OK!!

But only some items can't be expoted well in this Units Setup.
At Head1 and Gun1 , as Main cannon, I wrote Maraz .cfg as here
Code: [Select]
scale_factor 1
n_lods 1
lod_dist 2000
lod_type s
lod_prefix _00 
n_coll 1
c1h1a
n_hooks 0
shadow_char Y
and Head1_00 object and Gun1_00 object are well matched size to Nagato all.
They are "scaled down" in Max's "scale" menu and drag manupilate.
Head1_00's length is 15meters , Tape measure helper shows me, or 10m Grid shows, too.

But when exporting Head1 and Gun1, in Head1.msh Vertices parameters are like this
Code: [Select]
-179.064957 36.794399 61.750294 -4.463263 -19.495619 -0.015274
-163.491058 84.914001 49.053699 -6.138439 -19.034513 -0.083610
-184.615494 0.000000 0.210498 -0.000004 -20.000002 0.000079
-184.615265 0.000000 61.751686 -0.000004 -20.000002 0.000079
82.364647 -77.021103 35.127800 17.734797 5.940370 7.084425
79.578087 -77.180389 36.068714 18.290428 2.954986 7.531824
79.324791 -91.992203 0.198801 17.163080 6.523117 7.929545
So! This is not 1 = 1 size .msh.
And in my_hier.him,
Code: [Select]
[Head1]
Mesh Head1
Parent Scene Root
Attaching 0.050000 0 0 0 0.050000 0 0 0 0.050000 0.000000 0.000000 0.000000
CollisionObject c1h1a
This is only looks well in IL-2 1946, but trouble at Collision.
I want to (1 0 0 0 1 0 0 0 1) exporting.
What I missed to correct??
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asheshouse

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Re: Rental Model IJN BB
« Reply #44 on: July 28, 2011, 03:32:11 AM »

I am not sure about this unless I check but ----

If you have scaled the object in max you need to reset the scale to 100%

To do this:
Select Object/Hierarchy/Pivot

Then -- Reset/Scale

Then try exporting again.
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western0221

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Re: Rental Model IJN BB
« Reply #45 on: July 28, 2011, 08:55:21 AM »

Thanks!

I am not sure about this unless I check but ----

If you have scaled the object in max you need to reset the scale to 100%

To do this:
Select Object/Hierarchy/Pivot

Then -- Reset/Scale

Then try exporting again.

It's just!!
I've corrected Head1 and Gun1. All right.
Looking well in 1946.
MAX's scale parameter is unknown by me till Buggy Buggy Expoter.
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western0221

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Re: Rental Model IJN BB
« Reply #46 on: July 28, 2011, 11:24:39 PM »

Today, another problem :-[

I changed 140mm sub-cannon stable rotation position like here.

Besides Hull.
This is historical position between shipping/staying (not in battle).
I write this position in Hier.him like
Code: [Select]
[Head5]
Mesh Head5
Parent _ROOT_
Attaching 0.965926 -0.258819 0   0.258819 0.965926 0   0 0 1   33.5 -11.8 4.4
CollisionObject c5h1a

But... in battle, starting firing, sub-cannons rotate into hull and fire.

I can't understand this and how to correct.

In ships.ini, 140mm is defined here.
Code: [Select]
[cannon_JAType3_140mm_left_side]
Gun                CannonQFMkI_134mm
AttackMaxDistance    20574.0
AttackMaxRadius      20574.0
AttackMaxHeight       4200.0
HeadMinYaw             -89.0
HeadStdYaw               0.0
HeadMaxYaw               1.0
GunMinPitch             -2.0
GunStdPitch              0.0
GunMaxPitch            +40.0
HeadMaxYawSpeed          6.0
GunMaxPitchSpeed         6.0
ChainfireTime            0.0
DelayAfterShoot         10.0

[cannon_JAType3_140mm_right_side]
Gun                CannonQFMkI_134mm
AttackMaxDistance    20574.0
AttackMaxRadius      20574.0
AttackMaxHeight       4200.0
HeadMinYaw              -1.0
HeadStdYaw               0.0
HeadMaxYaw             +89.0
GunMinPitch             -2.0
GunStdPitch              0.0
GunMaxPitch            +40.0
HeadMaxYawSpeed          6.0
GunMaxPitchSpeed         6.0
ChainfireTime            0.0
DelayAfterShoot         10.0
and
Code: [Select]
[IJNNagatoBB42:Part7]
BaseChunk                 Head5
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection cannon_JAType3_140mm_right_side
 GunHeadChunk             Head5
 GunBarrelChunk            Gun5
 GunShellStartHook  ShellStart5
Code: [Select]
[IJNNagatoBB42:Part17]
BaseChunk                 Head15
strengthBasedOnThisSection strength_GunMedium

gunBasedOnThisSection cannon_JAType3_140mm_left_side
 GunHeadChunk             Head15
 GunBarrelChunk            Gun15
 GunShellStartHook  ShellStart15

Something I missed??
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Schwieger

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Re: Rental Model IJN BB
« Reply #47 on: July 29, 2011, 12:23:43 AM »

Beautiful ship :)
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