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Author Topic: [WIP] He-280  (Read 14144 times)

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mac1

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[WIP] He-280
« on: August 22, 2010, 04:15:11 PM »

Beta:

http://www.4shared.com/file/RspTbs5r/HE-280_beta_4.html





Credits where they are due:
3D and Slot - Mac1
FM - Mac1
Wing Fixes - Rock
Bug fixes - Verhängnis, Birdman
UV Map - Mac1
Void Skin - None
He-219 Cockpit - Checkyersix and Sani?

This version includes a brand basic FM and a few minor 3d fixes. Also includes nice reworked caps

Still to do: loads :D

Enjoy this one as it will be the last update for a while due to college work



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saab_ja26

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Re: [WIP] He-280
« Reply #1 on: August 22, 2010, 06:38:28 PM »

Wow Thats looking nice! Very good work!  :)
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michel_boonstra1974

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Re: [WIP] He-280
« Reply #2 on: August 23, 2010, 05:15:36 AM »

Looks good mate, keep it up and best of luck with this project.
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SAS~CirX

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Re: [WIP] He-280
« Reply #3 on: August 23, 2010, 05:59:32 AM »

let me know what help you need :)

great plane and project.
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Birdman

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Re: [WIP] He-280
« Reply #4 on: August 23, 2010, 08:14:39 AM »

Does your CF have hooks? You can try to copy [Hooks] and [HookLoc] from Me-262 CF_D0.msh (converted to text format) and try to use your CF in game again. Next you can try to place the hooks correctly in your model.
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mac1

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Re: [WIP] He-280
« Reply #5 on: August 23, 2010, 11:20:08 AM »

yeah it has hooks and I'm using the me-262 slot by swapping parts in and out. I also have the me262 cockpit... So far ive managed to replace every 262 part with one of my own except for the CF_D0 level. Is there some fundamental thing I'm missing out on? When Load the plane in QMB and try to view it all that is displayed is a blue viewer window.. yet when I remove the CF_D0 i get my entire He-280 with the me262 CF_D0 stuck on it... Its rather frustrating.

Any suggestions would be welcome.
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SAS~Csocso

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Re: [WIP] He-280
« Reply #6 on: August 23, 2010, 12:02:37 PM »

yeah it has hooks and I'm using the me-262 slot by swapping parts in and out. I also have the me262 cockpit... So far ive managed to replace every 262 part with one of my own except for the CF_D0 level. Is there some fundamental thing I'm missing out on? When Load the plane in QMB and try to view it all that is displayed is a blue viewer window.. yet when I remove the CF_D0 i get my entire He-280 with the me262 CF_D0 stuck on it... Its rather frustrating.

Any suggestions would be welcome.

Sounds like a material error to me. Or polycount issue.

How many faces does the CF_D0 mesh have?
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mac1

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Re: [WIP] He-280
« Reply #7 on: August 23, 2010, 12:33:18 PM »

It has 1228 faces... Eh I don't remember what the limit is actually so don't flame if i'm way over!
As far as material problems what can you suggest?

The following materials I have in use are:

Glass2
Gloss1D0o
Gloss2D0o
Matt1D0o

How do material ID no's affect?
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SAS~Csocso

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Re: [WIP] He-280
« Reply #8 on: August 23, 2010, 12:56:50 PM »

Well for one part the number of faces should not be more than ~3500 faces, otherwise the game engine wont be able to load it. So polycount is not an issue with your model.  ;)

Have you copied the materials from the Me-262's mesh files?
Dont do it.

First try to use a single material, and see if it works that way. Then you can try putting in more materials.

Hope this helps.  ;)
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just champi

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Re: [WIP] He-280
« Reply #9 on: August 23, 2010, 03:27:58 PM »

Hi xmac1x,

I like you model,  :)  looks like a perfect fit for Il-2 1946 (better looking than the ME 262 and the Lerche if you ask me... ehm... ::) well, the Lerche it's a bizarre and ugly plane so I like it anyway... :-[  and I can't say the Me 262 is ugly... :P)
 
I really don't know what the problem should be, but just to discard some ideas about the issue of the blank screen, I guess you work in scale isn't it?
I mean, I was wondering if this could be due to the CF_D0 mesh being in a different scale (very big one) than the me 262 model...
I guess this is not the case, because you said that already swamped others parts, and you saw them in the viewer but just in case I mention it.

I'm also with Csocso about the polycount shouldn't be an issue. It seems perfectly right to me (even if you are referring to faces and not to tris)

So, I tend to think that this could be more a materials Id's issue:
 
The Id numbers are very important as they determine wich material shows in every part of the model so in time wich aspect that part will have. (also wich texture it will use in that part)

This works along with the corresponding .mat materials that must be present for every material you have in your model. As you are using the Me 262 ones, I don't think it could be a missing .mat material (they are already there) but a incomplete or wrong assignament of materials ID's in your mesh.

So put it short,  should be a direct correspondence between the materials ID's in the .msh file and the ID's present in your 3d model (even if it's only a part of it). Also the .mat files for every material must be present in the folder for the plane. If some of this don't happen some issues can begin to arise.

Excuse me if I repeat things that you already may know, (as I don't know if you have this clear and done), but when you do the 3d model, you should assign different ID's to ALL the parts that should have differents materials.

So the canopy glass should have different ID than the metal frame, as you have in the pics of your model, and the 1side parts, a different one that the 2side parts, and another one for the gears, and so on.

In your example for the CF_D0 part, you have 4 materials on it (from the original Me 262, as you are using this one to test) so your 3d CF_D0 model should have 4 IDs and their faces assigned to these ID's 1 to 4, (assign them in the same order to have it working:

Glass2 --> ID 1 ,   normally canopy glass, 2side material
Gloss1D0o --> ID2,     "       the exterior "skin" of the plane (or the more shining metal parts), 1side material
Gloss2D0o --> ID3,  "  as before but/plus for some 2 sides parts (multiple uses, ex: cockpit and turret frames in some planes, trim tabs, complicated aileron hinges, some type of loop antennas and aerials... often thay are parts cut with alpha)
Matt1D0o --> ID4,   " for cockpit interior, interior of bomb bays or gear bays (also could be used as less shiny material for wood parts) 1 side material, it has also a 2side version, don't used in this example

If you don't know how to assign or change ID's materials to the faces or you mesh, just go to the face or poly sublevel for the mesh, select some faces and in the right roll out in Max, find the appropiate section (Materials IDs) to assign a new or different ID number (just type a suitable number in the "Set ID" box and hit Enter) or to check your existing ones ("select ID"). IMPORTANT: Be sure to have the "clear selection" box checked, before. (otherwise the selections sum up)
That info about material ID's is stored when you export the mesh as you can see in that section at the beginning of the .msh file, so you should see in your exported mesh the same number of materials as in the me 262 part.

I hope it helps, many luck with your project! ;)
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SAS~CirX

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Re: [WIP] He-280
« Reply #10 on: August 24, 2010, 04:12:30 PM »

xmac1x, good luck with the 3d stuff. you are doing it right lad.copy all hooks and stuff frm the model you base from, then wher the tricy classfilew writing comes, they can then be somewht less of clusterfuck ;D And after that, the almighty FM,

anyway, when you get to any of this stuff after the 3d is sorted,give me a shout, and i will introduce you to some deviants I know.

Now, 3d guys, do  carry oh lending a hand to the man, you know full well we cant kill him until the model is finished! ;D ;D 8)
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mac1

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Re: [WIP] He-280
« Reply #11 on: August 25, 2010, 11:25:05 AM »

Great thanks for all the help, no luck so far. Do I need the 262's class files present in the 262 folder in the mods folder? If so does anyone know what they are called so i can resolve them? cheers
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