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Author Topic: Rental Model IJN BB  (Read 81745 times)

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western0221

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Rental Model IJN BB
« on: July 16, 2011, 08:48:47 PM »

WIP  8)

Both MODs depend on ship's cannons sound MOD
https://www.sas1946.com/main/index.php/topic,18400.0.html

* * *

IJN Kongo class BB BETA10 download : https://www.mediafire.com/download/5o7ypr7g3zso361/IJNKongoPackBETA10.7z

"Kongo" is fully changed from BETA9!
decreasing polygons of LODs, shadows, so... made less fps drops.

Sorry, "Haruna" is nothing changed. She will be next time.

* * *

IJN Nagato is finished and released here
https://www.sas1946.com/main/index.php/topic,28654.0.html

* * *
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Schwieger

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Re: Rental Model IJN BB
« Reply #1 on: July 16, 2011, 09:31:33 PM »

I never realized how tall Akagi was o.O
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archie1971

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Re: Rental Model IJN BB
« Reply #2 on: July 17, 2011, 01:19:44 AM »

perfect work
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Filippo1995

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Re: Rental Model IJN BB
« Reply #3 on: July 17, 2011, 03:25:24 AM »

Excellent Western!!! Now we'll have a perfect Japanese Fleet!!!  :)
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western0221

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Re: Rental Model IJN BB
« Reply #4 on: July 17, 2011, 04:50:12 AM »

Many problems exist.

1st...
Nagato's own shadow on the sea.

I made [ShVertices_Frame0] and [ShFaces] blocks in Hull1,2,3 and SSC, Stack.
In FMB or game, Nagato's shadow is drawn on the sea, but it's flashing.
Appeare... Disappear... Appeare... Disappeare... Appeare...
Something wrong in Sh... blocks or other?
But I have no idea.
Please give me a hint.

Today I made Sh... blocks from copy of main blocks.
Its sphere is complexly detail.
Not "as shadow flat".
I have to re-make flat faces for Sh... blocks. This needs a time.
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SAS~GJE52

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Re: Rental Model IJN BB
« Reply #5 on: July 17, 2011, 05:51:19 AM »

Quote
In FMB or game, Nagato's shadow is drawn on the sea, but it's flashing.
Appeare... Disappear... Appeare... Disappeare... Appeare...
This has happened to me when I copied a LOD1 mesh to use as the shadow mesh without reducing it to a single "Material" before removing the UV Mapping lines and having [ShVertices_Frame0] and [ShFaces] only in the LOD0 shadow mesh section. Try this and see if it cures it.
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western0221

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Re: Rental Model IJN BB
« Reply #6 on: July 17, 2011, 08:12:09 AM »

This has happened to me when I copied a LOD1 mesh to use as the shadow mesh without reducing it to a single "Material" before removing the UV Mapping lines and having [ShVertices_Frame0] and [ShFaces] only in the LOD0 shadow mesh section. Try this and see if it cures it.

Just it!!

After reducing "Multi-Material" to "Single Material", flashing stops.
OK.

Next...
On Gun's firing (at first fire), IL-2 1946 freezes and PC display picture continues blinking on-black-on-black.
I think if this is in "Shellstart" Hook's vector or position error.
Now "Shellstart" Hook parameter is appropriately one.
I will research default ship's Shellstart Hook parameter like Tirpitz.
So I'm extracting files from default SFSs onto HDD folder, it needs some time.
If you know other causing of freeze, please tell me.
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western0221

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Re: Rental Model IJN BB
« Reply #7 on: July 17, 2011, 09:02:43 AM »

Now I release "Erratta Beta version" of Nagato BB.
https://www.mediafire.com/?nc97lfhnclde4fw

Please tell me what a bug of this.


Feature:
Only main 8 guns (406mm / 4units) move.
secondary 200mm guns / 120mm AAA / 25mm AA guns are dummy. not move.

What is erratta:
When main gun fire, display starts blinking and IL-2 freeze.
You can stop il2fb.exe by TaskManager of Alt+Ctrl+Delete, and return to Windows Desktop.
error log is here.
[14:37:54]   ERROR: CARSLPFG: Too many facess (7990)
[14:37:54]   java.lang.RuntimeException: ERROR: CARSLPFG: Too many facess (7990)
continuous loop of this error.
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_AUS_Salmo

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Re: Rental Model IJN BB
« Reply #8 on: July 17, 2011, 09:51:44 AM »

A polygon number error? Or the guns are not "fitted" right?
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asheshouse

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Re: Rental Model IJN BB
« Reply #9 on: July 18, 2011, 02:29:17 AM »

I have never seen this error before.
Have you divided the warship into Hull1, Hull2 etc
What is the total triangle count for the model?
Is each part of the model less than 3000 triangles?
If any part is greater than 3000 then you need to divide it.

Total triangle count should be 15000 to 20000 triangles maximum for a BB.

What was the source of the model?

Some work is required to sort out "Smoothing" issues.
To match the detail of other IL2 models things like railings, ships boats and rigging etc would need to be added.

Its a good choice to replace the current generic BB
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western0221

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Re: Rental Model IJN BB
« Reply #10 on: July 18, 2011, 03:04:01 AM »

I divide 29 objects, Hull1/2/3, Stack, SSC, Head1/2/3/4 and Gun1/2/3/4.

Now I check Info...
Total Vertices 29977 and Faces 48088. Triangle meshes are unknown.
Hull1/2/3 are 536-1756 Faces.
SSC is 8652 Faces.

I will try divide more.
Thanks your advises.
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asheshouse

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Re: Rental Model IJN BB
« Reply #11 on: July 18, 2011, 04:04:10 AM »

"Faces" are the same thing as "Triangles" in Max.
At the moment I think that the model has much too many faces.
To work well a lot of work will need to be done to simplify the mesh.
When the mesh is altered then the UVW Mapping will also need to be re-done.
All of this is possible but may take much time.

Hull Faces seem ok
SSC needs to be divided in three maybe, and then work done to optimise the mesh.

Look carefully at parts which repeat a lot, like the secondary guns.
Maybe a lot of Faces can be saved by optimising these parts.
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