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Author Topic: Making the Tomoose vehicles move.  (Read 14150 times)

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Mission_bug

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Making the Tomoose vehicles move.
« on: January 01, 2015, 06:48:02 AM »

Hello guys, thought I would show a few images of the project currently on the workbench. ;)

Austin Ambulance, Firetruck and Matador moving along:




The 3d of the Austin suitably destorted for use as the dead model:




And that of the Firetruck similarily adjusted:




All vehicles could do with a decent texture for the damaged vehicles, a job for someone else if they fancy it.



Wishing you all the very best, Pete. ;D
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tomoose

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Re: Making the Tomoose vehicles move.
« Reply #1 on: January 01, 2015, 07:35:35 AM »

Mission_bug;
thanks for working on these.  I would have done it myself but still haven't found a step-by-step guide on how to do it.  I did make "destroyed" versions but again there's no step-by-step guide on how to initiate that.  My only attempts had bullets passing harmlessly through the 'model' and I gave up after a while.

I'm sorry you have to do the extra work.  If you can provide the steps I'll make sure my future models come "complete"!   ;D

Great work.

All the best for the New Year.
Tomoose
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Epervier

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Re: Making the Tomoose vehicles move.
« Reply #2 on: January 01, 2015, 07:58:00 AM »

Tomoose

In the first tutorial I've sent you missing destroyed objects.
To add destroyed versions simply change the file "technics.ini!"

Do you have the first tutorial that I sent you?
Can you send me?
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SAS~Poltava

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Re: Making the Tomoose vehicles move.
« Reply #3 on: January 01, 2015, 08:32:27 AM »

Great idea! These vehicles are just bregging to made fully functional!
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vpmedia

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Re: Making the Tomoose vehicles move.
« Reply #4 on: January 01, 2015, 09:12:46 AM »

The object doesnt have a collision box in the mesh which makes them indestructible except in FMB.

I made some simple damage textures for these vehicles and for some buildings:

Ammodump
ATCShack
AustinAmb
Brengun
Firetruck
Fuelbowser
Fueldump
Matador
Matador_desert

http://ulozto.net/xtmG7213/static-airfield-objects-7z

Cheers

Mission_bug

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Re: Making the Tomoose vehicles move.
« Reply #5 on: January 01, 2015, 10:07:26 AM »

Hello tomoose, as Istvan points out the model rquires a hit box,

Here it is in Gmax greyed out to show you the Ambulance beneath:




At the end of all the text you add to the mesh you add this:

Code: [Select]
[CoCommon_b0]
NParts 1

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name xbody b0 p0 0 LK

[CoVer0_b0p0]
-2.42293 1.2724 0.0119668 0.0016404 0.999979 -0.0062745
-2.41988 1.2724 2.84221 -0.00391785 0.999992 4.21789e-006
0.767517 1.28489 2.83629 0.0022105 0.999963 -0.0083689
0.770734 1.24941 0.0119668 0.00209961 0.999945 -0.0102744
2.60031 1.26879 2.04349 -0.000449919 0.999958 -0.0091351
2.88156 1.25838 0.0119668 -0.00425044 0.999975 -0.00571254
0.770734 -1.06022 0.0119666 0.00390389 -0.999651 0.0261354
2.59309 -0.999992 2.04349 0.00401991 -0.999839 0.0174953
-2.42293 -1.02175 0.0119666 -0.00111303 -0.999908 0.0135453
0.767517 -1.00758 2.83629 0.00434829 -0.999991 0.000105129
-2.41988 -1.02175 2.84221 0.00444559 -0.99999 -4.78604e-006
2.88297 -1.0183 0.0119666 0.019841 -0.999733 0.0118417
//12 verts

[CoNeiCnt_b0p0]
5
6
4
4
6
5
6
5
4
4
5
6

[CoNei_b0p0]
3
4
1
7
6
4
0
5
2
7
8
5
1
8
11
0
4
9
6
0
3
1
5
10
9
1
4
2
11
10
7
11
10
9
0
3
11
6
8
0
1
7
11
1
2
10
6
4
3
9
6
11
5
4
7
6
8
10
2
5

[CoFac_b0p0]
0 1 2
2 3 0
3 2 4
4 5 3
6 7 8
9 10 8
6 11 7
8 7 9
0 3 6
6 8 0
3 5 11
11 6 3
5 4 7
7 11 5
4 2 9
9 7 4
2 1 10
10 9 2
1 0 8
8 10 1
//20 faces

This is the one for the Ambulance but you can use one from another vehicle.

The hit box is a very simple 3d shape that reqires no texture.

When you extract it to a mesh you only need the first block of text and the last, the bit in between are already set.

The KevinP buildings tutorials do describe how it is done.

The dead vehicle is a seperate mesh simply named 'Dead'.  You just have it use a texture of your choice.


Not entirely sure but I think the vehicle also needs to be secured to the ground with a box that you place with the bottom edge of your vehicle body.

Again these are for the Ambulance:

Code: [Select]
[Common]
NumBones 0
FramesType Single
NumFrames 1

[LOD]
1000

[Hooks]
Ground_Level <BASE>
Smoke <BASE>
DustR <BASE>
DustL <BASE>

[HookLoc]
1 0 0 0 1 0 0 0 1 -0.002 -0.0 -0.114
1 0 0 0 1 0 0 0 1 0.492 0.0 0.529
1 0 0 0 1 0 0 0 1 -2.61 -0.945 0.508
1 0 0 0 1 0 0 0 1 -2.61 0.945 0.505

[Materials]
AustinAmb_tex


Add the text above to your own mesh and see what happens. ;)


Istvan, thank you very much for the textures they work superbly. 8)




Wishing you all the very best, Pete. ;D
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tomoose

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Re: Making the Tomoose vehicles move.
« Reply #6 on: January 01, 2015, 12:17:27 PM »

Thanks all;
I'm currently out of the country so can't put any of your suggestions into practice yet.

Epervier; I think I do have your instructions but will have to remember where I put them.  ;)

I'm still unclear about the hit box.  How is it linked to the original mesh?

Is this code....
[CoCommon_b0]
NParts 1

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name xbody b0 p0 0 LK


...required for all hit boxes?  How can the buggy-buggy compiler differentiate between a hit box object and a regular object.  If I 'join' all my objects prior to running buggy-buggy won't the hit box be included as a normal object.  Not sure if I explained that correctly.
When I do run buggy-buggy, where is the code for the hit-box located?  Is there a setting within Gmax that indicates a hit-box?

You can see why I need a step-by-step tutorial.  ;)
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western0221

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Re: Making the Tomoose vehicles move.
« Reply #7 on: January 01, 2015, 12:19:33 PM »

Here is open WIP forum and is it OK to talk about hitbox ?
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Mission_bug

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Re: Making the Tomoose vehicles move.
« Reply #8 on: January 01, 2015, 01:03:36 PM »

Hello tomoose, the hitbox is a seperate piece of 3d like the shadow.

You export that object to a mesh as is then copy the necessary text to the Body/Live file, you do not attach it to the model as such.


When you are back in the country I will send you the package complete with java sources ( I did send those to you earlier) and the gmax files, it
may help you understand better what is going on. ;)


Here is open WIP forum and is it OK to talk about hitbox ?

Sorry not sure about that western0221 if the management have any objections they or I can clean out any of the thread.

Personally I would think it was not a problem, we are not dealing with a project from the school which would remain in there until the author released it, this is
merely responding to a question which could have been asked in the mod help forumn.


Anyway, just a few more images:

Matador set for the desert:

 



A little of my adjusting again for this dead model, summer and desert:






I have also set the dead models as objects for those who wish to clutter the landscape with previous action. :D




A very special thank you to Istvan for the texture help, it is greatly appreciated.


Wishing you all the very best, Pete. ;D
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tomoose

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Re: Making the Tomoose vehicles move.
« Reply #9 on: January 02, 2015, 02:32:46 AM »

Pete;
thanks a lot.  I'll get to this as soon as I can when I get back.

Not sure why discussing hitboxes and how to do something should not be in an 'open' forum.  ??   :-\\
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Mission_bug

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Re: Making the Tomoose vehicles move.
« Reply #10 on: January 02, 2015, 03:04:34 AM »

Pete;
thanks a lot.  I'll get to this as soon as I can when I get back.


Nice one tomoose, for the moment I have put up the first three vehicles:

https://www.sas1946.com/main/index.php/topic,44172.0.html


I will add to it as and when possible and send you any files you need when you are ready to work on things. ;)


Wishing you all the very best, Pete. ;D
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David Prosser

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Re: Making the Tomoose vehicles move.
« Reply #11 on: January 02, 2015, 10:01:05 PM »

Good, I'll d/l them later. I've just moved from Gumi to Jeonju for my new English teaching job.
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