Special Aircraft Service

Individual Mods and Packs for IL-2 1946 => Other Mods => WIP => Topic started by: gio963tto on November 12, 2017, 01:57:53 AM

Title: Junks
Post by: gio963tto on November 12, 2017, 01:57:53 AM
The Junk is a ship of China and the Far East, which is why one of the main woods used for construction is the rush(Giunco). The first documents relating to this type of ship date back to 300 BC.
Some units were equipped with three trees. It is currently used mainly as a merchant vessel, while it was used in ancient times by piracy.

(https://s7.postimg.cc/u267uszkr/12.11.2017_8-48-48.jpg) (https://postimg.cc/image/b9ucr836f/)

URL for D/L:https://www.mediafire.com/file/s22d6s6356rfvjz/Junk.7z (https://www.mediafire.com/file/s22d6s6356rfvjz/Junk.7z)

Greetins Gio.
Title: Re: Junks
Post by: erafitti on November 12, 2017, 03:34:01 AM
Very nice. ;)

Un saludo.
Title: Re: Junks
Post by: David Prosser on November 13, 2017, 04:52:41 AM
Thanks, it's good to have another small ship.
Title: Re: Junks
Post by: RealDarko on November 15, 2017, 12:50:58 AM
Will be very useful for China, Vietnam, Japan...
Title: Re: Junks
Post by: Fresco23 on November 15, 2017, 11:54:54 AM
Lovely!

a question: if a junk is wrecked in a storm.... are the remains.... pieces of junk???  ;D

Ill try this one out next time I'm itching for some Burma theater flying!
Title: Re: Junks
Post by: Greif11 on November 17, 2017, 09:10:57 PM
That class of ships is still in use. But that JUNK needs paint and good alpha channel for sails.
(http://www.xlegio.ru/netcat_files/Image/fleet/45-chinesejunk.jpg)
(http://weaponhistory.com/wp-content/uploads/2016/01/4-21.jpg)
(http://ic.pics.livejournal.com/filibuster60/15039210/669495/669495_original.jpg)
Title: Re: Junks
Post by: Mission_bug on November 19, 2017, 03:47:08 AM
Superbly done as always Gio, thank you very much, really appreciated. 8)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Dimlee on November 19, 2017, 02:03:47 PM
Thank you. I saw many real junks in Southern Seas in those days when the seaweed was greener and nuoc mam sweeter.
Looking forward to meet them again in my IL-2 exploits.
Hopefully this new object will be included in BAT.
Title: Re: Junks
Post by: max_thehitman on November 24, 2017, 12:44:32 PM


Hurray ! It looks fabulous with sails!  8) Thank you Gio.
I have an earlier version of the Junk (ship) but with no sails.
Title: Re: Junks
Post by: Greif11 on November 25, 2017, 10:13:01 PM
I can help with paint. First texture is allready done.
(https://pp.userapi.com/c621705/v621705310/396a4/5S-NiBVIfek.jpg)
Title: Re: Junks
Post by: PO_MAK_249RIP on November 26, 2017, 02:04:15 AM
Hi Gio
I already have the technics.ini and chief.ini entries in my CUP install - is this a repaint with sails??
Title: Re: Junks
Post by: gio963tto on November 26, 2017, 02:43:09 AM
When I did the Junk was just for Object, in BAT someone made it usable as a ship, but I do not know if it is compatible with this version, you can try to put the 3Do / ships folder in this version's 3D folder and see if they combine, but if the folders have different names I think is impossible, I think the presence of the Junk will be updated to the current version in the upcoming updates.

Gio.

P.S.: Greif11 really wonderful sails :) :) :)
Title: Re: Junks
Post by: Mission_bug on November 26, 2017, 03:22:55 AM
Hello guys, the entries are already in ship pack I have in my 4.12 with ModAct, however, the boat is not the same model as this new one Gio has created looks completely different, if you use the proper folder structure this new model will load instead of the old ship though.

I could take a look at making a slot of its own for this model if you want Gio, just let me know what you would prefer it to be called. ;)


The art work on the sails is superb Greif11, look forward to seeing the remainder done. 8)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on November 26, 2017, 05:22:06 AM
IMHO too much poly for sails. Enough 4 polygons for each sail(just double sided 2 poly card). Lack of 3D easyly compensated by texture+ alpha channel.
And in that case we avoid texture distortion.
Title: Re: Junks
Post by: Greif11 on November 26, 2017, 08:18:12 AM
Junk is ready. With that mapping that is maxima what  can be done.
Now i try to upload to mediafire 2 textures+1mat.
Download link https://www.mediafire.com/file/jr5ds3764gt8lu1/Fisherman_Junk.7z (https://www.mediafire.com/file/jr5ds3764gt8lu1/Fisherman_Junk.7z)
(https://pp.userapi.com/c841631/v841631100/3c826/kIcVMGN8cwM.jpg)
Title: Re: Junks
Post by: SAS~Bombsaway on November 26, 2017, 08:46:28 AM
Very nice work. :)
Title: Re: Junks
Post by: cgagan on November 26, 2017, 09:40:20 AM
Impressive! Many thanks to you both, 8)
Title: Re: Junks
Post by: Greif11 on November 26, 2017, 10:33:06 AM
Post above https://www.sas1946.com/main/index.php/topic,57217.msg633764.html#msg633764 (https://www.sas1946.com/main/index.php/topic,57217.msg633764.html#msg633764)
Upated with download link https://www.mediafire.com/file/jr5ds3764gt8lu1/Fisherman_Junk.7z (https://www.mediafire.com/file/jr5ds3764gt8lu1/Fisherman_Junk.7z)
Unzip and replace files in Fisherman folder.
Title: Re: Junks
Post by: Hubberranz on November 26, 2017, 05:27:08 PM
(https://www.mediafire.com/convkey/d40e/0bg62hjm00d56oo7g.jpg) (https://www.mediafire.com/view/?0bg62hjm00d56oo)

(https://www.mediafire.com/convkey/5379/2h2x9g12itj2hs57g.jpg) (https://www.mediafire.com/view/?2h2x9g12itj2hs5)

Thank you guys. Excellent !  ;)
Title: Re: Junks
Post by: PO_MAK_249RIP on November 27, 2017, 12:05:45 AM
This would be great in a seperate slot MissionBug
Title: Re: Junks
Post by: Mission_bug on November 27, 2017, 01:26:47 AM
This would be great in a seperate slot MissionBug


Slot already done. ;)


(https://s8.postimg.cc/law6160x1/26.11.2017_23-46-08.jpg) (https://postimg.cc/image/itketwh0h/)

(https://s8.postimg.cc/k8lzimxj9/26.11.2017_23-46-55.jpg) (https://postimg.cc/image/se41gsls1/)


My slot is the one with the new art work from Greif11, the other using the other boat.


For some reason it will not work in my 4.12 with ModAct, however, in DBW (above) and BAT all is okay. o_O


Having all kinds of testing issues with my 4.12 ModAct game this weekend, maybe I finally freaked it out with all the stuff I try in there. :o



I need to look at the model and see if it needs hit boxes or anything else before I send it to Gio.



Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: PO_MAK_249RIP on November 27, 2017, 07:21:16 AM
Good luck Pete be a shame not get it into my CUP
Title: Re: Junks
Post by: Greif11 on November 27, 2017, 09:34:04 AM
Suddenly I make another REVOLUTION
Now hit box = shadow Same size and shape.
Just copy /paste coordinates of mesh under[ShVertices_Frame0] to under [CoVer0_b0p0]
And copy/paste shadow faces coordinates under [ShFaces] to under [CoFac_b0p0]
But problem with negative angles in new collision shape is remain and need more attempts.

Collision box from Body.msh
Code: [Select]
[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 1

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name Body

[CoVer0_b0p0]
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0.8840473 3.522372 -2.221286
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0.8840473 3.522372 -2.221286
9.712048 -3.522372 -1.544737
0.8840473 -3.522372 -2.221286
9.712048 -3.522372 -1.544737
9.712048 -4.414 3.469567
0.8840473 -4.414 2.793018
0.8840473 -4.414 2.793018
0.8840473 -3.522372 -2.221286
9.712048 -3.522372 -1.544737
0.8840473 4.414 2.793018
9.712048 4.414 3.469567
9.712048 3.522372 -1.544737
9.712048 3.522372 -1.544737
0.8840473 3.522372 -2.221286
0.8840473 4.414 2.793018
15.54371 2.033124 4.142921
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15.54371 -1.690739 2.217428
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-14.25044 -3.02924 0.722654
-14.25044 -3.79604 5.736958
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-14.25044 3.02924 0.722654
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-14.25044 -7.778483E-17 -1.270323
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-14.25044 -7.778483E-17 -1.270323
-14.25044 3.02924 0.722654
0.8840473 -4.414 2.793018
-14.25044 -3.79604 5.736958
-14.25044 -3.02924 0.722654
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-14.25044 -3.02924 0.722654
0.8840473 -3.522372 -2.221286
-11.95109 -1.188354 10.03171
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-11.95109 1.188354 10.03171
-4.572378 -1.698469 8.066573
-4.572378 1.698469 8.066573
-11.95109 1.188354 10.03171
0.8840473 3.522372 -2.221286
-14.25044 3.02924 0.722654
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-14.25044 3.02924 0.722654
-14.25044 3.79604 5.736958
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-12.61171 2.503516 7.509447
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[CoNeiCnt_b0p0]
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; eof

Title: Re: Junks
Post by: PO_MAK_249RIP on November 29, 2017, 12:34:38 AM
Hi Guys
Despite having all the .ini's in place and installing in my STD folder as instructed (I have tried also doing a direct #WAW install) I cannot get this to show up in my object viewer?? The closest I can find are entries for - 'Fishing Boat - Dutch/Greek and Pirate' which are called Fisherman/Fisherman1 and Fisherman2 in my chief.ini I think??? The 'Fishing Boat - Dutch' one doesnt show when clicked in my object viewer which I assume is the one retextured here?
I use CUP highly modified and I am assume I should be able to view this?? I havent tried placing on a map yet maybe it only shows up then??
Any ideas?
Mick
Title: Re: Junks
Post by: Mission_bug on November 29, 2017, 11:36:25 AM
Suddenly I make another REVOLUTION
Now hit box = shadow Same size and shape.
Just copy /paste coordinates of mesh under[ShVertices_Frame0] to under [CoVer0_b0p0]
And copy/paste shadow faces coordinates under [ShFaces] to under [CoFac_b0p0]
But problem with negative angles in new collision shape is remain and need more attempts.

Collision box from Body.msh
Code: [Select]
[CoCommon]
NBlocks 1

[CoCommon_b0]
NParts 1

[CoCommon_b0p0]
Type Mesh
NFrames 1
Name Body

[CoVer0_b0p0]
0.8840473 -4.414 2.793018
9.712048 -4.414 3.469567
9.712048 4.414 3.469567
9.712048 4.414 3.469567
0.8840473 4.414 2.793018
0.8840473 -4.414 2.793018
0.8840473 3.522372 -2.221286
9.712048 3.522372 -1.544737
9.712048 -3.522372 -1.544737
0.8840473 3.522372 -2.221286
9.712048 -3.522372 -1.544737
0.8840473 -3.522372 -2.221286
9.712048 -3.522372 -1.544737
9.712048 -4.414 3.469567
0.8840473 -4.414 2.793018
0.8840473 -4.414 2.793018
0.8840473 -3.522372 -2.221286
9.712048 -3.522372 -1.544737
0.8840473 4.414 2.793018
9.712048 4.414 3.469567
9.712048 3.522372 -1.544737
9.712048 3.522372 -1.544737
0.8840473 3.522372 -2.221286
0.8840473 4.414 2.793018
15.54371 2.033124 4.142921
15.54371 -2.033124 4.142921
15.54371 -1.690739 2.217428
15.54371 -1.690739 2.217428
15.54371 1.690739 2.217428
15.54371 2.033124 4.142921
-14.25044 -3.02924 0.722654
-14.25044 -3.79604 5.736958
-14.25044 3.79604 5.736958
-14.25044 3.79604 5.736958
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-14.25044 -7.778483E-17 -1.270323
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9.712048 -3.522372 -1.544737
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9.712048 3.522372 -1.544737
15.54371 1.690739 2.217428
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-4.910841 3.013631 6.79571

[CoNeiCnt_b0p0]
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[CoFac_b0p0]
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; eof




If you use this in game the ship vanishes, the Co-Common uses very specific values that are dependent on the faces of your hit box, this is tied to those rows of other numbers you see in the entries.   KevinP did what was at the time a complete set that ranged as far as around 36 faces in total for the Co-Common, while I have not checked the faces of the Junk I am sure they are well above that.



The existing Co-Common works very well but I tried a different calibre of weapon for the technics.ini entry:


(https://s17.postimg.cc/90xoa38z3/27.11.2017_18-52-05.jpg) (https://postimg.cc/image/42a5vk563/)



Hi Guys
Despite having all the .ini's in place and installing in my STD folder as instructed (I have tried also doing a direct #WAW install) I cannot get this to show up in my object viewer?? The closest I can find are entries for - 'Fishing Boat - Dutch/Greek and Pirate' which are called Fisherman/Fisherman1 and Fisherman2 in my chief.ini I think??? The 'Fishing Boat - Dutch' one doesnt show when clicked in my object viewer which I assume is the one retextured here?
I use CUP highly modified and I am assume I should be able to view this?? I havent tried placing on a map yet maybe it only shows up then??
Any ideas?
Mick


I posted this to Gio but  he has not responded yet, please try in your install, this has the Greif11 texture added. ;)


Link removed as a new version was added further on in the page.

Sorry I forgot to name Greif11 in the readme, I do apologise. :-[


Never quite sure when Gio will reply to a PM, could be weeks, please test and report back. :o

I think I have a problem in my 4.12.2 with ModAct, the vessel shows but does not move. o_O  In DBW and BAT all was good. :D



Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on November 29, 2017, 02:39:16 PM
Quote
I tried a different calibre of weapon for the technics.ini entry:
But it strange look when ship sunk virgin intact. If somebody can make proper classes to change for Dead mesh/ or just retextured live.

To make texture with schreded to rags sails for me no problem. Paint + alpha channel.
Title: Re: Junks
Post by: PO_MAK_249RIP on November 30, 2017, 04:24:14 AM
Thanks Pete I will try it out

UPDATE   Cheers Pete dropped into my #WAW folder added .ini's and Chinese Junk now shows up in my FMB viewer
Title: Re: Junks
Post by: Mission_bug on November 30, 2017, 11:32:49 AM
Quote
I tried a different calibre of weapon for the technics.ini entry:
But it strange look when ship sunk virgin intact. If somebody can make proper classes to change for Dead mesh/ or just retextured live.

To make texture with schreded to rags sails for me no problem. Paint + alpha channel.


I do not usually do ships so do not know quite how the damage model works but if you can make a damage texture I will see what I can do. ;)


Thanks Pete I will try it out

UPDATE   Cheers Pete dropped into my #WAW folder added .ini's and Chinese Junk now shows up in my FMB viewer


Good to know at least we have it working. :D


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Mission_bug on December 01, 2017, 12:58:15 PM
A second present from Gio. ;)


(https://s7.postimg.cc/703axsz1n/Junk.jpg) (https://postimg.cc/image/6nbwrmgrr/)

(https://s7.postimg.cc/yaom5pmiz/Junk_2.jpg) (https://postimg.cc/image/z07ei2n2f/)


Had a hell of a few days trying to cure some issues, the standard vessel would stay still while the armed one
moved, finally found it was a entry issue in the technics I had forgot to change.  :-[

Anyway, now making progress I think. :D


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: SAS~Bombsaway on December 01, 2017, 03:21:04 PM
Cool! Now they're armed.  8)  Looks like we got some Junks to junk.  :D
Title: Re: Junks
Post by: Mission_bug on December 02, 2017, 04:00:41 AM
Looks like we got some Junks to junk.  :D


LOL, that is terrible, been on the Jack Daniel's again Mark have we?  :D


Here is a link that adds the armed vessel to the existing one you have:


Mediafire:

https://www.mediafire.com/file/dm9xk9haf8p0sth/Chinese%20Junks%20by%20gio963tto%202nd%20December%202017.zip


Please give them a try in your game and report back, no damage model as yet. ;)


As reported earlier I had issues with the ships not moving in my 4.12.2 with ModAct 5.30, however, further testing in DBW 1.71, BAT WAW and VP ModPack showed all was okay. 

Please do not add the 4.12 folder to DBW or you will have a CTD.


I tried to have a Blue and Red Junk engage each other, no go, maybe they need to have a certain separation to trigger the weapon.

The test mission was just the first thing I found that had a flyable already set up, I doubt Junks ever found their way to the Finnish Gulf but who knows. :)



Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: SAS~Bombsaway on December 02, 2017, 06:37:04 AM
No Jack lately but I am working on a bottle of Jim Beam. LOL :) Thanks for your work Pete. :)
Title: Re: Junks
Post by: SAS~Bombsaway on December 02, 2017, 04:42:19 PM
Forgive me Pete. It's been a while since adding a ship but this seems different as far as the ini listings. I followed the read me and it shows in ships but when I try to set a waypoint for it, nothing. It does work as a stationary ship.

BAT is the version I use.
Title: Re: Junks
Post by: Mission_bug on December 03, 2017, 02:49:59 AM
No Jack lately but I am working on a bottle of Jim Beam. LOL :)


A good friend of mine spent time in the USA years ago and he has had a fondness for Jack and Jim ever since, I caught the Jack bug also to go with my
liking for Malt Whiskey. :D


Forgive me Pete. It's been a while since adding a ship but this seems different as far as the ini listings. I followed the read me and it shows in ships but when I try to set a waypoint for it, nothing. It does work as a stationary ship.

BAT is the version I use.

As noted in my posts Mark I had some issues myself, however, in BAT all was good, so not sure what your issue is. :(

The Junk is added like the other small water vessels such as landing craft, there is no need to add anything to the Ships.ini, that is for the larger stuff, the
java for this is a changed Big Ships class altered for the smaller stuff.

The actual vessel is quite large but Gio put it together as he did so it went in with the small stuff.

The technics.ini entry goes into that file along with cars, tanks and landing craft etcetera, at the bottom I think, so is in some respects like any of those
but with its ship entry and that is what gives it movement I think.

The folder for the mod 'Chinese Junk by gio963tto 4.12 class' I just added to #WAW3, although it could go in all really, not sure what
else I can add.

I could zip up the STD from #WAW3 and send it to you for reference if you like, you could do a search for Chinese Junk and confirm or otherwise
how you have it compared to me.


There is a mission in the download 'Seaplane' all that does is add the junks and a few things to shoot at, just overwrite and try it out:

(https://s18.postimg.cc/93e6uvznt/2017.12.03_10-12-11.jpg) (https://postimg.cc/image/jdglu4pj9/)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Epervier on December 03, 2017, 05:03:23 AM
@ Pete
In technics you put :
MinShotCaliber 0.00762

With this value I see that the ship is destroyed too easily.
I changed with it:
MinShotCaliber 0.020

 ;)
Title: Re: Junks
Post by: Mission_bug on December 03, 2017, 06:37:20 AM
@ Pete
In technics you put :
MinShotCaliber 0.00762

With this value I see that the ship is destroyed too easily.
I changed with it:
MinShotCaliber 0.020

 ;)



Hello Gabriel, thank you very much for that, really appreciated. 8)


During the initial testing it seemed that the Junk could suffer no harm even with bombs and bullets going off all around it so to test the Co-Common was working I altered the calibre of weapon in the technics.ini entry and it was in fact working as you found out. :D


The damage model still needs to be looked at, Greif11 mentioned a texture so if he makes it I will alter things in the next download link, for now the users can just alter theirs using your entry. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Epervier on December 03, 2017, 06:45:26 AM
@ Pete

In the meantime, please find attached the meshes Body and JNseal.
The shadows and collision box are better adapted.  ;)
Title: Re: Junks
Post by: Mission_bug on December 03, 2017, 09:33:19 AM
@ Pete

In the meantime, please find attached the meshes Body and JNseal.
The shadows and collision box are better adapted.  ;)


Again, thank you very much Gabriel, really appreciated. 8)

This is becoming a true international collaboration. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 06, 2017, 09:55:15 AM
Variant is ready for destroyed.

(https://s8.postimg.cc/mu7qh1cfp/dead_Sail2.jpg)

(https://s8.postimg.cc/xh1jmjcw5/dead_Sail.jpg)
Here is download link with 2 destroyed ready textures and first time i give my work PSD files + as pre xmas gift apetizer.
https://www.mediafire.com/file/4yfkq4gdc4qd9kd/Dead_Fisherman.7z (https://www.mediafire.com/file/4yfkq4gdc4qd9kd/Dead_Fisherman.7z)
Title: Re: Junks
Post by: Epervier on December 06, 2017, 10:31:47 AM
Variant is ready for destroyed.
Here is download link with 2 destroyed ready textures and first time i give my work PSD files + as pre xmas gift apetizer.
Thank you very much !  :)  :)
Title: Re: Junks
Post by: Greif11 on December 06, 2017, 12:15:01 PM
Need for ETO and MTO
(https://pbs.twimg.com/media/DQYjTxFXcAEdVoY.jpg)
Title: Re: Junks
Post by: Mission_bug on December 07, 2017, 04:13:04 AM
That is a beautiful texture Andrew, thank you very much, really appreciated. 8)

I took a quick look at how the section uses a dead model last night, unfortunately like vehicles there does not seem to be one. o_O

This is new territory for me so I will have to explore how the big ships do it and possibly alter the Junk accordingly, it could take a while for me to figure out guys so please be patient.


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Mission_bug on December 08, 2017, 02:47:31 AM
I have tried various ways using the damage model as applied to other types of vehicle in the game and all has failed. :(

Ships seem to have their own peculiar way of applying damage and to do that I think Gio would need to set the Junk
up as he does for other ships so it can be added to the Ships.ini section rather than Technics.ini and apply the damage
texture Andrew made in the way the Big ships do, I could then make another slot to accommodate that.

Most likely the only thing I could do is try and make a static damaged object from the current model arranged in such a
way that it is semi submerged as though scuttled near to shore and apply the damage texture to it, would have to experiment
with that as it means the object would need to be below the 3000 limit for a mesh.


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 08, 2017, 09:01:58 AM
You need 3000 limit(?????) when you use mono object. But in mod world (in my game) i use as objects all with him structure. No preoblem at all.
All what was done for my project "Garbage of war" have hierarchy him files.
(https://s8.postimg.cc/cpjn5iq5h/Blitz6700_1.jpg)

(https://s8.postimg.cc/yoq1ssrl1/30.12.2015_0-47-58.jpg)
Title: Re: Junks
Post by: Epervier on December 08, 2017, 10:26:05 AM
@ Greil11
Finally I can see your screens!  ;)
For a few months now, the hosting provider you were using did not allow me to see your screens.
You have changed your hosting provider. Now it's perfect!  8)

@Pete
The "3000" limit has become obsolete. Many objects exceed this limit. Vehicles, aircraft, pilots, etc....  ;)
I don't think "shipGeneric" type can see the damage. The "bigshipGeneric" type allow this with the "hull"meshes...
Title: Re: Junks
Post by: Mission_bug on December 08, 2017, 11:42:24 AM
I love the way you and Gabriel do those vehicles Andrew, amazing stuff. 8)

Generally I associate something with a hier as having a class to make it work, what I had in mind was just a static object, usually they are just a single mesh that is why I mentioned the polygon limit.

Just thinking aloud there about certain possibilities for your texture, a wreck for one, also maybe some of the cargo as a separate item to spread along the beach, things to keep in mind if I can find the time.


Gabriel, I believe you are correct about the ships, I mentioned that Gio would need to make the Junk in the same way he made some of his ships, that is beyond my expertise so for the moment we will have to use what I already posted.

My Lysander uses meshes that are on the very limit of 3000 and what I found is that if I went over that and loaded it in the QMB the screen had a fit. :D

So my own experience is it is still a issue but certainly using a hier gets around most problems. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 08, 2017, 12:57:33 PM
Pete,that only3 classes need for mods folder to make Il to see him objects as static.
https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg (https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg)
Title: Re: Junks
Post by: Epervier on December 08, 2017, 01:19:09 PM
Please do not say "static" but say "stationary"!  ;)
Title: Re: Junks
Post by: Greif11 on December 08, 2017, 01:25:18 PM
Not stationary ------ static  :P

That is sample from my game static.ini

all work in 4.09 just need once 3 classes from my previous post

Quote
//===========================================================================
[***]
Title Garbage_of_war
//===========================================================================
[buildings.House$PanzerIII]
Title           PanzerIII
MeshLive        3do/Tanks/PzIIIJ/DMG/dead.him
MeshDead         3do/Tanks/PzIIIJ/DMG/dead.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24

[buildings.House$PanzerIII_2]
Title           PanzerIII_2
MeshLive        3do/Tanks/PzIIIJ_2/dead.him
MeshDead         3do/Tanks/PzIIIJ_2/dead.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24

[buildings.House$Voroshilovets_trailer_ZIS-3_DMG]
Title           Voroshilovets_trailer_ZIS-3_DMG
MeshLive        3do/Cars/Voroshilovets_trailer_ZIS-3/DMG/dead.him
MeshDead         3do/Cars/Voroshilovets_trailer_ZIS-3/DMG/dead.him
AlignToLand     1
AddHeightLive   0.0
AddHeightDead   0.0
Body            RockMiddle
Panzer          0.24

[buildings.House$T-34_1941]
Title           T-34_1941
MeshLive        3do/Tanks/T-34_1941/DMG/hier.him
MeshDead          3do/Tanks/T-34_1941/DMG/hier.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24

[buildings.House$Horch830D]
Title           Horch830D
MeshLive        3do/Cars/Horch830/DMG/dead.him
MeshDead        3do/Cars/Horch830/DMG/dead.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24
 
Title: Re: Junks
Post by: Mission_bug on December 08, 2017, 01:30:50 PM
Pete,that only3 classes need for mods folder to make Il to see him objects as static.
https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg (https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg)


Okay Andrew, I will take a look at those, thank you very much, really appreciated. 8)


Please do not say "static" but say "stationary"!  ;)


I usually refer to anything used primarily for maps and that add their entries to the static.ini as static, usually those types of single mesh object, anything else as a stationary, confusing I think for most including me. :D


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 08, 2017, 01:46:58 PM
Quote
I usually refer to anything used primarily for maps and that add their entries to the static.ini as static, usually those types of single mesh object, anything else as a stationary, confusing I think for most including me.
That is somethyn new for you  ;) from now you can use multimesh him objects for maps ---every war has a lot of garbage along roads and &&&&
Title: Re: Junks
Post by: Mick on December 09, 2017, 12:42:59 AM
Pete,that only3 classes need for mods folder to make Il to see him objects as static.
https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg (https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg)

... I have never seen such a beautiful HierHimStatic folder picture before ...!  :P
Title: Re: Junks
Post by: Epervier on December 09, 2017, 02:19:32 AM
Not stationary ------ static
That is sample from my game static.ini
all work in 4.09 just need once 3 classes from my previous post
I didn't read it right!
I've never seen this Mod before.  o_O
Thank you very much !  ;)
Title: Re: Junks
Post by: Mission_bug on December 09, 2017, 04:18:42 AM
Hello guys, unfortunately Andrew's classes do not seem to work for me, are they stand alone Andrew for anything you add or do they need your object adding to
those java classes?

I tried the normal static approach and just renamed the body mesh to dead:


(https://s33.postimg.cc/cat4e2mrz/2017.12.09_10-11-05.jpg) (https://postimg.cc/image/lilcurtu3/)

Downside is that to make it look good would need a copy of the Junk flipped to make the internals.

(https://s33.postimg.cc/45b2fxlof/2017.12.09_10-56-08.jpg) (https://postimg.cc/image/uqdlbho1n/)

Here I combined two parts but removed the life boat to keep it within a 3000 Polygon limit.


The first mesh shown is 1258 Polygon so if I had to stay within a limit of 3000 then I could do a copy and flip the normals
to make a internal wall and just have that as a object on its own. 


The sails with the life boat removed come in at 1496 polygon but the see through effect on those of the Alpha would not
be as noticeable so maybe leave that as it is and make a separate object of it and combine the two in a scene.


There could be variations using the hull semi submerged and the same for the sails used on their own.

Thoughts guys please, what to do?


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 09, 2017, 05:25:29 AM
That classes normally work in my game version 4.09 for other versions need revision.
Today i try to make destroyed submerged junk.
First all hooks must be removed and just one added. I meam ground base hook. Also smoke hook can be added but optionally.
Off course cargo and crew also removed.
Title: Re: Junks
Post by: SAS~Bombsaway on December 09, 2017, 06:36:41 AM
Where might I find your " Garbage of war " ? They look great. :)
Title: Re: Junks
Post by: Mission_bug on December 09, 2017, 10:57:08 AM
That classes normally work in my game version 4.09 for other versions need revision.
Today i try to make destroyed submerged junk.
First all hooks must be removed and just one added. I meam ground base hook. Also smoke hook can be added but optionally.
Off course cargo and crew also removed.


Okay Andrew, thank you very much for the clarification. ;)


Where might I find your " Garbage of war " ? They look great. :)


Mark, I found if I used those class files Andrew posted earlier with the entries above they show in BAT, take the classes out and they do not.

I would think the objects exist in BAT somewhere though as the images appeared in FMB window even with the classes removed, hope that helps.

It was a little experiment I tried because my object would also appear in FMB window but not on map, could be I did something wrong with my earlier
trials which is why I asked if the object I was trying needed adding to Andrew's classes.


Anyway:


(https://s2.postimg.cc/7l7e1px61/2017.12.09_17-07-57.jpg) (https://postimg.cc/image/z8k3fticl/)


I looked at the cargo and it is mainly a complete set of units so separating items to use as debris would be difficult.


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 09, 2017, 12:07:51 PM
In my 4.09 all works. That screens how it look in my variant.
Hier structure (3 meshes in hierarchy). https://www.mediafire.com/file/vlxfrrb3xfhb37b/00_Junk.7z (https://www.mediafire.com/file/vlxfrrb3xfhb37b/00_Junk.7z)
Static entry is :
Code: [Select]
[buildings.House$JunkD]
Title           JunkD
MeshLive        3do/Ships/JunkDead/dead.him
MeshDead        3do/Ships/JunkDead/dead.him
AlignToLand     1
AddHeightLive   0
AddHeightDead   0
Body            RockMiddle
Panzer          0.25

(https://s8.postimg.cc/62tb1cgyt/09.12.2017_18-39-40.jpg)

(https://s8.postimg.cc/5daip1dv9/09.12.2017_18-39-46.jpg)

(https://s8.postimg.cc/z6hix34x1/09.12.2017_18-39-57.jpg)
Title: Re: Junks
Post by: Mission_bug on December 10, 2017, 03:32:11 AM
Thank you very much for the link Andrew, really appreciated. 8)


I tried it in a 4.10 and 4.12 install and the static worked providing I used the three class files you posted earlier. ;)


Without them the object appears in the FMB window but cannot be placed on the map.


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: Greif11 on December 10, 2017, 07:32:45 AM
Mick PLS clean your PM box.
Quote
Mick, that is another work from me - just for Your desktop (Aviation clock)
https://www.mediafire.com/file/nb1fsnx7d12f9ty/ClocX.7z (https://www.mediafire.com/file/nb1fsnx7d12f9ty/ClocX.7z)
Unzip it somewhere and start ClocX.exe. Works on 64 bit versions of windows.
After start exe just browse in settings for another clock skins. Has some XMas surprizes.
Title: Re: Junks
Post by: SAS~Bombsaway on December 10, 2017, 07:52:07 AM
I tried the new dead Junks and the three classes together but it shows in the arming screen but wont let me paste them on a map. I use BAT so maybe the classes are not compatible?
Title: Re: Junks
Post by: Greif11 on December 10, 2017, 07:59:34 AM
Classes must be in that position D:\1C\IL-2 Sturmovik 1946\Mods\00_HierHimStatic
As always before 3do---behind it's useless.
Title: Re: Junks
Post by: SAS~Bombsaway on December 10, 2017, 08:24:33 AM
I have tried that but no luck.
Title: Re: Junks
Post by: Greif11 on December 10, 2017, 08:38:35 AM
ASAP Need class guru advice for class revision for version adaptation. I start burn Jap tanks for You :(
Title: Re: Junks
Post by: SAS~Bombsaway on December 10, 2017, 08:42:12 AM
The funny thing about the Junks is I can place the stationary version of the Ships one on a map but as a moving ship it wont work. Dead static version shows on screen but wont place on a map. Can the dead version be put as a stationary ship?
Title: Re: Junks
Post by: Greif11 on December 10, 2017, 08:55:24 AM
Why not Just need correct entries in ini files
Title: Re: Junks
Post by: Mission_bug on December 11, 2017, 02:18:57 AM
I tried the new dead Junks and the three classes together but it shows in the arming screen but wont let me paste them on a map. I use BAT so maybe the classes are not compatible?


Hello Mark, these are my entries for BAT, all working as it should:

https://www.mediafire.com/file/aaq1moz51ud6ohy/STD%20files%20for%20Mark.zip

I have the same issue with a moving ship in my main 4.12 install that is why I did the test in BAT as I usually do not add anything to it and leave it to Simon and his gang.


Andrew's folder '00_Junk' sits above my 'Chinese Junk by gio963tto 4.12 class', in WAW, the only folders I have in there besides are one each of the Hs-126 and Lysander, everything else is up to the latest service pack from Mike.

A version also runs fine in my DBW 1.71 installation.

Sorry, nothing else I can offer, maybe someone can write the class again.

Take care.

Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: SAS~Bombsaway on December 11, 2017, 05:17:01 AM
Thanks Pete. I'll try them out when I get home from work.
Title: Re: Junks
Post by: Epervier on December 11, 2017, 05:43:03 AM
Sorry, nothing else I can offer, maybe someone can write the class again.
I didn't understand which Class do you need?
Title: Re: Junks
Post by: Mission_bug on December 11, 2017, 11:11:42 AM
Sorry, nothing else I can offer, maybe someone can write the class again.
I didn't understand which Class do you need?


The ones I posted with the Junk seem to giving Mark issues I cannot replicate in BAT so maybe a new slot is needed. ;)


Wishing you all the very best, Pete. ;D
Title: Re: Junks
Post by: asheshouse on December 11, 2017, 12:06:24 PM
I have installed the junks in both BAT WaW and in SASModAct -- no problems.
Used the classes from page3  https://www.sas1946.com/main/index.php/topic,57217.msg634057.html#msg634057

Any logfile to inspect?
Title: Re: Junks
Post by: Epervier on December 11, 2017, 12:31:54 PM
The ones I posted with the Junk seem to giving Mark issues I cannot replicate in BAT so maybe a new slot is needed.
Ok ! Strange !  o_O


@ Mark
Try this : https://www.mediafire.com/?szi4d6nj07j5tmk
Title: Re: Junks
Post by: SAS~Bombsaway on December 11, 2017, 08:34:38 PM
Thank you Gabriel. I will try ASAP. :)
Title: Re: Junks
Post by: SAS~Bombsaway on December 12, 2017, 05:44:12 PM
I have had some progress. With Gabriel's files I can place them on a map but just as with Pete's issue, they dont move. I'm not sure what the conflict could be considering Asheshouse can use them in BAT but I cant. I must have a mod that conflicts with them.
Title: Re: Junks
Post by: asheshouse on December 13, 2017, 12:32:49 AM
Logfile?
Title: Re: Junks
Post by: Piotrek1 on January 04, 2018, 10:43:50 AM
Thank you, Pete, Greif11, Epervier and Gio, it works fine in my Vp_Modpack. :P
Regards,
Piotrek
Title: Re: Junks
Post by: Mission_bug on January 16, 2018, 09:51:59 AM
I have had some progress. With Gabriel's files I can place them on a map but just as with Pete's issue, they dont move. I'm not sure what the conflict could be considering Asheshouse can use them in BAT but I cant. I must have a mod that conflicts with them.


Hello Mark, not sure if you found a cure for the boats not moving, there is a link part way down the engine mod thread to a  ships not moving fix update that I tried today in my ModAct 5.30 install where I was having the same problem and now all is okay:

https://www.sas1946.com/main/index.php/topic,52489.msg571154.html#msg571154

Maybe your install, needed that update, not sure.



Wishing you all the very best, Pete. ;D

Title: Re: Junks
Post by: SAS~Bombsaway on January 16, 2018, 10:58:53 AM
Thanks Pete I did find that and I believe it fixed everything. I need to look at the Junks and see but I think they should be working now.