Special Aircraft Service
Individual Mods and Packs for IL-2 1946 => Other Mods => WIP => Topic started by: karla on June 23, 2016, 01:55:03 PM
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Work is well under way on an American supercarrier. A modern aircraft carrier will suit some of the new jet aircraft that have been released recently and it should give our favourite game a life extension.
The carrier chosen is modern, has a long service life ahead, looks good and should be different from other combat sims. I've chosen CVN-76, USS Ronald Reagan (The Gipper), as my model and plan to get it working in 4.12.2m - and CUP.
Let me know if you're working on a similar model so we can avoid duplication and maybe we could work as a team. There is no target date for completion but with my experience of CVA-31 [https://www.sas1946.com/main/index.php/topic,46424.0.html] I guess we should be completed well before Christmas.
I aim to develop a model with high levels of detail so the view from the cockpit always has interest and, therefore, superfluous details will be omitted. I will post as she develops.
FEATURES:
large texture maps, deck 4096 x 1024 px
liferafts
curved whip antennae
many minor details
safety netting
flight deck crew
rotating radar
mast and radar detail
enhancing shadows
flight deck static equipment; mules, crane, towbars
jet blast deflectors
long wake
four wires
detailed, varied textures and hues
weathering
opened doors
limited hanger internal view
single model release
two catapults
deck parking
extensive railing
waste waters
walkways additional detail
long distance LOD
limited collision boxes
FOR CONSIDERATION:
elevators up/down option
no underwater details
no glass windows
no smoke (obviously)
no fluttering flags
FLOLS
no night lighting
no parked aircraft
no damage models
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First I saw the title Nimitz class carrier, then I looked to the left and saw that it was in WIP section by you...and then I screamed like a little girl!! Super carrier in IL2...oh my... Glad to see you back Karla!
What made you choose Ronald Reagan if I may ask? I often wondered which super carrier would be best suited for IL2. Looking at the US naval aircraft we have in IL2 now (F-4, F-18..) and A-6 in the future (Tomcat maybe?), wouldn`t Reagan be a bit too modern? She entered service in 2003, Hornets and Superhornets on board. Nimitz on the other hand entered service in 1975, had Phantoms and Intruders aboard, Hornets later also...
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Great information.
I love aviation board.
Regards and good luck.
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Great :P i'm a big fan,i use your carriers very often.
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Thank you so much. With your experience I know she'll be just swell. Lookin' forward to it.
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awesome!!!! :D
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I glad to See karla is Back, Well, Keep it up.
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Thanks for the encouragement guys. I'll post some images soon.
@Boyan (and anyone else) - let's decide on the actual carrier. I've currently got CVN-73 and CVN-68 on the stocks but I only want to develop one type. I really want as modern a carrier as possible, hence CVN-73, but it should be practical for use in IL-2, as you say Boyan. I think it's important to differentiate the IL-2 game from other games which use CVNs -68, 70 and 74 and so on. Therefore is CVN-69 the optimum? Does CVN-69 Eisenhower have a uniqueness in the game world and realistically take both F-4 and F/A-18s? Let me know.
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Hey Karla, thanks for consideration! I`ll do some detailed research and report back. But in short, early Nimitz class ships are the optimum. And they do not differ that much compared with the later ships in class, so numbers can be changed to make more ships once you release the single one.
Ok, so:
Nimitz (1975): operations Desert Storm, Southern Watch, Enduring Freedom, Iraqi Freedom. Also, it is maybe the most `popular` of the class, being the first and named after a legend, starred in a movie, 10 part documentary, and is the oldest in service today. F-4 Phantoms operated from her from 1975-77, when Tomcat replaced it in 1978. Hornets came aboard replacing A-7s in 1991.
Dwight D. Eisenhower (1977): operations Desert Shield, Storm, Deny Flight, Southern Watch, Enduring Freedom. No Phantoms aboard.
Carl Vinson (1982): operations Southern Watch, Desert Strike, Desert Fox, Enduring Freedom, Iraqi Freedom.
Theodore Roosevelt (1986): operation Desert Shield, Desert Storm, Southern Watch, Deny Flight, Allied Force, Enduring Freedom, Iraqi Freedom, Inherent Resolve
Abraham Lincoln (1989): operations Enduring Freedom, Southern Watch, Iraqi Freedom.
George Washington (1992): operations Southern Watch, Deny Flight, Enduring Freedom, Iraqi Freedom
John C. Stennis (1995): operations Enduring Freedom, Southern Watch, Iraqi Freedom.
Harry Trumman (1998): operations Enduring Freedom, Southern Watch, Iraqi Freedom, Inherent Resolve
Looks like only Nimitz had Phantoms aboard. Theodor Roosevelt participated in most operations involving Nimitz class ships, didn`t find any evidence of her in other sims... But I only play IL2. Nimitz, Dwight, Vinson, Lincoln, Washington are available in FSX, Stennis in DCS, at least from google searches I did...
On the side note, older classes would be the most suitable supercarriers for planes and periods in IL2, such as Forrestal and Kitty Hawk. Enterprise also comes to mind as the longest serving carrier in US navy (1961-2011). They would also cover the Vietnam war which ended before Nimitz entered service.
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USS Nimitz is also being tested F-35.
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(https://www.mediafire.com/convkey/18eb/75a33xjg7f2frdn6g.jpg)
hull and flight deck under construction
We'll go for the Nimitz carrier class and, without any changes to the meshes, I think we can simply change the texture flag numbers to include all up to the Trueman. The Roosevelt sub-class may have external changes but I think they're only minor but from Reagan onwards there are quite significant external changes. So, I'll work on the USS Nimitz CVN-68 and create options to include: Eisenhower, Vinson, Roosevelt, Lincoln, Washington, Stennis and Trueman.
Quite an amount of work has be done and basic structures are well under way. Details such as liferafts are being worked on in parallel; basically there is no linear project plan because some entities need to be well developed to see how it all fits together. Quite a lot of work has been carried out on uv and texture mapping also.
I'm aware of a 255 object limit and 2800 polygon/item limit for the IL-2 game engine - does anyone know if this still applies?
@Boyan many thanks for your advice, I'd rather not model the Midway class (rather ugly to me), nor Enterprise class (not quite right either).
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Hi Karla
Wonderful announces its new aircraft carrier.
I do not know if it's something useful to you, but here I posted a video of the test F-35 on the USS Nimitz.
Regards.
Seb
https://www.sas1946.com/main/index.php/topic,50339.24.html
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We need one for Bonzo's memory!
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@Boyan many thanks for your advice, I'd rather not model the Midway class (rather ugly to me), nor Enterprise class (not quite right either).
Many many thanks to you Karla, for this huge effort, I still can`t believe that there will be a supercarrier in IL2!
I too don`t quite find the Midway class very good looking, in any configuration... Enterprise and Nimitz class are the best looking to me.
Video I found recently, a short doc about USS Nimitz in early 1980s, plenty of footage also in "The Final Countdown". And music... Awesome!
https://www.youtube.com/watch?v=97BY8y7OAuA
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Wow! Now we'll have a CV big enough for just about any jet! Thank you very much!
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(https://www.mediafire.com/convkey/04f9/9730526fxdmsh486g.jpg)
close up of flight deck (unfinished; more texturing needed)
Quite a few hours have been put in this past week. The hull is still being manipulated with Blender, work started modelling the island and quite a lot of effort on the flight deck texture map with Gimp. Much effort is spent searching through hundreds of images trying to find the appropriate detail - the weld lines on the lower hull for example. Anyway, I'm slowly getting it all together.
@Boyan - useful video thanks.
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Karla,
Thanx for all of your hard work. Difficult to find the right words to tell you how much we appreciate all of your efforts. Please keep it up.
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From this passage already you see that it will be another great ship. So much for him, thank you and good luck.
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Amazing details Karla 8) Very very cool !
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Nice Karla, very coolest.
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*Eyebrow raised
1. Thanks for taking the time to make this
2. Will this ship have dependencies on jet war?
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(https://www.mediafire.com/convkey/5ba3/e6ccguu3h81gy186g.jpg)
hull and flightdeck in Blender
Thanks everyone. Steady progress this past fortnight - hull and flightdeck modelling continued and refined. Quite a lot of texture maps have been created for hull and decks but are not yet fully completed. Sponsons are almost completed. The next stage will be the stern where a decision will be made on the piping complex (nuclear cooling system?). Also to be done are the catwalks and lifecraft before we can move on to the island.
@Type83.. I aim to get it to run under 4.12 and it should have no dependencies on JTW.
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Beautiful 3d-art Karla 8)
This reminds me of the first time I built a plastic model of the USS Enterprise
Nuclear powered aircraft carrier - (CVN-65), formerly CVA(N)-65.
What a great classic that was.
https://en.wikipedia.org/wiki/USS_Enterprise_(CVN-65)
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(https://www.mediafire.com/convkey/d9e3/fty71vet64csdkb6g.jpg)
Blender construction of stern
Work has proceeded on several fronts during the past couple of weeks. The deck edges and catwalks are now almost complete and more textures have been created for the hull and sponsons. The stern is nearly finished; the stern and all other textures still need weathering and shading. Phalanx and Sea Sparrow weapons have been modelled and textured but still need weathering and shading like all texture maps. (There is no intention of making the weapons work at this stage, it's taking enough time just creating a passive vessel). The liferafts have been modelled and textured and need to be multiplied and fitted. Railings have started to be installed.
Vertex count is rising and care will have to be taken to ensure that the game engine can cope with this level of detail.
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The attention to details is amazing 8)
You are a great artist!
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Amazing, as usual... What period are you aiming for if I may ask? She went through a lot of modernization throughout her life, stuff like radars, weapons, bridle catcher removals, added sponsons, the island structure had changes...
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Boy, this is gonna be great!
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Boy, this is gonna be great!
+1 :D
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Awesome! :o
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Nice karla. Very nice.
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(https://www.mediafire.com/convkey/1776/6ojb8dbf390v3016g.jpg)
hull almost completed shown in Blender
Thanks again guys. More progress has been made but, because it is being made in so many areas, it is difficult to state exactly what has happened. (Something must have happened because of the hours put in). Adjustments were made to the bow profile, the flight deck depth was corrected and re-mapped, hanger doors were re-positioned, nuclear cooling plumbing enhanced, objects have been separated into a manageable hierarchy, whip antennae re-modelled and other corrections made. Some minor objects were modelled. The texture maps have been improved with preliminary creation of shadows and some weathering, but there is more still to do.
It looks like we can make a start on the island soon and the boat will then begin to look more realistic - even though it's not going to be modelled for an exact age. Next progress report will probably be in three or four week's time when there should be more to see.
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Thanks for the update. She's lookin' swell.
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Beautiful ship.
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Nice work.
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(https://www.mediafire.com/convkey/cea3/m5laarctnamuj8z6g.jpg)
Blender view of almost completed model
Plenty of work has been carried out on the island structure, masts and mapping. There are a large number of radar and antennae and each set had to be researched and modelled. No drawings at this scale were available so the structures and details were interpreted from as many images as possible. (One realizes that, even though the internet is vast, there is a limit to the actual facts when one gets down to a particular level of detail). As usual, compromises had to be made between accuracy and practicality - but the aim was always to create as detailed a model as possible.
The plan for the next month is to go round the boat and enhance details where thought necessary and simplify or reduce or eliminate other less necessary details. In parallel with these activities texturing and mapping will continue.
Western0221 kindly sent a Java slot so the carrier can be tested in game - but that is likely to some weeks off yet.
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Very impressive, karla !
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You are an amazing 3d artist!
It looks so beautiful 8)
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We do not feel cramped on this vessel. :D
Best regards.
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Big boat for our big jets. Thanks karla, she really looks swell.
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Thank you for your work, he promises to be a great ship.
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(https://www.mediafire.com/convkey/6669/atcdk138rke4rab6g.jpg)
USS Nimitz modelled in Blender
Modelling and mapping is almost complete. Many minor fixes need to be made and minor details will be added to enhance the pilot's environment. A test export to the IL-2 game demonstrated that this level of detail can be handled.
Unfortunately, the same test in game showed up a significant texture bug because of the Blender exporter - again (see https://www.sas1946.com/main/index.php/topic,44899.0.html). The flight deck 6144 x 2048 texture map was reconfigured into three 2048 square maps to test a hypothesis, but the texture defect was still given. So, it looks as though a laborious process of Blender - GMax - text editing will have to be carried out once the final model is completed.
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Wow, What a flight deck! Unbelievable karla. I know these things don't always run according to schedule, but If she turns out to be ready by the 1st of the year, maybe the A-6 might be ready by then as well. What a combination that would be!
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Wonderful carrier. :o
Amazing work.
Thank you
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I thought it might be appropriate to formalize the workflow for this model - mainly to keep it as a safe record, here, for myself.
The workflow shows a step-by-step progression but, most often, each stage was followed by additions to, or refinement of, some of the previous stages. This was especially the case with UV mapping and texture mapping.
The majority of work was carried out in an up to date Blender 2.76. The model then had to be transferred to Blender 2.49b to get ready for BBExporter.py for some of the objects. The critical objects that are most visible in the game will have to be - unfortunately - laboriously cleaned up by processing through GMax. Anyway, what follows is the method that best suited my situation.
USS Nimitz CVN-68 carrier modelling workflow
Blender v 2.76
Background Images for reference drawings
hull rough
hull split
hull refine
flight deck rough
flight deck refine
- start UV mapping with Gimp 2.8
sponsons
hanger doors
whips
catwalks
lifeboats
stern hanger
hull railings
netting
stern
weapons
JBDs
island
bridge
bridge decking
bridge galleries
bridge railings
control
flight bridge
main mast
foremast
main mast beams
main mast platforms
ladders
spotlights
antennae: hf, uhf, vhf, ehf
radar: sps48, sps43, spq9, sps67, spn46, sps49, sps65
radomes
pa loudspeakers
doors
lockers
piping
crane
mules
handling equipment
catwalk equipment
LSO station
crew
water wastes
bridge fine details
flightdeck fine details
hull fine details
Blender v 2.49b
clean up objects
triangulate quad faces
duplicate appropriate objects and simplify to create LOD models
name as object_name-01 .. -02 etc
parent to relevant object
duplicate appropriate objects for shadow models
name as object_name-sh
parent to relevant object
add simple boxes as collision models
name as xobject_name
parent to relevant object
add hooks
name as _object_name
parent to relevant object
ensure no vertex normals problems
select the Object, Modify /Edge Split /decide a suitable angle, say 88deg /Apply; then go into Edit Mode /select all vertices on the Object /Mesh /Normals /Recalculate Outside
create simple object
say, a cube; add material; name as 'node'; parent all Objects to 'node' (use Outliner shift+LMB+drag to left of datablocks/ RMB/ Select to select relevant Objects)
select and export 'node'
using BlendyBlendy Exporter by The_WOZ v 0.7 - which will export hier.him and all .msh files containing shadows, collisions, hooks in a single operation
IL2 1946 CUP
test hull and flightdeck
test majority
test RC_1
test RC-nn
EDIT 20Nov16 - node export
EDIT 17Nov16 - update conversion process
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All I can say is.... AMAZING ! 8)
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Thanks for all the updates, it is a beauty!
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Any idea what additional mods might be necessary to run her under 4.12?
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(https://www.mediafire.com/convkey/9345/lnyh3vxh38zm08i6g.jpg)
view in Blender
Thanks for the comments chaps.
The workload has been higher than usual this past month with lots of fixing, refinements, additional fine detail modelling and texturing and it's about time to end the Blender phase and try and get her into the game. LOD, collision and shadow meshes have also been created and parented and exporting of the parented meshes via blendyblendy.py has been attempted with many errors given. Quite a lot of manual editing and fiddling to do with this exporter, BuggyBuggy and GMax before we can see any images from the game. We should start getting some IL-2 images in the next month.
@duffy - She should run under 4.12 as well as CUP.
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Thanx karla, She's a great lookin' girl.
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(https://www.mediafire.com/convkey/ee73/hcovzunv0mez3vq6g.jpg)
-at last: Nimitz in IL-2
Work has started on getting this huge vessel into the game. After many hours of error chasing she has agreed to take a dip. There's still quite a lot of work to do - most importantly to try and sort out the Blender false texture exporting problem. You can see unusual lighting effects on the deck sides in the image, for example. My current method is to export from Blender as .OBJ, then into GMax and export as .msh. Quite a lot of manual editing then has to be done.
- Anyway, must get on ....
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Karla , amazing :P :P :P :P :P :P
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Damn...
Good work!
(sorry for the language)
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And there she goes! USS Nimitz in IL2...I can`t believe it...
(http://www.navsource.org/archives/02/026891d.jpg)
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WOW! What a monster ship !
Very impressive size and a great looking 3d-model ! Excellent skin art for it too !
(https://chehockey.files.wordpress.com/2013/11/14821378-group-of-happy-young-friends-drinking-beer-at-pub-laughing-clinking-glasses.jpg)
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Gorgeous.
Feet of water under the keel.
Thank you Karla for your work.
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Total amazement. ;) :) o_O :D
I worship that hard work and also in general the 3D chap's work.
Best Greets
Tom
Awesome! 8) :P
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At last - I can use Blender to export objects directly into the game with no texture defects/uneven lighting. No need for .OBJ/.3DS/Script Importer/GMax/BuggyBuggy Exporter/YAGG/manual text operations any longer. The process will be amended in Post #44.
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Boys,
Picture doesn't show up on my PC or IPad. Can't figure out what's wrong.
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Great artwork on the texturing.
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Boys,
Picture doesn't show up on my PC or IPad. Can't figure out what's wrong.
karla's screenshots are hosted by mediafire and its direct link is pasted correctly.
When your web browser or anti virus soft , internet provider refuses to access mediafire.... , it might cause picture lost.
Some pictures posted by others are not allowed direct link by their hosts.
When you get the picture URL and paste it into browser's URL window, you will get the picture.
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Thanx for the explanation. Rest of the pictures come thru fine.
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(https://www.mediafire.com/convkey/c71e/dg5rasfvbfft2zc6g.jpg)
CVN-68 in IL-2 - underway at last
Blender and it's BlendyBlendy exporter has been configured to work in a single operation - saving many, many hours. It's quite a relief to be able to model a new feature in Blender and see it working minutes later in the game.
Nimitz now sails at a decent rate of knots but still needs her wake fixing accurately. Wake hooks are the subject of another thread https://www.sas1946.com/main/index.php/topic,53008.0.html and it looks like this may only be solved by brute force and luck. Next to tackle will be aircraft parking, catapults and arrest wire hooks which seem to be not quite as difficult. Also, shadows and collision meshes need sorting out and are currently giving some problems. Another problem which is taking time is adjusting the texture lightness by adjusting ambience, diffusion and specularity.
Oh, at the same time, some triangular objects are being converted into rectangular objects while others are being simplified back to triangles or planes - and there's always some new detail to add. The 'I guess we should be completed well before Christmas' timescale will probably not be met - but at least it looks like we're getting closer.
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looking good :P
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Looks Amazing!
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Nice, very nice, home for F/A-18 Hornets,
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Waiting patiently
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(https://www.mediafire.com/convkey/ff61/kpj2c9x7vzzsmzl6g.jpg)
fly by, no land*
A milestone has been reached - the texture map triangular defects have been fully fixed by processing through 3DStudioMax 9 and Maratz's exporter. Blender is still the main application for modelling and modifying and 3DSM is being used as a powerful export filter. There are, however, still unusual difference in tones between surfaces (eg. uppers and sides of flightdecks) and maybe some compromises will have to be made in the .mat files. It's an ongoing problem with my Blender-created models.
Shadows have almost been sorted out, wakes still need fixing and other hooks have yet to be started. There are other additions/modifications/tweaks/fixes to be done and it looks like months to completion and not weeks - but at least the project is still moving forward. Thanks for the encouragement guys.
* the deck collision boxes don't work either - so no hard surface to land on.
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Magnificent karla. Keep up the good work and thanks for keeping us in the loop. Lookin' better and better.
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Hi Karla.
Your job is not to be underestimated.
What you're doing is great and no matter how long we have to wait is worth it.
Amazing work.
Regards.
Seb
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Thanks to help from Blender Artists forum https://blenderartists.org/forum/showthread.php?411962-normals-display-different-lengths I think we've got to the bottom of the uneven lighting problem. Some of the carrier 3D objects were to different scales (don't ask me how) and thereby threw the lighting intensities in the game.
Now I can revert to Blender 2.49b with BlendyBlendy exporter and have no further need of 3DStudioMax (trial period not finished). Can't say any more ... lot's of work to do ...
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Incredible 3d-modeling work! 8)
It is just AMAZING!
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I concur, this is amazing!
Can't wait to see it out!
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Very nice, Very beautiful Carrier Karla, Keep it up. :)
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Finally our F-4s and F-18s will have theyr true carrier!
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Worth the wait for a miracle.
I admire your work.
Regards.
Seb
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Good news!
Management of Normals and Smoothings is a general subject we often face irregular dark or bright rendering about not only blender or 3ds Max but also other 3D modeling apps , not only IL-2 1946 but also other games or 3D animation tools.
About the flight deck unusable problem, shape or format of collision boxes might make it.
Collision boxes have to be a completely closed box with faces.
Are there some gaps or holes with not welded vertices or edges, or Are some edges or faces made crossed over ?
Even the box is completely closed and no cross over , the dent shape sometimes make problems. Too much vertices or faces is also.
Please make simple and clear shapes for collision boxes.
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Thanks chaps and thanks, western, for the collision information, it explains what's being going on recently. I managed to solve it about ten days ago - by copying the three decks, stripping off the details and simplifying a little. In the final trial ten days ago, I did not remove the under decks as I'd done previously and got the collisions to work: I crashed a Piper Cub - which is normally taken to be a failure but this time I took it as a success.
Other progress is quite good: more details are being added and modified and a number of crew are being added also. The current rate determining step is the development of the various hooks which are tricky but doable.
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(https://www.mediafire.com/convkey/aa79/z0pa5uos8tc0zgb6g.jpg)
- at last: a Phantom traps on Nimitz
I found that the collision boxes were a little more tricky than thought; when translated from Blender to the positions I required they re-orientated and re-scaled, so I ended with a simple rectangular box to cover the flight deck. I may revisit this. Fine adjustment of the collision deck height took some time but most aircraft tyres sit nicely on the flight deck now. Wakes hooks were more or less sorted after hours of frustrating test but I'm quite content to use the latest versions. A few more details have been added: whip antennae, catwalk piping and a new crew. The crew have quite high poly counts to give the detail I want and may be too much for some users' PCs so I'll give an option to remove them.
Not much more to do: just tidying here and there, deck shadow capture surface and parking hooks. I've analyzed parking hooks from the game, including examples from Ashe and Western, using Stainless IL-2 Modding Tool and I've tested several different orientations with no success so far.
Got to go ...
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So she's recovering a/c. Must be 'bout ready for "Underway Training", then "ORI". Be nice to have a big deck to land on.
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WOW! 8) MAGNIFICENT !
Everytime I look at these posts I am speechless! That is one beautiful aircraft carrier model.
I think its the biggest sailing ship we have in the Il2-1946 sea world.
For the skies we already have a big fat Zeppelin, but I think its smaller than
this aircraft carrier. I will try to land a zeppelin on its deck one day just to compare sizes. ;D
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Mouth-watering goodness! I'm thinking about which plane I will launch/recover first (most likely an F7F or F9F) Thank you for all the effort you have put into this (and thanks to the other modders who are assisting)
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:P :P :P amazing
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WOW, :D :D :D
She is perfect Carrier,
Beautiful,
Keep it up Karla.
Best Regards KT503
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"too many facess" error when screen flashed and game froze. H-E-L-P. We don't want this type of problem so late in development.
I was testing some jet landings on Nimitz (I'd used the Cub 'till now). Then I got the too many facess (sic) error, with faces = 4232. Impossible, I've been keeping triangular faces below 2800 per object. But when I dug around the model in Blender I'd accidentally copied some crew members directly on top of the originals. Fixed - or so I thought. Tested and the game crashed again. Logically, I tried different aircraft: Corsiar OK, Skyraider OK, SeaFury OK, Panther OK, Cougar OK, Fury OK. Then started to get game crashes with more sophisticated aircraft with and without cockpit: SkyHawk, Wyvern, Phantom, Hornet. All the error messages gave a face count of 3444. No such number in Nimitz, why the same number with different aircraft?
The answer came during sleep: USS Bon Homme Richard was sailing alongside. This morning, during breakfast, I checked BHR in Blender and there was a crew member with 3444 faces. There were other culprits among the crew, which will be fixed sometime in the future.
I removed BHR alongside and had the sweet satisfaction of landing an F/A-18, in cockpit, on Nimitz. History.
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IL-2 1946's polygons have to be triangle.
When blender / 3ds Max uses square polygons in their modeling time , the exporter makes separating a square polygon into 2x triangular polygons.
Is blender's poly-count shown as triangular polygons as you think ?
Another possibility is multi material. (I'm not sure, only possibility.)
When some polygons have 2x material , are their counts made twice in 1946 ?
Some of that errors come only when a lighting effect is drawn near the troubled object.
In its stationary time , no errors , even with a bit over poly-counts like 3090.
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Following shows _Park hook arrangement on Ark Royal - in response to your PM.
(http://i239.photobucket.com/albums/ff113/Asheshouse/HooksSketch_zpspjj7q5qu.jpg)
Pivot point location and orientation is as shown. Numbering must be sequential and clockwise as shown.
A more complex deck park arrangement would require special coding, beyond my knowledge.
_LPark is similar but I am not certain that the game function is fully programmed as originally intended.
The stock Illustrious model includes separate aircraft lift meshes and is arranged to allow coding of aircraft lift operation. This was never implemented by 1C.
I presume that aircraft should be able to taxi to the _LPark area after release of the arrestor cable but this does not work properly on my models.
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Thank you Ashes for generously sharing your knowledge. I was beginning to think that landing parking was not working; you've saved me from quite a few hours of wasted work. I'm going to start on takeoff parking on Nimitz tonight.
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(https://www.mediafire.com/convkey/6699/3nj9gi7783anc726g.jpg)
A Phantom darkens the deck of Nimitz
Thank you for all the encouragement. Another step forward, albeit slowly. With the help of western and asheshouse I was able to begin to understand the working of deck shadows https://www.sas1946.com/main/index.php/topic,53621.0.html. I thought it was a significant stage in Nimitz development because one can now hit the deck and cast shadows and it makes it feel like a solid entity.
I revisited the catwalks and made all the 2D models into 3D; I'm not bothered too much about saving vertices in many of the objects, it's all about the visual. It seems as though every item on the boat has been remodelled at least once, probably that's why it's taking twice as long as planned. As usual, still more work to do but I'm sure we'll get there soon.
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It looks so beautiful 8)
My enthusiastic cheers to you!
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She is looking good, however I see your comment .....
I'm not bothered too much about saving vertices in many of the objects,
You can get an over poly model to show and work in the game, (like the Bon Homme Richard for example), however, the game is liable to freeze if the ships armament opens fire when your aircraft is on the deck - as the effect of the muzzle flash seems to overload the game engine.
I would suggest that it may be better to try to be prudent with your individual mesh sizes wherever possible, to ensure smooth game play.
G;
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waiting for this ship to be released so I can use it in a campaign I am making for the gulf wars got all the other ships you have made in my install. you do good work
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Most of the hooks work has been done - wakes, wires, catapults, shadows, parking and collisions. Apart from the arresting wires, none of them were easy. It seems as though all the wakes are interdependent and I think the parking areas have an effect on the catapults. The flightdeck collision mesh was studied on and off over two months and, among others I tried: simple rectangular boxes (which worked but were inaccurate), duplicates of the original decks, flat planes, copies of other carrier meshes and accurate regular meshes. To complete the job a compromise shape was created which works over all the flightdeck but is not strictly accurate because it adds two small extra areas near the bow where one can float in space.
Still finding normals pointing the wrong way as a result of the texture-fixing exercise - but they're getting really hard to find. Still adding twiddly bits here and there, taking care not to add too many polys.
Found BAT last week, installed it and am just going to concentrate on Nimitz being a part of it. CUP, DBW and others based on 4.12.2 should also be available to Nimitz.
Western is being really helpful on the Improved Fresnel Lens Optical Landing system that he developed which I'm trying to get onto Nimitz. I'll be working on the Phalanx and Sea Sparrow weapons soon as well.
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Hi.
I think the parking areas have an effect on the catapults.
About traditional catapult setting style in Catapults.ini , it's as you say.
The catapult's starting point X,Y position is written from the corner of the parking area.
Some months ago, I might send you a PM with Beta testing new catapult hook version.
A pair of hooks "_SCat1_start" and "_SCat1_end" mean No.1 steam catapult position for Engine MOD 2.7.2w and no need to write any entries on Catapults.ini and free from parking area.
_SCat2/3/4 are also available.
It's too small value problem of full automatic pushing force calculation will be solved in Engine MOD updates.
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Looks great, guys!
Also, an interesting question: we got new Sea Sparrow SAM missiles and Vulcan Phalanx AA(or, perecisely CIWS) guns with this mod :). Sparrow Launchers are already in the 3D models, but how we could model a CIWS gun? Due to the very precise CIWS aiming. Have some accurcy% unit in every single AA gun in our game? So, with java parameter magic, our WWII style flaks turned into deadly radar guided snipers?
As i see, Tomcat are also in works... So, its time to "...Spash the Zeroes! I repeat, splash the Zeroes..."
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<iframe width="642" height="392" src="https://www.youtube.com/watch?v=P68Q1__sOLw" frameborder="0" allowfullscreen></iframe>
Nimitz video with Phantoms; landings only; 3.5 minutes. Needs a little more editing before it's issued with the release model in a couple of weeks, I guess.
(Can someone please point out how to do a proper link to YouTube?)
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8) :P 8) :P 8) :P 8) :P :o :o :o :o :o :o
Its too difficult in english :)
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Call the ball....roger ball!!
A couple of tools I use for watching carrier landings:
https://www.sas1946.com/main/index.php/topic,43248.0.html
Go-pro mod would look cool on Phantoms, you can put it anywhere.
And this little mod enables you to change views between objects, so you can roam the deck of Nimitz, go to LSO platform, no problem: https://www.sas1946.com/main/index.php/topic,14725.0.html
... But you must first go to screenshot mod or go-pro with the above mod, then type in view 0_Chief0, then you are free to "walk" on deck...
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Karla
Looking good just waiting
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WOW!great video :P
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This plus the Tomcat and I think its time for the Final Countdown. :)
https://www.youtube.com/watch?v=f3XNEWtJF0o
Starts at 1:14. Great scene. :)
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It looks absolutely amazing....A work of art
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Holy Moly! This will be included in BAT? Great balls of fire!
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WOW!great video :P
Ditto!
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The Nimitz, Tomcats and F-18's....Kick the tires and light the fires! The scenarios will be endless. Thanks to every one for this amazing effort! :)
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Nice work Karla, Outstanding work. Everbody is Waiting for New carrier,
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This plus the Tomcat and I think its time for the Final Countdown. :)
Starts at 1:14. Great scene. :)
Why haven't I seen or ever heard of this movie until now?!
(Also, I was expecting the song, which puzzled me for obvious reasons).
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Because it was a terrible movie. Bad script. Bad direction. Lousy SFX. Bad acting. It richly deserves oblivion.
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Another great jetwar ship is coming!
Many thanks for all your work Karla. :)
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Great work, karla project has long awaited, to make IL-2, one of the most respected games of WW_II.
I'm fa of your job, thank you on behalf of all the players of this game. :D
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Great ship.
I am really looking forward to it, a real chocolate cake with icing.
Bravo Karla
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Great work!
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SUPER SUPERB !! 8) Thank you Karla
Great video! and this ship is amazing looking!
https://www.youtube.com/watch?v=P68Q1__sOLw
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Thank you for the positive comments.
We're at the final stage of the project - last fixes, tweak details, minor bugs - the ones that take up a lot of time; asymptotic curve comes to mind.
LODs were giving trouble 'till I re-read the BBExporter guide which said that '... LOD export has not been tested ...' The fix was to change names in Blender from 'object_name-01' to 'object_name-X1', for example. LODs all seem OK now. Some extra 2D crew have been added to give even more life to the deck.
Western0221 has been generous and is hand-holding an installation of a working IFLOLS and, at the same time, making the CIWS (Phalanx) more realistic. A couple of bursts from the Phalanx were all that was needed for a loitering, blue-coloured, Cub!
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She's released at last https://www.sas1946.com/main/index.php/topic,54211.0.html
Thanks to you all for all the support and comments over the past seven months. I hope that everyone - especially you guys - get great satisfaction from her.
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THANK YOU Karla !
(https://images.gr-assets.com/hostedimages/1471442359ra/20053245.gif)
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In the spirit of the best parts of the internet, I am sharing my USS Nimitz model with other communities.
Blender gets the simplified model - http://www.blendswap.com/
FlightGear will get all they want - http://www.flightgear.org/
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In the spirit of the best parts of the internet, I am sharing my USS Nimitz model with other communities.
Blender gets the simplified model - http://www.blendswap.com/
FlightGear will get all they want - http://www.flightgear.org/
Karla, that's super! Will dl for sure and who know if i can add it in UE4! 8) A million thanks for your donation to the 3d communities!
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Congratulation for releasing Nimitz mod a half.
Another half personally sad karla threw my parts sent to him into the garbage can, not contained in his release package.
I sent him CIWS model working (correctly aiming and correctly firing) with both better LOD0 looking and better low poly LOD2~ models. Also broken in damaged.
(https://www.mediafire.com/convkey/70e9/m01il21wz2jw6mk6g.jpg)
Also working IFLOLS parts, its meatball moving up / down showing the height of landing aircrafts.
(https://www.mediafire.com/convkey/88e3/mp3i5zuei5fmkua6g.jpg)
(https://www.mediafire.com/convkey/1f08/hon7y9964165kkn6g.jpg)
It also contains low poly / low reso better LOD models to avoid fps damage.
Pointing each catapults starting and ending places by Hooks.
(https://www.mediafire.com/convkey/2df6/nr6koar7txkq4566g.jpg)
They work as no more needed editing Catapults.ini and easier to set the positions without many try and errors.
The last has not been implemented yet. But advance preparation for future Engine MOD / Ship Extensions MOD updates.
Extra Parking hooks.
(https://www.mediafire.com/convkey/132f/1184j6r9yo6q6ne6g.jpg)
They will be expected to work Jets will spawn around the flight deck to simulate modern carrier operation.
In sending those part to karla, I also wrote detailed description why those parts or hooks are needed, how they are expected to work.
Some of them are REQUESTED ones by karla himself.
I spent not few weeks to make them, not few effort or motivation.
Perhaps.
I'll never help karla to his asking or requesting.
I want to save my time , use it for things recognized its values and costs.
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Do not feel sad Western.
Perhaps Karla did not know how to include them into the model before releasing to public.
I am sure it will be included on the next upgrade.
Many model are always being upgraded.
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Those are great advances in flightdeck features Western. I'm sure it is just a matter of time before they appear as an upgrade patch to the model. Love the flightdeck parking changes.
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I'm trying to get in touch with western to see if he is willing to take over the carrier and mod it to a new level ...
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Sorry.
I have to calm down about her.
Thanks your replies caring about me.