Special Aircraft Service

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 21 22 23 [24] 25 26 27 ... 50   Go Down

Author Topic: msh Binary format  (Read 105519 times)

0 Members and 1 Guest are viewing this topic.

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #276 on: May 25, 2014, 03:52:21 PM »

for 1.0 in Germany you write: 1,0

That is a bit of a difference

But the text file has 1.0 in it, windows SHOULD cope with that.
Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #277 on: May 26, 2014, 10:02:32 AM »

I've found some more small bugs and fixed them.

I've also added a couple more sky boxes you can cycle through.

Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #278 on: May 26, 2014, 02:20:29 PM »

I've got quite a lot of screen shots up now.

Man I love the Lancaster

Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #279 on: May 27, 2014, 04:42:59 AM »

I want to add a section to allow testing / design of weapon loadouts.

I can see where they are created in the java, you have sections of code like this.

Code: [Select]
      arrayOf_WeaponSlot[22] = new Aircraft._WeaponSlot(6, "RocketGunAIM9D", 1);
      arrayOf_WeaponSlot[23] = new Aircraft._WeaponSlot(6, "RocketGunNull", 1);
      arrayOf_WeaponSlot[24] = new Aircraft._WeaponSlot(6, "RocketGunAIM9D", 1);
      arrayOf_WeaponSlot[25] = new Aircraft._WeaponSlot(6, "RocketGunNull", 1);
      arrayOf_WeaponSlot[26] = new Aircraft._WeaponSlot(6, "RocketGunAIM9D", 1);
      arrayOf_WeaponSlot[27] = new Aircraft._WeaponSlot(6, "RocketGunNull", 1);
      arrayOf_WeaponSlot[28] = new Aircraft._WeaponSlot(6, "RocketGunAIM9D", 1);
      arrayOf_WeaponSlot[29] = new Aircraft._WeaponSlot(6, "RocketGunNull", 1);

Which all makes perfect sense and I can read it from the java no problem at all.

What I can't see is the mapping between weapon slot and mesh hooks.

When you select a loadout, the meshes for the weapons have to be attached to the aircraft mesh using the various named hooks.

I just can't see anywhere that happens.

Anybody know?
Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #280 on: May 27, 2014, 08:30:21 AM »

Okay I have sorted it.


Logged

hello

  • member
  • Offline Offline
  • Posts: 285
  • aka Aufpassen! aka Alfie!
Re: msh Binary format
« Reply #281 on: May 27, 2014, 10:04:24 AM »

Hey Stainless,  I see you are making good progress. Nice!!!

A few remarks and requests, that might be usefull/helpfull:

The ability to select a different texture for a texture that is available would be nice:
If you open the texture listing, you click on a texture, a browser window opens and allows you to select a replacement texture. Often a plane comes in multiple variants, and you want to see if a certain skin fits the model you can try different textures more easily.

Another thing:
If I want to look at the plane in its damaged state, do I need to unselect the normal state?
It seems (I believe) this does not work automatically. The same goes for the caps.
A automatic selection for this would be nice.
I believe now the normal state also remains visible when selecting the damage state.

Last:
The distance slider would be more usefull, if hooked up to the exploded view, meaning you can adjust the separation between parts. This would make checking if parts fit more easy.

Just asking/musing. Also, any chance of a new version?
M.
Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #282 on: May 27, 2014, 10:50:43 AM »

Well the progress ground to a halt.

I have actually written all the code for the weapon loadouts, but when I tried to test it with the mods I have here I just run into loads of problems.

Either ...

1) I don't have the msh files for the weapons
2) I have the meshes, but the aircraft doesn't have any code for the bomb bays.
3) I have the meshes, and the aircraft has bomb bay code, but the hooks are missing.
4) The aircraft doesn't have any loadouts

Nothing to do with my code  :(

For example the Tu 95 has a few loadouts. I have the meshes for the weapons. But the code attaches bombs to hooks that don't exist.

I'll upload another version tomorrow

Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #283 on: May 27, 2014, 01:00:52 PM »

I found a loadout that works

A F4-B fully loaded with BLU's

Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #284 on: May 27, 2014, 01:22:37 PM »

I should explain how the weapon system works.

1) Create weapon database

On the settings menu their is an option "Add weapon to database". Use the file dialog to navigate to the .msh file for the weapon. Then a popup will appear asking for the "In game name". Fill in that and select ok.

You have to do that for all weapons, so it's really tedious. However you only have to do it once. The database is saved and reloaded every time you run the app.

It is stored as a text file in the app directory so you can edit it by hand if you prefer.

2) Load the loadouts

On the mesh menu is an option "Load loadouts". Point this at your <Aircraft>.java file. It finds the section of code that creates the weapon loadouts table and parses it.

3) Select loadout

I have added another button to the toolbar which brings up a windows form. Select the loadout from the left listbox and the right one will fill up with a list of the ordinance. Click on the validate button to check you have all the required weapons in the database. Then click on ok and the plane will be loaded up with the requested weapons.

I am planning another layer to this code that allows you to build a load out. Once you are happy with it I will add an option to save a java code fragment that you can paste into your <Aircraft>.java file.

Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #285 on: May 28, 2014, 04:15:44 AM »

http://stainlessbeer.weebly.com/downloads.html
New version up.

I'm playing with the lighting at the moment, specular lighting is not working
Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #286 on: May 28, 2014, 04:56:24 AM »

Fixed it

Stupid float4 versus float3 bug.

old version



new version

Logged

Stainless

  • Modder
  • member
  • Offline Offline
  • Posts: 1531
Re: msh Binary format
« Reply #287 on: May 28, 2014, 08:14:06 AM »


The ability to select a different texture for a texture that is available would be nice:

Added to the texture browser, select a texture and click on "Replace"

Quote
If I want to look at the plane in its damaged state, do I need to unselect the normal state?

Yes at the moment. I have already added a "Shoot" mode for testing the collision meshes. I plan to have this actually do damage so you can shoot particular parts of the mesh and see what the damage meshes look like.

Quote
Last:
The distance slider would be more usefull, if hooked up to the exploded view, meaning you can adjust the separation between parts. This would make checking if parts fit more easy.

Good idea. I'll add it to my Todo list.

Just an update on the work situation. I have picked up a little contract to keep some money coming in and I'm talking to a couple of companies about more permanent work. Lionhead studios are interesting, (but as they are part of Microsoft... it is going to the dark side  :'( ) also Samsung....
Logged
Pages: 1 ... 21 22 23 [24] 25 26 27 ... 50   Go Up
 

Page created in 0.084 seconds with 27 queries.