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Author Topic: Crazyflak's Seawolves complete pack.  (Read 23902 times)

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just champi

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Re: Crazyflak's Seawolves complete pack.
« Reply #12 on: June 25, 2014, 06:50:25 AM »

Hi Claymore, I haven't examined the model, but a way to overcome this "collision limit" would be to create a new part and link it to the wing part (or the fuselage) that needs some collision added.
Let's call this new part created "WingAuxiliary_D0", for instance.
It would be made of only one face, a small triangle, with Gloss or matt material applied, it doesn't matter wich one as it would be non visible from exterior, anyway. Also, "separable" flag will be omitted for this part.
The pivot point can be the same as the part that it will be linked to.
So now you can add to this new part up to seven more collision boxes, and they can be external or internal or a mix of them. And not necesarily they have to be INSIDE this part, they can be related to some other part that already have all "slots" for collision filled.
It may be necessary to make some adjustment in the Java code to reflect parts name changes, in the Hit and Cut methods, to tie everything.

There are many other examples, but check for instance, the B-25 model to see how that it's already done in the game.(look for an Auxiliar_D0 mesh or something similar)
Anyway, the idea behind is, if you need more than 7 collision bodies, make a "dummy",  non visible from exterior part, link it to the existing hierarchy and add the extra needed collisions to it. Revise your code to make it work properly.

EDIT: sorry, I corrected the post, the new part created doesn't have to have the flag "hidden", it only needs to be hidden inside another part. I mean it should'nt be noticeable from exterior view (its only a small tringle, so not difficult), its only purpose is to serve as a container to have more collision bodies. If it has the flag "hidden" the collision bodies will be deactivated, so it won't work as intended. Sorry for the mess... I was a bit in a hurry  :-[

PD. Maurice, I missed you...  :)
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crazyflak

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Re: Crazyflak's Seawolves complete pack.
« Reply #13 on: June 25, 2014, 12:23:39 PM »

Reviens Maurice !  ;)

Petit a petit, tout doucement je reviens ;-)  Merci, mon ami :-)

And unfortunately we cannot move this xxcontrols* hit box to an other part of the wings because the maximum number of hit boxes per mesh is 7, and all wing meshes reach this limit...

Merci beaucoup pour le rappel! Je crois que tu me l'avait déja expliqué? ou peut-etre pas? Ma memoire c'est pas beau :-(  Je suis content de vous revoir tout les deux ;)

PD. Maurice, I missed you...  :)

Muchas gracias, Champi! Da gusto ver que sigues por aqui y siempre con ese ánimo de ayudar :-) 
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Epervier

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Re: Crazyflak's Seawolves complete pack.
« Reply #14 on: June 25, 2014, 01:41:16 PM »

Reviens Maurice !  ;)
Petit a petit, tout doucement je reviens ;-)  Merci, mon ami :-)
Chouet !
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max_thehitman

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Re: Crazyflak's Seawolves complete pack.
« Reply #15 on: June 25, 2014, 05:26:42 PM »


Petit a petit, tout doucement je reviens ;-) 


Very good news! 
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SAS~Malone

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Re: Crazyflak's Seawolves complete pack.
« Reply #16 on: June 25, 2014, 10:38:34 PM »

great to see these birds again, even better to see the 'flak, Maurice, popping his head in here again! :D
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C6_Claymore

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Re: Crazyflak's Seawolves complete pack.
« Reply #17 on: June 26, 2014, 01:44:33 PM »

Hi Claymore, I haven't examined the model, but a way to overcome this "collision limit" would be to create a new part and link it to the wing part (or the fuselage) that needs some collision added.
Let's call this new part created "WingAuxiliary_D0", for instance.
It would be made of only one face, a small triangle, with Gloss or matt material applied, it doesn't matter wich one as it would be non visible from exterior, anyway. Also, "separable" flag will be omitted for this part.
The pivot point can be the same as the part that it will be linked to.
So now you can add to this new part up to seven more collision boxes, and they can be external or internal or a mix of them. And not necesarily they have to be INSIDE this part, they can be related to some other part that already have all "slots" for collision filled.
It may be necessary to make some adjustment in the Java code to reflect parts name changes, in the Hit and Cut methods, to tie everything.

There are many other examples, but check for instance, the B-25 model to see how that it's already done in the game.(look for an Auxiliar_D0 mesh or something similar)
Anyway, the idea behind is, if you need more than 7 collision bodies, make a "dummy",  non visible from exterior part, link it to the existing hierarchy and add the extra needed collisions to it. Revise your code to make it work properly.

EDIT: sorry, I corrected the post, the new part created doesn't have to have the flag "hidden", it only needs to be hidden inside another part. I mean it should'nt be noticeable from exterior view (its only a small tringle, so not difficult), its only purpose is to serve as a container to have more collision bodies. If it has the flag "hidden" the collision bodies will be deactivated, so it won't work as intended. Sorry for the mess... I was a bit in a hurry  :-[

PD. Maurice, I missed you...  :)


Hey Champi !

It seems that it work fine, but I cannot test as I want because the plane flip over on the deck...

Does anyone manage to land without turning around ? and if yes how ?

Thx
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Type83Fighter

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Re: Crazyflak's Seawolves complete pack.
« Reply #18 on: July 06, 2014, 11:13:39 AM »

So many choices of air-t-ground weapons... :'( so happy! Thanks a lot for this! Now I just have to find out how to land it without nosing over (I do that with every carrier aircraft at first)
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352nd_Hoss

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Re: Crazyflak's Seawolves complete pack.
« Reply #19 on: July 12, 2014, 11:24:39 AM »

Hey guys, I get the dreaded Mission loading Null error with this mod in HSFX 7.0.2, same files as the Ar-196 I had testing Radge's Ar-196, no doubt it's a buttons problem. Here is my log file.

This is for the FW-190A-4T
Code: [Select]
sFMDir = gui/game/buttons
s1 = flightmodels/bmw_801_vroeg.emd
s = FlightModels/BMW_801_Vroeg.emd
m_lastFMFile = gui/game/buttons
Mission error, ID_04: java.lang.NullPointerException
java.lang.NullPointerException
at com.maddox.il2.fm.Motor.resolveFromFile(Motor.java:374)
at com.maddox.il2.fm.Motor.load(Motor.java:363)
at com.maddox.il2.fm.EnginesInterface.load(EnginesInterface.java:40)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:341)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:719)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:114)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:598)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1934)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1919)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2442)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1732)
at com.maddox.il2.ai.Wing.load(Wing.java:148)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1424)
at com.maddox.il2.game.Mission._load(Mission.java:824)
at com.maddox.il2.game.Mission.access$0(Mission.java:785)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:217)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
null
java.lang.NullPointerException
at com.maddox.il2.game.order.OrdersTree.getSection(OrdersTree.java:627)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:567)
at com.maddox.il2.game.order.OrdersTree.missionLoaded(OrdersTree.java:531)
at com.maddox.il2.game.Mission._load(Mission.java:989)
at com.maddox.il2.game.Mission.access$0(Mission.java:785)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:217)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[12.07.2014 17:21:24] -------------- END log session -------------

the FW-190F-9T works just fine,

However, the FW-190D-13T will load, but it's frozen in midair, no engine sounds and explodes around 5 seconds after spawn, here's the log file, it's rather long after buttons load. 
this is at the very end of the log.
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash

Code: [Select]
sFMDir = gui/game/buttons
s1 = flightmodels/jumo213.emd
s = FlightModels/Jumo213.emd
m_lastFMFile = gui/game/buttons
java.util.NoSuchElementException
at java.util.StringTokenizer.nextToken(Unknown Source)
at com.maddox.il2.fm.Polares.loadMachParams(Polares.java:789)
at com.maddox.il2.fm.FlightModelMain.load(FlightModelMain.java:458)
at com.maddox.il2.fm.FlightModelMain.<init>(FlightModelMain.java:719)
at com.maddox.il2.fm.FlightModel.<init>(FlightModel.java:114)
at com.maddox.il2.fm.AIFlightModel.<init>(AIFlightModel.java:29)
at com.maddox.il2.ai.air.Maneuver.<init>(Maneuver.java:598)
at com.maddox.il2.ai.air.Pilot.<init>(Pilot.java:125)
at com.maddox.il2.fm.RealFlightModel.<init>(RealFlightModel.java:111)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1934)
at com.maddox.il2.objects.air.Aircraft.setFM(Aircraft.java:1919)
at com.maddox.il2.objects.air.Aircraft.load(Aircraft.java:2442)
at com.maddox.il2.game.Mission.loadAir(Mission.java:1732)
at com.maddox.il2.ai.Wing.load(Wing.java:148)
at com.maddox.il2.game.Mission.loadWings(Mission.java:1424)
at com.maddox.il2.game.Mission._load(Mission.java:824)
at com.maddox.il2.game.Mission.access$0(Mission.java:785)
at com.maddox.il2.game.Mission$BackgroundLoader.run(Mission.java:217)
at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:155)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
ERROR [com.maddox.sound.Sample@76150c] cannot load sample: null
ERROR [com.maddox.sound.Sample@5fc793] cannot load sample: null
ERROR file: File users/doe/Icons not found
Mission: Quick/CoralSeaOnline/CoralSeaOnlineRedNoneN00.mis is Playing
INTERNAL ERROR: HierMesh: Can't find chunk 'CanopyTop'
Cannot setup 3d algorithm.Settings will be reset to DEFAULT.

BUNCH OF FILES IN BETWEEN

java.lang.ArrayIndexOutOfBoundsException
at com.maddox.il2.fm.Motor.getCompressorMultiplier(Motor.java:3729)
at com.maddox.il2.fm.Motor.computeForces(Motor.java:2710)
at com.maddox.il2.fm.Motor.update(Motor.java:992)
at com.maddox.il2.fm.EnginesInterface.update(EnginesInterface.java:280)
at com.maddox.il2.fm.RealFlightModel.update(RealFlightModel.java:584)
at com.maddox.il2.fm.FlightModelMain.tick(FlightModelMain.java:751)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:222)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:365)
at com.maddox.il2.engine.InterpolateAdapter._forceInterpolate(InterpolateAdapter.java:124)
at com.maddox.il2.engine.InterpolateAdapter.forceInterpolate(InterpolateAdapter.java:106)
at com.maddox.il2.engine.InterpolateRef.invokeRef(InterpolateRef.java:22)
at com.maddox.il2.engine.Interpolators.tick(Interpolators.java:205)
at com.maddox.il2.engine.Actor.interpolateTick(Actor.java:365)
at com.maddox.il2.engine.InterpolateAdapter.msgTimeOut(InterpolateAdapter.java:174)
at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
at com.maddox.rts.Message._send(Message.java:1217)
at com.maddox.rts.Message.sendToObject(Message.java:1191)
at com.maddox.rts.Message.sendTo(Message.java:1134)
at com.maddox.rts.Message.trySend(Message.java:1115)
at com.maddox.rts.Time.loopMessages(Time.java:252)
at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
at com.maddox.il2.game.Main.exec(Main.java:439)
at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
-------------------------------- MISSION FAILED ---------------------
warning: no files : music/crash
[12.07.2014 17:30:40] -------------- END log session -------------

Would love to get these working, I have Radge's Ar-196 upgrade working in HSFX, the Ju-87C gives a null error too, put the log in that thread, the 109T's load but have no cockpit, put in all the cockpit mods called for and it still won't work. 

Now I can get 33.666666% of Maurice's Seawolves to work.  I had all of this working in 5.0.x HSFX but we had the jet war pack working in that back then too. 

Hope some one can figure this one out and get it to work for HSFX, I'd like to play all the missions I made with these from earlier packs with AG-51 on game nights.

Cheers

Hoss

JG7_X_Man

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Re: Crazyflak's Seawolves complete pack.
« Reply #20 on: September 11, 2014, 01:55:03 PM »

Can someone help me figure out the what would have been the weapons.properties entries for addition to DCG?

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max_thehitman

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Re: Crazyflak's Seawolves complete pack.
« Reply #21 on: September 11, 2014, 02:21:56 PM »

Can someone help me figure out the what would have been the weapons.properties entries for addition to DCG?

I do not seem to have that information on me at the moment.
Perhaps I have saved in my external HD disc. Not sure if I have it.

Anyway, inside the airplane-mod folders in the "Arms"  folder these are the weapons folder
pertaining to these Navy FW-190 versions...

Ml-103
Mk108(internal)
PC1000RS
Sb-1000
StarthilfeSolfuelChuted
StarthilfeSolfuelL
StarthilfeSolfuelR

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rkalhorn109

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Re: Crazyflak's Seawolves complete pack.
« Reply #22 on: June 07, 2015, 09:35:41 PM »

Finally got these working in 4.10/DBW.  For some reason only the A-4T works with my ModAct 5.3 install.  Either way, it's great to be able to fly the 190 with canopy open!
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Asso di Spade - Ace of Spades

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Re: Crazyflak's Seawolves complete pack.
« Reply #23 on: September 04, 2015, 09:00:50 AM »

Hello Gents...
For the credits, yes, maybe one name is still missing...

I was the one that had the first idea (I was still using the nick "Col. King") about a German Kriegsmarine "What if" campaign in the Pazifik Ozean... Hunin Munin immediately jumped in and helped me developing the idea with skins  and so on.... Please ask him for confirmation.... We were still using existing planes to fake others, like the Ki-61 to fake the Heinkel He.100 naval model... Good old times.

I can really say I'm very happy to see the idea stuck and now is a fully developed mod pack. It is like watching a little child growing and becoming an adult....

Thank you to all that contributed with their hard work to make it happen. You are all my heroes.

Cheers.
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