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Author Topic: Oeffag D.III series 153 and Oeffag DIII series 253: New wing radiator  (Read 3028 times)

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vonOben

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Oeffag D.III series 153 and Oeffag DIII series 253: New wing radiator

New more historically accurate 3d model for the wing radiator.
The Oeffag DIII's had a center mounted wing radiator and it had a different design from the Albatros radiator.
The wings have been slightly edited to match better with the radiator and the water pipes have been moved to their accurate positions.

Oeffag D.III series 153







Oeffag DIII series 253







Tested in IL-2 1946 4.10 (DBW_1916) and 4.12 (DOF3).

Credits:
3D Edits and new radiator by vonOben
Edited 3d models for the wings are based on earlier work by: OAW~Magpie, Lisek and Loku.
MAX-theHitman and Phas3e who made the original default skin which I've edited and also was used as starting point for the radiator skin.

Download:
I've uploaded the updated files to the IL-2 "Misc files" page on my site.
http://vonoben.free.fr/

Cheers

vonOben
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Fresco23

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Re: Oeffag D.III series 153 and Oeffag DIII series 253: New wing radiator
« Reply #1 on: March 16, 2019, 10:15:01 PM »

Lovely!!  ;D
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max_thehitman

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Re: Oeffag D.III series 153 and Oeffag DIII series 253: New wing radiator
« Reply #2 on: April 30, 2019, 07:59:03 AM »

Thank you VonOben! A new upgrade for these cool aircraft is always welcomed !
Looks BEAUTIFUL ! Great 3d-modeling.

I am still trying and testing ways to get rid of that annoying transparency from the side-cockpit.
I have a feeling that it has to do with a file which still has a written number on it, which makes that part "invisible".

Here is an example from the file "Gloss1D0o" which makes a certain part on an airplane "invisible" or be able
to use a skin Alpha-channel to be "seen-through"

[ClassInfo]
  ClassName TMaterial
[General]
  tfDoubleSide 0
  tfShouldSort 0
  tfDropShadow 0
  tfGameTimer 1
[LightParams]
  Ambient 1.0
  Diffuse 1.0
  Specular 0.3
  SpecularPow 3
  Shine 0.0
[Layer0]
  TextureName skin1o.tga
  PaletteName
  Frame 0.0
  VisibleDistanceNear 0.0
  VisibleDistanceFar 10000.0
  TextureCoordScale 0.0 0.0 1.0 1.0
  ColorScale 1.0 1.0 1.0 1.0
  AlphaTestVal 0.5              // of [0.1, 0.5, 0.9]
  tfWrapX 1
  tfWrapY 1
  tfMinLinear 1
  tfMagLinear 1
  tfMipMap 0
  tfBlend 0
  tfBlendAdd 0
  tfTestA 0 
  tfTestZ 1
<----------- These 2 written lines is what makes some parts "invisible".
  tfUpDateClear 0
  tfModulate 1
  tfNoTexture 0
  tfAnimatePalette 0
  tfAnimateSkippedFrames 0
  tfNoWriteZ 0
  tfDepthOffset 0
  tfTranspBorder 0
  tfTestZEqual 0

----------------------------------------------------------------------

By changing the value to 1 or a 0, this is possible to do with all airplane 3d-model parts.
But to see where this problem is coming from, a person must check each and every single files (which comes with the model)
 and
see and test these changes while the airplane is flying in teh game.
Which means, for every change a person makes in one file, then you must start the game up again and fly the airplane.
Then turn off the game and do the same to another file, and start the game all over again. To see what changes have happened
in the model. It kind of drives a guy crazy doing all these changes  :D

As for all the other written lines which you can change the values from 1 to 0, they ALL do a particular change also.
Some files are even missing some of these important lines, which a person must ADD for all the 3d-model to work properly.

Many years ago, I once had written down on a Notepad what each single line means and what it does, but I have since
lost that Notepad notation in my PC  :( . I have way too many papers dealing with this game and its many mods.
Once I find that Notation, I will post it for everyone so we can ALL keep track of these things and do better fixes.
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vonOben

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I've tried different combinations for the appropriate material file:

  tfTestA 0 
  tfTestZ 1

 tfTestA 0 
  tfTestZ 0

 tfTestA 1 
  tfTestZ 1

 tfTestA 1 
  tfTestZ 0

But neither removes  the transparency from the side-cockpit.  :(
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Dreamk

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it may be an inverted mesh problem - meshes normals need to be inverted in cockpits, if not the mesh appears as transparent in cockpit views in the game. 
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vonOben

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it may be an inverted mesh problem - meshes normals need to be inverted in cockpits, if not the mesh appears as transparent in cockpit views in the game.

The problem is in external views, not the cockpit view:

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Dreamk

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So may be the problem is exactly the same but in the opposite direction - the same rule is true for meshes in external views: inverted normals = transparent mesh.
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vonOben

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Thanks Dreamk!

Some of the internal surfaces were missing, I've fixed it now.  :)

https://www.sas1946.com/main/index.php/topic,61441.0.html
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