Jump to content
Sign in to follow this  
firewill

[WIP]WW2 Battleship Mod

Recommended Posts

Gnat;1848241']Well then you should have posted a pic ;)

BTW ship builders of the large type' date=' generally you can have a full Hull in the Resolution LODs, but in the Geometry LOD your hull should be flat at the bottom, just a little below the expected water-line.

Trick/Tip:

To simulate damage, select/name/animate the bottom points of that Geometry lod along one side. Rotate them in animate with source as DAMAGE. Your ship will now start to list over a bit as it takes hits.[/quote']

yeah i would of but Firewill is having some Internet connection problems so haven't been able to get hold of him.

He'll be back soon hopefully.

Nice tips as well Gnat,

Should help out the guys how go big with the ships :)

Share this post


Link to post
Share on other sites

Hi, all.

2 day ago, change the Internet Provider(bye bye LG LostConnectCom).

So my internet is back online! (I saw some Reply, use the Android Phone. but Android Keyboard is Very Difficult of Write the Post or Reply..)

Thanks the Told me about Some Reference, its very useful!

but make progress is still Alpha Test, And Untexturing. but some config Issue is Fixed and 16inch is Works Fine. however Geometry and Fire Effect is came a New Problem.

I saw some ship config and script, ofcourse i can't open the P3d file and i think the some "big" ship is separate the some Parts of the Body.

(ex :Front,Middle,Back?)

so i need some Help of Config and Script..

need : Fire Effect and How Separate Ship's Body and Attach the Ship.

And, This Picture is IOWA Alpha Test 1 weeks ago. ofcourse UnTexturing..(i'm working Camo Texture!)

iowa-1.jpg

Thanks the visit, Suggestion and Advice Always Welcome. :)

Firewill

Share this post


Link to post
Share on other sites

Hey Firewill.

Good to see you back and posting progress.

Nice work on the IOWA

Share this post


Link to post
Share on other sites

Only STATIC ships typically use positioning or attach scripts on multiple p3d files.

Moving ships tend to be 1 p3d file, or 1 p3d with some proxies.

Are your ships static or moving?

Share this post


Link to post
Share on other sites
need : Fire Effect and How Separate Ship's Body and Attach the Ship.

The fire effect, so the guns show the same fire effect the tank cannons show when they fire is actually quite easy.

First of all, in your cfgammo part of your config you have to add a line that says:

muzzleEffect = "BIS_Effects_Cannon";

Like here:

	class Mk45_127mm : Sh_105_HE {
	hit = 355;
	indirectHit = 45;
	indirectHitRange = 7.5;
	model = "\ca\Weapons\shell";
	airFriction = -0.00038;
	whistleDist = 60;
	muzzleEffect = "BIS_Effects_Cannon";
};

And then, in your cfgvehicles you have to add an eventhandler section. Like this

class EventHandlers {
		init = "_scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf""";
		Fired = "this call BIS_Effects_EH_Fired;";
	};

The part in the init initalizes BIS particle effects. The one in the fired section calls the effects (referenced in the cfgammo section) whenever an ammo round like that is fired.

Hope it helps

Share this post


Link to post
Share on other sites
Gnat;1848811']Only STATIC ships typically use positioning or attach scripts on multiple p3d files.

Moving ships tend to be 1 p3d file' date=' or 1 p3d with some proxies.

Are your ships static or moving?[/quote']

My ship is moving, but geometry is difficult to me.

Im make geometry and fire geometry but iowa is magic hole deck. Means enemy weapon is can't hit the ship. So need some help about geometry.

---------- Post added at 11:23 PM ---------- Previous post was at 11:20 PM ----------

The fire effect, so the guns show the same fire effect the tank cannons show when they fire is actually quite easy.

First of all, in your cfgammo part of your config you have to add a line that says:

muzzleEffect = "BIS_Effects_Cannon";

Like here:

	class Mk45_127mm : Sh_105_HE {
	hit = 355;
	indirectHit = 45;
	indirectHitRange = 7.5;
	model = "\ca\Weapons\shell";
	airFriction = -0.00038;
	whistleDist = 60;
	muzzleEffect = "BIS_Effects_Cannon";
};

And then, in your cfgvehicles you have to add an eventhandler section. Like this

class EventHandlers {
		init = "_scr = _this execVM ""\ca\Data\ParticleEffects\SCRIPTS\init.sqf""";
		Fired = "this call BIS_Effects_EH_Fired;";
	};

The part in the init initalizes BIS particle effects. The one in the fired section calls the effects (referenced in the cfgammo section) whenever an ammo round like that is fired.

Hope it helps

Thanks the information! I try it! :)

Share this post


Link to post
Share on other sites
My ship is moving, but geometry is difficult to me.

Im make geometry and fire geometry but iowa is magic hole deck. Means enemy weapon is can't hit the ship. So need some help about geometry.

For ships this size the geo lod should be nothing more than a series of boxes. eg, hull should be a half dozen boxes generally making the hull shape.

Main superstructure and turrets, another half dozen boxes.

Sure, sometimes the geo lod wont stop ship to ship collisions, but hell, how offen does that happen?

Fire Geometry is what Shells and other gunfire "hits", thats more important.

And generally AI only fire at the "zamerny" memory point, so thats the only real place you need the geo lod or Fire geo lod working.

If you try breaking a moving ship into a series of separate addons/p3d files, your going to have a very very complicated addon ..... lots of scripts, lots of things to potential go wrong.

I gave up the idea of people walking on (large moving) ship decks years ago, for the tiny benefit its a fucking nightmare to get it even close to working.

Share this post


Link to post
Share on other sites

bb-61-cammo-1944.gif

this picture is BB-61 IOWA 1944 Camo blueprint.(found the Google image.)

and, my Texturing WIP(10%.)

iowacamowip.jpg

Share this post


Link to post
Share on other sites

Looking very good.

Some targets for my 36cm/45. (From IJN Ise CV/BB)

Share this post


Link to post
Share on other sites

Looking a LOT better than your initial screens! Nice! :D

Abs

Share this post


Link to post
Share on other sites

Sweet :)

If you're going to hold to that list of yours; this will be a hit :)

Share this post


Link to post
Share on other sites

These are awesome, good work, can't wait to have some big battleships :)

Share this post


Link to post
Share on other sites

IOWAWIC.jpg

IOWA In Utes(you can find some Grey texture. it is my mistake..)

5 inch and 40mm bofos AA is Working now. but 20mm orikon AA is don't use.

Fixed Problem : Geometry and Texture.

But still have Fire effect. i think BIS original Effect is small.

i want "BIG" Fire Effect and Muzzle, but i don't know about Script.

Anyone help about BIG Fire Muzzle Effect?

And, i need WW2 Era US Navy AA Gun Crew.

Need : BIG Fire effect And WW2 US Navy AA Gun Crew

Share this post


Link to post
Share on other sites
Anyone help about BIG Fire Muzzle Effect?

Are you talking about the one that comes when you fire the main gun of a tank?

And you find it small?

Enabling BIS own Cannon effect is easy, I think I told a couple pages before how to enable it.

For adding a REALLY big effect you would need to speak with the particle effects gurus here

Share this post


Link to post
Share on other sites

hi firewill,

i'm also looking for a powerful muzzelflash and found the link:

http://forums.bistudio.com/showthread.php?t=90998&highlight=tank+flash

maybe it helps your claims

for me it does not work yet :(

The Battleship Tirpitz had a red muzzle fire with heavy dust.

Look:

http://www.jamesgdorrian.com/tirpitz001.jpg

Can also be changed the color of the "BIG" Fire Effect ?

Share this post


Link to post
Share on other sites

German Schnellboot?

They look very sleek with those paintjobs!!!

Share this post


Link to post
Share on other sites

Hello yes on the top that`s German Speedboats of the S100 class.....

so now continues with the Battleship Tirpitz

have fun

stiefel :bounce3:

66860017.jpg

11405361.jpg

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

×