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havocsquad

Ship Fire Geometry

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(I've searched before, but can't find the exact info)

Does anyone have the exact limitations&specs on building "ship" class units for OFP?

How long can it be, how wide, how tall?

How do you impliment fire geometry that works on a ship (if possible). I know the LSD, Pauk, BIS LST, and BIS boats Fire Geometry works.

Any specific answers to these questions would be greatly appreciated.

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Geometry can be no more than 60 square meters (eh think thats what it was) so you anything larger will need sections, meaning it would HAVE to be STATIC.

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Geometry can be no more than 60 square meters (eh think thats what it was) so you anything larger will need sections, meaning it would HAVE to be STATIC.

Not square meters. Normal meters, just like hardrock said the limit's 64x64meters, which means 64 meters long and 64 meters wide.

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There is nothing really specific cos we dont have the exact specs, but many addonmakers have tested and found the 64m cube an ideal limit for geoLod.

For myself, i stick to the 50m cube limit, cos while geolod is 64, roadway and pathway lod is about 50m cube.

You can have a 500 long ship, make it move, but lods limit will stick to only est. 50m cube size.

One way to overcome the limits is to break up your ship into 50m cubes size and use an attachment script to align them in cfgVehicles eventhandler. You can still make it move, no worries, by attaching the parts to an invisible geolod ship class vehicle. Try my USS Midway carrier, over at ofp cz..it is 300meters long and moves and built using aligned parts. (Included in the pbo is a static version, place there because i didnt like the moving ship's bobbing up and down motion with the sea for prolonged fighting on board.)

PS:- For fire geometry to work, just copy the geolod model into fire geo lod. Make sure the geolod model is properly 'component' first.

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I have done some experimenting and its not just Geometry that has this limit.

Roadway is also limited to the 60 or so meters.

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Hey phil, could you write a tutorial on that method of ship addon designing?

This could dramatically help others produce workable large ships like a moving Russian Kunestzov CV or some real sized and powerful modern Destroyers.

It might be a good idea to either create a simple example or leave a MLOD addon version of your Midway carrier.

Later,

Havoc.

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Frankly, i dont even know where to start on a tutorial, cos its a pretty advance form of modelling, need lots of patience and effort to test it out, but if u understand the concepts first of breaking it into parts and aligning in thru an eventhandler in config, u can make plenty of such huge stuff on the fly.

However, like all my models, it is in MLOD format so that u can freely use it and call it your own if u want, though i would suggest a texture makeover to make it look different.

Go to ofp cz and search for ships addon and u will find the USS Midway carrier.

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Doh, I was thinking of the Hawk Nimitz. Yeah, yours is in MLOD format.

By the way I was able to get my hands on a good Arliegh Burke model, with skin.

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Ok ..... think Ive got the 50m limit picture ...... but excuse me if this is a dumb question (bit of a modeller/O2 newbie);

Why can't a 100m ship be constructed using 2 x 50m section in O2 (not script join, but actually in one LOD of O2)?

i.e. 2 section that arent joined but overlap or near overlap to provide a geo for collision detection and fire detection ?

Does any modelled part / section move with a vehicle or is the limit simply apply to ANY number of objects within a 50x50x50m (or 64m) volume/LOD ?

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But there is only one Geometry LOD and it will ignore things that are out of the 64m (60 or so to be safe) range.

Another thought about making larger geometry is using proxy like parts like Col Klinks windows for buildings idea.

I know that when you add a proxy whether its a bomb or a part just for show.The geometry works on a proxy.

The problem in making large ships,we don't just want geometry,we want roadways and turrets and such.

I haven't finished my WWII Kaga AC Carrier but I planned on using this idea to make the geometry to match the ship size.And to have seperate destroyable parts.

Another thought was to model the whole visual object in one addon and use just the alloted 64sq geometry.Then make some just geometry parts to addon and setpos to the main addon.

I haven't checked it out but Phil's Midway is movable and in parts and if your making a ship,you should check that on out.

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Hey bratty, lookin forward to yer kaga..had so much fun with yer mitsubishi zeros! tounge_o.gif

Gnat:- Dont put yerself down, no one is an einstein here anyway tounge_o.gif

"Why can't a 100m ship be constructed using 2 x 50m section in O2 (not script join, but actually in one LOD of O2)?"

Think of an imaginary cube limit of 50mX50mX50m..thats how the engine recognise the geometry lod. u can have as many parts as u want up to the entire length of 100m but the engine will only recognise the imaginary 50m cube of parts in it.

Example, even if u place a 10m cube at one end and a 40m cube at the other end of the 100m size addon, with no geometry in between, u will still get no geometry, - cos the engine take into relation the distance of both ends which is 100m length, outta of the limit, so no deal.

However if u just concentrate 50m cube in the centre, with nothing else at both ends of the 100 length, geolod will work on the cube - cos the engine recognise the geolod which is within limit, even though your resolution lod may be 100m. ResolutionLOD is what it is - resolution only and nothing else.

Fire, path, walkway works in similar fashion with geolod.

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

"Does any modelled part / section move with a vehicle or is the limit simply apply to ANY number of objects within a 50x50x50m (or 64m) volume/LOD"

Any objects will move with with the addon be it 10m long or 1000m long, only that for collision detection to work, only 50m cube of parts in the addon will be useable, the rest of the addon is just for show with bullets going thru it.

This i learnt thru numerous trials and errors...numerous..sigh.

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Thanks muchly PC !

I understand now.

Looked at your Midway ..... nice tricky way to do it  ...... maybe I can redo the Nimitz that way.

Surprisingly the "cargo" scripts that keep it all together dont seem to cause lag no matter how many Midways I put on a map.

Now, if I understand all this correct, (ignoring Carrier stuff like pathways, roadways etc) you can make 200m ship all in one piece/lod EXCEPT the Fire geo. If you only construct multiple fire geos (4 in this example for 200m) and have them "attached" and following the main geo/lod via INIT scripting then all problems are solved, enmy fire will hit something, it just maybe a "cargo" Fire Geo. And Im guessing you can simply make it so that if a "following" cargo fire geo is !alive then you can script kill all geos to simulate a kill (or reverse for repair if the case be).

hmmm ..... ideas ideas smile_o.gif

EDIT: BBBZZZZZZZZTTTTT !!!  .... um ... ok .... so this is the real problem ..... you can only define 1 Fire Geo per model ..... rats!! (look for another way! ) smile_o.gif

hmmm ... how about multiple P3D models, 4 in this case JUST being a Fire Geo ? ..... createvehicle and have them "attached" to the main model to make up the full fire geo .....

@Bratty

Quote[/b] ] ..... don't just want geometry,we want roadways and turrets and such

Well .... turrets yes, but why would you want pathways and roadways on a large ship (ignoring carriers) ? When you use a fighting ship in OFP your not going to run around on the decks etc ..... they are meant for war, pure and simple.

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Never tried this, but try to build to separate 50m parts and then join them in one "joint-model" via proxies, like e.g. tables are placed into houses without really creating them there. That could work

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then join them in one "joint-model" via proxies, like e.g. tables are placed into houses without really creating them there.

I think thats what BraTTy was suggesting, wasnt it?

Anyhow, I know shit all about proxys so that idea will have to wait for someone else to test.

But that gets me thinking ..... can probably do the same thing with the MCAR/SA8Geckos Cargo proxy trick .... but thats a script looping solution and probably less "rigid" than this weapon proxy idea.

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