Jump to content
Sign in to follow this  
MH6

Opening Interior C-130 Ramp

Recommended Posts

Has anyone solved the problem of the C-130 ramp appearing closed while seated in the cargo bay? It looks fine if you're in third person or outside the vehicle, but inside it will always appear closed. I reckon this is because it uses a seperate model for interior rendering than it does exterior, so is there a way to find a handle to this interior model and animate the ramp open? (If it even has an open ramp animation...hope it does.)

Share this post


Link to post
Share on other sites

No one knows eh?

What I don't get is that it works perfectly fine in the Osprey; you see the cargo ramp open while sitting inside, and when you're outside looking in, you see the troops sitting in the back. Not so for the C-130. Ramp won't open from inside and you can't see troops sitting in the back.

You also can't see any vehicles that are loaded into the cargo bay, but can still use their action menus as if you were standing in front of them. It's like they're there, just invisible...

Strange stuff.

Share this post


Link to post
Share on other sites

BIS or BIA atrist who made C130 maybe thinks, "ahh this is not important!" but... for me details like this are important. It adds 4th dimesion to MP mission, if mission is made with detail.

Green light in 30 seconds > ramp starts to open...> you hear wind + engines, a couple more seconds and that red light turns in to green colour > then you jump.

They made scripts for HALO. And they did not finish them properly. Sounds are missing... direction of eject is allways N , does not matter wich side your plane is traveling, Only two animations of freefall are used, and S.K. captured complete set of them, yes im a disapointed. But i still think that BISs guys are proffesional enaugh to solve things like this in future patches

Edited by mchide
Text...

Share this post


Link to post
Share on other sites

Basiclly it's because the interior view is an entirely different model from the outside view. When you make a model you have different levels of detail (LoD) and some of them are special, like the 'cargo' or 'driver' view. These are models that detail what you can see from that position. Often times they are not the entire vehicle at all, but only what you could see by turning your head.

Share this post


Link to post
Share on other sites
BIS or BIA atrist who made C130 maybe thinks, "ahh this is not important!" but... for me details like this are important. It adds 4th dimesion to MP mission, if mission is made with detail.

Green light in 30 seconds > ramp starts to open...> you hear wind + engines, a couple more seconds and that red light turns in to green colour > then you jump.

Exactly. I've even already made the parajump lights that can be controlled by the C-130 pilot. Not being able to open the ramp kind of kills it though.

Basiclly it's because the interior view is an entirely different model from the outside view. When you make a model you have different levels of detail (LoD) and some of them are special, like the 'cargo' or 'driver' view. These are models that detail what you can see from that position. Often times they are not the entire vehicle at all, but only what you could see by turning your head.

Yeah I assumed as much. Do you know if the interior view is a separate P3D file or not? I looked in the C130 P3D and tried all the different animations I could find. None of them opened the ramp from the inside. So if the interior model is included with the exterior one, then they don't have animations for it apparently. :(

Share this post


Link to post
Share on other sites

Its a LoD issue. Artist modeled plane with inside geometry in 1st LoD. In Cargo LoD he modeled more detailed interior wich is not in so much detail that he could not copy paste that interior and add that couple of vertices and make some 20 more polys to stich interior with complete plane model in outside LoDs. If he would do that, we could have same cargo space from 3rd person view of plane and when you look in cargo LoD. Selections names are the same in LoDs and when you would play ramp open animation, you would see all proxies inside from 3rd person and working ramp in Cargo LoD. Its simple and fast solution. But To patch it , its harder. Because Air2.pbo is 270+ Mb file.

Edited by mchide

Share this post


Link to post
Share on other sites

Completely unrelated, but I love your sig mchide. :)

Hopefully they'll fix this for some upcoming patch, since it seems an easy enough fix.

Share this post


Link to post
Share on other sites

I haven't checked this fact. Haven't BIS fixed that issue with ramp from inside view yet?

Share this post


Link to post
Share on other sites

pretty sure you just put this in the init for it to open

this animate ["ramp_top", 1];this animate ["ramp_bottom", 1]; for it to open and

this animate ["ramp_top", 0];this animate ["ramp_bottom", 0]; for it to close (this works for the osprey too)

you would need to make a script to open/close it using the action menu

Share this post


Link to post
Share on other sites

sorry to dig up this old thread, but the open ramp is visible if you place the player as cargo via attachto. here's a command :

player attachTo [plane, [1,-2.3,-4.8]]; player setdir 180;

You can see the open ramp now. But not if you move the player further towards the cockpit. :shine:

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×