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Urgent: Need some help from CFS2 aircraft model builders.

It's all in the naming of the parts an with the texs crash.

I never figured out how to get the bullet holes to show ( some one did, just can't remember who right now), but as far as parts fallin off it's, in the part naming.

It's been so long since I messed with it that I'd have to go back an look at one of my old source files to get the right tags, but if I'm rememberin right you just use the tags from the FS02 sdk an it should work right.

Course, my memory ain't what it used to be either :isadizzy:
 
Bump bump if those people want to see PHP in time for Christmas.

Here is what I am facing....

When our BB's switch from the regular model to the damage model... things go south.... err should say north in this case.

In GSL we point the BB's to 228 degrees to line them up along Ford Island... everything is fine until the damage models show! When it switches to the damage models... the models point straight north!

Now I have been working with JefPat on this... our other library objects with Damage models do not face to the north when the damage models appear.

The difference is... our other objects (ie buildings) show up as Infrastructure in the Mission Builder.... our ships.... show up as Ships.

Makes me wonder if the that Ship Bug... ie no guns... it will sail north when attacked... is biting us here.

Right now I have to compile our damage models to point @ 228 degrees. What this means if that you use our ship library BGL in other sceneries... you better point the undamaged ship always @ 228 degrees or one will notice that the damage model switches to point straight north!

I guess I could switch the damage profile to get our ships to show up as Infrastructure.... not sure though how that will affect the missions....

So wanting to place these ships as MDLs in the Mission Builder... but first I have to figure out how to add damage models to MDL files.

PHP2 is being stopped short of a Christmas Eve release... and Santa's elves are of no help!

Below pic showing Nevada capsized.
 
Might ought to ferget my last post, thought ya was talkin about planes................. know nothin about how the ships work
 
It would work the same Gramps... I would think. I am checking out the FS2002 SDKs MakeMDL and MDLFMT docs right now.


Worse comes to worse.. I will make the ships as infrastructure... but in mission results... you do not get credit for sinking a BB because GSL objects have no nationality.
 
Not sure bout that crash.

On a plane............you name parts " l_wing, fuse,tail, etc." in the dp there's a set amount of damage that part can take, then it falls off.

You can add a damaged part to it ( can't remember the tag anme :isadizzy: ) that'll show after the wing falls off.

Not sure if ships use anything like that or not


EDIT:

endcap is trhe part name

"endcap_l_wing, endcap_tail,.......)
 
Crash,

I hope this isn't a bridge too far. Seems like ships, when in the missions as ships and not infrastructure, just always sink out of sight when destroyed. There are some effects files that distribute flotsam and oil when the ship is damaged, but I don't recall anything else. I hope that you are onto something here.

Interesting shot of the Nevada capsized. I've never seen a ship in CFS 2, or any sim for that matter, turned turtle like that.
 
IIRC Crash works in GMax/Max, Caleb flerk refers to FSDS. Bearing that in mind, it does go into breaking parts and the naming conventions and conditions should more than likely be the same. In FSDS it's relatively easy, no idea about Max tho'. You namethe main part fuselage or something and make all the bit's you don't want to fall off child parts of that. You then add a part called, for example, wing, set the conditions as described at Caleb's site and make all the bits you want to fall of with the wing children of the wing. etc, etc.....

The site mentions texture swapping for damage, but FSDS doesn't directly support it, instead it needs SCASM'd in after compiling, as does bullet holes (BTW it was Wolfi that added bullet holes to his Ju87). I think GMAX allows texture swapping to be done on the source.

Hope you get it all sorted Crash,
Jamie
 
FSDS to sca file........scasm bgl....etc....

If you are trying to do destructible infrastructure objects.............

try dissassembling AtlanticWall bunkers with.....
SCDIS: MSFS Scenery Disassembler for SCASM/FreeSCVersion 2.3
Copyright (C) 1996-2003 by Takuya Murakami

Can get both at www.flightsim.com

it will give you *.sca code............

I have since been told to lay off the freeware, model, and object, scenery.........i.e........Hi, I am Rockster........recovering CFS2 addict...etc.

I have packed away all my code........so I can find nor remember exactly how ........

but here are some things I remember.........

Header.......and SetCrashCode

ObjID( 001DF863 333DA750 02C1A141 023BA1CC )
LibObj( PWR 0 SIZE 50000 SCALE 0.001000 TYPE 0x0 PROP 0 NAME "inf_AtlanticWall_Bunker9" )
IfVarAnd( :L00000AFB 24 40 )
I_96( :L00000127 -15536 )
I_98( :L00000121 0 0 0 -15536 -15536 -15536 0 0 0 )
SetCrashCode( 20 )
:L00000121
Call( :L00000127 )
Return
:L00000127
Call32( :L0000014D )
Call32( :L0000025B )
Call32( :L000004E5 )
Call32( :L00000551 )
Call32( :L00000691 )
Call32( :L00000A1F )
Return

Understand how that works...........namely IfVarAnd....send you to the non damaged model code..........damage code comes first.... Calls32

then if variable is crashcode.......then goes to L00000AFB which is the start of the Non damaged model

use FSDS to create damaged and non *.sca code .........cut and paste *.sca code into this format, then assemble........

I think???
 
I know absolutely NOTHING about what you all are talking about.

That being said, would Usio help out if you were to use an online English to Japanese translator program and send him the question(s).

He has been building ships that absorb damage and sink for a long time.
He just might know some tricks to the trade?
 
Say WHAAAAAAT ?

I'm with DevilDog....

There are some things about this program that are simply over me head... don't know if it's a function of age, or stubbornness, or damaged brain cells from a misspent life.

Caleb's page helps a bit, but my mind balks at retaining the programming "language", kinda like when I tried to learn to speak German. It just locks up solid.

And THIS from a guy who used to write tech articles for computer magazines in his (relative) youth....

:: sigh ::

Everyone has their limits, I suppose, eh ?

Argh:icon_lol:
SC

:kilroy:
 
Er, I don't think the USS Nevada capsized. Instead she made a dash for the open sea. When she realized she wasn't going to make it, she grounded herself rather than sink and block the chanel. The Oklahoma did capsize.
 
James

This is what might help from the topdown view in Gmax why dont you turn the whole model before compiling to 228 degrees so basically it will already be pointing north then again u could drop a 50 cal on the ships pointing down i think thats how the sailing north bug was fixed.
 
Er, I don't think the USS Nevada capsized. Instead she made a dash for the open sea. When she realized she wasn't going to make it, she grounded herself rather than sink and block the chanel. The Oklahoma did capsize.

Crashaz knew that,it was just a test for damaged models.We've done alot of research and know what's what.Both of us have been to Pearl and talked to the Historians there and I've talked to some of the Veterans of the Pearl Harbor attack for the past 6 years.


Talon
 
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