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Bullet holes

I have just learned how to build the bullet holes. I still want to see if any one has the FXPAINT.FSC file mentioned in the Caleb's tutorial to see if I had built it correctly. Thanks for all the information mentioned in this post.

1755006794008.png
 
I have just learned how to build the bullet holes. I still want to see if any one has the FXPAINT.FSC file mentioned in the Caleb's tutorial to see if I had built it correctly. Thanks for all the information mentioned in this post.

View attachment 170391
Hello Andrew
To check the bullets holes you can use ModelConverterX, with importation options on "user defined" (default one I believe), and check one by one each bullet hole by entering the values in the dialog box.

bullets_ModelConverterX.jpg

Cheers
Martin :jump:
 
@vincentf563
When you save a model as .3ds everything but the model and texture mapping are lost. You may want to grab my rebuilding guide here

I had problems with MCX 1.3 and Win10. It seems to save .3ds file wrong for me as gMax won't be able to load them. Had to update to MCX 1.5 for my Win10 PC but MCX 1.3 still works fine for my Win7 so it is an OS change of some kind?

Also just downloaded ModelConverterX 1.7 and it regression for a re-builder like me. You can't get any cockpit models using gen_model 1 (tried CFS2 and FS04 models) and also not fixed Development Releases. I guess I will dig up my FSdeveloper account info and report it as bug.

ModelConverterX 1.6 you can get cockpit models but you can't get CFS2's high detail virtual cockpit as you can't use cockpit_detail -1 and this was pointed out in the test builds back in Jan 2022 before 1.6. https://www.fsdeveloper.com/forum/t...cfs2-aircraft-with-mcx-1-5.454578/post-897551
 
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I keep on to work on bullets holes, here using bullets0 to 7 animations to swap textures, as explained by Caleb Flerks, in the chapter "Dynamic Textures Swapping", a long process too, but with perhaps more spectacular effects

texture_swapping.jpg

Here, bullets0 is used for the top right wing, bullets1 for the top left, bullets5 for the bottom right and bullets6 for the bottom left, and here four levels of damaged textures were designed, with each time damages extension. The elevators are at the first level, but the fuselage and wings seem to be at an avanced state, it seems the fourth and last. Four different plain colours textures were assigned to the different damage levels for the tests, for a nice visibility of what happened.
Cheers
Martin
 
Hello Vincent
It uses the bullets0 to 7 animation, but space to show polys, it changes the texture according to the damage box hits, here is the scasm code for the bullet0 fitting the starboard wing sup:

;uName: bullets0 uOffset: 0xAE
IfVarAnd( :eek:bject21_d4 0xAE 0x8000 )
SetMaterial( 3 22 )
Jump( :21_draw )
:eek:bject21_d4
;uName: bullets0 uOffset: 0xAE
IfVarAnd( :eek:bject21_d3 0xAE 0x0800 )
SetMaterial( 3 21 )
Jump( :21_draw )
:eek:bject21_d3
;uName: bullets0 uOffset: 0xAE
IfVarAnd( :eek:bject21_d2 0xAE 0x80 )
SetMaterial( 3 20 )
Jump( :21_draw )
:eek:bject21_d2
;uName: bullets0 uOffset: 0xAE
IfVarAnd( :eek:bject21_d1 0xAE 0x01 )
SetMaterial( 3 6 )
Jump( :21_draw )
:eek:bject21_d1
SetMaterial( 3 5 )
:21_draw
;Model000000/ Part000021 Object000021
DrawTriList( 15455

the code after "SetMaterial", ( 3 5 ) means it's the fifth texture on the scasm list fitting the third material, it shows normally the texture 5, if the index 1 in the dp file, at the end of the wing damage box (corresponding to bullets0 0x01), is switched on, cause of a round hit, the material will become ( 3 6 ), if the index 8 is reached the texture will swap to ( 3 20 ) if index 12 is reached, the texture will swap to ( 3 21 ), and finally if the index 16 is reached, the final texture shown will be ( 3 22 )

here is the texture order in the texture list:

TextureList( 0
1 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_T.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D1.BMP"
1 FF 255 255 255 0 1.1956620216 "DH5PILOT.BMP"
1 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_T.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D1.BMP"
1 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_T.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D1.BMP"

1 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_T.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D1.BMP"
1 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_T.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D1.BMP"
1 FF 255 255 178 0 1.8435139656 "FASTPROPSPIN.BMP"
1 FF 255 255 127 0 0.6685990095 "ENGINESPIN.BMP"
1 FF 255 255 178 0 1.8435139656 "SLOWPROPSPIN.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D2.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D3.BMP"
8 FF 255 255 255 0 4.0974178314 "DH5FUSELAGE_D4.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D2.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D3.BMP"
8 FF 255 255 255 0 4.2296638489 "DH5ULEFTWING_D4.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D2.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D3.BMP"
8 FF 255 255 255 0 4.0396170616 "DH5URIGHTWING_D4.BMP"

8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D2.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D3.BMP"
8 FF 255 255 255 0 4.0624918938 "DH5LLEFTWING_D4.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D2.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D3.BMP"
8 FF 255 255 255 0 4.2829289436 "DH5LRIGHTWING_D4.BMP"

the first texture is 0, the second 1, etc..
The one used for the top right wing are in red and are numbers 5, 6, 20, 21, 22
As you see it needs too a lot of work, five textures space of one, and the code in the file, but the result is nice.
Cheers
Martin :jump:
 
That’s incredibly interesting Martin, so no use of the bullets_damage.bmp but multiple _d textures triggered by degree of damage. Good work mate!

Cheers
Aussie
 
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