Have You Noticed - GMax Ships

Thanks Hairyspin

Thanks Hairyspin:applause:
These are nice bits of info and great pictures.
The hierarchy is OK.
My guess is:
Ship Normal (small dummy box)
-----Model LOD 100 (The model without guns)
----------gun0_l_r (gunhouse)
-----------------gun0_fore_aft (barrel)
--------------------------gun_grp0b0 (small dummy box)

My Gmax ships have lots of parts.
Apart from the guns, I assume they will have to be 'linked' as 'model LOD 100' ????
Cheers
Stuart
 
Yeah they will.

Kool, I'll check on the email.

I should be getting CFS3 between the 17th and May 4th. Its already been shipped so hopefully sooner then later.
 
Converting Stuart's ships...

I'm looking into doing the conversions of Stuarts ships. If any one else is working on these, Please let me know.

I'm looking at the Revenge right now.

I have a question on the model names. Does it matter what they are called. For the GMax german destroyer they used g_destroyer. Do I have to follow this?

As an example, the Revenge, do I have to call it b_battleship or can I call it b_revenge, RN_Revenge or HMS_Revenge. Right now I have it saved as RN_Revenge. As I don't have CFS3 (Yet) I'm not sure what is required.

This is one of Stuarts earlier ships. So there are no LODs. I think the renaming and adding the damage and gun boxes should go quickly enough. It will become more complexed as I get into his newer models. If you want newer textures then they will have to be remapped. Sorry I'm not the best at that so Stuart himself would have to do the magic there.

So let me know. I'll do them as I'm able.

'til Later
John
 
The model names are what you want to call them and are referenced by the .xdp file. You may find the Aircraft and Vehicle and Building SDK useful for referencing this and it's in the Library, as detailed in the sticky above.
 
The model names are what you want to call them and are referenced by the .xdp file. You may find the Aircraft and Vehicle and Building SDK useful for referencing this and it's in the Library, as detailed in the sticky above.

Thank you very much. Its a little bit of a learning curve as I'm use to the other MS sims. once I have a copy of CFS3 I can make more sence of it all. for now I've started the work on the Revenge. I just picked one.

Any requests?
 
Thank you very much. Its a little bit of a learning curve as I'm use to the other MS sims. once I have a copy of CFS3 I can make more sence of it all. for now I've started the work on the Revenge. I just picked one.

Any requests?

I don't know what you have to pick from, But I would like to see some Japanese battleships,( Kongo, Nagato, Ise) and heavy cruisers if possible
Thanks very Much..:applause:
 
I don't know what you have to pick from, But I would like to see some Japanese battleships,( Kongo, Nagato, Ise) and heavy cruisers if possible
Thanks very Much..:applause:


Here are Stuarts entries here at SOH...


http://www.sim-outhouse.com/sohforums/local_links_search.php?action=show&userid=90250&sort=d

Stuart has 61 entries in all. not all are ships.

here is a list of his IJN ships

IJN Yugumo Class Destroyers
IJN Wakatake Class Destroyers
IJN Shiratsuyu Class Destroyers
IJN Shimakaze Class Destroyer
IJN Myoko Class Cruisers
IJN Momi Class Destroyers
IJN Minekaze Class Destroyers
IJN Katori Class Cruisers
IJN Kamikaze Class Destroyers
IJN Hatsuharu Class Destroyers
IJN Asahio Class Destroyers
IJN Akatsuki Class Destroyers
IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo
IJN Kako and Aoba cruisers

Some have early and late versions.

He also has United States, Royal Navy, French Navy, and Regia Marina (Italian Navy) ships. Plus a few extras such as a WWI German Uboat.

So there you have it. Like a kid in a candy store.
 
Thanks for your kind offer Blood_Hawk 23. Like you said it feels like being a kid in a candy store! Pat Pattle indicated in an early thread he would like to see one of the RN flat deck carriers. They would certainly make a good target.

In terms of naming, the exported m3d file needs to match the .xdp file name. And a quirk of CFS3 is that the ship's folder name needs to match the m3d model name, too.

I would be happy to prepare the .xdp file, once you have chosen a model to start on.
 
Here are Stuarts entries here at SOH...


http://www.sim-outhouse.com/sohforums/local_links_search.php?action=show&userid=90250&sort=d

Stuart has 61 entries in all. not all are ships.

here is a list of his IJN ships

IJN Yugumo Class Destroyers
IJN Wakatake Class Destroyers
IJN Shiratsuyu Class Destroyers
IJN Shimakaze Class Destroyer
IJN Myoko Class Cruisers
IJN Momi Class Destroyers
IJN Minekaze Class Destroyers
IJN Katori Class Cruisers
IJN Kamikaze Class Destroyers
IJN Hatsuharu Class Destroyers
IJN Asahio Class Destroyers
IJN Akatsuki Class Destroyers
IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo
IJN Kako and Aoba cruisers

Some have early and late versions.

He also has United States, Royal Navy, French Navy, and Regia Marina (Italian Navy) ships. Plus a few extras such as a WWI German Uboat.

So there you have it. Like a kid in a candy store.
IJN Myoko Class Cruisers

IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo
IJN Kako and Aoba cruisers


Any would be welcomed, needless to say, but we are very short on any Japanese ships to speak of.
In Rising sun they covered many of the US navy, and I am grateful.
Just didn't have the Japanese finished. RATS!
:applause:
 
IJN Myoko Class Cruisers

IJN Escort Carriers, Taiyo, Chuyo, Unyo, Shinyo and Kaiyo
IJN Kako and Aoba cruisers


Any would be welcomed, needless to say, but we are very short on any Japanese ships to speak of.
In Rising sun they covered many of the US navy, and I am grateful.
Just didn't have the Japanese finished. RATS!
:applause:

Kool, Thank you guys. I'll get started with this list. I'll look at the RN carrier to see how much more I'll have to do. It might be less depending on the armaments.

Daiwilletti,

I will probably take you up on the offer. I know CFS2 rather well. Though my knowlage is very limited when it comes to CFS3.

Hairyspin,

I know I'm jumping the gun, but I have a question on effects. If I want smoke coming out of the stacks, do I have to add a box for it?

Hopefully I can get one or more done in a week or so. We'll see how long it take for the first one.

'til Later,
John
 
... If I want smoke coming out of the stacks, do I have to add a box for it?

Not a box, a Dummy object: on the Create panel in Gmax, go to the Helpers sub-panel and you'll find it. Put one at the top of each stack for completeness and give them suitable names, eg smokestack01, smokestack02 etc.
 
Not a box, a Dummy object: on the Create panel in Gmax, go to the Helpers sub-panel and you'll find it. Put one at the top of each stack for completeness and give them suitable names, eg smokestack01, smokestack02 etc.


Yeah you got what I was talking about. OK do they have to point in the direction that you want them to display the effect? In other words, should they be oriented to the front of the ship or to the back?
 
You may have to experiment since it depends on the effect: I well remember someone's jet which smoked forward!
 
well, I dont know about all effects but "fx_smk_plume_ship_m" looks good if the emmiter is aligned with the world. The default ships don't even seem to use emmiters. the effect is positioned in the xdp.
 
well, I dont know about all effects but "fx_smk_plume_ship_m" looks good if the emmiter is aligned with the world. The default ships don't even seem to use emmiters. the effect is positioned in the xdp.

The locating of ship effects is something I've wondered about. Have placed bow wave effects using xyz coordinates in the xdp file; have also moved smoke effects backward that were way out of whack with a funnel. But presumably having an emitter from a funnel would avoid having the funnel smoke rising from some generalised central position?

There seem to be a number of generic ship effects which are simply designed for small, medium or large ships. However it also seems possible to attach emitters to specific objects, so that damage effects can be assigned to specific objects. IIRC Liquidchicken has been experimenting with getting turrets to blow off when destroyed, and things like that. Presumably a modified blow_off_part effect?

Not sure how far things have been taken on the newer ships.

Also there are the generic ship-sink effects - presumably these could be made for a specific model but a lot of work esp the animations?
 
The locating of ship effects is something I've wondered about. Have placed bow wave effects using xyz coordinates in the xdp file; have also moved smoke effects backward that were way out of whack with a funnel. But presumably having an emitter from a funnel would avoid having the funnel smoke rising from some generalised central position?

yes the xdp can either place the smoke effect at the listed xyz position or on an emmiter built within the 3d model. the default position is at the center of the model.

There seem to be a number of generic ship effects which are simply designed for small, medium or large ships. However it also seems possible to attach emitters to specific objects, so that damage effects can be assigned to specific objects. IIRC Liquidchicken has been experimenting with getting turrets to blow off when destroyed, and things like that. Presumably a modified blow_off_part effect?

looking at the g_destroyer it looks like cfs3 only allows for one 'damaged' state model for ships. you should be able to have explosions and debris when a turret is destroyed though.

I should add , I have no experience building ships so I'm no authority :dizzy:
 
Well lets start with first getting one into CFS3. Then from there we can play with damage effects and such.

I've just finish my 3 day stretch at work so I'll be working on them over the next three days. I'll post more as I get closer to testing.
 
Well lets start with first getting one into CFS3. Then from there we can play with damage effects and such.

I've just finish my 3 day stretch at work so I'll be working on them over the next three days. I'll post more as I get closer to testing.

I'm working one the HMS Biter. Its one of Stuart's CVEs. I have the LOD_100 nearly finished. I just have to do the guns. Then I have the other 2 LODs to do. I'm working a little OT tonight but will continue it tomarrow. Hopfully I'll have it finished or nearly finished by Saturday.

So name wise it will be HMS_Biter. Let me know what you need so you can do the files. Coords and that sort of thing.

'til Later,
John
 
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