Have You Noticed - GMax Ships

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

Great news! Sounds like I'd better pull some info from the CFS2 package, so I can whip up an xdp file. The main thing I will be hazy about is in the gunstations. In CFS3 each gunstation entry in the xdp file refers to a System ID, and I do not know where the System ID comes from, whether it is specified somewhere in the GMax model, or whether I can simply use some sort of logical made-up sequence.

Also, I may need some info to set up the damage parameters. PM me if you want to send through anything for testing, I'll send through my email address.

David
 
duplicated nodes names?

Hi all
I have a question regarding exporting my GMax ships in to CFS3 form.
When I export I get a message duplicated nodes names?
There are duplicate names:

G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

G_Destroyer
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0


Does this matter?
I cannot test it, I do not have CFS3.
Cheers
Stuart
 
Hi all
I have a question regarding exporting my GMax ships in to CFS3 form.
When I export I get a message duplicated nodes names?
There are duplicate names:

G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

G_Destroyer
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0


Does this matter?
I cannot test it, I do not have CFS3.
Cheers
Stuart

Hey Stuart,

Did you mean to do this? Look at the red...

G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

G_Destroyer
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

It should be a "L" not a "1" correct?

remove the Blue, then try it. I think it should look like this...

G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_l_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_l_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

so if you have 2 G_destroyer dummy boxes then you need to remove one of them. then relink the ship_normal to the first one.
 
You can have duplicate names and CFS3 doesn't quibble. You do have to be careful with organising the model so you don't get confused.
 
Good Spotting

Hi John
Well spotted. I must check the model.
Cheers
Stuart
Hey Stuart,

Did you mean to do this? Look at the red...

G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

G_Destroyer
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_1_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

It should be a "L" not a "1" correct?

remove the Blue, then try it. I think it should look like this...

G_Destroyer
------ship_damaged
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_l_r
--------------------gun1_fore_aft
------------------------gun_grp1b0
------ship_normal
-----------G_Destroyer_LOD_100
---------------gun0_l_r
--------------------gun0_fore_aft
------------------------gun_grp0b0
---------------gun1_l_r
--------------------gun1_fore_aft
------------------------gun_grp1b0

so if you have 2 G_destroyer dummy boxes then you need to remove one of them. then relink the ship_normal to the first one.
 
Thanks Hairyspin

Hi Tom
Thanks for that.
I have made some 'lessons' to convert my CFS2 ships to CFS3.
If thay work, I will add pictures and upload.
Cheers
Stuart
You can have duplicate names and CFS3 doesn't quibble. You do have to be careful with organising the model so you don't get confused.
 
Great news! Sounds like I'd better pull some info from the CFS2 package, so I can whip up an xdp file. The main thing I will be hazy about is in the gunstations. In CFS3 each gunstation entry in the xdp file refers to a System ID, and I do not know where the System ID comes from, whether it is specified somewhere in the GMax model, or whether I can simply use some sort of logical made-up sequence.

Also, I may need some info to set up the damage parameters. PM me if you want to send through anything for testing, I'll send through my email address.

David

Hey David,

I sent you a PM with my email. You probably saw that first. I gave some of the gun info. I haven't started on the damage boxes yet. I'm still getting to those.

Tom,
I had to rework a few things. Is there a limit to the size of the model? Because if I add the damage model with the LODs this thing will be HUGH.

I'll keep y'all posted.

'til Later,
John
 
How huge? I have a model with over 70K polys without trouble, but you don't want poly counts like that for scenery objects. I've never found what CFS3's actual limit for a model is, I only know that an object in the model musn't have more than 64K edges or the compiler will cough.
 
Damage Texture needed...

How huge? I have a model with over 70K polys without trouble, but you don't want poly counts like that for scenery objects. I've never found what CFS3's actual limit for a model is, I only know that an object in the model musn't have more than 64K edges or the compiler will cough.

Tom,
As of now the LOD_100 ship_normal will be 18k polys. add the ship_damage part and it will be 36k. Then I have 2 lods each with damage models. So it might be in that 70k+ range. Not sure on the edges. I'll have to look.

Anyone able to do a damage texture? I'll need one for the Biter and the other CVEs. If anyone can help just PM me and I'll send out the texture.
 
Screen shots...

Hey all,

I thought I'd post some pics.

attachment.php


attachment.php


As you can see I'm working on the damage boxes. I do have a few questions.

1) Is there a set limit to the number of boxes?

2) Does it matter where they go?

3)How are the boxes Identified in the .xdp?

Before I get to far with this I want to make sure I'm on the right track. I'm thinking CFS2 still so I may be off track.

'till Later,
John
 

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That looks terrific! Can't help on the damage boxes, will have to wait for the sun to circle the earth a bit so that other people see this thread :applause:
 
Version 1 ready

HMS Biter is ready for testing. It currently has only one LOD. This is just to see if it works. I'm working the next four nights, so it won't be until Wednesday before I'm able to work on it again.

It still needs the .xdp file.

A few things to note: The model has 38 damage boxes. I can give you a list of what is with what. I looked through a xpd. I'm not sure how it links the boxes to the parts.

If anyone would like to test it out please send me a PM.
 
I'm not sure how it links the boxes to the parts.
in the xdp the parts within the damage box are listed . from the cargo ship

<DamageBoxes>
<Box ID="damagebox_nose" Parent="damagebox_nose">
<BoxMap SystemID="engine_one" Probability="96" Points="25000"/>
<BoxMap SystemID="left_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="left_waist_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_waist_gun" Probability="1" Points="100"/>
</Box>
</DamageBoxes>

if you named your gmax damage boxes "damagebox_nose_0" , "damagebox_nose_1" etc. then they should work.
 
in the xdp the parts within the damage box are listed . from the cargo ship

<DamageBoxes>
<Box ID="damagebox_nose" Parent="damagebox_nose">
<BoxMap SystemID="engine_one" Probability="96" Points="25000"/>
<BoxMap SystemID="left_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_cheek_gun" Probability="1" Points="100"/>
<BoxMap SystemID="left_waist_gun" Probability="1" Points="100"/>
<BoxMap SystemID="right_waist_gun" Probability="1" Points="100"/>
</Box>
</DamageBoxes>

if you named your gmax damage boxes "damagebox_nose_0" , "damagebox_nose_1" etc. then they should work.

first box is "damagebox_nose_01" I think. I'd have to look again. they go 1-38.
 
I has been so long since I took off from a carrier I forgot how to??
RATS! messy takeoffs :banghead:
ETO 1.50
HMS Biter. And she looks great!!
MORE REJOICING!!
Will get my take offs' practice in.
:applause: :applause: :applause:
 

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Yea!!
Setting up take off's in missions too much fun.
 

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first box is "damagebox_nose_01" I think. I'd have to look again. they go 1-38.

thats fine, suffix number doesnt really matter. only problem is this creates one big compound damagebox. might be possible to have separate damageboxes that contain separate systems like the aircraft in game. i think you would have to use the aircraft box names "damagebox_fuselage" etc. not sure if you are looking for that kind of detail or if its possible in cfs3.
 
Up next...

So I now have my copy of CFS3. :biggrin-new:

I'm going to work on a few Cruisers next. One French and one Japanese.

I should have the Biter finished tonite. I still need a damage texture. Who are the painters for CFS3? Every model will need one. I'm not the best at it nor the fastest.
 
So I now have my copy of CFS3. :biggrin-new:

I'm going to work on a few Cruisers next. One French and one Japanese.

I should have the Biter finished tonite. I still need a damage texture. Who are the painters for CFS3? Every model will need one. I'm not the best at it nor the fastest.

Clive (Pat Pattle) OR Andy (Major Magee) might be able to help with this perhaps??
Testing the HMS Biter, Only thing I have seen is the left stack has no smoke..
Developing a attack mission with a Ju88 to test the Guns.
Onward and Upward.
 

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Clive (Pat Pattle) OR Andy (Major Magee) might be able to help with this perhaps??
Testing the HMS Biter, Only thing I have seen is the left stack has no smoke..
Developing a attack mission with a Ju88 to test the Guns.
Onward and Upward.

I'm going to send you version1.01. this will have the Multi_LODs and some minor corrections. The .xpd must not list the second stack. can we change the smoke to a smaller effect. maybe if I make the emitter smaller.

Check your email HouseHobbit.

UPDATE:
Email sent. Replace everything with the new one. I did some work on the stacks. can we us effects from CFS2? If so I'd like to use one of those. That smoke is too think and dark for a carrier.

Once I have damage textures I will upload the whole thing.
 
Last edited:
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