Strange Happenings

THe Rabbit Hole Gets Deeper....

OK, where do I start...

Gary20 has two different BGL's. BritObj.bgl (BoB Package) and RAFLib.bgl (GSL RAF Buildings). There are 5 objects that are the same in each one. Barracks1, Blister, Mobstore, TowerWith and TowerWithout. I thought at first this might be the issue.... I replaced all of the objects from the BritObj.bgl in a GSL Gob and deactivated the BritObj.bgl in the INF/SCENERY directory. I still get the same thing, mostly. Now I can shoot a couple of his objects at a time but never two of the same type, even though they're right next to each other. By time I get down to a couple of his objects all of the other objects in the area start to react properly. The objects in question, which is everything in the BGL, not just the big hangars as I first thought, all react to Ground Explosion FX OK, they just won't take direct hits from anything, including bombs, there's a very audible sound difference between a ground strike and a direct hit on the DP.

This weekend I'm going to try to reverse it and take out all of the objects from the RAFLib.bgl and deactivate it.

BTW, the CDT's were from two bad DP's, TJ Hangar and T2 Hangar.... Took a Large Hangar A DP and reshaped it to fit the old DP's shape and walla, no more CDT.

I've got to get get ready for the next couple of days, meeting agendas written, etc. I'll pick this back up this weekend.
 
Couldn't sleep last night, got back up and flew some more. During this session I noticed something. If I started from the SW corner of an airfield and worked NE I could shoot the RAF Building Objects 2 or 3 at a time; but they had to be the ones furthest South and West. I had to work my way across the airfield like a bulldozer blade moving North and East. Mind you, I could still not shoot any other objects other that the ones contained un the RAF .bgl until they had been almost eliminated from the area. The problem is the bgl....

Well I guess I've just got myself another new project. The Flakvierling just got moved to #2 on the list....... I like the looks of these buildings way too much to chuck them and cull them out of all of my GSL but I'm not going to live with this issue either. Time to stop talking about it and act. New gmax BGL's will be started this weekend. Same textures, same scale, same type damage mdl's, same DP's (though 3 are bad and cause CTD's), etc. You'll just delete the RAF and Brit blgs and drop these in, call them replacement bgls. They will be named exactly the same so they'll work with existing GSL, mdlnames, DP's, etc...
 
....... I like the looks of these buildings way too much to chuck them and cull them out of all of my GSL...
I like these hangars :jump:, thanks Pen32Win for this update objects project,I've also noticed ,in my very sensible poor powered laptop,they shoot down the fps in the scenery where I put them ,by this,I've "forgotten" to use them in my last and current gsl,adding the fact about the confusion in the name ,BOB/RAF,and contents of the obj.bgl this rebuild is welcome.:applause:

JP
 
Jean it's going to be my pleasure. I actually got started tonight and things went very well. I started out with the Barracks1 as a practice conversion and rebuild. The process isn't perfect and parts get lost, changed and moved but enough gets through to give you the main body of work. The Barracks1 went so quick I decided to tackel the most complicated of Gary's objects, the Belfast Hangars starting with the one bay. After converting it to a .3ds file and importing it to gmax it took about 4 hours to rebuild and retexture it. In the process I cleaned up the model too. I was able to cut it from 1948 Polys down to 1314 and you'll never notice the difference, other than better FPS that is.

BTW, Jean, one of the reasons these objects are so hard on FPS, 1024x1024 Textures. That's something I'm not going to mess with. Gary's original RAF Buildings READ_ME say no messing with those textures. All you'll have to do is deactivate the two existing BGL's and drop these in. That's it.

Now it's time to play "Live or Memorex" two of the Hangars in this SS are the original FSDS models, two are the new gmax models.

Robert John;

Thanks for the heads up on modelconverterx.
 
Oh, boy.....

...I can't wait to d/l your fix Pen! Thank you! :jump:

They are my favourite British airflied buildings, too, and I filled your ETO RAF 2TAF airports with them. I then added them to the GSL layer, making the whole airport GSL-ised.

I too noticed the heavy fps drop with them in sight and another thing that I'd like to report.

When I get at a certain distance from TJ/T2/Belfast Hangars, their roofs disappear, giving an unlikely bombed, damaged look to them.

Have you ever noticed the same strange effect?

Cheers!
KH
:ernae:
 
Hey KH;

Thanks, it's going to turn out well in the end. I did notice a few other things about the FSDS File in the D/L. Some are not the same as the ones in the RAF Buildings package. Example, the Belfast 1 Bay, the doors on the model in the FSDS Version are accordian style doors while the ones in the RAF Pak are overlapping sliders. So, there may be some slight differences. The difference in the process also seems to impact the outcome. In Gmax both are the exact same size; but the bgl's display differently. My Belfast is a bit longer and the doors look a bit higher but the roof peak is the same height.

No, I have not seen parts of them disappear.... In a couple of weeks or so you won't either. LOL
 
Robert John;
Thanks for the heads up on modelconverterx.

There are a few versions of modelconverter x there is the 1.2 the 1.3 and I have a few beta ones.
each one has diffrent bugs one will open from bgl one you can get the damage model. It get a bit confusing which one to use.While you are doing the hangers why not cat animate the doors on one hanger or two. lol
Dont forget lods.
RJ
 
RJ;

I've got 1.2 as it, from my readings, is regurded as the most stable. 1.2 does have the BGL Import option but I have not been able to open a Library BGL with it. It does not see any objects in the bgl. Do you know if one of the versions can open Library BGL's?

I'm not going to do any animations on these. I just want to fix the Size Error so they don't impact every other object around them. If you'd like, when I'm done you can have my gmax files and animate them.

LOD's.... Probably with the more complex ones, not with anything simple. You end up putting more load on system rescources switching models than you gain in having a fewer polys. Even as complex as the Belfast Hangars are with the Arches, which is the biggest poly hit, at 1314 Polys there isn't a lot of wiggle room there. Like I said above I've already cut over 600 polys from the original FSDS model.
 
I will send all I have now. When I started with 1.2 I had to do lots of tweeking ie take crash boxes out of the sca and other stuff. I think they call it variables. One you dont have to do that. then the newer ones more problems but will do other things, so if one dont do what you want try another.
The newer ones does open some cfs1 and cfs2 bgls
1.2 opens fsx. bgls
RJ
 
Thanks RJ;

If I can open the Library bgl and extract a .3ds file it will save a lot of time. I might be able to get the Damage models too.

Several of the objects in the RAF & BoB are not included in the FSDS Source Pak. This will save the time of having to rebuild them from scratch. There is also one item in the FSDS Pak that's not in any of the others, a C Type Hangar, two versions infact. One with workshops and one without. From my recent readings these were the largest hangar the RAF built for Lancasters, etc.
 
sent email.
Dont jump for joy just yet.IT has to be .sca
ModelConverterX_latest_build opens damage. no lods.
Try ModelConverterX_latest_build 1.3 set v 0,0 import sca
then set v 32767.
Rj
 
RJ;

Thanks for the reminder about BGLAnalyze. I forgot all about it since it's no longer part of my BGL creation process.

I was right about the SIZE in the SCA. Just one example, Belfast1 = Belfast 1 Bay Hangar from the RAF package. The size is set to 134326, which means it thinks its Radius is that big.... So for 67,000 meters around it everything gets affected. Put a bunch together and compound the affect.
 
Back
Top