• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

texture_canopy??

The emitter's pivot needs aligned to suit? I ran into that one with lights...

I wondered about that Tom, I assumed that the pivot wouldn't matter in an emitter but I'll give it a try.

Bullet and cannon holes also seem to be applied through the .mos file and they follow the contours of the aircraft. Would it also work for canopy bullet holes? Meaning, placing the canopy hole texture on several places in the .mos file, roughly where the canopy is?

Have thought about that one too, it's certainly worth a try. Some canopies do have a texture applied to simulate reflections.

Either way the downside of all this is that it needs applying at the source model stage and can't be retro-fitted (I think)
 
bullet holes

If you look at the stock p51 d you'll notice that the front part of the windscreen is textured from the main sheet. Can't tell if the bubble part is or not. You'll also see that there are bullet holes in the mos on the front part of the screen. These do not use bullet_hole.dds from the shared folder, but rather a "normal" bullet hole dds. So, if the canopy is textured from the main texture map, then bullet holes can be part of the model. I imagine that there also can be damage inside too as long as the bullet holes are placed on the texture and the texture is then used for the canopy. So, in sum, if the canopy is mapped by the main texture map, you can place bullet damage on it. I would then assume the damage would be seen internally if you flip the mesh and place it correctly in the hierarchy.:jump:

Marching infantry, this is in MAW or is it in OFF?
 
I assumed that the pivot wouldn't matter in an emitter but I'll give it a try.

Oh it does, it does! Mis-align the guns' emitters and you might have Schrage Musik cannon on a Hurricane, or exhaust smoke on startup that defies the propwash and drifts forward, not back.

AvH light effects are not omnidirectional, there's a narrow band on and near the emitter's ZX plane where the light is not seen; so landing and nav lights which are built in to the model (unlike Renee's add-on lights) need the emitters correctly aligned so they appear to best effect.
 
Oh it does, it does!

Tom you beauty!! it works, it works!! It's great when we get together as a community and pool ideas to get stuff like this sorted. Just need to do some testing as to how long the hole stays there for.

(don't mind the odd aircraft texture, it's to do with the sdk p47 model I'm using)
 
Nice one Clive, RESULT! :applause::applause::applause::applause:


Gosh that's an ugly model, the P47N will be a most welcome replacement!
 
And as Alain indicated, once this is perfected we can add blood! I know that is a touchy subject with some but it's just a game and just another immersion layer! Well done Clive, Microsoft should have put some of you guys on the payroll!
 
I'm fast running out of time with this for a while as we're moving house this week (aarghhh!) - but does anyone know if you have to use emitters to put the effects in or can they be added by location? I guess then though that the orientation issue would appear again. It would be icing on the cake if this could be added independently of the m3d.
 
PosX, PosY, PosZ

I don't see why not, orientation notwithstanding.

Moving somewhere appealing? Pack up that 'pooter carefully!
 
This is wonderful.. I am overjoyed to see work being done on this by Our Masters..
Thanks Guys..
:salute: :salute: :salute:

Finally I will have holes in my windscreen..:applause:

Not that Hobbits are known for doing such things..:icon_lol:

Often the only thing left after I fly something, is the windscreen :icon_lol:

Only because they don't break, at least until now that is..
 
A few more findings..

You can't use the bullet hole on the canopy as it stays where it is even with the canopy open. Have tried linking the emitter to the canopy but no luck. So canopy damage is restricted to non-opening parts.

You must use cfs3 naming conventions such as chin_gun for the emitters and systemID's This is ok for fighters but in larger a/c these names may well have already been used. There's a list in the SDK of what names there are.

There seems to be some sort of issue as parts of the a/c sometimes flash in and out when the canopy is hit - this may be why it wasn't implemented - will have to check further. It was much worse on the P47 than on the Spit.

The effects won't work inside cockpit so fire effects can't be used. In the piccie below this is a fueltank fire which was supposed to be inside the pit. Haven't tried putting the emitter into the cockpit model yet.


Latest mods to the BoB mk1 Spitfire. The 3 bullet holes need 3 seperate entries in the xdp and effects.xml to work. Of course more than one hole could be on the texture. There's also an oil on the screen texture which did show up then stopped working - must have porked something there! Just a few adjustments on the emitter positions required now.

Spit_damage.jpg
 
xdp entries used:

damageboxes:

<Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
<BoxMap SystemID="texture_canopy" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_tail" Parent="damagebox_fuselage">
<BoxMap SystemID="oil_reservoir" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_nose" Parent="damagebox_fuselage">
<BoxMap SystemID="right_fuel_tank" Probability="2" Points="10"/>
</Box>

Systems:

<System ID="texture_canopy" Name="Canopy">
<Threshold Level="10" Effect="Library" Parameter="fx_canopy" Location="emitter_damage_canopy"/>
<Threshold Level="10" Effect="Library" Parameter="fx_canopy01" Location="emitter_damage_canopy01"/>
<Threshold Level="10" Effect="Library" Parameter="fx_canopy02" Location="emitter_damage_canopy02"/>
</System>
<System ID="right_fuel_tank" Name="fuel tank">
<Threshold Level="10" Effect="fire" Parameter="fx_engfire_m" Location="emitter_damage_right_fuel_tank"/>
</System>
<System ID="oil_reservoir" Name="oil tank">
<Threshold Level="10" Effect="library" Parameter="fx_oil_reservoir" Location="emitter_damage_oil_reservoir"/>
</System>

Effects entries:

<canopy_damage ClassName="shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="300" FadeInTime="0" FadeOutTime="290" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".1" FinalSize=".1" Texture="texture_canopy.dds" BlendMode="QuadSprite"/>
<fx_canopy ClassName="GroupEffect" Effect0="canopy_damage"/>
<fx_canopy01 ClassName="GroupEffect" Effect0="canopy_damage"/>
<fx_canopy02 ClassName="GroupEffect" Effect0="canopy_damage"/>

<windshield_oil ClassName="shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="300" FadeInTime="0" FadeOutTime="290" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".1" FinalSize=".1" Texture="windshieldoil.dds" BlendMode="QuadSprite"/>
<fx_oil_reservoir ClassName="GroupEffect" Effect0="windshield_oil"/>
 
Very cool, Clive!
So you figured a way to overcome the ace's wallmart kids rating thingy!
BTW, there's more stuff that has been disabled, the marching infantry for instance.
You can get the guys walking if you name them something else than infantry because the word is indexed within CFS3.

Yea, I have ran into this problem with "Infantry" while building missions..

The Bullet holes are Beautiful ...
Thanks Clive, I do look forward to all of this..
BRAVO!!! :salute: :salute: :salute:
 
...Clive, that looks amazing... ''...I started to choke on the fumes, suddenly dripping with sweat, I frantically groped for the canopy release...'':engel016:

(BTW was ya tryin' to sneak that cockpit by thinkin' I wouldn't notice!?)
 
... canopy damage is restricted to non-opening parts.

I had the same with lights attached to animated parts - it seems it's a CFS3 limitation. An effect's location is 'fixed' when the model loads and won't move whatever the geometry does, so a landing light which hinges down from the wing as the undercarriage is lowered will display in the 'down' position, but not retracted into the wing.
 
There seems to be some sort of issue as parts of the a/c sometimes flash in and out when the canopy is hit - this may be why it wasn't implemented -

No, the reasons it's not implemented is the "no harm to humans policy" to get the walmart kits rating. This in return is probably the reason why it's not out-developed.
 
...so what about all the poor blokes that were unable to bail out after being done in by moi...
...not to mention meself being (on occasion) a human being being a being... Walmart never thought of that... ah HAH... No doubt about it, I MUST get that screw tightened...:isadizzy:

(I can't believe there is a link to ''No'' from Wikipedia!) (phooey, its gone... but it was there... really... it was!) (''whorunsgov'' from the Washington Post is linking the word ''no''... they have some nerve!!!)
 
xdp entries used:

damageboxes:

<Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
<BoxMap SystemID="texture_canopy" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_tail" Parent="damagebox_fuselage">
<BoxMap SystemID="oil_reservoir" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_nose" Parent="damagebox_fuselage">
<BoxMap SystemID="right_fuel_tank" Probability="2" Points="10"/>
</Box>

Systems:

<System ID="texture_canopy" Name="Canopy">
<Threshold Level="10" Effect="Library" Parameter="fx_canopy" Location="emitter_damage_canopy"/>
<Threshold Level="10" Effect="Library" Parameter="fx_canopy01" Location="emitter_damage_canopy01"/>
<Threshold Level="10" Effect="Library" Parameter="fx_canopy02" Location="emitter_damage_canopy02"/>
</System>
<System ID="right_fuel_tank" Name="fuel tank">
<Threshold Level="10" Effect="fire" Parameter="fx_engfire_m" Location="emitter_damage_right_fuel_tank"/>
</System>
<System ID="oil_reservoir" Name="oil tank">
<Threshold Level="10" Effect="library" Parameter="fx_oil_reservoir" Location="emitter_damage_oil_reservoir"/>
</System>

Effects entries:

<canopy_damage ClassName="shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="300" FadeInTime="0" FadeOutTime="290" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".1" FinalSize=".1" Texture="texture_canopy.dds" BlendMode="QuadSprite"/>
<fx_canopy ClassName="GroupEffect" Effect0="canopy_damage"/>
<fx_canopy01 ClassName="GroupEffect" Effect0="canopy_damage"/>
<fx_canopy02 ClassName="GroupEffect" Effect0="canopy_damage"/>

<windshield_oil ClassName="shockwave" PullOnGround="0" CountCycles="1" Pulse="0" InitialDelay="0" Duration="300" FadeInTime="0" FadeOutTime="290" Pause="0" PosX="0" PosY="0" PosZ="0" InitialSize=".1" FinalSize=".1" Texture="windshieldoil.dds" BlendMode="QuadSprite"/>
<fx_oil_reservoir ClassName="GroupEffect" Effect0="windshield_oil"/>

Is there an easy way to verify that this modification work, besides trying to get yourself shot in the cockpit?
 
It won't work without the model I'm afraid, which at the moment is on my old pc's HD and I can't get at it until my external case arrives :(

The post was to show what needs to be added to the aircraft files to achieve bullet hole effects. Sorry for the confusion!

As soon as I can get to the model I'll tidy it up and upload it.

But no, I think without getting yourself shot at there's no easy way to test features such as these (although I am particularily good at being shot down, which helps!)
 
Is it possible (useable way) to switch "marching infantry" and any other hidden models in the program, back on, just to add to the interest interest?

(Or probably an involved thing only to be done in mission building)
 
Back
Top