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texture_canopy??

Pat Pattle

SOH-CM-2025
In the aircraft xdp systems section is this entry - texture_canopy

example from the stock Spit IX:

<System ID="texture_canopy" Name="Canopy">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>

Does anyone know what this is or refers to please?
 
I'd hazard a guess this is an unfinished detail for that model.

A canopy damage effect is to be shown when the damage points reach 100, but nothing is going to be seen because the effect location is undefined, so it defaults to the sim centre for the model - approximately around the pilot's shins... That's even if the effect exists!
 
My guess would be bullet holes in the canopy glass? I have seen the texture itself somewhere in the CFS3 directory but I assumed it was never implemented.
 
texture_canopy

If you look in a damagebox section you'll see:

<Box ID="damagebox_canopy" Parent="damagebox_fuselage">
<BoxMap SystemID="texture_canopy" Probability="72" Points="82"/>
<BoxMap SystemID="pilot" Probability="10" Points="100"/>
<BoxMap SystemID="radio" Probability="10" Points="50"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
</Box>

The first entry is

<BoxMap SystemID="texture_canopy" Probability="72" Points="82"/>
so, the game requires that you define a system called texture_canopy which when defined will accumulated damage according to how it is defined in the damagebox section. So in this model the designer has a damagebox called damagebox_canopy which would be place around the cockpit and when bullets strike this area the part of the palne most likely to be hit is the canopy. Now, in CFS2 bullet holes appeared on the canopy glass, while in our game they do not. I guess there could be a way to do this, but I do not know how. You certainly could add different thresholds and put some type of effect or make a new one. Of course you knew this already. :icon_lol:
 
Have been experimenting......

I've added an emitter to the canopy of the P47_25D from the sdk and exported a new m3d model. This emitter is then referenced in the xdp.

I've made entries in the effects.xml to define and create the bullet hole effect.

First results are that I can get the bullet hole to appear when the canopy is hit, unfortunately as I based the effect on a smoke one it trails behind the aircraft. I've run out of time today to do anymore but does anyone know how I can make the effect stay at the point of emission ie. where the emitter is placed in the model. If we can do that then we'll have damageable canopies.

This is the view looking back over the tail, in reality the bullet hole trails away behind the aircraft as a plume of smoke would.
The texture would be impoved if this can be made to work.

canopydamage.jpg
 
Bravo, Clive, Bravo..

:salute: :salute: :salute:

Wow.. now I can see ALL the holes I manage to collect in my birds during missions..
Wonderful..

Thanks for this work..
 
Thanks for the ideas gents :salute:. Have managed to get it working however there is still a snag.
I can get the hole to appear and stay put but its parallel to the ground (ok for the top of the canopy!) I can't find a way of correcting this but if this can be put right it would also allow oil on the windscreen type effects to be created.

Will keep you posted.
 
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.
 
Thanks for the ideas gents :salute:. Have managed to get it working however there is still a snag.
I can get the hole to appear and stay put but its parallel to the ground (ok for the top of the canopy!) I can't find a way of correcting this but if this can be put right it would also allow oil on the windscreen type effects to be created.

Will keep you posted.

...an blood ?
(If pilot health/hit parameters can be attached to the damages)...
View attachment 37320
 
Impressive Clive

You do have the uncanny ability to pan the hidden nuggets out of this sim. Once again ole chap.

prhaps drop Steve a pm maybe he has some ideas. Its about time for him to pop his head up from that project he is working on.

Bob
 
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?

BTW, I think decals are used for ground texture effects, like the shell/bomb craters. That might explain why they are parallel to the ground

BTW II, The original canopy bullet effect texture is called "canopy_bullethole.dds" and can be found in the 'Shared'-folder inside the 'Aircraft'-folder, together with the other bullet hole textures. Which I take to be somewhat of a confirmation of the idea above...
 
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?

It would work if the canopy was mapped for a texture on the main texture sheet, but I think many models have canopies with a transparent material applied in gmax - only the canopy framing is mapped for texturing.
 
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.

Where do you learn all this stuff Mat? I never knew that about the infantry marching!:icon_lol:
 
...sometimes methinks mayhaps our Mathias has spies in high places...

...meanwhile, gang... what about a nice fire in the cockpit? ...right about the time we feel compelled to utter those timeless words: ''I'm badly hit...'' (gotta hit the silk...) :engel016:
 
Thanks for the ideas gents :salute:. Have managed to get it working however there is still a snag.
I can get the hole to appear and stay put but its parallel to the ground (ok for the top of the canopy!) I can't find a way of correcting this but if this can be put right it would also allow oil on the windscreen type effects to be created.

Will keep you posted.

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