P-38 E F G and H
#61

I still need to talk to the guy doing the FM about engine management. Its something I want, and the early P-38 needs, but it depends on the engine.

As for the update, the model is about 95% done. I got pulled off to do work on a paying job, but all it will take is one last push. It will be done very soon. I dont have any new screenshots to show you yet. I need to send the models to Guse and have him do everything for me. Im just an artist. I make it look pirdy. The rest of the team makes it fly!

So hopefully, big update in a few days.
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#62

Thanks for the update gibbage look forward to flying those early P38's.
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#63

Yeah, thanx again for all the great work you put into this. Now we can make Proper Solomons and Med cmpn projects.
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#64

Thanks for the update Gibbage
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#65

Please keep this thread limited to the 3D modeling aspect of this mod. When it's time to announce this mod I will give a full post on models that will be included along with their loadouts and timelines.


Thank you,

BBury
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#66

What a lovely project... Would you ever consider making the P-38K? Either way, I would love to see this get finished. +10000000
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#67

News, but not good news. Im running into some EXTREME difficulty, and it seems nobody is able to help me. Here is the situation.

I was able to get the P-38J exported by members on my team, but unfortunately it exported into 20+ different parts. Each part is also on in the middle of the world, and not in its proper place.

[Image: fengine.jpg]

This is just one engine. That is 25 models, stacked together, and for some reason facing up. In there, is my P-38F engine cowling. Not only did I need to make that cowling, but also the LOD-1 2 and 3. I also needed to fix the shadow models. Only 5 models, sounds easy? Remember that there are two engines. So I needed to find a way to made the same changes to the other engine. Another 5 model edits. The problem is, if I move anything, its out of alignment on the booms, but I dont know that since if I merg in the booms, it puts them on top of the cowlings, facing up.

Basically, I am having to edit everything individually. Its like painting a mural on tiles, but you can see any other tile other then the one your working on, and you sort of need to trust that the next tile will align. Luckly, I was able to do everything just fine. Modeling is 100% done! Whoot! Why cant I show you screen shots yet? Oleg threw us a curv.

For some reason, the P-38 is in two folders. A USA folder, and a Multi folder. Self explanatory. What is not explained, is why the multi model is completely out of alignment with the USA model! So work I did for the USA model, wont work on the multi!!!! Also, we are having problems putting thats BACK into there original place on the USA model! Things are simply not aligning up, and to make a long story short, its not importing into IL2 properly.

There are just too many problems, and the tools too raw for me to deal with at this moment. This turned into a big headake for something I was hoping would be very simple. Im not quitting, no. The model is done. We just need to find out why its not going back into the game properly. Unfortunately I really cant help the team with it since work calls, and rent needs to be paid. I spent what little time I had. So unless its something quick, its in there hands now. Also, unless the tool sets mature quite a bit more, I cant do any more models or editing. Its just too difficult to deal with so many shortcoming in both the tools and the game engine. Cry
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#68

This is simply how Oleg's people edited it for you when they imported it; what you sent them always got edited; there's logic behind it - but its not something easily explained.

This isn't something you've done wrong, nor is it the tools fault - they give you what they (Oleg People) put in.

You have two options; when you go back to importing it to the game; You could stuff around and put it back into the orientation of how it is when you get it OUT of the game, thus slotting it back into the game how it came out...

Or, you could give it a nutural placement back into the game, oriented the way its supposed to be (in relation to the rest of the bits - this way it needs to be in the correct place in max's world, in place on the model where its supposed to live - this means you need to put it how its supposed to be - ie, building your aircraft again in max by moving these bits around to be where their supposed to be, or, if you still have your original model - edit that to how its supposed to be, and import it changing the hier.him lines of what you're putting in with the following), with null world placement values, ie;

Code:
Attaching 1 0 0 0 1 0 0 0 1 0 0 0

What you need to know, is the basics of the Franken building technique, as what you are encountering is the Hier.him file's placement of these meshes - that were orientated this way by Oleg for some obscure, and painful reason. Have a wee read of this basic tutorial, it will cover the basics of basics with regards to this.

(The link is inoperative)
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#69

The biggest issue is I simply dont have the time to learn all this stuff. Thats why I am relying on a team, so I make it look pirdy, and they put it into the game. The problem lies in #1 is difficult when dealing with individual peaces, and its not worth my time to import everything separately and move all the peaces to there proper place. To put it bluntly, I have very little time, and I cant spend it putting together a jigsaw puzzle of a model. There should be a way of incorporating the coordinates of the Hier.him file into all the parts so it places them in the proper place.
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#70

DrJones's importer can do this, it reads the hier.him file and can create the base model for you, although it has... limitations in certain, important area's... So its a catch 22.

Do you still have the original model you built & submitted?
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#71

It's fixed, what we did was to re-calculate the movement and created an offset by importing the original msh file into acad as a 3DS file and selecting a known XYZ point. Then exporting the "moved" object as a 3ds file and importing into acad and selecting the same vertex point . Then compare the X Y Z points and calculate the offset.
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#72

It almost makes you wonder if Oleg & Co. did this kind of weird model building as a way of deterring modders. :roll:

Great work, guys!
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#73

I think it was just what worked. He never ever had any intention of this sim going this big. This game was ONLY to simulate the IL2. Everything after that was sort of hacked in by the development team.
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#74

gibbage Wrote:I think it was just what worked. He never ever had any intention of this sim going this big. This game was ONLY to simulate the IL2. Everything after that was sort of hacked in by the development team.
... the P-39 being the first "hack"?
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#75

Best of luck gibbage to sorting this, I'm just aching for the new models. I noted over at Ubi forums you said the hitbox for the guns/ammo were a single VW size hitbox. I've always suspected the hitbox for the boom was a single VW size one too, ie, the space between the booms included in the hitbox. Is this true do you know?
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