[Mod] Sea Hurricane MkIb and MkIIc *UPDATE*
#76

flying_spud Wrote:after all it's really just a couple of navalised copies of aircraft already in the game

Maybe, but how many AAA members are able to do a new slot plane? Even if only versions of a plane
"already in the game" ?
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#77

First let me say thanks for this plane. It's been needed for a long time.

So on to my "oddity".
I was testing in the QMB seeing how it behaved, (quite well thank you). I was going after an FW200 w/ the 1800 pair. I was within 10 meters, pouring in the lead when apparently I hit the bomb(s). Now one would expect a huge explosion, which I most certainly got, and the possibility that it would take me and the plane with it. What did happen was that suddenly my screen froze. So I'm thinking "hmmm, bug?". I went to an external view and lo and behold I could fly just fine. The Condor was going down in flaming bits and I could fly the plane just fine. But everytime I went back in the cockpit, the current view, based on the planes last position, was frozen. Oh I could open and close the rads, flaps, raise and lower the gear and hook, even open the canopy (nice touch by the way), change throttle and pitch percent, but the plane refused to respond to any control input and the water outside wasn't moving by ( I was at 1000 meters so it should have). I tried again but never got the bomb load to explode and had no further re-occurrence.
However...in another test, landing and taking off the Illustrious, after a successful landing I taxied up to the catapult, got settled in, released the chocks and, due to my forgetting to trim up the elevator, I nosed over, rotated 180 degrees and sat there, nose down, arse out to sea, at the very front of the carrier. Pretty funny actually. Again though the screen froze in cockpit but not outside the cockpit.

These are the only times so far that this has happened so I'll not say that it's a bug as I haven't been able to replicate either situation. And being as these are isolated examples, not likely to occur often, I can live with it.

Has anyone else experienced anything similar?
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#78

Boris The Spider Wrote:These are the only times so far that this has happened so I'll not say that it's a bug as I haven't been able to replicate either situation.

Apart from being clones of existing aircraft, the new features like tailhook and sliding canopy might have some side effects as these aircraft where not designed to have them in the first place. That doesn't mean we can't trace and solve them.

Next time it happens, press Shift+TAB to display the console command over the current image, and take a screenshot. The console displays some information that might lead to some conclusions.

Meanwhile enjoy the Med Carrier Ops...
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#79

axal Wrote:
flying_spud Wrote:after all it's really just a couple of navalised copies of aircraft already in the game

Maybe, but how many AAA members are able to do a new slot plane? Even if only versions of a plane
"already in the game" ?

Didn't mean that in any derogotary way, just I thought this would be an easy one that went in via installer that's all, you know - auto uninstaller in case it turns nasty :twisted: .

It's still a great job and my one's up and running, thanks. Big Grin
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#80

Hi hi!

I am at the same time very happy and also a bit frustrated. :? I have spent the whole day here just reading andfiguring out how stuff works and trying things....learning!

The good news is that I have found out where the problem with the cockpit missing panels are : The DOSKA.msh has a problem in (where pribory3 was introduced, parameters for the other files it points to were altered) Wen you drop the DOSKA.msh file from the ingame hurricane Mk1 into the seahurracane cockpit folder, everything is fixed, except the pribory3 tga obviously is missing.

So it should not be very hard to fix. But I also want to learn. So I would please like to ask just a little help ( I am not wanting to do this fix, but I would like to try for myself as a way to learn):

I have no 3d tools, but I can open a msh file with drJones's converter. My question is how do you save it again in a format that the game will read? Please help just with that.

Thank you!


EDIT: Ok, I fugured out the problem with the converter was that it would not save the LOD information, I had to add that myself...dunno why, but OK I got that to work...however, that file is greek to me,I can see that a 3d editor is needed. Anyway, now you know where the problem is,I hope I helped a little.. Thanx mate!
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#81

Cirx Wrote:Hi hi!

I am at the same time very happy and also a bit frustrated. :? I have spent the whole day here just reading andfiguring out how stuff works and trying things....learning!

The good news is that I have found out where the problem with the cockpit missing panels are : The DOSKA.msh has a problem in (where pribory3 was introduced, parameters for the other files it points to were altered) Wen you drop the DOSKA.msh file from the ingame hurricane Mk1 into the seahurracane cockpit folder, everything is fixed, except the pribory3 tga obviously is missing.

So it should not be very hard to fix. But I also want to learn. So I would please like to ask just a little help ( I am not wanting to do this fix, but I would like to try for myself as a way to learn):

I have no 3d tools, but I can open a msh file with drJones's converter. My question is how do you save it again in a format that the game will read? Please help just with that.

Thank you!
[Image: seahurri4.jpg]
You were almost there...
The DOSKA mesh is the cockpit panel; when I added the "hook down" green light, which uses material PRIBORY3, somehow the panel lost (reset) its texture mapping coordenates - I might have done something wrong at the time.
Everything is correct now, it was only 3DS Max work, you wouldn't cut it with the mesh converter.
I also corrected the fuselage code lettering that appears at the online grid - now it shows only one letter as per the fuselage markings (look at the top of the picture, you now see an A instead of ZZ-A).
I'll wait a few days to see if some other bug happens to be reported, before I send the new package for linking as an UPDATE.
Thanks for pointing this out, I was concernd with some other details that I didn't notice the panel texture fault.

All the best.
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#82

Muas Wrote:
Cirx Wrote:Hi hi!

I am at the same time very happy and also a bit frustrated. :? I have spent the whole day here just reading andfiguring out how stuff works and trying things....learning!

The good news is that I have found out where the problem with the cockpit missing panels are : The DOSKA.msh has a problem in (where pribory3 was introduced, parameters for the other files it points to were altered) Wen you drop the DOSKA.msh file from the ingame hurricane Mk1 into the seahurracane cockpit folder, everything is fixed, except the pribory3 tga obviously is missing.

So it should not be very hard to fix. But I also want to learn. So I would please like to ask just a little help ( I am not wanting to do this fix, but I would like to try for myself as a way to learn):

I have no 3d tools, but I can open a msh file with drJones's converter. My question is how do you save it again in a format that the game will read? Please help just with that.

Thank you!
[Image: seahurri4.jpg]
You were almost there...
The DOSKA mesh is the cockpit panel; when I added the "hook down" green light, which uses material PRIBORY3, somehow the panel lost (reset) its texture mapping coordenates - I might have done something wrong at the time.
Everything is correct now, it was only 3DS Max work, you wouldn't cut it with the mesh converter.
I also corrected the fuselage code lettering that appears at the online grid - now it shows only one letter as per the fuselage markings (look at the top of the picture, you now see an A instead of ZZ-A).
I'll wait a few days to see if some other bug happens to be reported, before I send the new package for linking as an UPDATE.
Thanks for pointing this out, I was concernd with some other details that I didn't notice the panel texture fault.

All the best.

Thanx man! Yea, I was editing my previous post when this appeared. Yea, I narrowed it down to that, but once I started foolling around, I saw that a 3D editor is defiitely needed...guess my software guy is getting a call tomorrow Smile I will look for the update. Man, the more I look at this site the more respect.

Thanx for sharing!
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#83

Download it now Big Grin
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#84

Downloading....
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#85

Muas !
You created a Beauty, THank You !!
ColaBen
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#86

Muas Wrote:
Boris The Spider Wrote:These are the only times so far that this has happened so I'll not say that it's a bug as I haven't been able to replicate either situation.

Apart from being clones of existing aircraft, the new features like tailhook and sliding canopy might have some side effects as these aircraft where not designed to have them in the first place. That doesn't mean we can't trace and solve them.

Next time it happens, press Shift+TAB to display the console command over the current image, and take a screenshot. The console displays some information that might lead to some conclusions.

Meanwhile enjoy the Med Carrier Ops...

What Boris says is probably due to some missed .mat and .tga for damaged gauges. You could try to code the SeaHurricane hier.him into the Hurricane's cockpit folder. Extractor still have some problems i'm afraid.....
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#87

Very cool! Thanks for your hard work!
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#88

thank you 8)
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#89

@Muas

Report from Sea 1 cockpit.

Code:
NTERNAL ERROR: HierMesh: Can't find chunk 'STREL_ALT_SHRT1'
Time overflow (0): speed 0.47619048
warning: no files : music/inflight
INTERNAL ERROR: Can't open file '3DO/Cockpit/SeaHurricaneMkI/prib_three_damage.mat'
WARNING: object '3DO/Cockpit/SeaHurricaneMkI/prib_three_damage.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'prib_three_damage.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'prib_three_damage.mat'

Freeze, when you take enemy fire or damage, is 100% due to this missed file: prib_three_damage.mat

mesh.materialReplace("prib_three", "prib_three_damage");
mesh.materialReplace("prib_three_night", "prib_three_damage_night");

Freeze is confirmed.

BTW is a great work. A top priority mod for sure.

Edit:

Sea 2

Code:
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Can't open file '3DO/Cockpit/SeaHurricaneMkII/prib_four_damage.mat'
WARNING: object '3DO/Cockpit/SeaHurricaneMkII/prib_four_damage.mat' of class 'TMaterial' not loaded
INTERNAL ERROR: Material: Can't load 'prib_four_damage.mat'
java.lang.RuntimeException: INTERNAL ERROR: Material: Can't load 'prib_four_damage.mat'

prib_four_damage.mat

So is not a your bug, but some missed files.

The only "bug" i've found taking damages is this one, look at the mirror:

[Image: BUGSEA.jpg]
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#90

Veltro Wrote:What Boris says is probably due to some missed .mat and .tga for damaged gauges. You could try to code the SeaHurricane hier.him into the Hurricane's cockpit folder. Extractor still have some problems i'm afraid.....
I could made the Sea Hurris to use the stock Hurricane cockpit, that might be the easy way.

I always tend to create new slot ac with its own cockpit, artists might want to texture them diferently.

I know its risky sometimes, right now I have a Sea Gladiator on the works, with sliding canopy working ok, and it might be suffering from a similar illness...

You did a fine job testing these bugs, and its seems like an easy fix, as long as I can get my hands on that missing files.

I already noticed the 'STREL_ALT_SHRT1' miss, cause it happens on loading it has nothing to do damage, and it doesn't seem to be doing any harm; all other files are new to me, besides I rarely use the mirror, its a frame eater on my specs.

Please try this:

Correction for the SeaHurriMkI

Take the prib_one_damage.mat file from the MkII cockpit, rename it prib_three_damage.mat and edit it to point to a transparent tga named trans.tga for example;
Do the same for prib_three_damage_night.

Correction for the SeaHurriMkII

Take the prib_one_damage.mat file from the MkII cockpit, rename it prib_four_damage.mat and edit it to point to a transparent tga named trans.tga for example.

We just created two dummie files so the engine don't freeze when he finds what he was looking for on the MkI and there might be no effects on the MkII mirror as it will display a transparent image.
(pointing the mat files to nothing, might work too, but this is safer)

Hope this solve the issues. Please report back if you can.

If this works, I'll adress it on the coming update.
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