[Mod] Sea Hurricane MkIb and MkIIc *UPDATE*
#91

Awesome work!

I love seeing new planes with working hooks for carriers.

Edit: Worked like a charm post install, THANK YOU!
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#92

Muas Wrote:
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.

It should work for sure, but i don't know what gauges is for ex. prib_three_damage.mat. If we copy prib_one_damage.mat we'll have probably the wrong texture when gauge is damaged. BTW, be sure, it works.

But for my opinion, this time would be better code Sea into the Hurricane folder to avoid problems.
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#93

Big Grin
mayyyyyttttt well done.
You can have my first born !!!!
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#94

Veltro Wrote:It should work for sure, but i don't know what gauges is for ex. prib_three_damage.mat. If we copy prib_one_damage.mat we'll have probably the wrong texture when gauge is damaged. BTW, be sure, it works.

But for my opinion, this time would be better code Sea into the Hurricane folder to avoid problems.
The dummie solution won't display any texture apart from a transparent one, so the only drawback is that we'll see no damage. Mat files are material definitions which will define how a given texture will be displayed; if we point the prib_three_damage.mat to a transparent tga, there won't be any apparent problem, and the freeze will not occur.

Another bad news is the missing 'STREL_ALT_SHRT1' mesh which unfortunatly is the "hundreds" hand on the altimeter... I tried to force the use of individual stock Hurricane cockpit meshes with no luck. It seems that's an all or nothing thing.

Now if I code the SeaHurricane into the stock Hurricane cockpit folder, I should be able to keep the new cockpit details, hook lever and "hook down" light, however I'm not getting any success either - what seemed to be easy, isn't so easy after all, or am I stuck on doing things the hard way?...

Anyway, I think I can "borrow" the "hundreds" altimeter hand from the Spit, and name it 'STREL_ALT_SHRT1'...
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#95

Keep at it, Muas - i'm supporting you from my part of the world Big Grin Big Grin Big Grin
The Hurri is my all-time favorite bird, so she deserves as much TLC as she can get... 8)

PS, a tip for those who want the bright reticle to display for the Sea Hurri, use the same technique as described by Cirx on page 4 of this thread. Just create new folders in 'BritishReticlesMod' for the SeaHurris, and copy/paste the 3 reticle files from one of the other Hurri folders into these. :wink:
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#96

STREL_ALT_SHRT1 is coded in the Hurricane Mk.I hier.him cockpit, and of course in java, so it's needed. With Winmerge you can simple merge it form Hurricane Mk.I hier.him into SeaHurricane hier.him. This should fix the problem.

To code the cockpit in the same folder of Hurricane, the best way is work with Winmerge.

http://winmerge.org/

Working on hier.him delete all the mesh you don't need (for ex. [FONAR], [FONAR_GLASS]) and add the new ones ([FONAR1], [FONAR_GLASS1], [FONAR2], [FONAR_GLASS2], [Arrester1]). In the Hurricane MkI cockpit folder copy the new files you have created for Sea (FONAR1.msh, FONAR_GLASS1.msh, FONAR2.msh, FONAR_GLASS2.msh, Arrester1.msh, PRIBORY3.mat, PRIBORY3.tga ecc. ecc.
I'll give it a look, but it should work fine. Hier.him must be renamed as SeaHurricane1.him for ex. also DOSKA must be renamed if i'm not wrong, for ex. DOSKA2.
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#97

Veltro Wrote:STREL_ALT_SHRT1 is coded in the Hurricane Mk.I hier.him cockpit, and of course in java, so it's needed. With Winmerge you can simple merge it form Hurricane Mk.I hier.him into SeaHurricane hier.him. This should fix the problem.
Yes, the problem is that the file only exists in its SFS container, that means that the complete path to the mesh must be included in the hier.him, as long as it accepts it - something like "3do/cockpit/HurricaneMkI/STREL_ALT_SHRT1.msh".

Veltro Wrote:Working on hier.him delete all the mesh you don't need (for ex. [FONAR], [FONAR_GLASS]) and add the new ones ([FONAR1], [FONAR_GLASS1], [FONAR2], [FONAR_GLASS2], [Arrester1]). In the Hurricane MkI cockpit folder copy the new files you have created for Sea (FONAR1.msh, FONAR_GLASS1.msh, FONAR2.msh, FONAR_GLASS2.msh, Arrester1.msh, PRIBORY3.mat, PRIBORY3.tga ecc. ecc.
I'll give it a look, but it should work fine. Hier.him must be renamed as SeaHurricane1.him for ex. also DOSKA must be renamed if i'm not wrong, for ex. DOSKA2.
You're right, that's the renaming of the new him that I missed. I guess this is the early technique used when first sound mod came out, and new flyables were using existing cockpits.

Somehow I end up with complicated solutions whan all should be kept simple and reliable.
Thanks for the tips.
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#98

Wow! Downloading right now!
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#99

STREL_ALT_SHRT1 is coded in the java you've cretaed for Sea, as for default Hurricane Mk.I and Mk.II serie cockpits. So it's is absolutely needed in both the SeaHurricane hier.him.

Give a look to this .rar, it should work fine and it should work also for new Trop Hurricanes for ex.:

http://www.150gct.it/users/150GCT_Veltro/Cockpit.rar

Don't worry, your mod works absolutely fine!
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Veltro Wrote:STREL_ALT_SHRT1 is coded in the java you've cretaed for Sea, as for default Hurricane Mk.I and Mk.II serie cockpits. So it's is absolutely needed in both the SeaHurricane hier.him.

Give a look to this .rar, it should work fine and it should work also for new Trop Hurricanes for ex.:

http://www.150gct.it/users/150GCT_Veltro/Cockpit.rar

Don't worry, your mod works absolutely fine!
Thanks very much.

I cannot test it right now, but looking at the files I see you came exactly to a solution I tried last night, but I must have done wrong with the hier file naming so it wasn't working.

I'll think I will adopt that approach for the coming update, and maybe on the SeaGladiator I'm working on too.

Cheers
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excellent mod, thanks
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As this is my most Favorite WWII plane I will wait until you get it sorted out.
I'm also waiting for that big bird the A1H Sky raider.... Big Grin

Thank you Muas , & AAA...!!!
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oh, cant get it to work at all im afraid.

Crashes the game around 60% of the way into loading.

treble checked the weapons,air,plane files.
went over the mods folders several time, i dont see what im missing tbh.

reinstalled it twice. and still no further.
first mod ive had trouble with tbh, have the correct version of the ac installer too. still no luck
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Speechless in Seattle! Confusedhock:
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oh shush Smile
fixed it now, ill look at where im installing, the AC installer to next time Big Grin
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