Someone interested in update ship pack shape for the IJN CV?
#16

To delete a gun you need to deactivate the line in hier.him

Example:

//[Head20_x]
//Mesh Head20_x
//Parent _ROOT_
//Attaching 0 1 -2.98e-008 -1 0 0 0 2.98e-008 1 22.7 7.9 11.545
//CollisionObject c98a
//[Gun20_x]
//Mesh Gun20_x
//Parent Head20_x
//Attaching 1 0 0 0 -1.629e-007 -1 4.85442e-015 1 -1.629e-007 -0.252828 0 0.638025

and also in ship.ini

//[HMSWarspiteTongueart36]
//BaseChunk Head20_x
//strengthBasedOnThisSection strength_GunTiny

// gunBasedOnThisSection gun_Oerlikon20
// HeadMinYaw -80
// HeadMaxYaw 60
// GunHeadChunk Head20_x
// GunBarrelChunk Gun20_x
// GunShellStartHook ShellStart20

When you are happy that it is working you can delete the lines and the *.msh files

To rotate objects it is useful to use Kumpels Transformation Matrix Utility
(The link is inoperative)

Your example is the same as:

[SSC]
Mesh SSC
Parent _ROOT_
Attaching 1 0 0 0 1 0 0 0 1 28.945 -11.5135 22.7134
CollisionObject c54a
CollisionObject c55a
CollisionObject c56a
CollisionObject c57a
CollisionObject c58a
CollisionObject c59a
CollisionObject c60a

[SSC_dmg]
Mesh SSC_dmg
Parent _ROOT_
Hidden
Attaching 1 0 0 0 1 0 0 0 1 28.945 -11.5135 22.7134
CollisionObject c54b
CollisionObject c55b
CollisionObject c56b
CollisionObject c57b
CollisionObject c58b
CollisionObject c59b
CollisionObject c60b

In the attaching line the first 9 numbers (3 groups of 3) are generated by Kumpels Utility.

1 0 0 0 1 0 0 0 1 = Rot X = 0 Rot Y = 0 Rot Z = 0 Scale X = 1 Scale Y=1 Scale Z = 1

You want to apply Rot Z 90 or Rot Z -90

Either 0 -1 0 1 0 0 0 0 1
or 0 1 0 -1 0 0 0 0 1

The last three numbers, the x y z coordinates, may change.
You may have to swap the x and y

I need to do a lot of trial and error when getting rotations correct.
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#17

Thanks mate for the reply!

You are a great teacher for me!!!!

I'm out of work at the moment but I'll try the Matrix utility again as I come at home!

About the gun deactivation , the prcess is the same if I try to change a gun (like changing the AA on the new IJN CVL that use the US weapon into IJN guns) , I need to change the lines with the corresponding IJN ones or this change need class file modification too?

cheers

walter

SEMPER INCOMMODUS
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#18

If you use guns from a different ship then the texture skin will not work any more.
The model would need to have changes to the UVW Mapping.
The guns texture is on the same skin as the ship structure.
This would not be a small job.
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#19

What do you think about mate?

I'll must to make some minor changes in the right side lowering the two main DF and their support , delete or change position at the deck AA between them but at least it is more similar at the Hiryu than the previous Shokaku class...

[Image: 08_04_2010_21-16-47.jpg]

[Image: hiryu-01.jpg]

I need more information about the msh files after their conversion in a notepad openable file: did the game engine read them anyway or I must make a backward conversion? If so how can I do such by mshConverter?

cheers

walter

SEMPER INCOMMODUS
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#20

Looks pretty good to me, but I'm not a Hiryu expert.
Did a quick comparison with photos. Seems to be a good job.

Certainly a big improvement on the current version.

Does it work ok for both take off and landing with full deck of AI aircraft?


It is ok to keep the msh files in txt format. The game has no problem with it.
If adopted for HSFX then they will compress the files for you.

For moving Directors or Guns just find the correct one in the hier.him
Check by inserting "Hidden". That should make it disappear.

Then change the x y z on the Attaching line to adjust the position.

I look forward to being able to download this Big Grin

Ashe
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#21

I've been watching from the shadows and look forward to downloading it too!!
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#22

asheshouse Wrote:Looks pretty good to me, but I'm not a Hiryu expert.
Did a quick comparison with photos. Seems to be a good job.

Certainly a big improvement on the current version.

Does it work ok for both take off and landing with full deck of AI aircraft?


It is ok to keep the msh files in txt format. The game has no problem with it.
If adopted for HSFX then they will compress the files for you.

For moving Directors or Guns just find the correct one in the hier.him
Check by inserting "Hidden". That should make it disappear.

Then change the x y z on the Attaching line to adjust the position.

I look forward to being able to download this Big Grin

Ashe

Thanks for the comments mate!

The ship is now more similar than the previous , certanly it's a puzzle ship without any modification but at least resemble the Hiryu a little more!

The two right big DF can't be moved because their supprts are liked to the deck , same thing about the AA gun between them that have the rail with the same link , I'll test the CB of the rails and if without trouble I'll delete/move the AA!

About the full function no trouble! I have set some full deck plane take-off and all tak-off and land without trouble!

I have also set a low level flight that have the path over the previous island location and it fly quitely , the same on the new side island have a more short and unpleasent fly colliding with the island!

I'll test tonight the correct mhs/mat file modification to allow the island have the correct skin!

I'll post update soon!!

cheers

walter

SEMPER INCOMMODUS
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#23

Hi mate!

I have finish at 90% the various part location change!

I'll release a 2 hier version , one with the wire in flight operation position and the other in vertical position for useful screenshoot!

I have a little question about arresting net: I have try to find them for change their location too but I haven't managed to even find them!

Them aren't realized neither like object placed on the deck nor on the skin!

They seem a skin over the deck skin mapped in the msh files!

There is a way to change their location or is impossible?

cheers

walter

SEMPER INCOMMODUS
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#24

Hi mate!

Can I ask you another little help?

In the post above you learn me how to delete a gun (in the hier and into the ship.ini) but at the moment I need to do a couple of things!

1) Delete the crane of the ship (I have tweaked by hiding it in the hull!!!):

If I delete it into the hier file the ship don't show , if I delete it into the ship.ini it don't disappear , if I delete both the ship don't show again!

2) Duplicate the protection net (wire1_X) even on the right side:

I have cloned the entry in the hier pointing at a cloned msh files (renamed wire2_x) and with the collision object renamed in the hier and in the new msh BUT the net doesn't appear on the ship!

Can you suggest me some solution?

cheers

walter

SEMPER INCOMMODUS
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#25

Hi mate!

I have tweaked completely with the crane and the net , since I'm not able to delete one and add the other I change the crane with the net and now I have the ship without crane and with the net on both the sides!

I have tested all the collisionbox of the object I modify and seem all right , even with them damage models!

I'll send you by PM the link to the rude mod at the moment 99% definitive (I'll probably move a little aft/fwd the island to reply the correct proportion bow/island/stern of the Hiryu but I must to find some better drawings) and I begin to work on the skins (I planned a correct Sasebo gray for pre Midway and the correct Hinomaru/katakana for Midway and if I'll manage even a fictional post Midway)!

cheers

walter

SEMPER INCOMMODUS
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#26

Profile Morskie 093 covers the Hiryu in detail.

The arresting wires are defined in the *.msh files.
It is probably not easy to move these without a lot of 3ds max work.
I am not completely sure of this.

If you delete an object in the hier.him then you must also delete the corresponding text in the ship.ini file, so a new ship.ini would be required.

Its the same if you add an object in the hier.him
You must also add text to the ship.ini file.

Ashe
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#27

HI Guys

Any update on how this ship is going, looks good so far
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#28

walter_solito Wrote:Hi mate!



I'll send you by PM the link to the rude mod at the moment 99% definitive (I'll probably move a little aft/fwd the island to reply the correct proportion bow/island/stern of the Hiryu but I must to find some better drawings) and I begin to work on the skins (I planned a correct Sasebo gray for pre Midway and the correct Hinomaru/katakana for Midway and if I'll manage even a fictional post Midway)!

cheers

walter

Hi walter,
I still have the photoshop files for the deck skins of the four Midway carriers if you want them. These are the ones that were used in the HSFX pack. Whether they'll be of much use on your completely new models I don't know, but you are welcome to them anyway.

:cheers:
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#29

Hey guys

If you are planning to do a really good Hiryu, you will need to place some 25mm AA guns on her bow, not along the sides, but just under where the flight deck ends.

If you have a copy of "Shattered Sword"and see the top down view, you will see what i mean
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#30

dunkelgrun Wrote:
walter_solito Wrote:Hi mate!



I'll send you by PM the link to the rude mod at the moment 99% definitive (I'll probably move a little aft/fwd the island to reply the correct proportion bow/island/stern of the Hiryu but I must to find some better drawings) and I begin to work on the skins (I planned a correct Sasebo gray for pre Midway and the correct Hinomaru/katakana for Midway and if I'll manage even a fictional post Midway)!

cheers

walter

Hi walter,
I still have the photoshop files for the deck skins of the four Midway carriers if you want them. These are the ones that were used in the HSFX pack. Whether they'll be of much use on your completely new models I don't know, but you are welcome to them anyway.

:cheers:

Hi mate!

I apologize for the delay in my reply but I was on holiday and I haven't internet connection there....only sea , sand , food and bed!

I have those skin too and I'm still working on it but due life time consumpitng I'm a little in retard!

As I finish them I'll link the full pack!!!

cheers

walter
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