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Posted

I finally unpacked my stuff and set up my gaming pc.

I tried them and they are cool 8)

 

one question:

When in distance, they appear as vehicles. They transform into people when you get closer.

Have i done something wrong or is it something we must live with?

 

Once again, nice job :thumbup:

Posted
I finally unpacked my stuff and set up my gaming pc.

I tried them and they are cool 8)

 

one question:

When in distance, they appear as vehicles. They transform into people when you get closer.

Have i done something wrong or is it something we must live with?

 

Once again, nice job :thumbup:

 

That'll be the low LOD model for the original vehicle - should be able to overwrite those with the soldier model if you find out what they are.

 

I think they're the model file with the _P_1 suffix on the end. Let me know if you have any luck renaming them :)

Posted

hey Brit

I dont really do well when it comes to managing files.

I sometimes even have a hard time with fallowing readme which is longer than 3 lines (modman fan here). God forbid me solving something for what i dont have a clear and precise instructions.

I think i will use them as they are, but i appreciate your effort to help me.

cheers

Posted

I seen some work over @ german forums and i must that the some impressive stuff. The ground crew that you have created and the little men who are "pushing" the aircraft. Thumbs up!

attachment.php?attachmentid=1328

Here's an idea, try to place those crew men om the aircraftcarrier? Make it look more realistic ( maybe not for the russian, but what the heck).

 

Keep it up!

[sIGPIC][/sIGPIC]

Posted

Hello friends,

 

Sorry, but i had no times last week to answer all questions. Manny to do on my job. Well i had build Groundcrews for airfields to test arguments for GroundVehicles. But i have not enough arguments to let these Crews work on a plane. But for the atmosphäre in LocOn isit not bad i think.

 

I had push it in the german forum that everybody can test it and give me more ideas. If anyone want it, enjoy the Link and go to "BodenCrew DOWNLOAD". But JaNKo, i cant place any vehicles on a carrier thats one of the problems i have. At best you can see how it works, when you load the mission "BodenCrewTEST". You find it in the DownloadFolder.

 

 

http://www.lockonforum.de/thread.php?postid=23712#post23712

 

Ok. thats all. Sorry when my English is full of failures- i´m german:smilewink: .

My best wishes to all

TOMCATZ

Born to fly but forced to work.

 

TomFliegerKLEIN.gif

Posted

Groundcrew

 

This MOD makes more realistic in LOMAC!

 

Last Chance Check! ;)

 

crew.jpg

 

crew1.jpg

 

Nice work TOMCATZ!

Best Regards

Viper

sigpic3353_7.gif

System: Intel Core i7-4790, 3,6GHz, 16GB RAM, 128GB SSD, 2TB HDD, NVIDIA GeForce GTX 960 2GB GDDR5,

TM HOTAS Warthog;(MSFFB2 for testing); TrackIR4 +Track Clip Pro; Windows 10 Pro.

Posted
Hello friends,

 

Sorry, but i had no times last week to answer all questions. Manny to do on my job. Well i had build Groundcrews for airfields to test arguments for GroundVehicles. But i have not enough arguments to let these Crews work on a plane. But for the atmosphäre in LocOn isit not bad i think.

 

I had push it in the german forum that everybody can test it and give me more ideas. If anyone want it, enjoy the Link and go to "BodenCrew DOWNLOAD". But JaNKo, i cant place any vehicles on a carrier thats one of the problems i have. At best you can see how it works, when you load the mission "BodenCrewTEST". You find it in the DownloadFolder.

 

 

http://www.lockonforum.de/thread.php?postid=23712#post23712

 

Ok. thats all. Sorry when my English is full of failures- i´m german:smilewink: .

My best wishes to all

TOMCATZ

 

Will there ever be a way to add extra arguments to LOMAC?

 

I really like this mod and the ideas you have, having animated figures populating airports is definitley needed for the atmosphere in the game. Makes it more atmospheric then the ground vehicles in FSX. I like the fact they are low poly too, means we can have plenty around.

 

Good work :D

Posted
. . . . But JaNKo, i cant place any vehicles on a carrier thats one of the problems i have.

 

Workaround time!

 

 

You can't place vehicles on a carrier - but IIRC the vehicles that are already present are separate shape files.

 

IIRC the Merzifon mods that added Turkey to the game, in the process of reskinning a fire truck for that NATO base, also re-skinned the truck on the Kuznetsov . . . . if you can find that model then you might be in business.

 

 

I'm not particularly well-versed in the world of 3D modelling - but if you build the figure offset from it's nominal 0,0 co-ordinates, I imagine you could hence displace it in XY so it appears out on deck rather than beside the island.

 

Including several deck members could be a possibility . . . .

 

Thoughts? ;)

Posted
WOW SICK SKIN!! what is it??

 

 

This Skin simulate one Su-33 German Navy Carrier squadron. ;)

 

Here "cleared for taxi!"

 

wart.jpg

 

wart1.jpg

 

wart3.jpg

Best Regards

Viper

sigpic3353_7.gif

System: Intel Core i7-4790, 3,6GHz, 16GB RAM, 128GB SSD, 2TB HDD, NVIDIA GeForce GTX 960 2GB GDDR5,

TM HOTAS Warthog;(MSFFB2 for testing); TrackIR4 +Track Clip Pro; Windows 10 Pro.

Posted

Ah, nice stuff TOM! As BG talked about, the workaround, maybe there is some posibility to add those crew men on the carrier. I know i'm not a helpfull hand when it comes to this but there are sure some ppl here who are willing to give in.

[sIGPIC][/sIGPIC]

Posted

Would it be possible for ED to add a spare slot for this in black shark? not for them to have to add it into the game or doing anything to distract them from building BS but simply to have a slot with 100 free arguments or whatever. This mod has so much potential it would be a shame for it to be limited to what has currently been made.

Posted

Hello,

 

 

Thank you all. And:

well i can trye to place a crew on the carrier. I send a message in this forum when i have find a good idea to realise it.

 

Nice greetings

TOMCATZ

  • Like 1

Born to fly but forced to work.

 

TomFliegerKLEIN.gif

  • 2 weeks later...
Posted
Would it be possible for ED to add a spare slot for this in black shark? not for them to have to add it into the game or doing anything to distract them from building BS but simply to have a slot with 100 free arguments or whatever. This mod has so much potential it would be a shame for it to be limited to what has currently been made.

 

Is this the reason we saw so many more static objects like buildings and containers come out in Flaming Cliffs? I noticed on annother forum that people ar building hangars that did not exist in the game with the comm center. They are even adding troops. They just need 3 or 4 open slots that lob different types types of increcingly larger munitions at you in the game. one for small arms, annother for 50 cal types, man portable artillary (mortars), and maybe a sniper.

 

It only makes sense that troops and groung crews could and should be added after all BS will bring you closer to the ground, I bet we will see this again in future annoncements or a screenshot. Afterall they have put some prettygood people in the vehicles.

 

Imagine how challenging urban warefare would be if all your target were man sized. This could add alot of realisim to CAS missions.

 

Dont hit any friendlies!!!!

  • Like 1
Posted
Workaround time!

 

 

You can't place vehicles on a carrier

 

No because the carrier itself is an active object - i.e. not a static environment.

 

...but IIRC the vehicles that are already present are separate shape files.

 

No I think they are part of the carrier 3D model - but added as sub-objects to this when it was built in max - this would explain why they(the vehicules) would use the same textures as the ones on airbases at shore.

 

Anyway, whether the vehicules are integrated part of the carrier model or actually assigned to it as separate objects by the game code like you suggest, is something that is easy to test - simply try and remove the .cmd files of the Kamaz firetruck and Ural truck from the Shapes folder......if the vehicules dissapear from the airbases, but not from the carrier then you know that the ones on the carrier are part of the Kuznetsov model :) .

 

IIRC the Merzifon mods that added Turkey to the game, in the process of reskinning a fire truck for that NATO base, also re-skinned the truck on the Kuznetsov . . . . if you can find that model then you might be in business.

 

Well if I remember correctly, we actually made a file-swap with another currently inactive object(Reis.cmd) - i.e. copied the shape for the Kamaz firetruck, renamed it to "Reis.cmd", then edited the shape file with a hex editor to make it load a separately named green "nato style" texture and finally placed the "Reis" object on the Merzifon airbase......all in order for the Kamaz firetruck to retain its original "red appearance" on all the other airbases.

 

So I am a little baffled as to how you could experience a re-skinned Kamaz firetruck onboard the Kuznetsov through the Merzifon mod? :)

 

I'm not particularly well-versed in the world of 3D modelling - but if you build the figure offset from it's nominal 0,0 co-ordinates, I imagine you could hence displace it in XY so it appears out on deck rather than beside the island.

 

As mentioned above, I believe the vehicules on the Kuznetsov are part of the carrier model itself, so in order to displace them you would need to be able to edit the Kuznetsov model......which we can't :) .

 

Including several deck members could be a possibility . . . .

 

Thoughts? ;)

 

Not without building a new Kuznetsov model I am afraid :) .

JJ

Posted
Will there ever be a way to add extra arguments to LOMAC?

 

No - the arguments are "calls" generated by the game code in order to activate animations stored with the 3d models and are only "called" when applicaple - i.e. it depends on the individual unit entry, so e.g. the argument for activating arrestor hook is only called for aircraft entries where this functionality needed.

JJ

Posted
No - the arguments are "calls" generated by the game code in order to activate animations stored with the 3d models and are only "called" when applicaple - i.e. it depends on the individual unit entry, so e.g. the argument for activating arrestor hook is only called for aircraft entries where this functionality needed.

 

Meh, in future projects add some more slots to units please :D

Posted

Alfa , can you give me some info please on the poly count of the naval vessels

 

eg how big is the Kuz ?

 

can you give me a general run down on the size of the other military capital ships on both the USA and USSR sides , and also some target figures for some of the commercial shipping objects please ?

 

generally i am after poly sizes to build to - if i wanted to add any new 3d shipping objects of the different types , obviously i don't want to build too poly high and stress out the game engine )

 

thankyou in advance

 

Roger )

Posted
Alfa , can you give me some info please on the poly count of the naval vessels

 

eg how big is the Kuz ?

 

can you give me a general run down on the size of the other military capital ships on both the USA and USSR sides , and also some target figures for some of the commercial shipping objects please ?

 

generally i am after poly sizes to build to - if i wanted to add any new 3d shipping objects of the different types , obviously i don't want to build too poly high and stress out the game engine )

 

thankyou in advance

 

Roger )

 

I can't mate, because I don't know how "heavy"(poly-wise) the ship models in Lock-on are :) .

 

On the 3D section of the Russian forum I believe it was mentioned that ED would like for someone to build a Burke class destroyer and that they thought ~ 40.000 polygons was a reasonable limit......which probably is quite a bit above that of current models for ships of similar size.

 

Even so I personally I think that is far too low a limit for a destroyer sized ship - i.e. the same as for a tank or an aircraft, although ship of this type is a *much* larger object.....and more importantly a far more complex platform.

 

Moreover, I have experimented a little with importing "ready-built" ships into Lock-on and my experience is that the game engine can easily handle ships several times that limit - to take an example I once had a carrier group consisting of the Kuznetsov and Elnya(current models), 2x Sovremenny class destroyers(each ~ 280.000 polys!) and an Akula class sub(~ 15.000 polys) sailing along while a ~ 50.000 poly aircraft made a landing on the carrier......no problem at all :) .

 

The thing to remember about ships is that the environment(the sea) they operate in is far less demanding on game performance than the one for ground units(terrain, buildings, trees etc). Moreover, you can build realistic naval scenarios with far fewer units than would be required for realistic land warfare battles. In this connection it also appears to me that a ship of 100.000 polygons has less performance impact than e.g. 4x 25.000 polygon aircraft models.

JJ

Posted

ok thanks , thats fascinating experiments you have conducted there )

 

i think then if i build to say max 100.000 polys , that would seem reasonable to not over stress the game engine , on the water as u mention

 

i can build a very wicked big ship at well below 100k , military or commercial , also i can model all the main bits masts etc

 

- very intricate detail features - say for example every cross beam on a masts super structure . or a meshed radar dish , can always be skinned on for extra detail features i feel

 

i think at 100k , a very nice overall shape should be possible , and still look very nice in the game engine , with a nicely detailed skin

 

thanks for the reply )

 

Roger

Posted
ok thanks , thats fascinating experiments you have conducted there )

 

i think then if i build to say max 100.000 polys , that would seem reasonable to not over stress the game engine , on the water as u mention

 

i can build a very wicked big ship at well below 100k , military or commercial , also i can model all the main bits masts etc

 

- very intricate detail features - say for example every cross beam on a masts super structure . or a meshed radar dish , can always be skinned on for extra detail features i feel

 

i think at 100k , a very nice overall shape should be possible , and still look very nice in the game engine , with a nicely detailed skin

 

thanks for the reply )

 

Roger

 

Yes I agree completely Roger - thats the regime I would suggest too :) .

 

My little destroyer experiment was to try and push things a bit to check their impact, but a quarter of a million polys is IMO excessive for anything short of an aircraft carrier.

 

I would say up to something like:

 

~ 50k for smaller types(corvettes, missile boats etc)

 

~ 80 - 100k for medium to large ships(frigates and destroyers)

 

~ 100 - 150k for large ships(cruisers)

 

~ 200-250k for aircraft carriers

 

Just my opinion though - don't know if ED would agree. But then unless you plan on submitting your work for official inclusion, the decision is all yours anyway :) .

JJ

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