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WhiteBoySamurai

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Everything posted by WhiteBoySamurai

  1. CG 47refit01

    From the album WBS's stuff

    Ticonderoga now undergoing complete overhaul of mesh, texture, mapping, and game data
  2. Yep! Just uploaded the Leahy and Bainbridge. Before I re-release the Tico, I'd like to make some improvements to the mesh and remap it more efficiently, so it might take a little while.
  3. CG-16 Leahy class cruiser

    I've just uploaded an update for this ship and the Bainbridge (CGN-25) for full compatibility with SF2:NA and the March 2012 patch. This includes a collision mesh, working fore and aft missile launchers, new effects setup, and a decal scheme to be used when building task forces. Enjoy!
  4. I ran the mission several times, and yeah, the Sea Sparrow launcher only got a shot off once. I think the Skyhawks in the mission are getting inside the frigate's minimum missile range too quickly, or maybe the sheer amount of targets (12) confused the ship's AI. I tried making other missions where I send a flight of 4 at the ship starting from further away, and the RIM-7 launched correctly. The RIM-116 also showed some inconsistency. I just remembered, though, that sometimes the RIM-116 and other IR SAMs fail to fire unless ShowMissile=TRUE. It's like a "if you can't see me I can't see you" kind of thing, I guess. I changed it to TRUE in the F122 data and they're working every time now. After that change, the RAM launchers massacred the Skyhawks as soon as they passed over the boat. I'm including the (re)updated data with those changes, so hopefully it'll work for you this time. F122 update.rar
  5. The TMF Tomcat upgrades and new campaign sound great! I'll get to work on updating the weapons & data on my Ticonderoga and other ships of the period ASAP. Well, how about Waterworld? I'd at least like to get some task forces on that map, but an all-naval campaign would be very interesting. I also think there is a way to implement modern attack subs even with the game engine's restrictions.
  6. Double check to make sure the missiles are in your weapons folder, and showing up properly in the weapon editor. (If they're not, it might indicate that the game isn't recognizing them.) The RIM-7E is stock as of SF2:NA so it should shoot, though. I'm not sure what else the problem might be.
  7. Sure thing. I got all of the launchers shooting as they should. I also fixed the vastly overmodelled radar, put in new movement effects, damage effects and collision entries, and sound effects. etc. Should be good to go. F122 update.rar
  8. Good news: I got the SA-N-11 launchers on the Kashtan CIWS to work! This meas that a single Gunner can control both a gun system and a SAM system on the same mount. So far, this ship will launch three different types of missiles against multiple targets at varying ranges. It's vicious! I'm still having trouble getting the SA-N-9 Gauntlets to work. It seems like the new gunner and missile format doesn't like VLS. I could try to tie them in to the main WeaponSystem entry that controls the SA-N-6 VLS, but it might launch the missiles at the wrong ranges.
  9. On the Slava, I have both the SA-N-6 missiles working (using a modified version of the original WeaponSystem entry), and also the SA-N-4 launchers working (using the new format). The problem is, as you can see, the model has dummy missiles on those launchers that won't go away, so I just tried to get the real missiles positioned as close as possible. But without access to the original model or even an OUT file, it's a real pain. They do shoot, in any case. I've been trying to get the Sandbox launchers to work as well. The missiles are positioned correctly, but they don't seem to want to launch. I wish I knew more about the inner workings of the game and what sort of new possibilities there are for ground objects.
  10. Slava Gecko

    From the album WBS's stuff

    Working SA-N-4 launchers for the Slava
  11. KirovWIP07

    From the album WBS's stuff

    Kirov launches its SA-N-11 from Kashtan point defense systems
  12. New entrys on SF2 NA

    Great tip, thanks! Here's the relevant data.ini entries to get some third party aircraft showing up on carrier decks. Harrier II and Harrier GR.7 MinBaseSize=SMALL //VTOL/helo carriers should be considered small bases, and other carriers medium CarrierBased=TRUE CarrierParkSpan=9.25 CarrierParkAnimationID=-1 Tomcat series (Mirage Factory) MinBaseSize=MEDIUM CarrierBased=TRUE CarrierParkSpan=11.49 CarrierParkAnimationID=5 //Change to -1 if you don't want the canopy open while on the deck Hornet series MinBaseSize=MEDIUM CarrierBased=TRUE CarrierParkSpan=8.38 CarrierParkAnimationID=7 //Can't seem to find a folding wing animation Super Hornet series MinBaseSize=MEDIUM CarrierBased=TRUE CarrierParkSpan=9.94 CarrierParkAnimationID=7 A-12 Avenger MinBaseSize=MEDIUM CarrierBased=TRUE CarrierParkSpan=11.05 CarrierParkAnimationID=6 F-35C MinBaseSize=MEDIUM CarrierBased=TRUE CarrierParkSpan=9.55 CarrierParkAnimationID=9 Su-33 MinBaseSize=MEDIUM CarrierBased=TRUE CarrierParkSpan=7.40 CarrierParkAnimationID=4 Hope that's useful to someone!
  13. Recently I've noticed a problem with certain airbases on a few third-party terrains: some runways seem to be completely invincible. I've hit the things dead center with 2000lb penetrators. I've dropped a full load of Mk84s along the length of the runway with a B-2. And I've even dropped a nuke right on top of the strip, obliterating the entire base but leaving the runway completely undamaged. Any idea what's causing this and how to fix it? I'm running a full merged install, NA and latest patches included. The terrains I've noticed this happen so far are Taiwan (a few bases on the mainland) and on a Desert Storm map I ported over and converted from my old SF1 install. I can give the names of the problem locations if needed.
  14. Here's what I've learned so far. First, all the systems and nodes have to be layed out as they are connected in the model hierarchy. This is easy if there's a .OUT file included, but otherwise you have to guess.Previously, all the weapons had to be listed as components under the [GroundObjectData]. Now, we just put the hull and superstructure there. Everything else (including weapons and radar) gets attached to those components. Second, you should usually leave the [WeaponSystem] entry blank... unless you need to do a vertical launch system or other weapon that doesn't pivot. I can't get VLS to work any other way. Having a WeaponSystem doesn't prevent you from sticking on other weapons and turrets with the new method, though. Next, make sure that each weapon, including missile launchers, has a gunner. You need to put both the gun and gunner entries together on a component. The old way was to have a "gun turret" setup and then have the gunner and gun barrel(s) as subsystems. That still works, but the new way is actually simpler once you get used to it. Make sure each gun barrel or missile rail is a separate entry. For example, here's the hull from the Leahy which I'm using as a testbed. [Hull] ModelNodeName=Hull ... SystemName[001]=Engine1 SystemName[002]=Engine2 SystemName[003]=Launcher-f //This is "GunnerID=3" and controls the two missile rails of the foward launcher. SystemName[004]=Missile01 SystemName[005]=Missile02 SystemName[006]=Launcher-a //This is "GunnerID=4" and controls the two missile rails of the aft launcher. SystemName[007]=Missile03 SystemName[008]=Missile04 By the way, to make a fire_control radar move, enter in a GunnerID that matches the gun or missile launcher. [super-f] ... SystemName[001]=Radar1 //Basic search and track radars are like they've always been. SystemName[002]=Radar2 SystemName[003]=FCradar1 //I have these two fire control radars tied in to Gunner3 so they guide the forward missile launcher. SystemName[004]=FCradar2 [super-a] ... SystemName[001]=Radar3 SystemName[002]=FCradar3 //These are tied to Gunner4 as above. SystemName[003]=FCradar4 SystemName[004]=Gunner1 //These are the CIWS gunners, and right below them are the actual gun entries. SystemName[005]=Gunner2 SystemName[006]=Gun1 SystemName[007]=Gun2 Here's some vital data for the guns: [Gunner1] SystemType=GUNNER GunnerID=1 TargetType=AIR //Each gun or missile can be specified to AIR, GROUND, or AIR_AND_GROUND, and it actually works now. MissileDefense=TRUE //New entry which you might want to put on point defense systems. How well it works is another matter. ... Targetable=TRUE //This entry apparently can go on radars, guns, and other subsystems. [Gun1] SystemType=GUN GunTypeName=20MM_PHALANX GunnerID=1 MuzzlePosition=7.15,-21.0,14.7 MaxAmmo=3000 TracerLoading=10 BurstAmount=60 EjectShells=FALSE Here's an example of a missile launcher. [Launcher-f] //You can name this as "Gunner3" or however you like, just make sure it matches whatever you entered earlier. SystemType=GUNNER GunnerID=3 TargetType=AIR MissileRange=32000.0 MinMissileRange=1000.0 PitchAngleRate=30.0 MaxPitch=85.0 MinPitch=0.0 DefaultPitchAngle=10.0 YawLimited=TRUE YawAngleRate=30.0 MinYaw=-150.0 MaxYaw=150.0 DefaultYawAngle=0.0 YawModelNodeName=launcherbase-f PitchModelNodeName=launcher-f MissileLaunchTime=10.0 //Missile "gunners" have different types of entries. No "rangefinder" etc. needed, but you need "MissileLaunchTime." VisualSearchTime=6.0 ViewportPosition=0.0,48.5,10.5 IndependentSearchChance=100 LookAroundChance=25 GunnerFireChance=100 GunnerFireTime=0.5 MaxMissilesInAir=2 //This entry seems to be *per gunner* and not total for the ship. MinExtentPosition=-2.642,45.431,7.998 MaxExtentPosition=2.642,50.82,10.408 [Missile01] SystemType=MISSILE //Make SURE you have this entry or it won't shoot. GunnerID=3 //Match the GunnerID to the launcher. MissileID=1 //A two-rail missile launcher WeaponTypeName=RIM-2D WeaponPosition=2.6,47.5,8.75 ShowMissile=TRUE IndependentPitchMovement=FALSE ReloadCount=19 ReloadTime=6.0 [Missile02] SystemType=MISSILE GunnerID=3 MissileID=2 WeaponTypeName=RIM-2D WeaponPosition=-2.6,47.5,8.75 ShowMissile=TRUE IndependentPitchMovement=FALSE ReloadCount=19 ReloadTime=6.0 Different weapon systems have different methods of setting up. For example, I recommend that for Sea Sparrow launchers on the F122 and similar ships, you do it like the stock Spruance and make one missile with seven reloads. Anyway, I hope that helps.
  15. New entrys on SF2 NA

    Finally figured it out on my own: The collision mesh entry in the data.ini file must point to the model's directory. For example, if I make a collision mesh for my Ticonderoga, it needs to be listed as "CollisionMesh=CG-47/CG-47_COL.LOD" I have a feeling that carrier deck collision meshes have to be entered like that too. Also, to fix the stock cargo ship, you can just enter "CollisionMesh=CargoShip.lod" and it'll become hittable.
  16. Leave it to me. The weapon systems on the Slava in particular are very similar to the Kirov I'm building, so making the conversion has been simple so far. I'll post or upload the new data as soon as I'm finished testing everything.
  17. New entrys on SF2 NA

    Can't get it to work on my end. On the test ships, I made sure to set all the new data entries (DamageEffect=, SystemDamageEffect=, and CollisionMesh=), put in the copy-paste-renamed _COL.LOD, and did everything I could to try to sink the boat. No good, all weapons still pass through without exploding. I don't have the Ulyanovsk, but I tested this process on the Alvand, Anzac, Iowa, Lafayette, Leahy, Tico, Koni, Osa, Slava, and both Udaloys. I'll try third party carriers next. According to some very sparse, vague tutorials I read online, some other games have stringent requirements for collision meshes. For example, ther can't be any holes or gaps in the mesh at all. Or it has to be one large object. Or a number elements attached together. Or all parts must be convex. Or each element/object has to have exactly one smoothing group which has to be different from all the other pieces. (Seriously?) I tried making a custom LOD following these guidelines in different combinations, but it still didn't work. The best I could get was one lone instance in which I blanketed my target ship with clusterbombs. It set some fires-- but in the water running perpendicular to the ship's hull. Makes no sense. My original LOD and the test collision LOD had the same pivot, facing, and everything. Sorry for the long post(s), but naval combat is kind of my "thing," and I'm getting frustrated that it's bugged and bringing my model making to a grinding halt.
  18. I went through and tested each red airfield in the DS terrain, first with a pair of 2000lb JDAMS (which are usually enough to take out a stock runway) and then with a pair of B61 nuclear bombs dropped near to the center of the strip. In each case, the runway was not damaged, though the nukes took out everything else in the base of course. These runways were at Jalibah AB, K2 AB, Qualat Sikar AB, As Salmon North AB, Ghalosyan AB, Wadi Al Khir AB, Al Hajaf AB, Helef New AB, Al Muhammad AB, and Shayka Mazhar AB. Taking a quick look through the DS_targets.ini, Almost all of them seem to point at "desert_airfield5.ini" and "Runway5.ini." Since these are stock, maybe something in a patch had something to do with it? If the runways are blowing up fine for other people, maybe it's just my installation. In the case of Taiwan, I think those are the ones from Gepard. I'll try looking at the armor and point values in those, thanks.
  19. This might be a dumb idea, but if you're using an AWACS in a campaign or custom single mission, maybe lowering its Morale level will make it stay further away from enemy territory, or at least run away as soon as it gets shot at?
  20. Thanks for the support, everyone. Not sure when I'll get around to older ships, but I am planning to do a Sovremenny and a proper (fully armed) Kuznetsov at some point soon, after I update all my models to NA standard. Speaking of which, I ran into a snag trying to update the Kirov. First, I can't seem to get VLS to work using the new format. If I put the primary VLS under the "[WeaponSystem]" part, without a gunner entry, it will work, and I think I can at least get all the other non-VLS launchers to work along with it. Second, and much more importantly, I can't get the collision to work, so the ship is still invincible. The new GroundObjectData looks like this: DamagedModel= DestroyedModel= DestroyedEffect=ShipDestroyedEffect DamageEffect=ShipFireEffect SystemDamageEffect=ShipSystemFireEffect CollisionMesh= // <-- Probably the most important bit I have absolutely no idea how the collision meshes are supposed to be formatted for objects in this game. All I can infer from the ships I extracted is that they use a separate LOD for this mesh. Pointing it at the same LOD as the ship itself doesn't work. I also tried making a separate stripped-down low-poly version, but that doesn't work. I googled around and kept trying different things until 4 in the morning last night, but I'm completely stuck. If any 3D gurus have any ideas, I'd very much appreciate it.
  21. Nope, no mission success. The debriefing screen tells me that the primary target was not even damaged. Maybe those airfields are somehow pointing to a misplaced or nonexistent LOD?
  22. Not just the stock cargo ship, but all third-party ships, too. The new vessels included in SF2:NA use different data format, I guess, so they need to be updated for anyone with the March 2012 patch or they'll stay invincible. I can't fathom why the "Start in Air - Near Base" option was removed. Often I don't have time to take off and wait for wingies to form up, but don't want to start in spitting range of the bad guys...
  23. Added the SA-N-4 launchers, railings, touched up some other components. Aside from a few more details, the mesh is nearly finished, so I'll start unwrapping and skinning soon.
  24. KirovWIP06

    From the album WBS's stuff

    Kirov class, mesh nearly finished
  25. KirovWIP05

    From the album WBS's stuff

    Kirov class, mesh nearly finished
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