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Additional AI Vehicle Possibilities


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Posted

I've been experimenting this evening to understand what is possible and what is not. I'm not sure this is going anywhere, but I do have a better understanding of how the game works after trying a variety of test situations.

 

You can create new AI vehicles from existing ones by duplicating them and editing the name in all the right places. The mission editor will recognize them (a longer list of Ai vehicles to select from), and they will display in game.

 

This would allow you to have multiple variations of the original AI vehicle in use at the same time providing a series of unique skin textures to represent differing unit identities.

 

You can reuse texture file names so you don't have to hex edit the mgm files, as the game only looks with each vehicle's folder for the matching texture. In other words, the duplicate AI vehicle will have new file names for everything except for the textures, which will retain their original names, but can be repainted with new images. The original AI vehicle will be unaffected by the creation of the new AI vehicle and textures.

 

This also implies that you could create properly modeled file sets so new types of AI vehicles could be added to the game. For example, there are no dedicated AI versions provided so candidates for addition to the AI list would be equivalents for the  _churchill-iv, _gaz-mm, _pzv-d, _sdkfz10, _sdkfz184, _su122, and _su152.

 

The missing turret and gun bug, makes it so you cannot simply turn a user playable vehicle into an AI version by renaming and restructuring the files to match the AI pattern. That only half works, in that you get a new AI version, but the turret and gun won't display in game so it's essentially useless.

Posted (edited)

I kept working on this and decided to turn it into a JSGME compatible demo package. This creates a new stand alone AI Stug aus F in overall Yellow Brown that you can select in the mission editor.

 

AI - Demo Package

 

Inside the Mod folder "AI - Demo" are the standard folder levels that starts with IL2..., and works down from there through Data etc. until you reach the level where the game places the equivalent versions of these files when it unpacks the Vehicle GTP files. JSGME follows this directory structure to place the individual files in the game where they are expected to be found if you have Mods enabled.

 

This assumes you have the JSGME Mods folder installed inside your 1C Game Studios directory next to the IL-2 Sturmovik Great Battles folder.

 

If JSGME is installed somewhere else then you will have to change the folder structure to match.

 

One additional discovery I found is that the shared pziii textures in the common folder, can be placed in the new AI vehicle's texture folder, and repainted without disturbing the texture for the other vehicles that shared it. Like the base textures, no need to rename the shared files so the duplicated mgm file can still use it.

 

image.thumb.jpeg.cb6a4fb00619117b0f2ae15842319241.jpeg

With 12% Grey Alpha Layer

 

p.s. This evening (7 Feb 23) I was able to increase the resolution of the summer textures by 4x for a cleaner look without a noticeable change in game performance on my system. I've updated the zip with the new larger files.

 

p.p.s. I also experimented with the Alpha layer at different grey shades and toned down the reflectivity using 12% for painted metal surfaces, and 0% for the transparent areas (10 Feb 23). 50% Grey is sharply specular/reflective (max possible). For values <50% you go from specular/reflective, to diffused. For values >50% you go from specular/reflective to very matte. The difference is difficult to describe in words, but going <50% still provides an illusion of depth to rounded surfaces like the end of the gun barrel, and commander's coupola (see images below) because of the specular highlight is still there even at 10%, but less intense. The same going >50% makes 3d features progressively less well defined because the highlight just completely fades away as you approach higher values like 85-90% and above.

 

 

image.thumb.jpeg.10ddf9e60e2172c7a563977ec12c4ba6.jpeg

With 10% Grey Alpha Layer

 

image.thumb.jpeg.e6fe9491d669dd7af8b7e3a8fac6a73c.jpeg

With 90% Grey Alpha Layer

 

image.thumb.jpeg.ab8f07aa7eef9c26e1a4c790a95741d4.jpeg

With 50% Grey Alpha Layer

Edited by MajorMagee
  • Like 2
MarcoPegase44
Posted
On 2/5/2023 at 5:18 AM, MajorMagee said:

I kept working on this and decided to turn it into a JSGME compatible demo package. This creates a new stand alone AI Stug aus F in overall Yellow Brown that you can select in the mission editor.

 

AI - Demo Package

 

Inside the Mod folder "AI - Demo" are the standard folder levels that starts with IL2..., and works down from there through Data etc. until you reach the level where the game places the equivalent versions of these files when it unpacks the Vehicle GTP files. JSGME follows this directory structure to place the individual files in the game where they are expected to be found if you have Mods enabled.

 

This assumes you have the JSGME Mods folder installed inside your 1C Game Studios directory next to the IL-2 Sturmovik Great Battles folder.

 

If JSGME is installed somewhere else then you will have to change the folder structure to match.

 

One additional discovery I found is that the shared pziii textures in the common folder, can be placed in the new AI vehicle's texture folder, and repainted without disturbing the texture for the other vehicles that shared it. Like the base textures, no need to rename the shared files so the duplicated mgm file can still use it.

 

image.thumb.jpeg.7224bc662f1798e8058fa40c7556388c.jpeg

Hello,

Very interesting, this would allow for example for great battle to create additional "FollowMe" or RAF jeeps without removing the basic military jeeps.
Ditto for the opel blitz ambulance plus an opel blitz radio

  • Upvote 1
Posted

Would this be a way of adding German and Russian (French, Italian, etc.) infantry to the existing USA and UK infantry types (vehicles)?  Once they were created, then new/appropriate textures could be applied.

 

 

Posted

Just ran a test, and yes, you can duplicate the existing detachment files and rename them "ger" in place of "usa" or "gbr", and they will be selectable in the mission editor under the new name. They naturally show up as their original models, and textures, and I don't see a straightforward way to retexture them since the 3D models contain the country specific weapons and equipment. It would take the ability to generate new model files to do this correctly.

 

Based on the link you posted the models already exist, so it's just a matter of the developers releasing them, and then there would be no need for the duplicate and rename trick.

  • Upvote 2
Posted (edited)

This is an interesting investigation into why each model appears to behave differently in response to retexturing.

 

 

I was seeing some anomalies in the AI Stug Model that now start to make more sense. It appears that they are using the texture for the diffuse color, the alpha layer for the specular factor, and the glossiness (environmental reflection) is drawn from the 3D model itself. They must of assumed that the tank models would be predominantly painted when they made their material assignments.

 

I've also noticed that the Mission Editor handles the Alpha Layer Lighting Effects differently than the Rendering Engine does in game. In the Mission editor you can get varying degrees of effect based on the % Grey in the Alpha that you don't seem to get in game.

 

Edited by MajorMagee
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  • 2 weeks later...
Posted

I'm continuing to work on this, and it's showing a lot of potential for expanding the AI skin options.   If I get permission to use some of the AI skins that were already published by others, I can put an overall package together for release pretty quickly. (See AI Stug examples in the link)

 

 

Posted

I continue to develop the process for creating new variations for the AI vehicles to supplement the stock versions without needing to overwrite the originals.

 

image.thumb.jpeg.a659a3877cc549f82a516627c6ed829f.jpeg

 

This is a bit tricky without a vehicle viewer. The mission editor is a pretty quick way to check what you've done (below), but the rendering engine displays differently from what you see in game (above).

 

image.thumb.jpeg.fd021aa46694ae55fd969ad67cd4f4c2.jpeg

 

 

 

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JV44HeinzBar
Posted
On 2/20/2023 at 2:59 PM, MajorMagee said:

I'm continuing to work on this, and it's showing a lot of potential for expanding the AI skin options.   If I get permission to use some of the AI skins that were already published by others, I can put an overall package together for release pretty quickly. (See AI Stug examples in the link)

S! Major,

Feel free to use any of the skins I've painted in the past for your AI models...if that's possible.

 

HB

 

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Posted

The work continues.

 

image.thumb.jpeg.40a94939698579636b47f5e918bd38ad.jpeg

 

The intention here is to create a comprehensive mod of vehicle and equipment variations to expand what's available for Mission Builders to select from.

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Posted

Put together 17 more stand alone AI vehicles this weekend.

 

image.thumb.jpeg.cb4d61649332ff78a2e45dc8110a252b.jpeg

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Posted

These look REALLY good! Detcord's work is beautiful, though a bit too colorful in most cases, I think you have been desaturating them somewhat as these seem to match perfectly for this season at least? Especially that 75L24 StuG is superb.

I've reskinned some old T-34's and KV-1's with Finnish skins to get more authentic battles in my Karelian Isthmus -based mission that we are using with my buddies; this would be perfect solution to add them as new models... I have to check how you've done it. I guess this method is also usable with static objects, it would great to populate airfields with decent upscaled textures and national markings.

 

Great work, thanks!!

Posted

I started with RAL color pallets, but I found that both the Mission editor, and the Game shift how those are displayed (not the same as each other of course...) Once I understood that I was able to develop a process that put the texture in the right shape to display in game realistically.

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  • 2 weeks later...
Posted
On 3/2/2023 at 2:12 PM, JV44HeinzBar said:

S! Major,

Feel free to use any of the skins I've painted in the past for your AI models...if that's possible.

 

HB

 

It turns out that the AI Tiger uses the same texture template as the User Playable one, so those textures can be ported over quite readily. Not so for the PzIV, and the Panther G model, so I'll have to create a paint kit from scratch for those.

Posted (edited)

I did a trial with your PzVIH1_Schwere_Pzr_ Abt_505_Poland_8_44 texture, and proved that I can use these very long filenames without crashing the Mission editor. Unfortunately it won't run in game unless I shorten the name to PzVIH1_8_44_Abt_505_Pillau. This will still make it easier to identify what skin is being selected when using these additional AI vehicles. Thank you for your permission to include these outstanding Tiger textures in the larger pack.

 

image.thumb.jpeg.478fab16f06b73d6575f37ec2a88bac9.jpeg

 

As good as this looks, it really is just the AI model in a new skin.

 

 

Edited by MajorMagee
  • Like 3
JV44HeinzBar
Posted
15 minutes ago, MajorMagee said:

I did a trial with your PzVIH1_Schwere_Pzr_ Abt_505_Poland_8_44 texture, and proved that I can use these very long filenames without crashing the Mission editor. Unfortunately it won't run in game unless I shorten the name to PzVIH1_Abt_505_Poland_8_44. This will still make it easier to identify what skin is being selected when using these additional AI vehicles. Thank you for your permission to include these outstanding Tiger textures in the larger pack.

 

image.thumb.jpeg.478fab16f06b73d6575f37ec2a88bac9.jpeg

 

As good as this looks, it really is just the AI model in a new skin.

 

 

I'm glad to see the skins are working out for your project Major. Keep up the good work.

 

HB

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Posted (edited)

The user playable M4A2 template works for the AI model as well. Here is your m4a2_1_45_6AD_Trois-Vierges as a new AI (right) paired with one in the default winter M4A2 skin (left). It looks great out in all that fresh snow!

 

image.thumb.jpeg.1b4f0282f9a1ac39ed2ee006ba3e2772.jpeg

Edited by MajorMagee
  • Like 2
JV44HeinzBar
Posted (edited)

:) 

I've did some stug skins, but I forgot to do some w/o numbers. If you like, I can revisit them and remove the numbers. Let me know if you're able to port the stugs into your project. Do you think the problem w/ the PzIV & Panther is due to the 2 file system for those tanks? I'm guessing the issue is present w/ the Ferdi, PzIII, & Churchill, too?

 

HB

Edited by JV44HeinzBar
Posted

Yes, I believe it's caused by the two file system, but I don't know that for sure. The user playable templates are enough different from the AI version that I can't use any existing textures except for those made for the Tiger and the Sherman.

Posted (edited)

Tonight's big discovery.

 

*** Because of the way this mod is done, as long as it's installed the additional AI vehicles remain available in your missions even if you have Mods switched off in the game! ***

 

I can only verify this in single player missions, so I'm not sure what this really means for campaigns and online co-op missions at this point.

 

Edited by MajorMagee
  • Upvote 2
Posted (edited)

Working on the Preview Icons for the mission editor GUI this weekend.

 

Screenshot2023-03-26073242.thumb.png.4cf6379ad1150f95b7dd3d462bb45eea.png

 

Screenshot2023-03-26073326.thumb.png.980c8180904e63a5b9d0e0400b970d54.png

 

Screenshot2023-03-26073400.thumb.png.c37d8ee29065593ca7e46d2f69391101.png

 

Screenshot2023-03-26073433.thumb.png.d099b1b8a371420f64c4659507dc226f.png

 

Screenshot2023-03-26073459.thumb.png.fe2d17c395cd72be0aaf1dead50e25c0.png

 

 

 

Edited by MajorMagee
Added Images
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Posted

Successful test of the New AI's functionality in Saldy's LSSAH "Ride to Hell" mission this evening. (Maneuvering in formation, firing, etc.)

 

image.thumb.jpeg.64221200736e9d13748ca9bcae637ee6.jpeg

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Posted

Still creating more paint kits to support additional vehicle types.

 

image.thumb.jpeg.016c12bf5fce01f7976349eb2ffda4c1.jpeg

 

image.thumb.jpeg.ecc6af89c9e4f8c0827c45307f3e42a9.jpeg

 

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Posted

Great work!

 

Will any of your skins replace default skins?

Posted

The primary point of this mod is to provide a variety of additional reskinned AI vehicles and artillery without having to overwrite the default skins. This provides the mission builder with the capability to mix it up a bit within the scenario rather than only having the generic AI defaults show up. I've been focused on the German equipment so far because that's where the variety really existed through the course of the war, but these same techniques could be applied to creating some variety for the Allies as well.

Posted

You always wonder what will break when we get an update, but 5.101 does not seem to have undone any of my previous development work. ?

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Posted

Another day, another AI vehicle paint kit created.

 

image.thumb.jpeg.c94b8ba9a2b2099dd181dd3c63374825.jpeg

 

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Posted (edited)

Added the PzV-G into the mix tonight.

 

image.thumb.jpeg.586adedc90d52839cf3410c0bf99e3e8.jpeg

 

image.thumb.jpeg.5d5a481fe2bde0dd6e42290830ea044e.jpeg

Edited by MajorMagee
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Posted

Today's installment. PzIV-Mobelwagon

 

Il-22023-04-0122-51-29.thumb.jpg.bbf31a74c1c6b3445554bd7595cacf2b.jpg

 

Il-22023-04-0122-51-45.thumb.jpg.a36e56e9316d719d829b543760cceae4.jpg

 

Once I get all the German paint kits developed I'm thinking that I'll do representative versions for each in the various combinations of Dark Yellow, Olive Green, and Red Brown, (DY, DYOG, DYRB, DYOGRB) as well as Ambush. I may even do a few more with the new 1943 colors oversprayed on the previous Dark Grey as I did for the Pz38t, and the Stug37L24. The paint kits take a day or more to set up, but then it's just a matter of 10-15 minutes to create a new variation.

 

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Posted

The Puma template took a bit longer than some of the others because of all the small parts and pieces that are modeled.

 

image.thumb.jpeg.ce660590b4e49cbc8a178cdba9eb2a6b.jpeg

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Posted

Back from a business trip this week, and I got the paint kits for the sdkfz-251 done this evening.

 

Screenshot2023-04-06231849.thumb.png.f91d104138bbe968d906067e46ee44a2.png

 

Screenshot2023-04-06231946.thumb.png.14b03f02557ecaed3f6d32b61a3a0789.png

 

 

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Posted

Did the SdKfz10-Flak38 paint kit this morning.

 

image.png.6994107f6febad0eee62804e621449c5.png

Posted (edited)

And now the SdKfz 222

 

image.png.bb5a25dc1c97a9aca36b15d7305a83dc.png

 

With other AI vehicles done in similar but varied Camo schemes in game.

 

image.thumb.jpeg.ec750ac4970a0af53f8e29d89b968d17.jpeg

 

With that paint kit complete, I think I'm ready to produce all the other camo color combinations.

Edited by MajorMagee
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Posted

I have reference material for some alternative Soviet schemes as well.

 

image.thumb.png.6199581afe2d32fd133cfc06da00c29d.png

BT7 with Three Tone Camouflage in Eastern Poland 1939.

Posted

T34-76stz-41 Two Tone Camouflage at Kharkov May 1942.

 

image.png.7368e2de45f384550968b304fed15788.png

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Posted

KV1-41 Three Tone camouflage at Leningrad Spring 1942

 

image.thumb.png.3207ff84aa1084dcda9b66635ef936fa.png

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Posted

T-34-76-43 in Four Color 'Disrupter' camouflage in the summer of 1943.

 

image.thumb.png.c0260c5c4fabc1db40837c61b4c9e863.png

Posted (edited)

Going back through the color variations for each major type now.

 

image.thumb.png.da1602e94de131c8aedc84c5753bb0cf.png

JagdPz4L70Ambush

 

71 more to go to complete the current project roadmap of 154 new AI selections for building missions.

Edited by MajorMagee
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Posted

hello, these fantastic images are from a mod you are making, have you already done it? if so where can you download it please!! great!

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Posted (edited)

I've been working on it for just over two months now. I probably have another month to go to wrap up what I currently have planned to include in the Mod.

 

These really enrich the mission options, and it's my contribution to advancing Tank Crew's usability as far as we can with what we've been given to work with so far.

 

The more comprehensive the variety I include in one Mod the more likely that the mission builders will be inclined to use them, as the users won't need to find and install a bunch of different custom Mods to match up with any particular mission.

 

That's not to say that this discovery can't be used by anyone to create their own custom vehicles to go along with a unique mission that they want to develop.

 

One of the nice things I discovered is that since it only involves duplicating AI vehicles it is fully functional even with Mods turned off. As long as these vehicles are installed the custom missions that reference them will work either way.

 

If only we had more Infantry options to add to our custom missions as well...

 

Being Easter today, I was only able to add one more to the collection.

image.thumb.png.d94fb1e5532972d8355c42b3b9f6c2ef.png

Edited by MajorMagee
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