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[Mod] - Genius mods recap' (originally posted by Genius)


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TG-55Panthercules
Posted (edited)

The posts below were copied from the old RoF forums  (some posts from the related topics on the RoF Forums are pasted in below this initial post):

 

 

Hi,

 

Just to found the last version of my mods more easy:

 

- Forts of verdun:

Quote
Mod Forts V1.0
3D Model by Genius - Texture by WWDubya - Mission&Skin by ActionJoe
 
Install this mod after Arras1917 mod for compatibility if you want to use both. If you don't have the Arras1917 mod, replace "textures.ini" (data/graphics/landscape folder) by the "textures_without_Arras_Mod" (suppress initial "textures.ini", copy "textures_without_Arras_Mod" and rename it to "textures.ini"
 
This mod implement 3 fort "Séré de Rivières" system of Verdun to Rise of Flight.
The name in ROF Editor - Battlefield (static) or Firingpoint (active) library:
- Fort Douaumont: "fort_01" or "fort_01_static"
_ Fort de Vaux: "fort_02" or "fort_02_static"
_ Fort de Tavannes: "fort_03" or "fort_03_static"
 
The correct position in rof editor is (X;Z;Orientation):
- Fort Douaumont / "fort_01" = (91327.51; 251914.51; 337)
- Fort de Vaux / "fort_02" = (89513.59; 254066.27; 30)
- Fort Tavannes / "fort_03" = (87457.19; 253871.9; 88)
 
One mission with special skins by actionjoe in missions/mods folder "Flambeurs de Saucisses"
 
This mod add also substrate files (in mission editor; locations => Substrate => double click on the substrate icon on the map => modify the number of the texture and OK => Location database => Generate substrate ini files):
n°17: Douaumont substrate (800x800)
n°18: Vaux substrate (800x800)
n°19: Tavannes substrate (800x800)
n°20: Training target for bombing (100x100)
 
Your find a Group file for ROF Editor with correct position on data/Template: "fort_verdun_static" for static fortification
"fort_verdun_active" for fortification with active turret

 

- Bombs hotfix:

 

- Artillery Mod:

Quote

 

Mod Artillery V1.1

3D Model by Genius - Texture by Genius
Skins for Spa62 by Obelix
Skins for BR213 by ActionJoe
 
This mod implement:
 
* Railway Artillery
- French "Canon de 305 Mle 1906 sur affut truck a glissement Schneider" as "train_01" in mission editor
- French "Canon de 19 cm Mle 1870-93 sur affut "tout azimuth Schneider" as "train_02" in mission editor
- German canon 380mm "SKL/45 Eisenbahn und Bettungsschiessgerüst Bettung mit Eisenunterba" as "train_03" in mission editor
 
* Artillery
- British BL 6 inch Mark VII (not finished - Only on ALPHA stage)
- German 380mm SK/L 45 Bettungsschiessgerüst (380mm_Bettung)
- German 380mm SK/L 45 Eisenbahn und Bettungsschiessgerüst (380mm_E_Bettung)
 
*Battlefield:
- German 380mm SK/L 45 Bettungsschiessgerüst (380mm_Bettung_static)
- German 380mm SK/L 45 Eisenbahn und Bettungsschiessgerüst (380mm_E_Bettung_static)
 
* Single mission "Paris Kanonen", files /Missions/Mods
 
* Skins for Spa 62 (by Obelix - already on last fictionnal pack) and BR 213 (by ActionJoe)
 

 

- Bearn french carrier:

Quote

 

Mod Bearn V1.0

3D Model by Genius - Textures by Actionjoe, Genius and 777 team
 
This mod implement the "Bearn", a french aircraft carrier (1927-1967)
 
*Ships
- Bearn
 
*Blocks
- Bearn_static
 
*Mission test (on Missions/Mods folder)
 

 

- Buildings :

Quote

 

Mod Buildings V1.0

3D Model by Genius - Textures by WWDubya (Submarines shelter) / 777 team (Hangar) / Tchaika (Zeppelin shed)/ WW1EAF_Paf (factory) / Genius (Boistrancourt / Eiffel tower/ "Tower Bridge")
 
This mod implement different buildings:
 
*Airfields
- hangar_01 (individual game type)
- hangar_02 (individual game type)
- hangar_03 (new type)
- hangar_04 (new type)
- hangar_04_c (new type)
- hangar_04_o (new type)
- Zeppelin_shed_c (closed)
- Zeppelin_shed_o (open)
 
*Blocks
- factory_09 (big factory with chimney)
- factory_10 (big factory)
- factory_11 (small factory with chimney)
- factory_12 (small factory)
- factory_13 (chimney)
- factory_coal_01 (big+small factory with coal extraction tower type 1)
- factory_coal_02 (big factory with coal extraction tower type 1)
- factory_coal_03 (big+small factory with coal extraction tower type 2)
- factory_coal_04 (big factory with coal extraction tower type 2)
- factory_coal_05 (aka "Tower Bridge")
- submarines_shelter
- Boistrancourt (house of Jasta 5)
 
*Buildings
- Eiffel_tower

 

- Caudron G4 :

Quote

 

Mod Caudron g4 V1.0

3D Model and textures by Genius / 777 team (motor and some other stuff)
 
This mod implement Caudron g4 (french two seaters bomber):
 
*Blocks
- caudrong4_static

 

- Zeppelin P type: 

Quote

 

od Zeppelin V1.0

3D Model by Genius
Texture by ActionJoe / Genius with the kind participation of Fritz Flipitz (Aka T'zar) and C6_Barda
Mission and skins by ActionJoe
 
This mod implement Zeppelin P type:
 
*Plane
- Zeppelin
 
*Blocks
- Zeppelin_static
 
*Mission
- Zeppelin_Mission1_v1 "Zeppelins!-RNAS vs L23 v1" (Mission\Mods)
  •  

 

 

 

Genius, on 23 May 2022 - 15:54, said:

 

Hi,

 

I have received many message on my previous google drive to update the download link.

It's now update on this post.

If you have interest on modding, i made some note here (many in french - google translate... ?

 

How to use 3ds max for animation:

https://drive.google.com/file/d/1GrHCoR5gggI72-DztLZcoObpfPOrn01o/view?usp=sharing

 

Luascripts and animation:

https://drive.google.com/file/d/17byDbJ01IbwWrpOdngFZAmYO6Q0KzZaA/view?usp=sharing

https://drive.google.com/file/d/1oImZQOAGj2E5GVVjRpksElshvYFSrLMk/view?usp=sharing

 

Detailed analysis of the operation and links of luascripts:

https://drive.google.com/file/d/1m4QL5Y40t3IpMRqug96Z5CXyasuonI0-/view?usp=sharing

 

Edited by TG-55Panthercules
TG-55Panthercules
Posted (edited)

 

Forts of Verdun - Séré de Rivière system (update beta v0.4)

 

Hi,

Just some test in Blender (i try 3ds max but too hard for me).

Source:

www.lesfrancaisaverdun-1916.fr/
www.fortiffsere.fr/verdun/index_fichiers/Page5528.htm
de.academic.ru/dic.nsf/dewiki/456037
www.musee-du-genie-angers.fr/doc-fiche-9.pdf
www.langres.ims-creation.com/les_fosses.html et www.langres.ims-creation.com/le_camp_retranche.html

 

 

 

Eckhart, on 19 May 2013 - 20:09, said:

 

Great job! We need those forts (Vaux and especially Douaumont) and some artillery barrages on them. This could be modeled into some volcano type action focused on Douaumont. It always bothers me to fly over those lush green woods around Verdun on those 1916 to 1918 maps. There was nothing green there at the end of 1916.
It would be great if ROF incorporated your model and replaced the nice landscape with the standard no-man's land. This highest concentration of shells ever spent in history was what fell on Verdun in 1916 and especially on the Douaumont.

 

 

Genius, on 20 May 2013 - 20:10, said:

 

Thanks,

Yes it would be great if some type of fortification "séré de rivières" was available.

Like:
1) "Douaumont type"
2) "Vaux type" (lobau-bondues near lille)
3) "Tavannes type" (with souville, belleville, more common)

I need help some help for understand map:

1) The "terrasse des chambres de la caserne-terrace rooms of the barracks" (see map) it is not at the same level at the "rue due rempart" or "allée charretière" ?

I understand that it is the first level: terrace (terrasse) it is not a couryard (cour)

2) What is the height of the casern, we have:
- 5 meters of concrete on the top
- the top of the level (see here www.langres.ims-creation.com/les_fosses.html) are at 8+9= 17 meters

=> height = 17-5 = 12 meters for 2 level / 6 meters for 1 level ?

3) near the "casemate de bourges" it is a ground level or not ?

Thanks in advance for your help.

 

 

 

SYN_Vander, on 21 May 2013 - 04:34, said:

 

Looks good so far!

One tip: The devs told me once not to use many separate textures, but combine as many objects as possible in one texture. So in your case try to make one big texture for a "fortress pack" that can be used not just for Douaumont, but also for other fortresses?

 

 

Genius, on 25 May 2013 - 19:55, said:

 

Another step:

3D model - LOD0 completed

Casemate de bourges:


Tourel Hotchkiss et observatory:

Rue due rempart:

Some question:

1) The next step is uv mapping or lod model ?
2) Can i do the uv mapping with blender ?
3) How many lod do you recommand ?
4) If they are the tree trunks on the model area, how to remove?


Bye

Genius

 

 

Genius, on 30 May 2013 - 19:09, said:

 

Staff of the day:

- reduce polygons from 1472 tris to 1228 (-17%)
- end of uv-map (texture use 1/3 of 1024x1024 for other fortification)


- test export in 3DS


Nest step:
- try gennadish tools and try in game

Bye

 

 

SYN_Vander, on 31 May 2013 - 05:17, said:

 

Looking good. Maybe you can map a couple of those side walls on the same texture location? i imagine the concrete walls will look mostly the same and it will save you texture space, plus a lot of uvmapping /forum/public/style_emoticons/phpbb/icon_e_smile.gif

If you run into any problems with the gennadich tools just post here!

 

 

SQSN, on 01 Jun 2013 - 03:54, said:

 

Few suggestions, if I may:

First of all, since this is a HUGE object, I suggest to split it into fewer and smaller parts, each of which would be a separate, independent object in-game. Use 512x512 texture on each of this objects and try to use as much texture space, as possible. This way, although the texture will be smaller, then the current one, you'll get a higher pixel rate overall. For some of this smaller objects, same texture may be used, thus lowering total amount of textures for the whole fort.

The final structure would be then assembled in the mission or map builder.

Second, when unwrapping, try to make as less, as possible seams. Unwrap the mapping literary, by placing sides next to top, etc. So in the end you would get an unwrap, which, if printed on paper and cut with scissors, could be then folded into a 3D paper model of your object. /forum/public/style_emoticons/phpbb/icon_e_smile.gif

This way you will have much less troubles with aligning texture and eradicating visual seams on the object in the game.

 

 

Genius, on 02 Jun 2013 - 17:10, said:

 

Thanks for your comment and suggestion.

Yes this object is very big (400 m x 400 m).

What do you mean when you say : "I suggest to split it into fewer and smaller parts, each of which would be a separate, independent object in-game. "

I could split the "caserne/barracks" to the "superstructure" (ditch, wall, etc …) but this objects are very specific for douaumont.

If i do 2 textures of 512x512 i can't combine this with an other objects/fortifications type (see below) ?

For the quality of the texture can i use a 2048x2048 textures (SDK say ok for city blocks but 512x512 for unique (historical) buildings, fortress) ?

 

 

SQSN, on 02 Jun 2013 - 17:24, said:

 

I'd suggest to split the outer rampart into 5 parts, by the number of fort sides. At least 4 of them are symmetrical, which means, you can use same texture for this pairs of parts (or may be for all of them). And the 6th part - would be the central part with it's own texture. Plus, each cannon and MG turret, probably, would need to be made as a separate objects in order to be operational.

From the game perspective this would be 6 separate buildings, plus turrets.

 

 

Genius, on 03 Jun 2013 - 19:15, said:

 

Or I finish totally douaumont and make general parts for other like this:

- (x2?) Wall (in yellow) approx. 50 meters and 25-30 m ? (to adjust size of fort)
- 2x (left/right) Coffre/caponnière simple in dark blue
- 2x (left/right) Outer Coffre/caponnière simple in light blue (like vaux)
- Coffre/caponnière double in dark red
- Outer Coffre/caponnière double in pink (like vaux)
- Enter in green
- Angular wall (in purple)
- Caserne/barraks in black
= 10/11 objects

but problem/question:
- How to do the inner glacis (and adjust the size for various fortification) ?
- For "Casemate de bourges", turrets if i do separate objects they will be at ground level of the game (not at the glacis level)
- I don't know how to do turrets operational
- With this individual object can i create block ?
- If i do this objects, can i use the same texture files for
=> douaumont
=> individual objects (x10)
=> blocks wich use individual objects (if possible)
- Where to place textures (i dont have buildings subfolder and textures subfolders !) ?
 

 

SYN_Vander, on 06 Jun 2013 - 13:20, said:

 

Although the suggestion of SQSN to cut the model up in parts is a good one, there may be one problem: if the ground is not even ( as it never is) you will not be able to align the individual part correctly. You need to test this.

About turrets, you can model them individually and then attach them ( by providing x,y,z co ordinates) to the fort in the .txt file in luascripts\ worldobjects. See other objects under " firing point" for examples.

 

 

Genius, on 06 Jun 2013 - 18:48, said:

 

Thanks.

Yes i have problem to adjust this object at the level of the ground (size is too big for one pivot point).

After test,I think that the best way is to do individual (and generics) parts and package in blocks (city block can adjust the level of individual group of house).

The results will be less beautiful (seal between block, alignment not perfect) but it's the most adjustable.

What do you think?

 

 

Genius, on 09 Jun 2013 - 20:04, said:

 

Some news:

I started again from scratch.

I do individual objects in blender for generic fort

And same but for douaumont :

The goal is to play on the pivot of each object so as to match the difference in ground level.

But I need your help for some test:

I Export Blender file in Wavefront Objects (.obj)
When I import this file in 3DS max 8 i have only one object

1) How to separate object in 3DS Max 8 and make one block with many objects (like city block in rise of flight) ?
2) How to move the pivot point in 3ds Max 8 ?

 

 

Genius, on 15 Jun 2013 - 16:33, said:

 

Ok for objects, i will do export with this parameters:

- "object as OBJ Objects"

The other parameters are:
- Selection only (for test only douaumont)
- Apply Modifiers
- Include Edge
- Include Normals
- Include UV's
- Whrite materials
- Keep Vertex order

To move the pivot in 3ds max 8:
- Hierarchy button on right-top
- pivot
- Affect pivot only

I do a third version with low poly (961 tri), i adjust this to the ground level

1) I made level curve of the zone in rof editor (1 every 5 m. of altitude)

2) I made a ground level in blender

3) I adjust douaumont to the ground level (15 meters altitude difference between the highest point and the lowest point)

 

 

 

Genius, on 23 Jun 2013 - 06:49, said:

 

Thanks,

Can somebody explains me this:

- When i import objects in 3ds max 8, i have 10 objects with 10 pivot but after export in mgm format i have only one pivot point ??

- I don't know why i have 24 material in max (gennadish tool), i don't affect material in blender. How to know what face or object that is? (I want to affect "ground" for the surface of the fort and "building" for the wall fo example)
=> If i affect one "default (standard)" with gennadish tools, all "default (standard)" are affected

 

 

 

SYN_Vander, on 23 Jun 2013 - 08:55, said:

 

Not sure what is happening, 10 objects should stay 10 objects, each with their own pivot point.
About materials: This must be an import artifact, you only need one material in 3dsmax for these objects. So use the material editor and select one material, check texture name & path and apply to all objects.

 

 

Genius, on 29 Jun 2013 - 19:33, said:

 

Thanks all.

Staff of the day:
- collision box (i have some difficult with the export in mgm/col format, i have number of ERROR #n_3: Collision node '' is not convex)

=> i have found a trick with blender: select your mesh in edit mode, tape "space", tape "convex" and click on "convex hull". In case of problem, deactive "join triangle" in mesh edit tools ("t" tools / left side)

@Syn-Vander


Yes you are right, i have just some trouble with export in 3DS, all pivot point are zeroized.

For damage model, what do you think to only adjust the pivot point of the buildings (sinking into the soil, like this ?:

 

 

SYN_Vander, on 30 Jun 2013 - 03:16, said:

 

Hi Genius,

Nice to see the progress!

About the damage model: I think the bunkers in RoF do not even have a damage model. The simplest thing to do is give the damage model a damage texture, then you can ser what parts have been hit. Or you could spend some time in actually creating damaged versions of the parts, with pieces blown off etc, but beware of the extra polys this will create.
Don't forget a level od detail, your object will be seen from miles away! /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

Genius, on 30 Jun 2013 - 06:28, said:

 

Hi,

The advantage of lowering the level of the fort is to simulate the partial filling of gaps in the bombing without creating additional polygons. With adequate texture simulating the craters on the fort and glacis for complement.

Indeed, it is more works because I must create additional blocks of collision but i don't know if it's worth.

In SDK, i found this:

What do you think of:

LOD 0:
1036 polygons

LOD 1:
570 polygons, -45% of LOD0 (80% of decimate modifier in blender + suppression of turrets)
or 670 polygons, -35% of LOD0 (only suppresion of turrets)=> ??

LOD 2: 464 polygons, -55% of LOD0 (50% to 70% of decimate modifier in blender + suppression of turrets)

Another question : How much distance correspond LOD 1 and LOD 2 ? It's is configurable ?

 

 

SYN_Vander, on 30 Jun 2013 - 06:36, said:

 

I don't think it's possible to change the LOD distance for static objects (devs have never confirmed this, but I think SQSN said this). What I did was use the ME to see when objects change LODs. It's a lot further than you might think, so you will probably want to go for the lowest number of polys possible.

The max view distance (distance where the objects fades and disappears) is determined based on the size of the object (or maybe volume). For small objects like the airfield objects I created 2 extra invsisble polygons (by using non gennadich material) so they wouldn't dissapear too soon.

 

 

Genius, on 30 Jun 2013 - 16:23, said:

 

One question: The number of collisions box are impact in performance ?

Because, i have duplicated original collision box for damaged model (lowest level) and now, i have approximatly 50 collision box.:
- 25 with original level ("~" collision box)
- 25 witl lower level (without "~")

 

 

Genius, on 06 Jul 2013 - 16:34, said:

 

I have a problem for test damage model

I use MCU "Command:Damage" (level complete) in ROF editor with timer to douaumont object.

When the command is activated, i have a dust but the model is not replaced by "01_" model.

Someone have an idea ?

 

 

Genius, on 07 Jul 2013 - 19:11, said:

 

While waiting to find a solution to the problem of damage, i do some work to fort de Vaux.

It's more simple with little practice:

3D = OK
Collision = OK
UV map : just to organize the UV map with douaumont
LOD: To do

Polygons: 419 tri

 

 

 

Genius, on 08 Jul 2013 - 19:41, said:

 

Thanks!

LOD completed:
- LOD 0 = 419 tri
- LOD 1 = 220 tri
- LOD 2 = 164 tri

New arrangement of the uv mapping for douaumont and vaux:
- Douamont approx. 2048*800
- Vaux approx. 2048*400
- ?? to be determined: 2048*800

 

 

SYN_Vander, on 09 Jul 2013 - 01:52, said:

 

Hi Genius,

The object names in the damage model should be the same as the ones in the normal model. Also check the naming convention. I always use _xx as suffix where xx is the object number.
Also, did you set the gennadich material for the damage models?
If nothing works you can send the project to me so I can check it out. Usually it is something simple that has been overlooked /forum/public/style_emoticons/phpbb/icon_e_smile.gif.

 

 

SYN_Vander, on 11 Jul 2013 - 01:51, said:

 

The water towers have damage models for sure.
This maybe an artifact of "Damage" command, not giving full damage, but partial.

I always test damage models in the editor directly. In the damage property box, add a 1 to the list and so on. This is the number that is used in the suffix of the object name i.e. object_01

 

 

Genius, on 11 Jul 2013 - 16:35, said:

 

Hi,

When i try this the block properties don't save the changes.

1) I made object with linked entity
2) "Add" in damage properties
3)
Structure ID = 0 / Damage = 1 / "OK"
Structure ID = 1 / Damage = 1 / "OK"

=> No change in damage model and the change in the damage properties it's not save ! I don't understand

 

 

I don't understand either. This is how it looks on my end:

3017_f505f86dbfc8ed7325a26f820e095391.thumb.jpg.933ffe4eaf7a74d36a99217a40f12888.jpg

I checked the GroundObjectsPackage1 and the damage models for the water tower 1 are all included:

watertower_01.MGM
01watertower_01.MGM <- damage model lod 0
11watertower_01.MGM
10watertower_01.MGM <- damage model lod 1
20watertower_01.MGM
21watertower_01.MGM <- damage model lod 2

 

 

Genius, on 14 Jul 2013 - 19:32, said:

 

Hi all,

Some works of fort Tavannes (only 3d works: 570 polygons).

On it there are many deductions from photos and map because I have no idea of the volumes (no sectional map).

For simplicity and economy of uv map, the general structure of the fort is symmetric (which is not exactly the case in reality)

Is it possible to create a "virtual ground" to allow drop an object on a block (eg artillery on the fort)?

 

 

SYN_Vander, on 15 Jul 2013 - 05:46, said:

 

I haven't tested this and I don't know the exact difference between "ground" and other object groups. It was introduced for the Channel map to make the cliffs and slopes transitions.

 

 

Genius, on 16 Jul 2013 - 19:56, said:

 

Thanks all,

Just Uv map done, and optimise the mesh (now 502 tri -12%)

 

 

 

Genius, on 21 Jul 2013 - 13:13, said:

 

Hi,

Some test in texturing.

It's hard work and i'm not satisfied with the result. if you have any advice, please.

For ground: i use green color with filter noise and blur + brown airbrush
For Wall: The brick pattern
 

 

 

actionjoe, on 23 Jul 2013 - 17:17, said:

 

Is it not possible to use the textures of blockhaus that we have in the game? For the ground texture I think it will be quite correct, no? For the building itself, it was stones (des genres de grosses briques, c'est ça?), but from the sky, it will be hardly noticable, no?

En tout cas, félicitations pour ton travail!

 

 

Genius, on 24 Jul 2013 - 13:14, said:

 

Thanks for your support (merci !)

Yes, it will be nice but i don't find other textures than the mod of Syn-vander on data folder.

If i found it, may be i can copy this textures or is it helpful to work on my textures.

On the other hands, i test the "ground " objectif in gennadish tools but i have a Rof editor crash bug.

A+

Genius

 

 

SYN_Vander, on 24 Jul 2013 - 13:33, said:

 

Search for the unGTP tool to extract the .gtp files that contain the textures already used in the game. There is a texture called battlefield.dds (but I'm not sure) that you could use.

 

 

actionjoe, on 24 Jul 2013 - 13:50, said:

 

Yep battlefield.dds, and its variations(winter and damaged) are in graphics>textures>common(once ungtp).

 

 

Genius, on 31 Jul 2013 - 17:30, said:

 

Hi,

I don't found battlefield textures.

I have an error on extract graphics1.gtp

No graphics>textures folders

/forum/public/style_emoticons/phpbb/icon_e_deadman.gif

 

 

elephant, on 31 Jul 2013 - 17:45, said:

 

There are a couple of files that cannot be extracted with the tool…
Every time you find one of them, just press Enter to continue the extraction proccess.
You should have these folders-files extracted from graphics1.gtp :

97205_43e7d24ef5390e087fefc06b0f0f6d44.jpg.4c5ecc276bd9672a0a47afa9423bbe67.jpg

/forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

Genius, on 31 Jul 2013 - 17:57, said:

 

Thanks !

You have the simply solution !

 

 

Genius, on 19 Oct 2013 - 19:51, said:

 

Update:

Texturing in progress by WWDubya /forum/public/style_emoticons/phpbb/icon_e_salute.gif

Thanks for his patience /forum/public/style_emoticons/phpbb/icon_e_wink.gif

Douaumont:

Vaux from Douaumont:

(Douaumont in the distance)

 

 

SYN_Vander, on 21 Oct 2013 - 05:03, said:

 

Looking good!

But maybe use the original no-mans land texture to cover the base of the model, so it blends in a little better?

 

 

Genius, on 09 Nov 2013 - 17:56, said:

 

Re,

We listened to your suggestion.

Textures update by WWDubya.

Thanks to him.



Douaumont

Vaux

Tavannes

Next steps:

- Luascripts
- animated turret
- damaged model / textures

 

 

Cybermat47, on 10 Nov 2013 - 07:39, said:

 

Great job! But where's Souville?

 

 

Genius, on 10 Nov 2013 - 08:05, said:

 

Re,

Souville will not be modeled but Tavannes will be use for this because many of the fort "Séré de Rivières" system are the same design.

Souville / Belleville / Tavannes / Marre = approx. same design

 

Hi,

I release one beta version of the forts.

https://drive.google.com/file/d/0B7tXcacWGhIxQUdTOTZXRGU2UE0/edit?usp=sharing

Not implemented yet: /forum/public/style_emoticons/phpbb/icon_e_deadman.gif

- Luascripts not finish
- Turret inactive
- no damage model (only some test of damaged model)

I particularly look forward to your feedback on: /forum/public/style_emoticons/phpbb/icon_e_geek.gif
- Crashes
- Shielding strong and lives of the forts
- Any comments on luascript

You can use a "group" on rof editor (see on data\Template\fort_verdun).

Bye Genius /forum/public/style_emoticons/phpbb/icon_e_salute.gif

 

 

Cybermat47, on 28 Nov 2013 - 22:18, said:

 

I couldn't find the Douamont. Mind pointing it out for me?

 

 

actionjoe, on 29 Nov 2013 - 06:57, said:

 

East of the Meuse, North/NorthEast of Verdun, you can't miss it!

Here it is a single mission, (not totally translated-but the important informations are in English), to be played mods on!

 

http://www.checksix-forums.com/viewtopi

 

 

 

Genius, on 06 Dec 2013 - 17:31, said:

 

Hi,

@Obelix & actionjoe: Thanks for screens

Litle update:

Works on damaged model

1) Fort Douaumont

have different damaged model.
 

  • Casern
 
  • "Casemate de bourges"
 
  • Turret 75mm
 
  • Hotchkiss turret right and left
 
  • Turret 155mm
 
  • Ditch (5 object)


2) Fort de Vaux
 
  • Ditch
 
  • Turret 75mm
 
  • "Casemate de bourges" left and right (2 objects)

3) Fort Tavannes
 
  • Ditch

         gunpowder store
Works on luascripts

Now Fort Douaumont can fire (Deadly ! /forum/public/style_emoticons/phpbb/icon_mad.gif?
2 x turret Hotchkiss
1 x turret 75 mm
1 x turret 155 mm
1 x casemate de bourges (75mm)

Next step animated turrets and programming lua of other fortifications.

Somebody know if I have to animate the turrets on all lod ("00", "10" and "20" files) ?

Update mod fort v0.2.
Warning: uninstall "fort v0.1" before to install "fort v0.2" mod
Warning: Fortification are now in two library
1) Battelfield for static object
2) Firingpoint for fortification with active turret
Warning: Need to update mission make with previous version (different name and library)

Change log:
v0.1: first beta version
V0.2:
- reaffect correct texture for damaged model fort_d1.dds
- reaffect fortification in battlefield library for static object and firingpoint for active turret
- Beta firingpoint lua for douaumont
- Adjust damaged model (texture not update)


Link for download: https://drive.google.com/file/d/0B7tXcacWGhIxbW9PMzNYRGpfaGc/edit?usp=sharing

 

 

 

Genius, on 07 Dec 2013 - 05:16, said:

 

Yes, this mod is JSGME compatible.

Bye

Genius

 

 

Genius, on 07 Dec 2013 - 17:40, said:

 

Hello,

Now fort Tavannes have three 75mm canon (game model).

Beginning Turret animation on Douaumont but some problem:

1) Attack animation don't work in game (OK on 3DS)


2) Yaw animation partially work on game (only approx. 20 degrees turn ?? OK on 3DS, may be my lua ?)


3) Fire effect don't work (may be my dummy object "_64100" is a cube not a pyramid, i don't know how to do an pyramid helper)


LUA:
"fort_01" attach "Turret_155R" => "Turret_155R" (3D model) attach "Turret_155R_turret" => "Turret_155R_turret"

Turret_155R_turret:
Class_name = "CVehicleTurret"
object_name = "Canon de 155R"

SoundScript="LuaScripts/Cannon_Fire.cfg"

[attach=0]
position= 0.0, 0.0, 0
object = "LuaScripts/WorldObjects/BotGunnerFieldCannon.txt"
[end]

PitchPoint = 0.06, 0.767, 0.0

Debug = true

AngleYawMin = -180.0 // angle de tir de 360°en azimut
AngleYawMax = 180.0 // angle de tir de 360° en azimut
AnglePitchMin = -5.0 // champ de tir de -2° en hausse (utilisé -5 pour tenir compte de la balistique en cloche)
AnglePitchMax = 22.0 // champ de tir de +22° en hausse
YawArgNum = 221
PitchArgNum = 241
YawArgMin = 0.0
YawArgMax = 1.0
PitchArgMin = 0.47
PitchArgMax = 0.58

YawAngularSpeed = 0.2 // 60 secondes pour faire un tour complet
PitchAngularSpeed = 0.6

FireArgumentNum = 64100
AttackAnimationArgNum = 61

RiffleLength = 2.8
StartBulletSpeed = 561.0
AttackDistance = 7200.0 // portée du canon 7200m

[bullet=1]
BulletScript = "LuaScripts/WorldObjects/Ballistics/shell_gbr_57x390_he.txt"
ExplosionScript = "LuaScripts/WorldObjects/Explosions/Artillery/Ground.txt"
BulletsCount = 3000 // magasin de munition pouvant contenir 3000 obus
StartBulletSpeed = 561.0 // vitesse initiale 561m/s
RealPhysicBullet = true
PriorityArmorMin = 0.0
PriorityArmorMax = 5.0
[end]

[bullet=2]
BulletScript = "LuaScripts/WorldObjects/Ballistics/Land/SHELL_GBR_57_B.txt"
ExplosionScript = ""
BulletsCount = 3000
StartBulletSpeed = 561.0
RealPhysicBullet = false
PriorityArmorMin = 5.0
[end]

NumBulletsInQueue = 1 // nombre munition dans le chargeur
QueueRechargeTime = 60.0 // temps de rechargement du chargeur 1 coup à la minute
BulletRechargeTime = 0.1 // temps de rechargement de la balle

FireAnimationTime = 0.4
AttackAnimationTime = 0.4

IsSoundLooped = false
SoundNumber = 1

 

 

Genius, on 08 Dec 2013 - 20:59, said:

 

Ok after many tests i found the problem, it is in the turret_155R lua:


The position 0, 0, 0 are inside the object and so that the turret rotates but does not fire (and therefore no animation attack).

Correct position at the exit of the barrel on firing position (turret high):


Next step:

- adjust attack animation (the animation begin after the gun fire,so I have to start my animation with the turret in the top position (I wanted the opposite, less find combat readiness animation argument riseofflight.com/Forum/viewtopic.php?f=348&t=38306&start=10).
The real turret makes a full revolution (out, pull and return) in 4.5 seconds, and have a rate of fire 2 rounds per minut.
So it does not stay too long in the high position (more vulnerable), I want to model the following animation:
top position (fire) => down (approx 0.5/1 second) => stop at down (recharge, approx 25 seconds) => top position (approx 4 second) : total 30 seconds per round.
It seem that the queue recharge time begin at the end of the animation, not at fire so I should compensate for the length of the animation with a shorter recharge (1 second).

- Modify turret orientation,the fire was at the opposite position of the gun barrel.

- Made the dummy fire effect object (_64100), i dont't know how.

- Made LOD turret model + damaged model

- copy animation for LOD, i don't know if necessary ?

Bye
Genius

 

 

Genius, on 11 Dec 2013 - 20:13, said:

 

Update:

- Fire at correct position (orientation on north in 3ds)

- Adjust animation model: Done for 155mm Turret
Frame 0: At Top (fire)
Frame 4: At Top (approx. +1s)
Frame 6: At Down (approx. +0,5s)
Frame 85: At Down (approx. +24s)
Frame 96: At Top (approx. +3,3s)
Frame 100: At Top (approx. +1s) => Frame 0 - Fire

- _64100 Helper for smoke effect on gun fire works (use "delegate" helper). The smoke effect is proportional to the size of the helpers.

- LOD Turret 3D model is done for 155mm Turret

 

 

Genius, on 15 Dec 2013 - 19:25, said:

 

Hi,

@Jason, thanks for yout proposal /forum/public/style_emoticons/phpbb/icon_e_salute.gif


New update beta v0.3. All Turrets are now active and animated.

https://drive.google.com/file/d/0B7tXcacWGhIxTWQ4SXJ0MDY2NVE/edit?usp=sharing

Change log:

v0.1: first beta version
V0.2:
- reaffect correct texture for damaged model fort_d1.dds
- reaffect fortification in battlefield library for static object and firingpoint for active turret
- Beta firingpoint lua for douaumont
- Adjust damaged model (texture not update)
v0.3:
- Create 3D active turret with LOD and damaged model
- Animation for active turret
- Add firing, smoke, fire effect
- Add destruction animation transition for turret


Please, i want your feed back about:
- collision: I feel that the collision files attached objects are not taken into consideration. To test on the pillbox of Douaumont (fort_01) for example or on Turret
- Test damaged model (via the editor or in game) (I have currently a problem with rof editor)
- Lifetime of the object. The shield is it too much / not important enough ?


Next step:
- Adjustment according feedback
- Make the two "Casemate de Bourges" of fort de Vaux (fort_02) as an object attached. Not sure yet if I do not leave it as it is (Pillboxes continue to fire until the whole fort will not be destroyed)
- Update damage texture

I hope the next version will be an release candidate. /forum/public/style_emoticons/phpbb/icon_e_smile.gif

 

 

WWDubya, on 22 Dec 2013 - 21:46, said:

 

Genius,

I've a pretty decent start on the Fort-d1 damage file. Taking my time on it so that I can (mostly) match-up craters across panel seams and try not to make shared panels look too conspicuous in their repeating patterns. I figure another week or two and I might have something for you to test-drive.

 

 

AdolfStalin, on 23 Dec 2013 - 04:50, said:

 

Can i use it on missons?

 

 

Genius, on 23 Dec 2013 - 17:43, said:

 

@AdolfStalin: Yes you can use it in mission after installing this beta mod. fort are on "battlefield" and "firingpoint" library in mission editor. You can use also the template group files on data/template.
All the player of your mission could install this mod.

@WWDubya: Thanks ! Take your time, I completely trust you /forum/public/style_emoticons/phpbb/icon_e_wink.gif

I looked at all the points to refine / correct:

Actually made on V0.4 (not released):
- adjust animation fort turret_75 (wrong yaw animation)
- rotate all the fort for current rof format (-180°)
- adjust attach coordonate (upon rotation of the 3d model)
- adjust C_Bourges lua (upon rotation of the 3d model)
- Deleting .col files too (.col files for C_Bourges LOD)
- modify and adjust group template (upon rotation of the 3d model, and create entity for Fort_verdun_active group file)
- add "CFortification" class_object for attached object, add preview image and correct pivot point to use as an individual object in editor
- add collision model for attached object (Casemate de Bourges and Hotchkiss Turret) in fort_01 ("CAttachedVehicle" have visual impact effect but no collision model)
- add LOD parameters in LUA

Todolist:
- Adjust Armor, liferate, damaged model in luascripts
- Export 00/01, 10/11, 20/21 on the same files for firingpoint forts (when damaged, they disapears)
- modify attach position of turret in luascripts(following the modification of the pivot point)
- suppress damaged files for fortification (01/11/21)
- Texture damaged
- final test / release candidate

Bye
Genius

 

 

Genius, on 25 Dec 2013 - 15:36, said:

 

hi,

Works on damaged model in luascripts.

Douaumont:

Most parts are on reinforced concrete, german and french artillery use 280/400 mm shells. A 400mm shells is approx. 900kg, explosive charge is 10%/12% of the total mass = 90/110kg.

For concrete parts (Casemate de Bourges), I opted to leave a 20 armor, to allow the use of 100kg bombs but I increased the number of life points to take into account that they do not have the same penetrating power. I use 100 000 point (3 x 100 kg bombs at 6 meters radius, or 2x 300 kg bombs on 15m radius).

For turrets parts, I opted to a sidemodel: top have 20 armor, side and front have 10 armor, Life is 15000 points (1 x 100 kg bombs at 6 meters radius, or 2 at 20 meters radius for top armor / 1 at 20 meters radius for side armor) for 105mm and 75 mm turrets (12000 and Armor 10&5 for Hotchkiss turrets).

For general parts of fortification, I want to use "OneSectionMode = true" function but I have not managed to make it work (the model have a Concrete Caserne with hard armor and glacis without armor), Maybe it is not compatible with this object class ?

In the meantime, I applied armor=0 (mainly ground) and 400'000 Life points because it is a big easy target to hit (13 x 40/50 kg bombs or 8 x 100 kg bombs).

Edit update:

Actually made on V0.4 (not released):
- adjust animation fort turret_75 (wrong yaw animation)
- rotate all the fort for current rof format (-180°)
- adjust attach coordonate (upon rotation of the 3d model)
- adjust C_Bourges lua (upon rotation of the 3d model)
- Deleting .col files too (.col files for C_Bourges LOD)
- modify and adjust group template (upon rotation of the 3d model, and create entity for Fort_verdun_active group file)
- add "CFortification" class_object for attached object, add preview image and correct pivot point to use as an individual object in editor
- add collision model for attached object (Casemate de Bourges and Hotchkiss Turret) in fort_01 ("CAttachedVehicle" have visual impact effect but no collision model)
- add LOD parameters in LUA
- Adjust Armor, liferate, damaged model in luascripts
- Export 00/01, 10/11, 20/21 on the same files for firingpoint forts (when damaged, they disapears)
- modify attach position of turret in luascripts(following the modification of the pivot point)
- suppress damaged files for fortification (01/11/21)

Todolist:
- Test all forts and Turrets object
- Release beta v0.4
- Texture damaged
- final test / release candidate


Bye
Genius

 

 

Genius, on 27 Dec 2013 - 20:24, said:

 

Hi all,

New update, the final version are very close !

https://drive.google.com/file/d/0B7tXcacWGhIxMkFKYVZUdHQxWTA/edit?usp=sharing


####################################

Change log:

v0.1: first beta version
V0.2:
- reaffect correct texture for damaged model fort_d1.dds
- reaffect fortification in battlefield library for static object and firingpoint for active turret
- Beta firingpoint lua for douaumont
- Adjust damaged model (texture not update)
v0.3:
- Create 3D active turret with LOD and damaged model
- Animation for active turret
- Add firing, smoke, fire effect
- Add destruction animation transition for turret
v0.4:
- adjust animation fort turret_75 (wrong yaw animation)
- rotate all forts for current rof format (-180°)
- adjust attach coordonate (upon rotation of the 3d model)
- adjust C_Bourges lua (upon rotation of the 3d model)
- Deleting .col files too (.col files for C_Bourges LOD)
- modify and adjust group template (upon rotation of the 3d model, and create entity for Fort_verdun_active group file)
- add "CFortification" class_object for attached object, add preview image and correct pivot point to use as an individual object in editor
- add collision model for attached object (Casemate de Bourges and Hotchkiss Turret) in fort_01 ("CAttachedVehicle" have visual impact effect but no collision model)
- add LOD parameters in LUA
- Export 00/01, 10/11, 20/21 on the same files for firingpoint forts
- suppress damaged files for fortification (01/11/21)
- modify attach position of turret in luascripts(following the modification of the pivot point)
- Adjust Armor, liferate, damaged model in luascripts
- modify object damaged on all forts

Todolist:
- Texture damaged
- final test / final release

 

 

Blade_meister, on 05 Jan 2014 - 13:04, said:

 

I like what you guys have done. Here is an observation though, can you get with Ankor and see id it is possible to match up your textures with his Bump_map_2 textures(looks like you are using them in your pics) to make he Fort Textures blend in more. It rellay sticks out like a sore thumb. I know you guys have put in a lot of time(have been watching progress over the weeks)and you are so close to having this just seamlessly mod right into ROF. I am not trying to hurt anyones feelings here, it is just an observation. Thanks for each of your input and sharing this with the community: Genius, SYN_Vander, WWDubya, Gunsmith86 and Rama.

S!Blade<><

 

 

Genius, on 05 Jan 2014 - 14:57, said:

 

Re,

Thanks.

I would try to change the substrate (with the Ankor tools) after the release (and after my other mods) to fits better on the map and remove trees. I'm not sure to succeed to integrate it better with the bump_map mod.

Bye

Genius

 

 

Blade_meister, on 06 Jan 2014 - 00:43, said:

 

Hmmmmmm , I installed version v0.4 with JSGME and I put your mission in the single missions folder and started ROF with Mods = on. I flew the mission and saw where the Fort was marked on the map, but the Fort was not there. Have I missed something here? Is this mission still current to use with version 0.4, or only with v0.3? Thanks for any help here???

S!Blade<><

 

 

Genius, on 06 Jan 2014 - 18:45, said:

 

@Blade_meister, the mission of actionjoe is made with a previous version of the mod. The new version of the mod use different object library.

You have also a template for the mission editor (data/template fort_verdun active or static)

Bye
Genius

 

 

Jason_Williams, on 06 Jan 2014 - 20:25, said:

 

The only way to do that is to actually capture the no man's land texture from in-game with the bump-mapping on. Like say with a big resolution screen grab.

Jason

 

 

WWDubya, on 07 Jan 2014 - 22:02, said:

 

At this time, if you want the new modded texture on the forts, two "forts" sets will have to be made. One for the original NML texture (which is what we have now), and the other for the new NML texture. I'm not sure I want to tackle the new texture, as there is a chance that it will be updated, in which case yet another "forts" would need to be created, and so on, and so on, as more ground texture mods are added.

 

 

Genius, on 08 Jan 2014 - 17:58, said:

 

Yes, i will modify only substrate files not 3d model and his textured.

 

 

SYN_Bandy, on 09 Jan 2014 - 14:17, said:

 

This is what I did to get the closest possible match for the earth works 'fort' portion of the Tirpitz battery. I captured the terrain field the battery would be installed on using a 2550 x 1440 resolution, but even then much Photoshop work was required to get the colour to match.

As seen from screenshot below, Vander has his in-game bump mapping turned up to high/max level, and the fort surface does not have the same. There is no way around a visual disconnect depending on light and shadow conditions depending on the time of day.

That said, notice how better integration with game terrain is achieved where the fort stretches out and flattens more at the edges near the ends. I was going to suggest that you do this for your fort (which has more abrupt edges) but you seemed too far towards completion.

So if you want, stretch the margins of your mesh edges (the part supposed to mud and shell holes) well away from the fort till they are almost flat, and then make the margin irregular. When it gets placed into the ground it will blend in much better. Also, lots of the Photoshop work to match the hue and tone of the brown mud colour is required.



http://i147.photobucket.com/albums/r311/BBandyRFC/2013_12_10__23_51_27_zps7975fb30.png

 

 

Genius, on 09 Jan 2014 - 17:44, said:

 

Hi,

The bump-map effect on the texture front is higher and as you said, too more works has been done.

May be i can create a transition with a substrate ?

Bye
Genius

 

 

Genius, on 14 Jan 2014 - 18:14, said:

 

Hi,

Trying substrate with Ankor85 map tool (WIP - just for test):

I try to recreate barbed wire.

At long distance (only substrate visible)

At short distance:

In his real position:

Nota: Douaumont is on a hill and 3D model follows the shape thereof, therefore it can't be used anywhere.

Bye
Genius

 

 

SYN_Bandy, on 05 Feb 2014 - 07:11, said:

 

Haven't checked this thread in a while, it is looking very good.

Not trying to be overly critical, but if possible, redo that part of the texture where the shelled terrain is just outside of the fort walls. The shell craters/holes are too big and it makes the interface with regular No-man's-land terrain more noticeable.

There could be texture stretching going on (because the shell holes inside the fort are fine), but even this can be corrected. The scale of that portion of the texture simply needs to adjusted, and should be an easy fix if the original texture file is still in Photoshop layers. Let me know.

/forum/public/style_emoticons/phpbb/icon_e_salute.gif

http://i147.photobucket.com/albums/r311/BBandyRFC/241eed97-25e3-404f-8e98-a73c44c82292_zps80059fb6.png

 

 

Genius, on 05 Feb 2014 - 18:50, said:

 

Hi all,

Thanks for your comments.

January is a big month of work IRL. /forum/public/style_emoticons/phpbb/icon_e_deadman.gif

I have made three substrate texture to integrate the fort with a road connecting and i need to redo the rof editor group files with this.

For the texture, i'm not the creator (my few tests are ridiculous) but I'll try to see what I can do.

Bye
Genius

 

 

Genius, on 24 Jun 2014 - 17:16, said:

 

Yes too ! /forum/public/style_emoticons/phpbb/icon_mrgreen.gif

[Mod] Forts of Verdun v1.00

 

 

Edited by TG-55Panthercules

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