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    Requesting help from the Japanese community : Sd.Kfz 205 Maus

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    Luftangreifer

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    Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Tue May 05, 2015 4:12 pm

    First of all, heres the general story. I myself has absolutely no knowledge on 3D modeling/scripting. However a Japanese modder who is currently working on Maus (http://stasf2008.ephpbb.com/t285-the-japanese-fans-are-going-to-make-the-mouse) project is needing some assistance. He cannot speak English, so I'm instead making post here on the forum. Hopefully my English is understandable Very Happy If anyone is kind enough to answer, I will then translate that to Japanese and forward to Mr.Maus.

    He seems to be having issues figuring out
    1. How to set armor thickness. Does thickness literally need to be modeled into the 3D model itself ? Or do we later on script it somewhere.
    2. How does tracks work ? Seems like tracks do not belong with the main 3D model, and rather exist as an animation ... ? Do we even need a model data for tracks ?

    I also did realize there are some detailed tutorials available in stickies. I am also translating them for Mr.Maus, but as I said, with my lack of modding knowledge, I have no idea where to reference to answer above 2 questions. If anyone can give us some help, or point out where to read, that`ll be appreciated !

    Donken

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Donken on Tue May 05, 2015 4:28 pm

    1. It is set throu an armor map, look in \data\k42\loc_rus\armor_maps and check the files. They are using a greyscale and the rgb color value is deciding the thickness, for example an rgb of 100 is 100mm thick. And that only works if armor_str is 2000 and armor thick is 100 in the vehicle .engcfg file
    So make an greyscale map from the uvw in any program like gimp or photoshop

    2. Tracks are scripted in the vehicle .engcfg and then drawn by the game engine, so no need to model the tracks, they are 2d sprites. By looking at the examples in the tutorials/walkthroughs (Vehicle configs) he can probably figure it out =)
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Tue May 05, 2015 4:44 pm

    Thank you for a quick response. I will forward the answer and get back to you if he has any more questions (he probably has a bunch to ask im sure bounce

    Donken

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Donken on Tue May 05, 2015 4:45 pm

    No problem Very Happy Ask away!
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    lockie
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Tue May 05, 2015 4:51 pm

    As for armor there is always proportion:
    Normally, the highest white-black color corresponds to 100 RGB level.
    For example, let's take KV-2
    armor_thick=100;
    where armor_thick armor thickness in mm. It corresponds to 100 RGB level
    The frontal armor of the tank is 75 mm.
    Then we need to calculate RGB value:
    100mm=100 RGB
    75mm=x RGB
    x=75*100/100=75
    Then we've to paint frontal armor with 75 RGB value.
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Tue May 05, 2015 4:56 pm

    Phew that sounds hella complicated. Hope he can understand it, cause i hella dont haha.

    Im guessing armor values are defined with below scripts + the RGB mapping.
    //armor thickness, mm
    armor_thick = 100;
    //armor thickness for AI
    arm_fwd = 80;
    arm_side = 60;
    arm_back = 40;
    arm_up = 17;

    //Visibility (high/low profile)
    vis_factor = 2.5;

    //armor map
    armor_map = armor_maps\pantherg_armor.tga;
    //armor quality
    armor_qual = 1.0;
    //armor fragility, less fragility - less chance that crewmember will be hit. Ideal value is "0" - no fragments at all.
    armor_frail = 0.3;
    //armor strength! empiric coefficient to define the hardness of the armor. Usually it has value "2000". In case of hardened surface armor (i.e. BT-5), then coefficient should be 2100. Let's say each "100" will add ~30mm additional armor.
    armor_str = 2100;

    And tracks here
    1. cpillars()

    2. 1 Name of the track in your common_res
    2 Weight
    3 Left lever, braking when turning left
    4 Right lever, braking when turning right
    5 Drive type
    6 Friction
    7 Maximum adherence when clutching gear, clutch slip, higher number stronger clutch
    8 Traction weight
    9 Step for splitting geometry. Lower number more steps on the tracks, 0.1 is good enough and recommended.
    10 Coefficient modifier
    11 Traction sideways, higher number more traction. Good setting for making bigger tanks turning slower and feel more "heavy"
    12 Number of wheels, count the wheels on your model and in your tech.cfg file
    13 List of wheels, check your tech.cfg
    14 The path of where the tracks are attached on/by the wheels

    3. 1 2 3 4 5 6 7 8 9 10 11 12 13 14
    jtiger_r, 1, 1, 0, 1, 0.002, 1000, 1.0, 0.1, 1.0, 1.3, 11, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;
    jtiger_l, 1, 0, 1, 1, 0.002, 1000, 1.0, 0.1, 1.0, 1.3, 11, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;

    And now the entries:

    wheels()

    1 Name of the wheel in your mesh/go file
    2 Lower damping
    3 Upper damping
    4 spring rate
    5 Mass/weight
    6 Powered wheel for cars/trucks, For tanks it is the drive sprockets
    7 Steering wheel, ruler wheel
    8 direction of the individual movement (true/false)
    9 Suspension travel Y Axis, left/right \
    10 Suspension travel z Axis, up/down } should be 0 (zero) for drivesprockets and idler wheels
    11 Suspension travel x Axis, forward/backward /
    12 Maximum upper displacement
    13 Maximum lower displacement
    14 Steering ratio
    15 Moment on inertia on wheels, on tracked wheels no difference.
    16 Braking power, must use on wheels that have contact with ground
    17 Friction when staying still
    18 Radius modifier (track placement against the wheel, higher number closer to the wheel, used on for example the drive sprockets)
    19 Adhesion, stuck on ground, clutch steering
    20 Resistance to turn

    1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
    d_wheel_01, kv1dn_d, kv1up_d, kv1spr_t, 40, 0, false, true, 0, -1, 0, 0.0, 0.0, 0.0, 30.0, 90.0, 0.001, 0.05, 1.0, 1.0;
    d_wheel_02, kv1dn_d, kv1up_d, kv1spr_t, 40, 0, false, true, 0, -1, 0, 0.3, 0.1, 0.2, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_03, kv1dn_d, kv1up_d, kv1spr_t, 40, 0, false, true, 0, -1, 0, 0.2, 0.1, 0.2, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_04, kv1dn_d, kv1up_d, kv1spr_t, 40, 0, false, true, 0, -1, 0, 0.2, 0.1, 0.2, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;
    d_wheel_05, kv1dn_d, kv1up_d, kv1spr_t, 40, 0, false, true, 0, -1, 0, 0.1, 0.0, 0.0, 30.0, 90.0, 0.001, 0.0, 1.0, 1.0;


    cpillars()

    1 Name of the track in your common_res
    2 Weight
    3 Left lever, braking when turning left
    4 Right lever, braking when turning right
    5 Drive type
    6 Friction
    7 Maximum adherence when clutching gear, clutch slip, higher number stronger clutch
    8 Traction weight
    9 Step for splitting geometry. Lower number more steps on the tracks, 0.1 is good enough and recommended.
    10 Coefficient modifier
    11 Traction sideways, higher number more traction. Good setting for making bigger tanks turning slower and feel more "heavy"
    12 Number of wheels, count the wheels on your model and in your tech.cfg file
    13 List of wheels, check your tech.cfg
    14 The path of where the tracks are attached on/by the wheels

    1 2 3 4 5 6 7 8 9 10 11 12 13 14
    jtiger_r, 1, 1, 0, 1, 0.002, 1000, 1.0, 0.1, 1.0, 1.3, 11, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;
    jtiger_l, 1, 0, 1, 1, 0.002, 1000, 1.0, 0.1, 1.0, 1.3, 11, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 9, 8, 7, 6, 5, 4, 3, 2;

    Anyways it`ll be a day or so till I can post a reply from Mr.Maus. I`ll try to learn few things as well so I can elaborate a bit for him. Again, thank you two !

    Donken

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Donken on Tue May 05, 2015 5:04 pm

    1. Yeah, but lockie made it more complicated then it is, as long as armor str is 2000 and armor thick is 100, he can use the correct rgb value, so rgb of 200 is 200mm thick etc. if he enters like armor str 2100 he need that calculation lockie mentioned to figure out what rgb value is needed =) So in other words, its only needed when people is changing gun values and armor values to "adjust" it.

    2. Yes correct. This list is bad because the forum formating is weird when you make the posts, so the numbers are a little tricky to read. But he hopefully figure out that aswell hehe Very Happy
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Wed May 06, 2015 6:29 am

    Ok, he seems to understand how armor settings works, and how to make the tgn file him self using some img editing software.

    His next question is regarding the texture. I see that they are in DXTBmp format, which Ive used a bit in the past for custom skins. But how is he suppose to make a brand new texture file for his new model ? He is using Blender atm to model his Maus.

    Again, Im sorry for asking these seemingly basic questions Neutral
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    lockie
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Wed May 06, 2015 8:18 am

    Luftangreifer wrote:His next question is regarding the texture. I see that they are in DXTBmp format, which Ive used a bit in the past for custom skins. But how is he suppose to make a brand new texture file for his new model?
    To make BUMP texture u need plugin DDS for the Photoshop.
    Then open texture i.e. tank T-35a and apply filter DDS, convert, then save as DXT5 format.




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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Wed May 06, 2015 9:46 am

    and how is texture mapping done ?
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    lockie
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Wed May 06, 2015 10:10 am

    Luftangreifer wrote:and how is texture mapping done ?
    Each 3d model must has UV map to apply texture (modificator Unwrap UVM). It must be done by 3d designer.

    The name of the texture must be written in the file ...\data\k42\loc_rus\config\matlib.engcfg
    TIGERL()
    {
    shader = editor;
    textures = tigerl, tigerl_bump, mudnburn;
    parent = TANK;

    diffuse = 1, 1, 1, 1;
    ambient = 0.12549, 0.12549, 0.12549, 1;
    emissive = 0, 0, 0, 0;
    specular = 0, 0, 0, 1;

    power = 0;
    detail_tscale = 8;
    detail_scale = 1;
    bump_scale = 0;
    fresnel = 0;


    }// end of TIGERL

    ...data\k42\loc_rus\textures\techn\tanks\heavy\tbump_tigerl_bump_c.dds
    ...data\k42\loc_rus\textures\techn\tanks\heavy\techn_tigerl_c.dds

    1.9 UV-mapping, materials and textures
    http://stasf2008.ephpbb.com/t275-vehicles-import-tutorial

    Let's say for the tank "Mouse" the texture name it'll be:
    tbump_mouse_bump_c.dds
    techn_mouse_c.dds

    MOUSE()
    {
    shader = editor;
    textures = mouse, mouse_bump, mudnburn;
    parent = TANK;

    diffuse = 1, 1, 1, 1;
    ambient = 0.12549, 0.12549, 0.12549, 1;
    emissive = 0, 0, 0, 0;
    specular = 0, 0, 0, 1;

    power = 0;
    detail_tscale = 8;
    detail_scale = 1;
    bump_scale = 0;
    fresnel = 0;


    }// end of MOUSE
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Sun May 24, 2015 4:05 pm

    Hello. The mod is going slowly forward. I believe he has finished with the armor mapping and moving on to actually implementing the vehicle to the game.

    His question is, what is the minimum objects you need for a vehicle to work in game ?

    Donken

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Donken on Sun May 24, 2015 4:10 pm

    It works with just 4 wheels (d_wheel_01 to d_wheel_03), and db_hull with atleast one crew member like s_driver and a camera for him like s_driver_camera_01
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Fri May 29, 2015 3:20 pm

    Do Japan Community have any plans to make a Japanese tank? "Mouse" is a good one, but only from the point to have a fun and experience how to put the tank in the game. I hardly ever see any missions with such monster.
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Fri May 29, 2015 3:46 pm

    We simply don't have enough experienced modders, if not non.

    It would be awesome to get the Japanese rolled into the game, fighting against BTs. I saw some thread about making the JP faction.. what happened to that ?
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Fri May 29, 2015 5:37 pm

    In fact, I've already presented Japan side in the game. But to implement it properly I need authentic Japan speech. I've some sample of the phrases and there was one guy tzf12 who agreed to help me. Project started in autumn. I've compiled some info abt. infantry,handweapon, tank, AT gun. It's quite enough to provide first mission, but soon chap lost his interest with phrases. Then there was another guy, but he lost interest either. As my point without sound speech mod does nothing.
    So, if Japanese are not interested, then why I should be bothered?
    Finally, project was abandoned. Though, idea to make Khalkhin Gol battle is still interesting for me.
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Tue Sep 08, 2015 2:53 pm

    weird, I got a new post notification here.
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    MaxFH
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by MaxFH on Wed Sep 09, 2015 10:53 am


    lockie wrote:

    So, if Japanese are not interested, then why I should be bothered?

    Finally, project was abandoned. Though, idea to make Khalkhin Gol battle is still interesting for me.

    Maybe use voiceovers from other games?



    (Можливо використати озвучку з інших ігор?)
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    lockie
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Wed Sep 09, 2015 11:55 am

    MaxFH wrote:Maybe use voiceovers from other games?
    I've already placed generic phrases in SSM2.0.
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Fri Dec 25, 2015 11:30 am

    Hello, long time no talk cyclops

    The Maus project has been progressing slowly, but seems like its closing the finale (I dont follow much, but looking at the pictures it looks nearly finished!)


    I have few questions from the original creator of the Maus.

    1. He made the armor mapping, but somehow all the shells goes right through the Maus. This has been solved
    2. Wheels properly turns, but the tank it self does not move.
    3. View out side the tank after pressing "P" does not function.
    4. The tank does not burn.

    I understand that these questions are very vague, and hard to answer since there are probably hundreds of possible answers. Is there any additional information you need in order to better pin point the cause of the issue?


    And yes, Merry Christmas all. I hope you all have a great holiday.
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Fri Dec 25, 2015 6:59 pm

    Why don't u upload what has already been done? Perhaps, somebody from modders will find free time/inspiration and manage to bring the BIG life to this TINY "mouse" Smile

    PS
    Though, my personal point: this tank is not interesting at all. It'd be more interested to get Japan tanks in the game like:
    - Type 97 Chi-Ha
    - Type 95 Ha-Go
    - Type 89 Otsu
    We're ready to cooperate with Japan SF Community.
    At this moment we've:
    - Japan infantryman
    - generic Japan speech

    What should be done:
    1. Hand-weapon:
    - sword (decorative)
    - rifle
    2. Tank Type 97 Chi-Ha
    3. AT gun Type1 47mm

    In this way we may create a new missions: Soviet/USA vs Japan. With a new tank "Mouse" we may create just another exhibit to SF tank museum.
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by lockie on Sun Feb 07, 2016 11:09 am

    Japan Community released Maus Cool

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by dukling on Sun Feb 07, 2016 11:32 am

    Він хоч рухається і стріляє ? Very Happy
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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by frinik on Sun Feb 07, 2016 12:09 pm

    I agree with you Lockie; the Maus is useless, an experiment in futility!
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    Luftangreifer

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    Re: Requesting help from the Japanese community : Sd.Kfz 205 Maus

    Post by Luftangreifer on Wed Mar 16, 2016 5:28 am

    Seems like Japanese folks made some progress while I was afk.. or rather, afsf Smile

    The Maus mod is combined with Dec 2015 update, so this goes over Sep 2015 update.
    http://www.4shared.com/rar/hhwecwzgba/DecUpd_2015_Maus.html

    Japanese Community Mod goes over Dec 2015 update. This includes E100 and E79
    http://www.4shared.com/rar/hhwecwzgba/DecUpd_2015_Maus.html


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