Latest topics

» Video from SF
by KurtTank Today at 8:14 pm

» Armor That Never Made the Battlefield
by woofiedog Today at 5:24 pm

» Ukraine fights against enemy.
by lockie Today at 4:43 pm

» STA v2.3 - Still No GMP 1, 2, and 3 Scenarios
by Drac_PC-Gamer Today at 12:52 pm

» The Sun Comes Up, the Sun Goes Down
by woofiedog Yesterday at 11:13 pm

» Computer Overhaul
by woofiedog Yesterday at 8:09 pm

» New & Updated Models(Нові Моделі)
by Glushak Yesterday at 7:25 pm

» 2017 Please Help : Major Mods, Patches + More
by frinik Yesterday at 2:48 pm

» T-62 in action
by lockie Mon Jul 24, 2017 10:10 pm

July 2017

MonTueWedThuFriSatSun
     12
3456789
10111213141516
17181920212223
24252627282930
31      

Calendar Calendar


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

    Share
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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 !
    The author of this message was banned from the forum - See the message
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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
    The author of this message was banned from the forum - See the message
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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.
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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 !
    The author of this message was banned from the forum - See the message
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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.




    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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 ?
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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 ?
    The author of this message was banned from the forum - See the message
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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.
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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 ?
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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.
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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.
    avatar
    MaxFH
    Best Modmaker
    Best Modmaker

    Posts : 368
    Join date : 2015-03-29
    Age : 24
    Location : Ukraine

    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?)
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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.
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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.
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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.
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    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

    dukling

    Posts : 190
    Join date : 2014-08-11

    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
    avatar
    frinik
    TSF Member-Golden Feather
    TSF Member-Golden Feather

    Posts : 1381
    Join date : 2014-07-27
    Age : 61
    Location : Abu Dhabi-UAE

    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!
    avatar
    Luftangreifer

    Posts : 33
    Join date : 2015-05-04

    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


    Sponsored content

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

    Post by Sponsored content


      Current date/time is Wed Jul 26, 2017 9:26 pm