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Post by finlander on Oct 20, 2014 19:13:10 GMT 1
Hi Maybe we should have a separate thread only for "what this means in the 1.xml file"..eh?
Well here,s a another one: AA gun that you can destroy but cant shoot the crew, and capture the gun?? Any solutions..?
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Post by ariete on Oct 20, 2014 19:21:37 GMT 1
if AA gun don't shoot the aircrafts if because it haven't the -high...- parameter (i don't know what's exactly) sufficent to do this ... but fin, i don't know, i assume.
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Post by Major Pain on Oct 20, 2014 19:42:37 GMT 1
finlander... I would have to see the gun.
My first thought is the Gunners are not properly defined in the model file. This definition appears in the Gunners area in the 1.xml
Simply adding the Gunners in the 1.xml file does not work since the Gunners x,y positioned must be declared in MAYA.
Gunners that are assigned to simply stand around the weapon cannot be killed and do not have anything to do with the weapon. They can be killed if the weapon is destroyed since they lose the protection mask of the incorrect assignment.
I would argue that unless this model has been purposely designed this way, the artist made several fundamental mistakes, that are easy to do. Artillery Guns and models are one of the most difficult types of models to create. The 3-mod designation is the key for proper function, and without any of these... the gun cannot be captured. The Gunner assignment must also be included as part of the locator system in MAYA. Without this, the game.exe cannot properly incorporate the 2D Soldier Sprites into the model.
**
About the situation concerning the capture of the gun... that is another 1.xml issue.
If the model does not have all three of these mod files: 1.mod, 2.mod, and 3.mod... then it cannot be defined as any kind of Artillery Model.
Artillery units is defined as:
<Type>art_heavy_mg</Type>
<Type>art_mortar</Type>
<Type>art_aagun</Type>
<Type>art_gun</Type>
<Type>art_heavy_gun</Type>
<Type>art_howitzer</Type>
<Type>art_rocket</Type>
<Type>art_super</Type>
These are the only type of units that can be captured. Anything else cannot be captured.
So look at the 1.xml because it does provide the answer to this issue. Or send the entire file to me by email and I'll take a look at it.
MP
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Post by finlander on Oct 21, 2014 11:48:21 GMT 1
Hi Major!!
Yes,there is only 1.mod files in it,s folder..and it,s descriped as: type art_aagun. The model is German "flakzwilling 128mm". There is a crew of 2 sitting on the gun.
FIN
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Post by Major Pain on Oct 21, 2014 14:13:58 GMT 1
Do you know who made it? It is either missing parts or created incorrectly...
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Post by finlander on Oct 21, 2014 18:05:13 GMT 1
Previous owner:Nathan current owner:BK-tools made in 2008..
BTW Major,can you tell me what exactly does the"MAX HP=50" means.. ..and another one..what is the value in the tanks 1.xml that indicates the turrets turning speed??
Thanks a punch
FIN
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Post by Herr Kodax on Oct 21, 2014 18:22:26 GMT 1
Max HP is the unit's health.
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Post by finlander on Oct 21, 2014 18:36:50 GMT 1
OK..How do i ghange the front armor value and the turret turning speed??
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Post by Major Pain on Oct 21, 2014 19:25:30 GMT 1
Open the 1.xml in Wordpad or another xml editor. I use wordpad since it does everything I need.
Here is an example of one of my units. US_M4A1(75)
MaxHP="135" <---------Maximum Health Points RepairCost="1" <---- Cost in RU units to repair. This is a multiplyer. Sight="30" <-------------Sight base distance SightPower="1" <---------------Sight Multiplier greater or lesser than 1, Sight is changed. If 1.5 then 1.5 x 30 = 45 Speed="14.5" <----------Speed of unit in K/hr Passability="0.4" <------------- How it navigates over terrain types. Priority="1" <----------------Of all types of units, 1 = priority Camouflage="22" <--------------- How well it can conceal itself (hide) Weight="32000" <------------------Weight of unit in Kg Price="1" <------------ how much the unit is worth in respect to repair cost 1:1 ratio = factor of 1. UninstallRotate="0" <----------------AA guns, some heavy art if they have to set tp to fire UninstallTransport="0" <-------------same as above RotateSpeed="52" <---------------- speed the base vehicle rotates. not the turret, but the vehicle itself TurnRadius="5" <----------------- subjective value, area of the turn in terms of radius TowingForce="30000" Crew="5" Passangers="0" BoundTileRadius="1" <--------------- How close or tight the AABB (invisible box) is on the model SmallAABBCoeff="0.7" <-------------- How far the unit can move into the AABB before it detects another object and must stop TowPoint="25" EntrancePoint="14" FatalitySmokePoint="19" ShootDustPoint="-1" LeavesTracks="1" TrackOffset="0" TrackWidth="0.17" TrackStart="0.2" TrackEnd="0.2" TrackIntensity="0.7" TrackLifetime="10000" MaxHeight="500" <--------------------------- everything from here only applies to aircraft DivingAngle="20" ClimbAngle="20" TiltAngle="30" TiltRatio="2">
Ok, the next section we need to be concerned about is this:
<Type>arm_medium</Type> <---------- This defines the type of unit <AIClass>track</AIClass> <------------ This defines the Class, wheels, tracks, human, etc...
Then here is the Command Binary - Which defines what the unit can do...
<Commands Size="51"> <BitArray> <item data="15"/> <item data="67"/> <item data="0"/> <item data="0"/> <item data="128"/> <item data="32"/> <item data="4"/> </BitArray> </Commands>
The Exposure Binary defines what other things can do to effect the unit... This is where the Load Command for Infantry would be found for example. Below, this mean nobody can load.
<Exposures Size="0"> <BitArray/> </Exposures>
The next section to pay attention to is this: The ack file, meaning what language the crew speaks
<AcksRefs><item>sounds\ack\allies\tank1-multipurposal</item></AcksRefs><AcksRef></AcksRef>
Now the Platforms Section, which is where we will find your answer...
The Platforms are the various main parts of the unit.
Platform 1 is usually the chassis, track, or frame of the vehicle... what we call the Parent. I have bolded the Modelpart="3", which in this case defines the Tank Hull. We see the HorizontalRotationSpeed="60". This has no effect since this definition is set above... RotateSpeed="52
Platform 2 defines a gun position based upon some kind of turret or guncarriage, meaning a moving part, which creates Platform. We see two guns are attached to this platform. We need to look at the Gun Section to see which two guns this might be... In this case it is the MainGun and a Coaxial Machine Gun, on the Tank Turret. Now we can adjust the HorizontalRotationSpeed. We find it has been set at "4.91". And we also know the Turret part that rotates the main Turret is part 7. The turret part that turns the main turret are not the same. In this case we know that Modelpart="7" defines Turret_01. We do not have to define the actual main Turret because it is a child of part 7... so everything that is a child of part 7, rotates on this platform.
And Finally the last Platform defines the Hull or Bow Machine Gun.
We can see that we can set the speeds of the VerticalRotateSpeed and HorizontalRotateSpeed. We can also change the Constraints of both Vertical and Horizontal... Vertical means elevation or depression/ horizontal means rotating, or traversing on an axis. I have a chart that translate these numbers into degrees.
<Platforms>
<item VerticalRotateSpeed="10" HorizontalRotationSpeed="60" ModelPart="3" GunCarriageParts="-1" FirstGun="0" NumGuns="0"><Constraint Min="0" Max="0"/><ConstraintVertical Min="0" Max="0"/></item>
<item VerticalRotateSpeed="10" HorizontalRotationSpeed="4.91" ModelPart="7" GunCarriageParts="-246" FirstGun="0" NumGuns="2"><Constraint Min="-6.28319" Max="6.28319"/><ConstraintVertical Min="-0.0872665" Max="0.261799"/></item>
<item VerticalRotateSpeed="1" HorizontalRotationSpeed="1" ModelPart="6" GunCarriageParts="-248" FirstGun="2" NumGuns="1"><Constraint Min="-0.261799" Max="0.261799"/><ConstraintVertical Min="-0.0872665" Max="0.261799"/></item>
</Platforms>
The Guns Section:
<Guns>
<item Priority="0" Ammo="100" Direction="65521" ReloadCost="309" ShootPoint="28" Recoil="1" RecoilLength="13.9455" RecoilTime="50" ModelPart="13" RecoilShakeTime="400" RecoilShakeAngle="0.0523599"><Weapon>75mm_m3</Weapon></item>
<item Priority="1" Ammo="1200" Direction="65521" ReloadCost="1" ShootPoint="27" Recoil="0" RecoilLength="0" RecoilTime="50" ModelPart="12" RecoilShakeTime="400" RecoilShakeAngle="0.0523599"><Weapon>7_62mm_browning_m1919a4</Weapon></item>
<item Priority="1" Ammo="1200" Direction="65521" ReloadCost="1" ShootPoint="26" Recoil="0" RecoilLength="0" RecoilTime="50" ModelPart="11" RecoilShakeTime="500" RecoilShakeAngle="0.0523599"><Weapon>7_62mm_browning_m1919a4</Weapon></item>
</Guns>
In the above Gun Section, we can change the ammo, and type of weapons. We can also set the recoil distance of the weapon... how far the barrel moves back when firing. This is sometimes a wild guess doing it here.... This is set in MAYA when we build a model, but some adjustment can be made if required here. NOTE: Never try to recoil Machine Guns... you can't see it anyway, unless the MG flies out the back of the tank...
And finally the Armor Settings:
<ArmorLeft Min="38" Max="89"/> <ArmorRight Min="38" Max="89"/> <ArmorTop Min="19" Max="25"/> <ArmorBottom Min="13" Max="25"/> <ArmorFront Min="64" Max="133"/> <ArmorBack Min="38" Max="89"/>
The armor values are metric... (mm)
Here is how this breaks down: (Rough numbers which should always be whole numbers, rounded up)
1/2 inch = 12.75 mm 1 inch = 25.5mm 1.5 inch = 38.25 mm 2 inch = 51mm
Look at ArmorFront Min="64" this would be about 2.5 inches thick
Look at ArmorFront Max="133" this is about 5.25 inches thick
Here you can customized the armor based on additional things... sandbags, armor plates on front or sides. Every tank might be a bit different, which you can find in my Sherman Series and the Heavies (Jumbos).
We have a few more thing to consider in the 1.xml... but I'll wait for that question before showing and explaining it.
MP
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Post by finlander on Oct 21, 2014 19:53:23 GMT 1
well hell Major..once again i,m speechless..Thank you for this one..but there will be more .(..and yes,i use the wordpad too..) FIN
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Post by Major Pain on Oct 21, 2014 21:38:20 GMT 1
I hope that solved some of the mystery... and provided the answer for you.
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Post by Mascarenhas2 on Oct 22, 2014 1:44:00 GMT 1
Dear major, The clarifying section above deserves and could be part of another How To tutorial... Regards,
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Post by Major Pain on Oct 22, 2014 2:15:35 GMT 1
You are correct Mascarenhas2. When I can find some time... I'll have to do that..
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Post by Herr Kodax on Oct 22, 2014 8:34:45 GMT 1
I'll study your post later too Major, thanks from me as well.
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Post by Major Pain on Oct 22, 2014 12:16:53 GMT 1
Thank you.
One of my hopes is you guys learn everything possible about the game mechanics. The knowledge that I have acquired from my research belongs to you and this community. I'm trying to put all that down in documents, but time is an issue. So I take opportunities like this to purge my brain for your benefit... Perhaps someone should copy that post and put it in MS Word for a backup or study notes. I have explained it in another document that hopefully will be completed early next year.
And I must say this... I am not the most intelligent guy around this game. There are several others that have a huge amount of knowledge about BK. Each of those guys may specialize more in specific aspects than others, but they are out there. You just have to watch when they speak... and you should write everything down... because it has value.
I am what you could call a hoarder... I do not get rid of anything... So as I accumulate knowledge or information, I hang on to it. Many of my breakthroughs about BK would not have been possible if not for the many people that also blazed the trail. We all learn from each other.
**
About the gun finlander was asking about. I did some checking on it.
The gun was made by Dunkel in 2008. That was during a time he was issues with creating artillery so many did not have the correct gunner assignments and were missing the 2.mod and 3.mod. I am not aware he ever resolved that issue on that model. The one you have is the same one I skinned for him.
The gun works correctly as far as the 1.mod is concerned, but he incorrectly assigned the death sequence to the 1.mod. The death animations, along with the gun setup and prepare gun for travel animations should have been in the 2.mod. The 3.mod is the towed position. So he basically created a static gun that fires.
I'm still checking my libraries to see if it was updated. He did go back and resolve many that had errors.
Dunkel was a very good modeler, so nothing that I say should be considered a slap at him as a artist, or him as a person. His talent came from a natural instinct. He could envision the 3D model in his mind and build it from memory after looking at a picture or blueprint once. There are very few that can think on that level and build something. Guys like this usually end up as design or mechanical engineers. I have no idea what he is doing now.
And again I say... artillery is the most difficult model type to build.
MP
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