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


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#81 Eckhart

Eckhart
  • Posts: 559

Posted 10 November 2013 - 14:05

Awesome! Génial Genius! :S!:

I can see a "Verdun" campaign coming?

We are pretty close to be able to reenact the 1917 battle, but for "the" battle…well, my sig said enough! ;)

By 1917, you mean the "Cote 304" action? Why not the main battle from Feb 1916? Douaumont didn't see any combat after October 1916…

Congrats for this great work! Now we need some true artillery barrage coming down on those structures and not the odd lonely shell explosion…

Cheers,
Eckhart
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#82 actionjoe

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Posted 10 November 2013 - 14:28

By 1917, you mean the "Cote 304" action? Why not the main battle from Feb 1916? Douaumont didn't see any combat after October 1916…

Yes, I was talking of this battle. For 1916, we can make some scout missions, but we don't have a 1916 french two seater…We can use "Farmanized" FE2-I'm starting to have a certain number of these fake skins- but…
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515024ActionjoeScreen.jpg


#83 GeezerGamer

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Posted 11 November 2013 - 03:29

Congratts Genius and Dubya for completing this great project!
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#84 SeaW0lf

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Posted 11 November 2013 - 09:54

Awesome!
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"There will be honor enough for us all."

#85 J5_Rumey

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Posted 23 November 2013 - 09:22

Very nice.
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#86 HotTom

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Posted 23 November 2013 - 17:05

Amazing! Bravo!
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#87 gavagai

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Posted 24 November 2013 - 01:53

Great job!
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#88 hq_Jorri

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Posted 24 November 2013 - 13:34

Great work! Sorry for my scepticism :)
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#89 Genius

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Posted 25 November 2013 - 00:01

Hi all, back from vacation.

I will try to advance the animation turrets this week to release one beta version (without damaged model).

Working after on damaged model.

Thanks all.

Genius
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#90 Blade_meister

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  • Posts: 1356

Posted 25 November 2013 - 00:33

Very nice work Gents, this will be a welcome addition to ROF. Maybe Vander will work a Campaign around the Battle for Fort Douaumont, we can only hope. :S!:

S!Blade<><
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#91 jeanba4

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Posted 25 November 2013 - 09:37

By 1917, you mean the "Cote 304" action? Why not the main battle from Feb 1916? Douaumont didn't see any combat after October 1916…

Yes, I was talking of this battle. For 1916, we can make some scout missions, but we don't have a 1916 french two seater…We can use "Farmanized" FE2-I'm starting to have a certain number of these fake skins- but…
But a 1916 french 2-seater would really fit to this fantastic mode
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#92 Jason_Williams

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Posted 26 November 2013 - 20:25

Guys,

Great work!

Jason
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#93 Dr.Zebra

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Posted 28 November 2013 - 01:08

has it been released yet?

The blending in ground textures on the fort seems pretty much perfect to me, really a great addition.
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#94 Genius

Genius
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Posted 28 November 2013 - 02:13

Re,

Not yet, i have a problem with the luascript to attach turret on the fort.

If i can't find a solution, i would release one first draft without active turret.

Bye
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#95 Genius

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Posted 29 November 2013 - 00:29

Hi,

I release one beta version of the forts.

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

Not implemented yet: :xx:

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

I particularly look forward to your feedback on: :geek:
- 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 :S!:
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#96 Cybermat47

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Posted 29 November 2013 - 02:18

I couldn't find the Douamont. Mind pointing it out for me?
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"If I could only have brought him down alive."
- Lieutenant Arthur Rhys-Davids, recalling his victory over Leutnant Werner Voss.

#97 actionjoe

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  • LocationNord, France.

Posted 29 November 2013 - 10:57

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

Image

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

http://www.checksix-...w=unread#unread" onclick="window.open(this.href);return false;">http://www.checksix-...ms.com/viewtopi … ead#unread
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515024ActionjoeScreen.jpg


#98 FTC_obelix

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Posted 29 November 2013 - 22:32

Image

Image

Image

Bravo à Actionjoe et à Genius
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#99 Genius

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  • Posts: 587

Posted 06 December 2013 - 21:31

Hi,

@Obelix & actionjoe: Thanks for screens

Litle update:

Works on damaged model

1) Fort Douaumont

have different damaged model.

  • Casern
  • Image

  • "Casemate de bourges"
  • Image
    Image

  • Turret 75mm
  • Image
    Image

  • Hotchkiss turret right and left
  • Image
    Image
    Image

  • Turret 155mm
  • Image
    Image

  • Ditch (5 object)
  • Image


    2) Fort de Vaux

  • Ditch
  • Image

  • Turret 75mm
  • Image
    Image

  • "Casemate de bourges" left and right (2 objects)
  • Image
    Image
    Image



    3) Fort Tavannes

  • Ditch
  • Image

  • gunpowder store
  • Image


    Works on luascripts

    Now Fort Douaumont can fire (Deadly ! :x ):
    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
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    #100 WW1EAF_Paf

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    Posted 06 December 2013 - 21:46

    Very good, congrats!
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    #101 Dutch2

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    Posted 07 December 2013 - 07:49

    will try it, is it compatible for JSGME use???
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    If I wrote something in this forum that is hurting or abuse a member, organisation or country? Let me know by pm for the corrections, please do not react back by bashing/trolling/flaming or other personal attacks!

    Yep I’m an 2009 Rof pre-order buyer and one of the few that did buy the Sikorsky game.

    #102 Genius

    Genius
    • Posts: 587

    Posted 07 December 2013 - 09:16

    will try it, is it compatible for JSGME use???

    Yes, this mod is JSGME compatible.

    Bye

    Genius
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    #103 Genius

    Genius
    • Posts: 587

    Posted 07 December 2013 - 21:40

    Hello,

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

    Image

    Image


    Beginning Turret animation on Douaumont but some problem:

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

    Image


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

    Image


    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

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    #104 Genius

    Genius
    • Posts: 587

    Posted 09 December 2013 - 00:59

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

    [attach=0]
    position= 0.0, 0.0, 0
    object = "LuaScripts/WorldObjects/Turret_155R_turret.txt"
    [end]

    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):

    [attach=0]
    position= 4.0, 2.2, 0
    object = "LuaScripts/WorldObjects/Turret_155R_turret.txt"
    [end]

    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
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    #105 Eckhart

    Eckhart
    • Posts: 559

    Posted 09 December 2013 - 23:35

    Can't help you with your question but I wanted to tell that your work is AMAZING!

    This dull combat zone on the Verdun map really comes to live with your work!

    THANK YOU Genius ( t'en es vraiment un!)
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    #106 Dr.Zebra

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    Posted 10 December 2013 - 01:35

    can´t wait to see that inflight.
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    #107 Genius

    Genius
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    Posted 10 December 2013 - 23:15

    Thanks!

    Just a test (no sound):



    Start at top position and turn
    First fire at 0:04
    down position 0:05 (+1s)
    Begin to the top: 0:35 (+30s)
    Top position: 0:37 (+2s)
    down position: 0:38 (+1s)
    Begin to the top: 1:08 (+30s)
    Top position: 1:13 (+5s)
    Held top&fire 1:17 (+4s)
    down position 1:18 (+1s)

    => impact 1:19
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    #108 Genius

    Genius
    • Posts: 587

    Posted 12 December 2013 - 00:13

    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.

    Image

    - LOD Turret 3D model is done for 155mm Turret
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    #109 NewGuy_

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    Posted 12 December 2013 - 01:39

    Wow! This is a super cool project! :o

    :S!: MJ
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    Something something SPAD. Something something then dive away. 


    #110 Jason_Williams

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    Posted 12 December 2013 - 02:18

    Super bitchin' work Genius! Need to go try. Let me know when it's complete. I will be happy to host it.

    Jason
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    #111 jeanba4

    jeanba4
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    Posted 12 December 2013 - 14:22

    Jason supports Genius's great work : good !!!
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    #112 actionjoe

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    Posted 12 December 2013 - 16:21

    Jason supports Genius's great work : good !!!

    Yes! The next logical step would be 777 to announce the Caudron G4 for 2014! ;) Je sors!:arrow:
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    515024ActionjoeScreen.jpg


    #113 Genius

    Genius
    • Posts: 587

    Posted 15 December 2013 - 23:25

    Hi,

    @Jason, thanks for yout proposal :S!:


    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. :)
    • 0

    #114 WWDubya

    WWDubya
    • Posts: 508

    Posted 23 December 2013 - 01:46

    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.
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    #115 AdolfStalin

    AdolfStalin
    • Posts: 126

    Posted 23 December 2013 - 08:50

    Can i use it on missons?
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    #116 Genius

    Genius
    • Posts: 587

    Posted 23 December 2013 - 21:43

    @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 ;)

    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
    • 0

    #117 Genius

    Genius
    • Posts: 587

    Posted 25 December 2013 - 19:36

    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
    • 0

    #118 Genius

    Genius
    • Posts: 587

    Posted 28 December 2013 - 00:24

    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
    • 0

    #119 WWDubya

    WWDubya
    • Posts: 508

    Posted 28 December 2013 - 20:55

    Genius, Check PM ;)
    • 0

    #120 Genius

    Genius
    • Posts: 587

    Posted 29 December 2013 - 00:02

    PM received :P ;)
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