Thanks for the help and advice, VB.
You know, the odd thing is that the tow rope actually appears to flex and change positions slightly during takeoff runs, with height differences between the two "aircraft". It's very spooky and real looking.
We both know that's impossible, right?
As for the runway problem:
Yes, have tried the "Center Mover" on the x,y,and z to get the C-47's down. But it leaves the props up in the air with that weird off-center rotation you predicted.
Lowering the "Z" in the Inserts section for the props didn't work for me, either. It should have. but did not.
Shall I send you the 3dz files to take a look? I can't think of anything more I haven't tried already.
In fact, you might enjoy trying the mod as it is--. Interested?
We sure need to deal with the crowded runway aircraft spacing. But that's an old and unsolved problem.
BTW, on Ray Otton's urging, we are thinking of utilizing LDR scripts.
Your help on that will be welcome as well.
Glider Flight Mission II
Moderator: rotton50
Hi Wudpecker,
the prop offset is caused by it's rotational inserts. If you use centre mover you have to keep all the prop elements unchanged and you can only do this by copying/pasting it's nodes in question from the original into your moved version. You then have to change the insert points with the same offset you applied on the whole model.
If the prop's elements are moved with centre mover the game will use it as a rotational offset and they will rotate in a wide arc.
I hope you are aware that some versions of Gurney's Studio removes the last parts of each normal and sets them to zero.
This is a very annoying problem and can also only be dealt with if you restore the proper normals from a previously saved version. You have to do this after every significant change, if you don't then it will cause elements to vanish or switch on and off. This is what might be happening to your props too and may explain the shine through effect of the Waco.
I know it's a tough job to restore the proper normals but if you check the values still there and locate these values in the original version it might work, providing you haven't tampered too much with the normals or elements.
If you have then you need to recalculate all normals for the entire model first and then try to locate the original ones.
You have taken on a very ambitious project, to be honoust not something I would even attempt myself but as Pobs says it will get you acquainted with every possible problem you might encounter in the future and it will be a good base for anything you may attempt.
I don't mind having a look at these files but I believe if you mannage to to the above yourself you will get a step closer to fully understanding this stuff.
I can't do much without the original model when the normals aren't correct and you may understand that having to trace your steps for perhaps around 150 to 200 elements isn't exactly making my day, lol. With both models the count will go well above 4 or 500.
So even if you send them I can't promise you if I can find the energy to even start on it if I see that it might take weeks of very boring and laborious work.
If you can't make the trick I described work I am willing to add it to your models but you have to do the normals yourself.
Mind you I haven't ever tried to move a hardpoint in an animation so I have no idea if it works.
VonBeerhofen
the prop offset is caused by it's rotational inserts. If you use centre mover you have to keep all the prop elements unchanged and you can only do this by copying/pasting it's nodes in question from the original into your moved version. You then have to change the insert points with the same offset you applied on the whole model.
If the prop's elements are moved with centre mover the game will use it as a rotational offset and they will rotate in a wide arc.
I hope you are aware that some versions of Gurney's Studio removes the last parts of each normal and sets them to zero.
This is a very annoying problem and can also only be dealt with if you restore the proper normals from a previously saved version. You have to do this after every significant change, if you don't then it will cause elements to vanish or switch on and off. This is what might be happening to your props too and may explain the shine through effect of the Waco.
I know it's a tough job to restore the proper normals but if you check the values still there and locate these values in the original version it might work, providing you haven't tampered too much with the normals or elements.
If you have then you need to recalculate all normals for the entire model first and then try to locate the original ones.
You have taken on a very ambitious project, to be honoust not something I would even attempt myself but as Pobs says it will get you acquainted with every possible problem you might encounter in the future and it will be a good base for anything you may attempt.
I don't mind having a look at these files but I believe if you mannage to to the above yourself you will get a step closer to fully understanding this stuff.
I can't do much without the original model when the normals aren't correct and you may understand that having to trace your steps for perhaps around 150 to 200 elements isn't exactly making my day, lol. With both models the count will go well above 4 or 500.
So even if you send them I can't promise you if I can find the energy to even start on it if I see that it might take weeks of very boring and laborious work.
If you can't make the trick I described work I am willing to add it to your models but you have to do the normals yourself.
Mind you I haven't ever tried to move a hardpoint in an animation so I have no idea if it works.
VonBeerhofen
I hope you are aware that some versions of Gurney's Studio removes the last parts of each normal and sets them to zero......
If you have then you need to recalculate all normals for the entire model first and then try to locate the original ones.
You have taken on a very ambitious project, to be honoust not something I would even attempt myself........
*Sigh*

If the wizard won't do it, who can?
Well, we've done the difficult. The impossible shouldn't take too much longer.
NEWS
RAF_Roy has given tentative permission to set up a Glider Mod website and FTP within his site.
He will be working out a way our "group" can use it for adding in their bits and looking at what's been done so we are more of less on the same page.
It will take a few days.
Moggy has been a jewel for letting us use his Gen for getting started, posting pics all over the place and testing ideas.
It's a record of how a mod gets off the ground, so to speak----from early brainstorming and "no-no-ing" to "Yippee! I know how to do it!"
RAF_Roy has given tentative permission to set up a Glider Mod website and FTP within his site.
He will be working out a way our "group" can use it for adding in their bits and looking at what's been done so we are more of less on the same page.
It will take a few days.
Moggy has been a jewel for letting us use his Gen for getting started, posting pics all over the place and testing ideas.
It's a record of how a mod gets off the ground, so to speak----from early brainstorming and "no-no-ing" to "Yippee! I know how to do it!"
-
- Site Admin
- Posts: 4501
- Joined: Tue Feb 03, 2004 12:52 am
- Location: A slit trench near RAF Gravesend
- Contact:
Moggy has been a jewel for letting us use his Gen for getting started
Absoloutely welcome. The board is here to be used. Any problems with FTP elsewhere I can sort that out for you here as well.
Moggy
www.mogggy.org
www.mogggy.org
Names list for FTP access at new Glider Site
PLEASE NOTE:
Re: Moving from Moggy's to new home for glider site and add-ons:
RAF_Roy has asked me to come up with names and email addresses for people who want to add something to the "Glider Mod" (which probably needs a new name, too, since it is much more than gliders)
I'm sure the site will be open to anyone who wants a look. But the list is for FTP access to our mod files, which require some protection.
I don't have current addresses for some folks--such as RAAF_Spitty, Fran_Zee, or DeanH, FlyRight and Knegel.
So if your name isn't here and you want to join in, please post an email address in the usual safe format--- "Whatsmyname (at) everywhere.com"
I'm only posting partial addresses. Enough for you to recognize them. So post a change, too, if you want to be removed, or another address.
Those already participating whose emails I have:
Ade Kelley (Flying Tiger) ade* bigpond.com.au
Col. Gibbon wings* yahoo.com
Crashin' Jack baker* aol.com
RAF_Dumoulin gus* gmail.com
gus* hotmail.com
Shreck (Erik) shreck* gmail.com shrecks* gmail.com
Moggy M* btinternet.com M* Mogggy.org
Pobs M* btinternet.com
RAF_Roy adm* raf-roy.com R* mail.com
Rotton50 (Ray Otton) R* yahoo.com
Von Beerhofen r* hotmail.com ra* xs4all.nl
And of course those named above
RaaF_Spitty
Fran_Zee
DeanH
FlyRight
Knegel
You can email me:
Wudpecker wudpecker13 (at) yahoo.com
Folks who have been helpful in the past or shown an interest in the mod. Please confirm if you desire to join in.
Jack Sprat j* juno.com john* verizon.net
Julio Junquiera j* gold.com.br
Pisis p* email.cz
Col. J. Landers f* blueyonder.co.uk
Re: Moving from Moggy's to new home for glider site and add-ons:
RAF_Roy has asked me to come up with names and email addresses for people who want to add something to the "Glider Mod" (which probably needs a new name, too, since it is much more than gliders)
I'm sure the site will be open to anyone who wants a look. But the list is for FTP access to our mod files, which require some protection.
I don't have current addresses for some folks--such as RAAF_Spitty, Fran_Zee, or DeanH, FlyRight and Knegel.
So if your name isn't here and you want to join in, please post an email address in the usual safe format--- "Whatsmyname (at) everywhere.com"
I'm only posting partial addresses. Enough for you to recognize them. So post a change, too, if you want to be removed, or another address.
Those already participating whose emails I have:
Ade Kelley (Flying Tiger) ade* bigpond.com.au
Col. Gibbon wings* yahoo.com
Crashin' Jack baker* aol.com
RAF_Dumoulin gus* gmail.com
gus* hotmail.com
Shreck (Erik) shreck* gmail.com shrecks* gmail.com
Moggy M* btinternet.com M* Mogggy.org
Pobs M* btinternet.com
RAF_Roy adm* raf-roy.com R* mail.com
Rotton50 (Ray Otton) R* yahoo.com
Von Beerhofen r* hotmail.com ra* xs4all.nl
And of course those named above
RaaF_Spitty
Fran_Zee
DeanH
FlyRight
Knegel
You can email me:
Wudpecker wudpecker13 (at) yahoo.com
Folks who have been helpful in the past or shown an interest in the mod. Please confirm if you desire to join in.
Jack Sprat j* juno.com john* verizon.net
Julio Junquiera j* gold.com.br
Pisis p* email.cz
Col. J. Landers f* blueyonder.co.uk
RAF_Roy has opened a new space for us to develop a new and hopefully larger mod.
Currently called "Silent Wings".
Thank you, Roy, for being our host.
It is fitting Moggy is the first member to post. He helped originate this by allowing us much space to kick ideas and pics around at The Gen.
The Glider Mod that came out of that is now a reality. A beta release should be ready soon.
All are welcome to view and comment--or add their bit, as far as I am concerned.
This mod got off the ground, so to speak, by folks freely volunteering to do something.
The member list is only to protect an FTP "base file" we hope to set up.
The initial list has been sent to Roy.
-----------
"Silent Wings" is not JUST a glider mod. It started that way.
First, we hope to recreate WWII missions so often neglected in flight sims:
---The gliders and pilots, of course. Brave men whose lives were measured in minutes, not hours, days, or weeks.
---Paratroops and their carriers.
---Reconnaissance ("Recon" ) aircraft and pilots who often flew alone into enemy territory to get the pictures real operations were based on.
---Fighters, ground attack, and bombers are not neglected.
We have chosen to start with the Normandy Invasion. It has all the spectacular events to work with.
There were TWO sides to the invasion. The defense was heroic, if overwhelmed.
Second, we hope to show some new developments European Air War has to offer as a flight sim.
The gliders are a new creation.
Many other new ideas are being kicked around and "thought experiments" being done.
---Such as use of Pob's "Recon Mod" for maps, pictures, better briefings, and so on.
All is NOT worked out. So add your ideas and comments.
http://raf-roy.com/phpBB/viewtopic.php?t=163
------Wudpecker

Currently called "Silent Wings".
Thank you, Roy, for being our host.
It is fitting Moggy is the first member to post. He helped originate this by allowing us much space to kick ideas and pics around at The Gen.
The Glider Mod that came out of that is now a reality. A beta release should be ready soon.
All are welcome to view and comment--or add their bit, as far as I am concerned.
This mod got off the ground, so to speak, by folks freely volunteering to do something.
The member list is only to protect an FTP "base file" we hope to set up.
The initial list has been sent to Roy.
-----------
"Silent Wings" is not JUST a glider mod. It started that way.
First, we hope to recreate WWII missions so often neglected in flight sims:
---The gliders and pilots, of course. Brave men whose lives were measured in minutes, not hours, days, or weeks.
---Paratroops and their carriers.
---Reconnaissance ("Recon" ) aircraft and pilots who often flew alone into enemy territory to get the pictures real operations were based on.
---Fighters, ground attack, and bombers are not neglected.
We have chosen to start with the Normandy Invasion. It has all the spectacular events to work with.
There were TWO sides to the invasion. The defense was heroic, if overwhelmed.
Second, we hope to show some new developments European Air War has to offer as a flight sim.
The gliders are a new creation.
Many other new ideas are being kicked around and "thought experiments" being done.
---Such as use of Pob's "Recon Mod" for maps, pictures, better briefings, and so on.
All is NOT worked out. So add your ideas and comments.
http://raf-roy.com/phpBB/viewtopic.php?t=163
------Wudpecker
