Friday, 30 April 2021

Satsuma Camouflage

 The pub is open and the wind is cold. It's a Bank Holiday weekend, of course the weather is going to be terrible. I had a huge scone with jam and cream.

This month I have been modeling planes, 3 of them, and 9 different skins for 9 different factions. Part of the way through I discovered that the PBR map - known as a ORM map - actual stands for the order in which PBR goes into the channels and that I had got my Rough and my Occlusion the wrong way round. This explained why my ambient occlusion didn't look very ambiently occluded ... Having fixed this for all 4 damage levels, I could continue modeling new planes.

The Nakajima Type 91-1 actually did come in orange. I have no idea what Japan thought they could hide this amongst, perhaps tubs of satsumas? Here it is with the Tokugawa Shogunate emblem replacing the Japanese flag due to Deepest Lore™.

This thing really doesn't look safe and has a pretty poor damage rating, but it is agile.

Previously I had completed the Curtiss F-11C Goshawk and so set about making various skins for it. You will probably spot the theme of 19th Century Qing Dynasty due to Deepest Lore™. Here comes a lot of image spam.

Chinese Republican "Dare To Die Corps"
Cuba because it was an actual thing so I though why not ...
Qing Dynasty
Kansu Braves - referred to by the Western MSM as "The 10,000 Islamic Rabble" but was actually the Qing's elite fighting force of Islamic soldiers sworn loyalty to the Empress Dowager.
The Taiping Heavenly Kingdom - a ... wait for it ... Theocrat Anarcho-Communist Absolute Monarchy led by a guy who declared himself the younger brother of Jesus. Unlike Jesus he murdered 20 million people in 14 years.
Black Flag Army - Cantonese bandits who created hell for the French in Indochina.
Fists of Harmonious Justice - Boxer Rebellion
Five Banner Alliance - more anti-Qing, anti-foreigner secret society
Damage models for the Yellow Flag Army, pirates of Canton - sporting the pirate flag from AIrship Dragoon
Plikarpov I-15bis from the Imperial Russian Air Service, poor maneuverability but fantastic quad Maxim machine guns.
Polikarpov I-15bis in Chinese Republican colours

Overhead damage models of the I15-bis (top) and F11C Goshawk (bottom)
Testing vapour trails, which needed a bit of "fixing" for the source code

Here's a video of me testing vapour trails in combat.

And that was the month that pubs finally reopened.


Next up, more skins for the Nakajima, and perhaps one more aircraft before attempting to make an actual game senario with it all. Toodlepip!

Wednesday, 31 March 2021

Replace The Placeholder Plane

 Placeholder aeroplane, which I downloaded from some modding site that I can't remember, has been replaced by my own aircraft model.

It's an F11C Goshawk biplane, which is now itself a placeholder for all other aircraft which I haven't yet modeled.

I also coded a damageable area system to give the model a visual personification (don't really think that was the word I wanted but hey ...) of the GUI damage system.

Model now displays damaged areas the same as the HUD damage indicator bottom right

Initially this was just meshes that used the same colour system as the GUI/HUD damage indicator for area based damage so that I could see that it was working. The idea is that the aircraft model is made of multiple meshes, engine, body, tail, wings 1, 2, 3 etc and these meshes are displayed hidden depending on how much damage each individual section has taken. There are 5 levels of damage, the first being undamaged and the last being destroyed. Eventually when an area is completely destroyed it will spawn a debris or rigidShape of the part of the plane which has been shot off. Eg: the top wing will appear to rip off and the aircraft will plummet to the ground.

I also use this show/hide mesh system for the muzzle flashes of weapons. Previously I had simply hidden the meshes inside the model at a hugely shrunk scale, and then animated them into full size.

Next up was to test the PBR and make up some textures. I knocked up a very quick normal map and some metal and roughness maps. Initially they were rather dark, eventually I discovered this was due to too little roughness so that the metal map was rather overwhelming things.

Ignore the catgirls at the back, just comparing PBR ...

After a bit of faffing I got PBR materials working, and thought that the whole looked pretty good actually.

Not bad if I say so myself

After this I proceeded to test the damage system with bullet holes. Here I noticed a fair bit of stretching which could only be remedied by completely redoing the UV mapping.

And here is a test of an AI air battle using the PBR textures. In the end I get my top wing shot off, which disappears as there is currently no debris object for destroyed areas.

So, that was the month that was.

Next up are redoing all the texture maps, albedo - which I never seem to be able to spell correctly, never had this problem when it was called diffuse - normal, metal, roughness , AO and of cause all the accompanying damage meshes and maps. After that, on to more model aircraft.

Sunday, 28 February 2021

Backbone Required

 So I've gone and FUBARed my lower back.

Current state of development ...

Hilariously this was caused, not by the hike I went on to do some deliveries and check on the welfare of vulnerable people, but by the innocuous action of stepping out of the shower afterwards ...

Least painful position right now ...

This has somewhat stalled progress due to sitting be the most painful position to be in and lying down - away from my PC - being the least painful.

This has led to watching lot's of train cab rides, mostly from Japan, which has some really pretty scenery.

Previous to incapacitating myself, I had continued to work on dogfighter game. I had detailed various datablocks of different fighters and set the AI pilots to slug it out in numerous tests. I had also finally added the player into the mix, allowing myself to take to the skies as one of Blue Team and take on the dastardly foes of Red Team, with each team comprising of a mix of aircraft types - though currently all using the same placeholder model for the time being.

Location damage GUI was broken here

I had also added a couple of different radar resources, one standard top down and the other the 3D style radar from Elite. I found the 3D style to be somewhat confusing and so removed it and stuck with the more simple top down radar. I added toggleable ranges and made sure that different teams displayed in different colours.

Top left overhead radar and below the more confusing 3D version

The one I settled on

I also changed how the aircraft classes handle so that they are obviously more different. Fighters now lose a lot of speed when turning, whilst interceptors lose their maneuverability when gaining speed, and strike aircraft are somewhat midway between the two.

I improved high G stall turns for the player, so if you get them right you can swing the aircraft round quickly, and if you get them wrong you'll stall - hence "high G stall turn".

Basic combat stats for a mission are now stored with assists, kills, shots and hits being recorded for the player. I decided to use the same system as one of the game which inspired this project which was the old space dogfighter Descent Freespace: The Great War.

The one IP Volition has no intention of ever bringing back :(

I made a few other changes, tweaks and improvements here and there, like stopping the Ai from spawning above their aircraft ceiling limits which immediately threw them into a death spin dive.

So next month I think it will be time to actually model some custom aircraft and start to deal with physically showing damage to individual vehicle parts such as having the wings shot off and the such like.

Also probably a good idea to do some exercises to strengthen the lower back when I am able to get up and down from the crapper without needing to lean on two crutches ...

Until then, time to lie in a more comfortable position and watching the Hiroshima to Fukuen line whilst the pain killers kick in ...