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Old 05-13-22, 02:53 AM   #31
JapLance
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Fort Drum Test3

https://mega.nz/file/19pzCZZQ#rGcYKy...gfEYeeiicaj6eo

-Added 3D model for the crane,
-Tower, buildings, crane and water tanks moved to an external library.
-Added a third AA gun in the stern area once the top of the fort has been cleared (January 1942).





Had a CTD when a Japanese convoy appeared and combat started, but I suspect the problem was in one of the Japanese ships rather than the fort. I was watching the combat and the crash happened just as a Fubuki-class DD was hit.

EDIT: More CTD when in combat. There must be something wrong somewhere.

Last edited by JapLance; 05-13-22 at 03:33 AM.
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Old 05-13-22, 11:07 AM   #32
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Are those naval guns on the Land object? Could that be the issue?
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Old 05-14-22, 04:57 AM   #33
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Apparently it's related with the damage files. I fired myself at the fort and the game crashes, sometimes immediately and sometimes after a few impacts .

But I can't find what's wrong with the .zon file.

Edit: a left over from when it was a ship. I've removed the ColisionableObject controller and apparently no more crashes.

Last edited by JapLance; 05-14-22 at 05:55 AM.
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Old 05-14-22, 02:44 PM   #34
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Fort Drum, test4

https://mega.nz/file/40xQQSqC#12naY_...LrfFro-p_1qGhQ

-Moved vents to the library.
-Removed the red paint in the underwater section.
-Hopefully fixed the .zon file.
-Added a .mis file which includes the fort to the Campaign/Campaigns folder. You still have to manually add it to Campaign.cfg.
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Old 05-14-22, 03:19 PM   #35
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Alright! Good show! No crashes in FotRSU after removing the Collisionable also. However, it will not engage a ship until 850-8600 yards, whereas the guns on Corregidor do so at 9600+. Most likely something in FotRSU. I have yet to add guns to Caballo or Caraboa (not represented yet) Islands (Forts Hughes and Frank, respectively).
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Old 05-14-22, 04:16 PM   #36
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Quote:
Originally Posted by JapLance View Post
Fort Drum, test4

https://mega.nz/file/40xQQSqC#12naY_...LrfFro-p_1qGhQ

-Moved vents to the library.
-Removed the red paint in the underwater section.
-Hopefully fixed the .zon file.
-Added a .mis file which includes the fort to the Campaign/Campaigns folder. You still have to manually add it to Campaign.cfg.
Usable... with TMOverhauled v2.5 BH v2, by chance...???

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Old 05-15-22, 12:55 AM   #37
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Quote:
Originally Posted by propbeanie View Post
it will not engage a ship until 850-8600 yards
Is that a typo and you meant 8500-8600, or is the fort that blind sometimes?. It uses the stock AI_Visual sensor, and the main guns range is like 17km.

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Originally Posted by Mad Mardigan View Post
Usable... with TMOverhauled v2.5 BH v2, by chance...???

It's only been tested under GFO over the stock game. From this point on it's on the creators of the mega-mods to adapt it.

But if you just can't wait, just load it and see what happens . It's a pretty simple add-on.

Last edited by JapLance; 05-15-22 at 02:02 AM.
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Old 05-15-22, 10:52 AM   #38
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Doing some re-uv work on the newest version.
The big building is now sided with steel siding as was the real building.
Also have usable schematics of the 2 main Batteries. Wilson and Marshall.
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Old 05-17-22, 03:36 PM   #39
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Working on adding all the windows and shutters to the big building.
Also more details like the stairs and such.
I'll re-uv and adjust the other buildings as well.

Water towers will be done as wooden like they actually were.

The main concrete body is going to be adjusted also.
There's several areas that need corrected.

I took the video below and ripped images from it to work with.

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Old 05-19-22, 09:44 AM   #40
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Spent last night welding a LOT of verts on the main body.
That made it easier to move and adjust areas to get it closer to reality.
I'm down to the last little bit of adjusting and moving things.
Then I'll seperate things and start the UV work.
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Old 05-19-22, 10:04 AM   #41
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Quote:
Originally Posted by Jeff-Groves View Post
Spent last night welding a LOT of verts on the main body.
That made it easier to move and adjust areas to get it closer to reality.
I'm down to the last little bit of adjusting and moving things.
Then I'll seperate things and start the UV work.
Sweeeet...

Much appreciation, to all...




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Old 05-19-22, 11:29 AM   #42
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Getting ready to add the steps that go down from the upper deck to the lower deck now.
Then adjusting the Roberts and McCrea Batteries area.
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Old 05-20-22, 05:09 PM   #43
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Imported the work at this point and checked it in S3D.
There's a few places I need to 'Flip Faces' but it looks good so far.

Have to say this is the 1st Misfit model I've seen in YEARS!
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Old 05-20-22, 05:12 PM   #44
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Imported the work at this point and checked it in S3D.
There's a few places I need to 'Flip Faces' but it looks good so far.

Have to say this is the 1st Misfit model I've seen in YEARS!


I spent a lot of hours gathering images and checking close to get things as real life like as possible.

I've seen several Models of this and compareing them to photos? They are NOT correct!

Here's one of the biggest areas I had to track and verify.
Photos of that area after the War show it was blown to hades!
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Last edited by Jeff-Groves; 05-20-22 at 06:43 PM.
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Old 05-21-22, 05:42 AM   #45
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Quote:
Originally Posted by Jeff-Groves View Post
Have to say this is the 1st Misfit model I've seen in YEARS!
It's a simple enough program for a simple mind like mine . I could never figure out programs like Blender.

Since it seems like Jeff-Groves has been working hard on this, I'll just stop it now and move to other stuff. My part is done already!
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