Jump to content

Oudy

Members
  • Posts

    191
  • Joined

  • Last visited

Everything posted by Oudy

  1. Stoppelhopser Yes, you can randomize troops. The difficulty is they all have to be set up and placed in advance. You can then script which sets of units or armies to use. Take a look at my Yanovo campaign if you want to see an example of it. It puts a lot of work on the scenario builder. Oudy
  2. Thanks Sneaksie The guide is great. I had deduced the purpose of a number of the mats but not all. I have a question, though, does the model have to be done in 3dMax or can you use GMax or another (cheaper) 3d program? Oudy
  3. Thank you very much for your kind words nachinus. It really means a lot. I have been pulling together material for a campaign but have been swamped with work currently. Hopefully, I'll be able to get back to it soon. Oudy
  4. Very nice Boog Looking forward to it. Oudy
  5. Boog2006 You have to be sure to modify the following files: units.utf8 guns.utf8 EncyclopaediaCont.xml filesid.ini Hope that helps Oudy
  6. Boog2006 and SlapHappy I've figured out how to make the Garand and any other semi-automatic rifle work without the bolt animation. There is good news and bad news. The good news is after you set up a semiauto section in your animation tables, all you have to do to get guns to use it is change the "AnimType rfl" to "AnimType semiauto" in the \data\items\weapons\usa\m1_garand\unit.ini file. The bad news is that it is fairly complicated to set up the semiauto section in the animation tables. The general way you do it is as follows Add a line to the animator.rc file: semiauto AimExtendSwitchTable Then in the Smesh HumansTables.ini copy the whole [rfl] section and past it at the bottom. Rename it [semiauto]. now you need to find all of the animation numbers that refer to shooting, and there are a few of them. I played with the stay_shoot_rfl.ani animation which was number 77. For each of the shooting animations you must then go to the animation file in \models\Human\sk_0\ and delete out most of the animations. I ended up only keeping two frames. This file I renamed stay_shoot_semiaut.ani. You then have to add this line to the end of the SMesh\animations.ini file and figure out what line number it is. That is the number you replace the original 77 with in the HumansTables.ini. Finally, you have to add this new number to the end of the Markers.ini file after copying and pasting the section 77. Once you've done this for every shooting position then you will have the correct animations for the Garand. I'm guessing there are at least four different animation changes to make, possibly more. I used the excel animation table that I posted with my Faq over at Cmmods.com to tell the numbers to change. I also discovered that the table headers come from the Human.rc file. The States are the lines going down and the Commands are the columns going across. If someone is ambitious enough to try to do the whole thing I'll be happy to answer any questions. Oudy
  7. I've uploaded my four mods (PzIIG, PzIVF1, SdKfz 251/10, and Sherman Firefly) to http://www.cmmods.com These mods requires JoneSoft Generic Mod Enabler (JSGME) which can be found here: http://www.users.on.net/~jscones/software/products.html There are several ways you can install the mods but the easiest is as follows. If you are installing all four mods and have no other mods on your system. (do not use this method if you have other mods already installed. You must then use the manual method as outlined in the instructions in the zips.) EASY INSTALLATION INSTRUCTIONS 1. Download the five zips (including Combined Common Files.zip.) 2. Unzip to a safe directory not in TOW. 3. Copy the Mod Name directories (ie. Oudy - PzIVF1) into the MODS directory in TOW (but not the Common Files directory if you are downloading all four) 4. Copy the Common Files directory from the Combined_Common_Files_zip into the MODS directory. 5. Activate them in JSGME and you should be good to go. Until an automated system is created this is simplest way to install mods. Please, Please, Please, before installing the mods read fully the "Installation Instructions.pdf" in the zips. As always use at your own risk. Oudy
  8. frtylicks The link to JoneSoft Generic Mod Enabler(JSGME) is in the first post in this topic. Just look up. Oudy
  9. Very interesting rofl. Very interesting indeed. You are using the British "T" with the US numbering. I hadn't thought of switching the mats and tga files. I was trying to make the msh files work, and finally gave up. I think I can make it work with the British "T" and the British numbers, now that I see how you got it to work. Thanks for the tip rofl. Oudy
  10. Thanks for all of your hard work and testing HawkerT, I really appreciate it. Dr. Jones, I'm glad to hear you are working on a more automated system for installing mods. Currently, I put all of the common files into a mod directory so you can install or uninstall individual mods, but the user is required to append some files. I would love to help you out with your project. I'm going to release my mods so those who aren't intimidated by a little work can use them, but we really need an automated system and I would be willing to redo my mods into whatever format you develop. Thanks Dr. Jones, FinnN, HawkerT, and Mueller72 for all of your help. Oudy
  11. Rofl Thanks for the info. I'll check to see if I can get it to work on the Firefly. Oudy
  12. rofl How did you get the british markings correct? I played around with it for my Firefly but the front and back numbers were about 5 feet in front and back of the tank? I didn't spend too much time on it, but I wasn't able to get the front and back serial numbers to disappear. Oudy
  13. HawkerT You have mail, and thanks for offering to help. Mueller72 Since you are familiar with JSGME I would love your feedback as well. So, if you would like to test the files before they go live, let me know. Oudy
  14. Since returning home yesterday, I've been working on putting my four mods into the correct format for distribution. The method I've developed with the help of FinnN and HawkerT is outlined below. I'm using the JoneSoft Generic Mod Enabler. (JSGME). This seems to be a fairly common program for installing mods and can be found here: http://www.users.on.net/~jscones/software/products.html Because for each mod you install there are files unique to that unit as well as files that are shared in common with other mods, I have included with each mod two different directories to be installed in the mod folder. The first is the name of the mod and the second is the Common Files. 1. Unit Name. (For example, "Oudy - PzIIIG"). This directory is the name of the mod and contains the unique data and mesh files for the unit. 2. Common Files. This directory contains all of the files that are shared in common by all of your mods and that have to be modified whenever you add a new mod. These files include filesid.ini, TankTables.ini, units.utf8 etc. Hopefully, until there is a more automated system other modders will follow this same format because there can be only one each of these common files such as filesid.ini in the TOW directory. I am going to include a "Combined Common Files" download that will have all of the common files for my four mods included. That way people won't have to manually modify any files. As soon as the mods have been tested to ensure I didn't make any mistakes I'll upload them to Cmmods. Oudy
  15. I'm certain that SlapHappy is correct in saying that the basic data like penetration values of the guns and armor values of the tanks are taken from the .ini files in the \data\ directory. These are the same values that appear in the encyclopedia. However, how the game calculates the chance to hit or penetrate is something that only 1C knows. Those calculations are not available in the .SFS files, but are probably within the .exe files. I would like to give a hearty thanks to Rune for the data he presented to 1C and Battlefront. For as many weapons, units, and ammunition that are modeled in the game the data is pretty darn good. If you look hard enough, you can always find a few places where the data seems to have been fudged or is questionable, but on the whole the data is very good. Thanks also to SlapHappy, who is daily uncovering more of the mysteries of TOW. Oudy
  16. Fify Cal' When I release the final version, it will be with JSGMC so there shouldn't be so much moving of files. There is no way to use the new tank without creating a new mission. I have started a mission using it, which I'll try to complete once I get home. Thanks for your comments Oudy
  17. Thanks Jard. As for the camo scheme on the barrel. I did the best I could but I'm no expert in photoshop. To make the gun look correct I had to add the skin from the PzIVC (which is where the gun mesh is from) and recolor the gun part. Once I located the gun area of the skin I then added the camo (largely by cutting and pasting from the PzIVF1 skin. However, you can see that my skills in photoshop are largely that of a hack and that if someone wanted to do a better job, I would be more than happy to let them. You can now understand why I never tried to reskin a plane in Il-2. When I rework the installation instruction I'll upload the unit. Thanks again for all of the input from the testers. Oudy
  18. Thank you very much for your comments Frans This my first time working with JSGME and needless to say my understanding of how it works is less than perfect. I didn't know about the documentation file (very nice feature) or that it doesn't actually delete the original files (which is also very neat). This is exactly the type of feedback I was hoping for. I also like your idea for a common mod with the files that are appended. I was trying to figure out how one would do this. I believe that FinnN is working on a way to further automate the process but for now I'll distribute this mod the way you suggested. ps. I didn't extract the SFS data into my TOW directory, but I've manually moved many files in and out of it to make the mods. It is truly amazing how many files go into creating just one unit. It gives me great respect for all of the work that 1C and Battlefront have done to make this game. Oudy
  19. Double Veteran I saw that quote myself, but I am reluctant to place too much credibility on answers.com or wikipedia.com. I tell my students not to use it, so I better not. I looked through a couple of the books I have on the shermans, but they weren't much help. It would be nice to get some kind of consensus on the Firefly Rate of fire before I release that mod. Oudy
  20. I started with the filelist.txt file that came with an earlier version of the extractor to which FinnN and I added some additional entries. I grabbed the ones I did with Microsoft's Process Monitor and saved them as a .csv file which could be read in excel. Then I merged them in Excel and took out all of the duplicates and copied the entries into notepad. If you have a lot of .xml symbols, the easiest thing to do is copy the data into Word and do a number of search and replaces to get rid of them then save it as a .txt file. Hope that helps Oudy
  21. Drawde79 I've not found much data on rates of fire or reload time for tanks. I'll defer to those who know more about this than I. I strongly think that there is a difference between theoretical rates of fire and effective sustained rates of fire. I can't imagine that any gun or tank could keep up the maximum rate of fire for very long. For one, they would run out of ammo very quickly. Secondly, many guns would overheat if lots of shells were fired too quickly. Oudy
  22. By the way take a look at the sherman and panther and tiger I reload data. Sorry for the bad formatting. Tank/gun/reload time m4_(sherman) 75mm_M3 6.5 6.5 m4a1_(sherman) 75mm_M3 6.5 6.5 m4a2_76_w_(sherman) 76mm_M1A1 6.5 6.5 m4a2_(sherman)75mm_M3 6.5 6.5 m4a3_76_w_(sherman) 76mm_M1A1 6.5 6.5 sherman_vc_(firefly) 76_2mm_17pdr_Mk2 4 4 pz_vg_(panther) 75mm_KwK_42_L70 6.5 6.5 pz_vie_(tiger_i) 88mm_KwK_36_L56 7.6 7.6 The shermans and panthers reload at the same speed while the Firefly is faster. The tiger is a bit slower to load than all the rest. I would, in particular like to know what a realistic rate of fire would be for the Firefly since it is supposed to be slower than the other shermans. Anyway, just throwing this out for discussion. Oudy
  23. Drawde79 I have seen examples of gun data that seem a bit off so I wouldn't be surprised if there were other inaccuracies. These data might have been massaged for play balance, who knows. But problems are very easy to change; just alter a couple of numbers in a text file and you're done. Hopefully, we can get a general collection of data irregularities when they are spotted. So, if you find something that is incorrect or seems incorrect please post it so that the community can look at it and figure out if it is accurate or not. In this way we can all help make TOW more historically accurate. By the way most of the data seems to be quite good. But there are a few anomalies. Oudy
  24. Mueller72 I'm using JSGME for at least part of the installation for my mods. FinnN has been very helpful in showing me how to get everything set up correctly. I use JSGME to copy the two main directories for the new mod. It does that very easily. However there are 7 other files that have to be modified. Accordingly they cannot be included in the JSGME install because if you uninstall the mod you will delete those files, which you need for other mods. These are the files that have to be modified for my PzIVF1 mod. 1. \Ai\Animator\Tank.rc Append one line to the end of this file. The mesh number must be unique and sequential. 2. \Ai\Animator\HMesh\TankTables.ini Append one line to the end of this file. 3. \Ai\Animator\SMesh\TankTables.ini Append two lines to the end of this file. These first three files control the animations for the new tank including things like gun recoil and crew escaping a damaged tank. 4. \data\local\en\encdescription_tanks.utf8 These lines should be inserted between the PzIVC and PzIVF2. 5. \data\local\en\units.utf8 These lines should be inserted between the PzIVC and PzIVF2. 6. \data\settings\EncyclopaediaCont.xml This line should be inserted between the PzIVC and PzIVF2. These next three files are needed to get the unit to show up in the encyclopedia. 7. \data\settings\filesid.ini Append one line to the end of this file. It must be a unique number and it must be sequential. For example, if the last number in your filesid.ini file is "2189 voices_camera_2" then your next number will be 2190. This file is necessary to make the game recognize any new unit or item. Since the item numbers need to be unique and sequential it make it a little tricky to automate. If you remove a mod that isn't the last number all of the other mods that you added after it must be renumbered. FinnN is going to work on automating the process a bit more but I'm putting this information up so anyone who has the interest or inclination to figure out a better install process can do so. My big worry is that people may mess up manual installations or that modders may not be clear about their instructions. This could affect their other mods and possibly the game itself. Fortunately, to fix the problems all you have to do is delete the modded directories since they only overwrite the original files which are inside the .SFS files and are not changed by mods. Oudy P.S. If the manual or semi-manual method for installing mods proves too difficult, I'll hold off distributing my mods until a more automated system is created. I don't want people cursing me because their game doesn't run.
×
×
  • Create New...