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Oudy

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Posts posted by Oudy

  1. I have finished pulling together the files and writing the instructions for my first mod, the PzIVF1 with the short-barreled 75mm gun.

    Because there is no automated way yet to install mods, there is a bit of manual copying of files. I would love to have several people volunteer to test the mod to make sure it works and that you can follow the install instructions. If all goes smoothly, I'll release the mod to the general group.

    I have included all of the files and a .pdf instruction sheet.

    If you are interested please let me know and give me your e-mail. If this mod works, I have three more almost ready to go.

    Thanks

    Oudy

  2. I just wanted to publicly thank dmg for helping me figure out a problem I was having with the Map Editor. I sent him an e-mail, which was quickly answered and after a short e-mail exchange, the problem was solved.

    I am very much impressed with the customer support from both Battlefront and 1C. It is good to see they care about their customers.

    Again thanks

    Oudy

  3. FinnN

    I agree fully. There is a lot of tweaking that can be done to make the game more realistic. I've found a number of inconsistencies in the gun and armor data that are just crying out for adjustment. One example is in the 50mm_kwk_38_l42.ini file. It has the same penetration rating as the long barreled gun.

    I'm just waiting till someone tackles the AI scripts. Here's an example...good luck.

    </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> // ****************

    // HUMAN SCRIPT AI

    // ****************

    //#include <car.sce>

    #include <tank.sce>

    #include <artillery.sce>

    #include <construction.sce>

    Activities

    {

    // Basis activities

    ActAggressiveForwardMoving { Task SetFlag Navigation TARGET

    Task NavSetAggressive AGGRESSIVE

    Task NavSetDir FORWARD

    Task SetFlag Movement ABSENCE

    Task SetFlag TankCrew EXAMINATION

    Task NavRecommended FREE } </pre>

  4. SlapHappy

    Yes, I've looked at the file, but I haven't tried to fiddle with it or figure it out. No Russian language skills here either (just funny google). Since there are no heavy forests, no way to enter buildings, or hide behind walls, I think the visibility model is fairly good. On the other hand it would be nice to have some heavy forests, walls and buildings for cover.

    I have yet to look at the map editor (I'll do so soon) so I don't really know what you can do with it yet. Maybe people will develop some tricks for creating cover.

    I think that mission designers will have to take advantage of the strengths of the game and try to minimize its weaknesses when creating missions and campaigns. The most popular missions will probably end up being those that play to the game's strengths.

    Oudy

  5. FinnN,

    I think that the way the chart works is that the game picks a random number within that range. For a novice gunlayer the game randomly picks a number between 1-19. Generally I've found it tends to be toward the higher range. This can be tested easily by making a novice crew and checking the ability for each crewman.

    Oudy

  6. Wokelly

    Because the map sizes are so small, the only practical way to flank is by using the topography of the ground. Pick maps with lots of undulation. Then you can have some flanking.

    Placing enemy units to take advantage of terrain is definitely time consuming. You have to test and test and test.

    I'm looking forward to seeing what kind of missions you make.

    Oudy

  7. ShiftZ

    When you run it for the first time you have to set the MissionEditor directory in your main TOW directory and then a download directory which can be anywhere. I wouldn't make it in my TOW directory though. That way the program knows where to find the SFS files and where to extract them to.

    After setting the directories exit the extractor and restart it.

    Hope this helps

    Oudy

  8. ShiftZ

    When you run it for the first time you have to set the MissionEditor directory in your main TOW directory and then a download directory which can be anywhere. I wouldn't make it in my TOW directory though. That way the program knows where to find the SFS files and where to extract them to.

    After setting the directories exit the extractor and restart it.

    Hope this helps

    Oudy

  9. I have uploaded some files related to modding at www.cmmods.com

    The first is an updated filelist.txt to be used with Dr. Jones's wonderful extractor. The extractor has a base set of files it downloads but by adding entries into the filelist.txt you can increase the number of files it extracts. Please don't download this file unless you have some familiarity with Dr. Jones's extractor.

    The second file is my TOW Modding faq. It includes information about how to get started modding TOW. I will be adding to it as time permits. I also included in the zip an Excel file that has the Animation Tables laid out. If you add a new unit you may need to modify these tables and the file will help you.

    I will try to answer questions, but I'll be away for a bit over the next few weeks.

    I hope these files help others who are interested in modding. I'll be uploading my Firefly, Pz.IVF1, Pz.IIIG, and SdKfz251/10 mods very shortly.

    Oudy

  10. I have uploaded some files related to modding at www.cmmods.com

    The first is an updated filelist.txt to be used with Dr. Jones's wonderful extractor. The extractor has a base set of files it downloads but by adding entries into the filelist.txt you can increase the number of files it extracts. Please don't download this file unless you have some familiarity with Dr. Jones's extractor.

    The second file is my TOW Modding faq. It includes information about how to get started modding TOW. I will be adding to it as time permits. I also included in the zip an Excel file that has the Animation Tables laid out. If you add a new unit you may need to modify these tables and the file will help you.

    I will try to answer questions, but I'll be away for a bit over the next few weeks.

    I hope these files help others who are interested in modding. I'll be uploading my Firefly, Pz.IVF1, Pz.IIIG, and SdKfz251/10 mods very shortly.

    Oudy

  11. Here are some updated shots with correct mapping of the skins. :D

    First the SdKfz 251/10

    984244-84a.jpg

    984247-7a8.jpg

    And an in-game shot.

    984248-fbd.jpg

    And finally here's an updated Firefly for the Firefly fans. Note, no clipping in the gun.

    983834-b69.jpg

    All the best

    Oudy

  12. rofl

    Inside the main TOW directory you create the correct directory structure and copy the changed files there. They will overwrite the originals or add new ones. Delete the files and the modded units are gone. And the 251/22 could be added just like I did the 251/10.

    SlapHappy

    I hope that someone will figure out the best way to distribute modded units so that people don't have to do it manually.

  13. After much hair-pulling and frustration, I finally figured out how to add a SdKfz 251/10 with a 37mm gun. It's all SlapHappy's fault; he made me do it. ;)

    The unit looks pretty good and works perfectly in-game. There is a little clipping with the crew, but without major fiddling with animation coordinates, it's good enough for government work.

    Here are a couple of pics.

    974843-8c2.jpg

    974844-010.jpg

  14. Skin files are linked to season and the year. Some countries have more skin versions. Looking at the Pz.IV it has 2 summer and 1 winter skin. Summer skin1 is used 19.03.1942 31.10.1942 and summer skin 2 is used from 1938-45 minus the 1942 dates. By the way winter skins go from Nov. 1 to March 31.

    Theoretically it is possible to add new skins and divisional markings, but it is a lot more difficult than skinning in Il-2 for various reasons. It involves much more than just putting a new skin file in the directory. The main question is whether the juice is worth the squeeze.

    Oudy

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