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lele

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Everything posted by lele

  1. hi, to make new units, so skin, you should go to CMMODS, register, and download into TOW section "TOW Modding Faq 1.02 By Oudy" this is tutorial we explain what modder would make to change, nationality skin, or create new tank by changing different parts of tanks.
  2. and many gun caliber have can shoot historical range at 2000 meter, but on this distance, it was really unsure to hit target. Table done this distance, because target into game is set by game engine, but historical gun was set by men. So each shoot make un set a bit original setting on gun. Or why think you, that each gun should have many number of shell? Think you that was add 138 Gun shell, for that gun crew hit 138 Tank? A gun is don't sniper.
  3. hi lelynx, TypesAi.tga is picture, so don't possible to edit it with notepad! it possible to open with hex editor, nothing notepad. or what extention have you'r file? (use you patch 1.10 version)? this can be possible, because i talk here from old version.
  4. hi Mukavamedia, don't have you read documentation help about battle generator? because is specified: so this explain it, that battle generator, make easy mission and thus speadly, but battle generator is just light version to sister utility mission editor. So use mission editor in fall you would add special set. i think no! because, you should think so as general, and this don't would make battle, we chance to win are 50/50 because chance are too low . 50/50 chances type, whas used in medieval war,but by modern war each general have make strategy to win with best chance. by normandy battle, IKE know, if it would win battle, it have need to have aerial superiority, and it have. By russian theatre june 1941 german luftwaffe have kill 1200 plane in first day of war, so this have make that german have win strongest advance, and russian people have lost many tank, troops units. but 1942 at Stalingrad, this whas turn point. Russian don't have attack the center of Stalingrad , we whas strongs german units, but have attack on flank side, by romanian and italian force. (Romanian and italian force has low force, bad material, and low moral)and this Stavka know it. And on final attack to Berlin. Russian force whas 2000 000 strong, german 250 000, aviation russian has 10x more air force as german, and russian has used 27 000 artillery to support attack. This is all war strategy! why think you that by historical battle, allied force have each time send air attack plane, to attack tiger tank and other heavy strong post? because to don't make attack to 50/50% chance. But if you like medieval war type, this is another kind.
  5. hi Miguel B., Sneaksie have translate all info we need modder to modify units in a file. You should read this: http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000040 here Sneaksie have anounce what modder need to read, so read it before.
  6. rofl can't you read you'r email box, because i have you send it other question.
  7. hi rofl, after i analyze different map this done result: TypeAi.tga = copy of area from MainTex.tga map (maintex.tga = near area, combat area....) but don't contain any texture. and don't contain Rivers or Water representation, just color representation of difference between different field type, and road. So ground field type "so as type of potatoes culture" emplacement is colored in Black color. emplacement of grass field is represent by green color. And wheat culture emplacement is represent by Orange color. And Road have 2 color representation: Light Brown color = secondary road type And grayed color is representation of Main road.
  8. Hi, so after i have compare it different file, i think i can done this information about modeling under 3ds other 3d model. All model for game Tow should are build as LOD "Level of Detail" Model. What is LOD? to better understand LOD, you should just know this example of number face per parts:but number don't is used into TOW. (Exponential Scaling) * LOD 0 <= 500 tri's. * LOD 1 <= 2000 * LOD 2 <= 4000 * LOD 3 <= 8000 * LOD 4 <16000>16000 (Quadratic Scaling) * LOD 0 <= 500 tri's. * LOD 1 <= 2000 * LOD 2 <= 4500 * LOD 3 <= 8000 * LOD 4 <= 12500 * LOD 5 <18000>18000 so this is self if Lod is used by picture: * LOD 1 128x128 * LOD 2 256x256 * LOD 3 512x512 * LOD 4 1024x1024 * LOD 5 and up having multiple 1024x1024 textures But by Tow engine, The Lod system is reverse. So LOD0 contain max number of face and minimum is on last LOD parts, so model can are build with 3 LOD or larger model with 4-5 LOD. And so the number of face be dependent, on Number of LOD we is used to build model, so example, if by tank unit tutorial is explain, that Because M6 sample units, have around 14600 faces. But here with this 14600 faces the amount don't contain face number from Two sphere "visibility and collision object sphere". So after this little explanation, over themas LOD i can start to explain possibility to modeling other 3d Object. Bridge category: Small bridge category consist of: C_Sphere V_sphere 1st part called "Center" (don't rename with other name, otherwise game engine don't know and return error, or conversion to msh file is nothing done). 2nd parts called "c_x0y0_dam0" 3rd parts called "x0y0_dam0" "Center" this is explain in units tutorials So here we know that Bones Center is used in Bridge modeling as main part. x0y0_dam0 is parent to Center part (this part contain Lod0,1,2,3 c_x0y0_dam0 is parent to Center part and contain as sub object: CollisionObject x_bridge_d0_1 CollisionObject x_bar_dam0_1 CollisionObject x_bar_dam0_2 (I think is possibility that name of parts contain "C_" would explain contain collision object, and normal parts don't contain collision object.) So now coming hook point. Hook names we are used to build a bridge. ground_level But here hook point, i think hook point is to add on bridge support, and this last is to add on "Center" parts. But now, it unknown,what is use "if infantry should pass over this bridge, or if another special hooks,or bone name we are used by this type of object".
  9. Hi fana, and sorry that i don't have answer, to moment, i search self different info, and i know just that model needed are to make in multiple parts,real number of parts is unknown,but contain a complete version of house, and "x number" of damage house. To moment is unknown hierarchy name used with this bunker and house model, but this category is same, it give a difference between modeling a category house and a normal 3d units! but so we i have see it, house category contain same as a 3d units tank or another, contain the 2 same sphere, "AABB sphere" Sorry but Axis bound box sphere sound better as "collision object detection" word we is used in units tutorial, but is exactly same. And to moment don't exist tutorial to making a house category model.
  10. Hi it possible to know, what need a modder to make to create a new house or bunker model? because, in tutorial is explain on tank unit, but nothing explain if house model have special settings or special bones, or special annimation!!! thank's
  11. hi, would you create completly new building, or just make a new model with a original building?
  12. hi rofl, question: have you look if after you have make rotation,if bridge landing on road area? Or this can coming, from bridge should are correspond to 90° angular rotation, so long that bridge not is positioned on correct angular value, so long time, don't is possible to pass with tank or infantry. so 90,180,270 and 360° +-1° don't permit to pass! but here should sneaksie answer because this should are better know! coming this with new editor or without patch? or try to make bridge a bit longer in length, and make control, if after this are make, you add a bit rotation on new modified bridge, if the problem is solve. [ February 20, 2008, 04:48 PM: Message edited by: lele ]
  13. hi, you'r unit should are convert but you should read this before! http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000040
  14. thank's sneaksie to avoid this about previous version, so if you explain all old standard maps are replaced with new, this explain it that all missions where created by old generator need to are updade is this correct? so JSM Mod need are updade im fall this whas created by old generator, or all old other existing mod we are created by old generator should are updade,so i don't need to finish fully my new maps under photoshop, so long that i don't have my new patch!
  15. okey, but old map this patch know as format, or need mapper we have map with old engine, to modify on new structure?
  16. ok,many thank's sneaksie, can't you me answer just this question? And new builder engine, from patch, need this have changing between old map from first version, and with this new update? so should i draw same quantity of maps, by comparaison to old version and new update with patch?
  17. hi, i been under make my first map, so creating by drawing under photoshop (farmaintex.tga and Maintex.tga) qo for this it people here, whe can me explain, what should use as basic color to each texture to create a map under photoshop? i have compare with original map, rivers use a grey color is this correct? Or is this be a dependency of wheather term? Rain wheather have this more a darkly color? I don't have view representation of railway on map, is this don't need? thank's to any help!
  18. hi, sure Mcalhau that i have heard this history, but i have just say, that for me is unknow why gamer would use each time game engine from ww2 game, to make scenario from after ww2! and 1948 is after ww2 end. to moment, many modder don't realy know funtion of normal game engine, so make full new modification before all is know, this should done many knowledge.
  19. hi! i don't know why each time, gamer would use blitzkrieg thema game engine, to make cold war or ww3 campaign! why you don't use a cold war or ww3 game engine to make you'r campaign?
  20. hi, i don't be sure, that you understand all here. because imf viewer, permit to save file to jpg format, or dds format and to other "i don't be sure", but nothing gif format. picture on left side = converted picture under photoshop picture on rigt side = Imf utility software now use in first time imf viewer to open you'r file and save it in another format, if you like jpg, use than jpg, but jpg lost quality from picture.
  21. okey, i have it compare with another map, and result done all is ok! so i can start draw my map!! so map containt just terrain, river and road! (this map)
  22. hi, now i would make my first map, can't you me confirm, if i have succes, with map scale? so here i compare it, with a original map! my project make real good size, 2048x2048 pixel! and so if i compare it, with this original map, i can identify that mainroad width have same pixel width, and secondary road have any same width! so my scale factor between original map is correct or should i make any other modification? here i use this map to make draw road, and water! but, here to starting step,can't you me done advice? should i start, with main road,water, or what should i draw to first element?? thank's
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