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lele

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Posts 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:

    11 Conclusion

    We hope that you will make many interesting and fun missions with this Battle Generator. Remember though, the Battle Generator, Mission Editor and Map Editor are all designed to complement one another and work together.

    By using the Battle Generator to quickly create the overall battle type including selecting the map, forces and units and then launching the Mission Editor to make more advanced tweaks you will be able to model almost any battle situation. For example, making a battle where reinforcements are sent to the player or AI forces is only possible using the Mission Editor.

    You can even use the new Map Editor to create extremely detailed historical maps and include them into all your future battles!

    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.

    Isn´t it nice when both players in MP game have the same chances to win?

    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 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.

  6. 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

    Polygon count in each subsequent LOD should be 1.7-2 times lower than in previous one. It is better to reduce poly count even more.

    Good tank model has 2000-3000 polys in LOD 0, two times less in each subsequent LOD, and less than 50 polys in last LOD.

    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.

    But to moment is just theory, because nothing modder have modeling new bridge,building,damage,defense,pavement,thing,train or trench model, all this coming from analyzing different file and read a many times units tutorial.
    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

    Logical object center for animations – ‘body’ may move, but object itself may be stationary in game logic. Used only for guns, HMGs, mortars. Transmission moves Body/Hull.
    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.)

    CollisionObject

    Format:

    CollisionObject (object name in MAX) (name used by game engine)

    Multiple CollisionObject commands are possible. It means that this collision is composite and engine will combine it from selected 3ds MAX objects. Don’t use 3ds MAX primitives like spheres and cylinders – only prominent polyhedrons. Sphere or cylinder may be used only for single (not composite) collision objects.

    No more than 7 collisions for each bone may be used!!!

    CollisionObject names are case-sensitive!!!

    Maximum collision name length is 15 symbols.

    So now coming hook point.

    Hook names we are used to build a bridge.

    ground_level

    Either one ground_level hook or exactly four ground_level_1..4 hooks are possible. They are used for model positioning on landscape. X axis aimed forward and Z axis up.
    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".

  7. 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.

  8. 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 ]

  9. 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!

  10. 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!

  11. 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.

  12. 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

    k56vsans_titre-3_copie.jpg

    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.

  13. hi!

    i hope you know modding terms.

    A bounding sphere is a sphere containing the object. In 2-D graphics, this is a circle. Bounding spheres are represented by centre and radius. They are very quick to test for collision with each other: two spheres intersect when the distance between their centres does not exceed the sum of their radii. This makes bounding spheres appropriate for objects that can move in any number of dimensions.
  14. hi, now i would make my first map, can't you me confirm, if i have succes, with map scale?

    xuevmapscale.jpg

    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

  15. hi boog2006

    mount informs the system that file system fsname is attached

    to the file tree at the directory dir. dir must already

    exist; it becomes the root name of the newly mounted file

    system. dir's contents are unaccessible until the file sys-

    tem is mounted. If the file system name is of the form

    host:path, then the file system type is assumed to be NFS.

    umount informs the system that a file system fsname, previ-

    ously mounted on dir, is removed. It does not matter whether

    the specification is the file system name or the directory

    in which that file system is being mounted.

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