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Knokke

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Everything posted by Knokke

  1. It's pretty strange that your buildings shows both intact and destroyed version at the same time. My ToW1 buildings are displaying correctly in ToW2. Does this happen only with the hier.him type of houses? By the way, I'm still stuck with the problem of the ModPack german hier.him buildings (german houses) not showing in the editor while the Berlin mono.sim buildings are displaying correctly. Tartari, did you managed to have them working, or do you still have the same problem? And thanks for helping me get rid of the djebels and sirrocco from my Grave map. My skycube was not working because I saved it in the wrong format (DXT3 instead of DXT5)
  2. @Tartari I've been trying to backtrack why I'm able to see all the ToW1 statics in ToW2 (both mono.sim and hier.him) I believe it is because I've added a directory 3dobj/environment/building/shared/ with textures fund.tga, fund_1.tga and fund_2.tga inside. This should be enough to allow all ToW1 building using theses *.mat files to show in the game. (my texture is just a 16x16 pixel green texture - it could be anything) For the objects from the modpack not showing, this is probably also a mat file problem. The fund.mat, fund_1.mat and fund_2.mat are existing, but the material is deactivated in the *.msh files by a //, so this should not be the cause. Also, the textures are true tga, not dds files renamed as tga (but converting them to dds with mipmaps and renamed as tga doesn't change anything, the building is not showing in the editor. I didn't check yet in detail if the mat files are set properly, but they seems to be correct.
  3. Tartari, maybe it's possible to use the shader of the static fartrees as a starting point for creating the shader for the other trees? whaow! you've to tell me why mine is not working!!! I can't stand anymore seing the river Maas surrounded by djebels
  4. now we only need to know how to use a new skycube texture for european theatre, and how to write a shader for the trees shadows
  5. More than ever. I'm working hard on it, but there are so many things to do still. At the moment, I'm doing a lot of modelling, because I need a lot of static objects to make the maps as realistic as I can. So, I didn't start doing any mission yet; I'm only modeling the landmarks I need for my Grave map (this is a test map to see if I 'm able do do what I want). I'm still banging my head against a brick wall, as there are a few problems I didn't solve yet, but I don't want to stop, and I'll do what is needed to succeed Next step is to do a working bunker, and then, fully working buidings(at the moment, I've only one building "a la Tow1"). So, still a lot to be done; I'm only at the beginning. I'm not even thinking about a campaign: only one map, as it was in 1944. I've found a lot of documentation about the place in the 40s, maps, postcards, aerial recon photographs, so I want to make it as exact as possible.
  6. I'll pack the thing nicely and put it on my FTP, and provide you a link a bit later when all is ready (need to make an american texture for the Horsa).
  7. @ Tartari & Gnasher: Are you guys still working on this project? I've finished importing in ToW my Horsa glider. if you're still working on this campaign, it is available to you. There are several versions: a crashed one, an intact one, and one with the tail detached and the ramp downed for downloading cargo. I'm planning to do a Waco to, but didn't start working on it yet.
  8. just a side note: the button "report this link" is not easy to find in the repository pages; I heve tried to find it in the past to report a problem, but was unable to find it
  9. you should check the textures of the panthers: there is one missing probably (the yellow texture appears when the game can't find a texture file that a model is using)
  10. The air attacks in ToW are working just like the off-map artillery support: the player click on the map on the location he would like the air support to take place. After a while (time depending on missions settings), ground attack aircraft arrive on the scene and starts attacking the targets they can see. That means they might not attack exactly the target you had choosen (it could have moved, or it could be that some others targets are in the area). after a while, when their ammo is expended, the airplanes return to their base, waiting for an other call (if there is any available). The same airplanes will be available for a later strike: if one of them has been shot down, one a/c less will return. Modding ToW2 to the Viet-Nam era should be possible, theoretically. But this would be a tremendous amount of work, as every units, maps, static objects, etc... would have to be created from the ground up. As for tunnels and Medevac, it's an other story...
  11. Sneaksie had already asked permission for the JSH mod to include the Typhoon in their next release; I hope this would happen, since the installation would be less painful for the users. I do believe that the Typhoon is a bit too efficient in game against heavier armor, even if most of the time the target is only damaged. It was difficult to aim with the RP-3 rockets, and it seems that the Typhoons destroyed far less tanks in Normandy than was first believed. So the stats of the plane in game might benefit from some improvements; also I didn't managed to have the a/c fire only two rockets at a time; it can only fire a 8 rockets salvo. I don't know what standard practice was, but from war time footage, I would say that the pilot would release the rockets two at a time. For the soft targets, it is a waste to release the whole load in one shot.
  12. Not for this particular object. I was able to import a few files of the type hier.him, but still have trouble with the mono.sim type. I'll try with the cnv.bat command file. I'm a bit puzzled with the house.ms script at the moment, because it seems not to recognize every names (only ground_level and Infantry hooks names seems to be valid). It's the same with the collision objects names, the script would not accept names like xbridge_d0_? and xbar_dam0_? as valid collision names (if I keep the names like Collision?_x0y0_dam0 for the bridges, the collision will not work in game, as the names xbridge_d0_? and xbar_dam0_? are needed for the collision to work properly). I was also expecting the script to accept objects with names like dummy?? to use with bones having more than 7 collisions, but I have to create an object named x0y0_dam1_l0 instead. That's not really a problem, since the generated hier.mcn file can be edited to alter the names, but it is a bit confusing. Also, for some object types, like bridges, the house.ms script is asking for shadow objects and collision objects of the type c_x0y0_dam? that are not really needed. I have to create theses objects in Max, or the script would not generate the mesh0000.tse file, but i'm deleting their sections in the mcn file afterward. This looks strange, as the *.mcn files in the Mod Pack seems to be generated with the same script (even if it is an older version), and don't have objects and collision names that the script is requesting. Have theses files been edited manually? some screenshots of my new static objects: http://pigeonh.free.fr/ToW/maaskade-1.jpg http://pigeonh.free.fr/ToW/maaskade-2.jpg http://pigeonh.free.fr/ToW/maaskade-3.jpg
  13. By the way, it would have been nice to have an utility to compress the file back to the original format after editing the farmaintex.tga and MainTex.tga, as it would save a lot of space. Anyone one knows of a way of doing this? IMFviewer can only convert the file to TGA, but not the opposite.
  14. Or get rid of vista's User Access Control.
  15. ckeck if there is a folder with the name of your mission inside the ToW2/Missions/SINGLE_MISSIONS directory. You should be able to access the mission (if you didn't forget to save it) by launching ToW and going to the battle menu.
  16. You and your wife have done a very good job! congratulations.
  17. It could be related to the StaticTypePreset.ini file: I noticed that some presets have been changed a bit in ToW2 ([House_Brick_Big], for example) perhaps we need to create two presets for the [House_Brick_Big]: one for ToW1 and one for ToW2 since the buildings are not working the same way in the two versions: for example, Eligibleforcover True should not work with a ToW1 object.
  18. But as for me, I'm lost... I have the problem exactly opposite of yours: the statics of type hier.him don't show up. Argh!!!
  19. check your private messages, Tartari: I've sent a link to the files
  20. Not a bad idea. Shall I send you the files, Tartari?
  21. Are the new buildings still on your map when you re-open the map editor? Did you open the actors.statics file in notepad, to check if the buildings are still there when you save your map? I makes me think that it could be related with the problem I've with one of my map: nothing is saved when I edit something I doubt this is the case, you would probably have noticed it. I'm puzzled with this one. I have no idea why it is working for me and not for the others. Let's see if LeLynx has more success. If not, I might as well try to do the job - though it would greatly slow my own projects -Knokke
  22. I'm not sure aboutthat, i didn't test it yet. But they should, as some of the buildings have a destructed model. Maybe not all of them are destructible, as some are alredy destroyed
  23. ???? How comes? I have no problem at all seing the static mono.sim objects, and I have made nothing special except adding the correct line in the static.ini file. Besides, for me it work both on ToW1 and ToW2
  24. More details: It seems the problem is with the BoundBox: the BoundBox entry and assciated values is missing from any hier.him files and mono.sim file generated. I have succeeded to import models in the game and they appear to behave normaly in the map editor. I haven't tested it in a mission, though, after having added the missing BoundBox line and the corresponding values by hand in the hier.him files and mono.sim files.
  25. Tartari, I tested the Air_ministry mono.sim building in ToW1, and it is working. I added the following lines in the static.ini: [***] Title !germany_berlin_mono [buildings.House$Air_ministry] Title Air_ministry MeshLive 3dobj/environment/buildings/ger/Air_ministry/mono.sim MeshDead 3dobj/environment/buildings/ger/Air_ministry/mono.sim Preset House_Brick_Frail Which specific buildings do you have a problem with?
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