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Knokke

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Posts 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. Knokke,

    Still interested in doing a Market Garden thing? I'm well up for it!

    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.

  4. 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...

  5. Let the extra vehicles be caught in the next JSH mod with an executable installer, click and forget on the KISS principle.

    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.

  6. 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

  7. 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.

  8. 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

  9. 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.

  10. 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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