Jump to content

Knokke

Members
  • Posts

    482
  • Joined

  • Last visited

Everything posted by Knokke

  1. The error message of the House.ms plug-in is "normal": the script accept only a few names for some objects (for example, a mono.sim type of object accept only names according to the following convention: ground_level, x0y0_dam0_l? for the main mesh and lods, shadow_x0y0_dam0, collision_x0y0_dam0 or collision?_x0y0_dam0 if there is more than one collision. Obviously, this is the reason why all kinds of error messages will pop-up when anything is named differently. The trick to export something anyway is to conform to this names convention. For example: for a ToW2 enterable house, the script will not accept hooks with names like h_door01 and shoot_??. In order to export my building models, I have to use the names window??, window??_d and window??_x0y0_dam0 instead. When the script recognize all the names, the model will export correctly. I simply have to edit the resulting msh file in notepad to delete the window??_d and window??_x0y0_dam0 objects, and replace the window?? names with h_door?? and shoot??. So it should be possible to export a soldier model as a static object by renaming all the objects in the 3DSmax file to whatever will be accepted by the script. The problem with the orientation matrix is a bit more complicated for someone like me who hate mathematics. I suspect that the problem with incorrect rotation of the hook and/or collision objects for the soldiers in mshconverter is only in the orientation matrix, and not in the textures coordinates nor 3D coordinates of the model. the trial and error method (changing the 0 and 1 of the oriention in the matrix) should be able to solve the problem, but this is really a pain for me. It should be no problem with someone with at least some knowledge in mathematics (I hate myself, there.... ) Also, there shoud be the possibility to reorient the offending part by hand in 3DSmax.
  2. I believe that there might be a possibility to create soldiers model without having the proper plug-in. I should be possible to export any soldier 3D model created in 3DSMax in msh format just as if it was a static object (it means that the visual of the soldier could be taken from this file - 3D coordinates, UV, ect). Needless to say that the soldier's resulting *.msh will not work as is (collisions, hooks and bones would have nothing to do with thoses of a soldier). But if it's possible to save one of the default soldiers in text/msh format with MshConverter, there might be a way to combine the two files to create a new soldier (replacing the 3D coordinates, faces, UV info from one file in the other). This way, we might be able to reuse the existing soldier "skeleton" -hooks and collisions and simply replace the part of the file describing the visual appearance of the soldier. There might be some skinning problem though (by this I mean the weighting of the vertices on the skeleton - not the textures) Quite a daunting task, but it might be possible.
  3. I'll try to help as much as I can, but don't expect too much, as what you're trying to do is really the most difficult thing to mod in the game due to our lack of understanding of the way to create soldiers. First thing you have to do is to use the SFSExtractor utility to extract the default game files (textures, models and configuration files) from the data.sfs and 3dobj.sfs files (they're currently stored in these files, so you can't see them unless you retrieve them with the extractor. Next, you'll have to recreate the same file structure in the main game folder as in the SFS files. Once you've extracted the SFS files in a temporary directory (I use a SFS_extracted_files folder in /MissionEditor to store the extracted files), you'll find inside this folder a models/Human/sk_0/Ger/ directory containing all the german type of troops in their own folders. The one you're interested in will be the Ger_solder_1943_afrika folder containing the 3D model, mat files and texture files of the german soldiers. You have to create in ToW2 main game folder the same kind of folders structure for your romanian soldiers (the difference being that you'll name the Ger_solder_1943_afrika something like Romania_Solder_Summer instead). You'll have to do the same thing with the other files needed for the infantry (configuration files for detachments, names, ranks, awards....etc) The next step will be to replace each default files of the german soldier by new ones you created yourself - replace the german award pictures by romanian award pictures for example. The first obvious step would be to replace the german 3D model of the soldier by a romanian one. That's where things become very complicated (maybe even impossible). The files in the Mega Mod Pack where created for ToW, not ToW2, so they might not be compatible sthraight from the pack - I never tested, so I've no idea. I suspect this will work only for ToW because of the heads textures (but it might work without, I don't know). To replace the textures and mat files would be easy and sthraightforward: replace default ones with the ones of the romanian soldier in the mod pack. The next step would be to replace the 3D model of the German africa soldier by the romanian one (simply use the romanian mesh file instaead of th german one). Again, I've no idea if this would work because the mesh files might not be compatible with ToW2. It might work for ToW, though. Try to replace only one file at a time and see if it works before replacing the next file, to help find where the problem comes from if the file is not working. To conclude: I would not advise someone beginning modding for ToW or ToW2 to start with things as complicated as a soldier model. The chances are very high that you'll hit your head against a brick wall, and get quickly discouraged. It would be better to start to work on a much simpler undertaking like a static object or support airplane untill you have a perfect understanding of the procedures involved in adding new units to the game. Even creating a brand new vehicle seems easier to me than creating new infantry models. Once you've created a static object, you'll have a much clearer view of what needs to be done to create other units. You'll not feel discouraged, having achieved already something, and will have learned a lot. What you have learned will allow you to attempt something much more complicated with at least some chances of success. Be aware that you'll need to be extremly stubborn for this (I spent some 6 month of trials and failures before I was able to create my first new unit for ToW successfully. That gives you an idea of how stubborn you'll need to be ;-)
  4. There is no smart pause in the first ToW game.
  5. If you tell them to stand up, or kneel, it doesn't mean that they'll always stand up or be kneeling. This will only give the squad a "prefered stance". If they're shoot at, or if they see danger, of course they'll go prone. But they'll try to resume their prefered stance as soon as they think they're out of danger. Soldiers given an order to assault a trench with the kneeling stance selected might find themselves under such heavy fire that when the first casualties occurs, they'll go prone, and the momentum of the assault will be broken. You dont have to control the stance of every single soldier individualy (unless you want to); you simply give the whole squad a prefered stance.
  6. I agree with you; we need some help from 1C for the infantry. I've not explored yet all the aspects of the tools we have at our disposition, and never attempted to make a soldier model, busy that i'm with my buildings, but it seems to me that we don't have all the tools to create them. It would be nice if 1C could give us some help. I'll have to do paratrooper models once I'm through with my buildings.
  7. This use of the attack button is documented in Kursk 1943, but the explanation is very short and its easy to miss it and remember only the targeting part of what this button is doing. As for the tanks killing the infantry from long range even when in trenches and or buildings: It seems that infantry having received the order to ambush and hold position will be less easily spotted by tank crews (I've experienced that they start to be shot at only when the tanks are much closer - about one hundred meter or much closer). If not, they'll keep moving from one fire position to the others when inside buildings, and will be more visible. If not given an ambush order, they'll start firing and be even more easily discovered. Also, the infantry trying to hide from tanks will be more easily spotted depending on a number of other factors, mainly related to morale: if several tanks are moving toward the soldiers positions, their morale will start to drop (the more so if they don't have AT weapons, if there is no command squad in the vicinity, if they see their anti-tank assets being destroyed). Once they become restless, they'll start to move away from the threat, even with the hold position button on, and they'll start to be decimated. The best tactic is to have your troops positioned in ambush in places where the tanks will be able to fire only from close range (buildings located at the border of a builded area being the worst choice). Try to position your guns in places where the tanks can't get them from long range (for example, in a street where they'll remain hidden untill a tank present its flank to the gun). This means your gun, even smaller caliber ones will be more effective at close range, and will not be killed from long range - unless the ennemy decide to launch an artillery bombardment of the area). A command squad in the vicinity of your guns, hidden in a place where they can't be shot at (a building surrounded by other buildings) will boost the morale both of AT gun crews and infantry hidden in nearby buildings to ambush tanks with AT grenades. Its a good practice to have some infantry near the guns acting as replacement crew if needs be, but most importantly, to protect the guns from closing ennemy infantry. If your soldiers with AT grenades have good scouting skills, all the more the better (less likely to be spotted and better at attacking unnoticed) Also, at least in Kursk 1943, I've noticed that the ennemy sometimes target places where they suspect your presence (could be related to the spotting imprecision: icons of troops only heard of briefly seen will sometime be displayed a a place near their actual position). I've had several instances where ennemy ground attack planes where dropping their bombs at places where none of my troops or vehicles where located. It could be that tanks are "sniping" your soldiers inside buildings because they decide to fire at the building even if they can't see your troops. This would need to be confirmed by the devellopers, because I can't remember having read something like that in the manual. I suspect the tanks are targeting your guys because they've poor scouting skills, and their location (even approximative) is known by ennemy infantry progressing along the tanks, or by the tanks themselves. The mud buildings are a good protection only against small arm fire, and anyone inside a building will probably die if an explosive shell is landed on it. Anyway, the best protection against tanks is not to be seen, so position is the key to this: never place anyone where they can be shot at from long range while they're defenseless. Of course, for spotting purpose and to monitor the progression of ennemy troops, it is necessary to have a few spotters hidden in places where they have a good field of view. But these should have a good scouting rank to remain undetected as much as possible). Position in defilade are the best; you can't be easily flanked, and any one coming inside your fire zone will be in trouble. Especially usefull for HMG, light machinegunners, snipers, AT guns.
  8. About infantry: Since I've discovered (thanks to Sneaksie) that there was more than the two obvious ways (move button and assault button) to give the order to move to an infantry squad , I've found there was a lot of improvement in the number of my soldiers who survive an engagement: selecting the squad and clicking the fire button, then clicking on a spot on the ground where you want your squad to move is the way to go. Before, I was using the assault button instead, and the little pixel soldiers would die more easily. Assault button should be used only to do a short rush toward an ennemy position, because your guys will try to get there as fast as they can, throwing caution away. Using the fire button instead to give move orders will make the pixel troopers on the look out for ennemy soldiers. They'll move more carefully, and will stop their careless progression immediately if they spot an ennemy, instead of keeping rushing forward, firing on the move. Those with a line of fire will start shooting, while the other will try to get a clear shot by moving toward the ennemy cautiously. Of course, if your pixel troopers get caught in the open by tanks, or find themselves in the middle of a 105mm howitzer barrage, they'll meet their end nonetheless. I noticed that with this more cautious movement, they're able to survive a lot more easily, and are much more useful as "spotters" for your armored carriers, guns or tanks. Also they're less likely to run into the ennemy and behave like if they where hesitating to shoot, move, or fight hands to hands. Using this trick in a mission created with the mission generator, I lost only two troopers trying to capture the ennemy trenches, and I needed my tanks only once, to kill a tank destroyer. The infantry was able to kill the crew of one antitank gun and one flak gun without losing more than two men. I might have been lucky, but that was a departure from the higher losses I'd become used to. I've noticed one "problem" once though with this way of moving troops: some soldiers I gave the order to advance with the fire button, where located in a building. Being aware of an ennemy near them, they refused to move and prefered to wait protected inside the building. I had to give them the assault order to make them moving, or they would have stayed in the building and would have been overun by the advancing ennemy troops.
  9. Tartari, checking your Filesid.ini against mine, I noticed that there is a line in my file that is missing from yours: 92 data/units/human/ger/sniper_afrika Is the sniper no longer available in your games? is it a "bug" of the balance mod, or is it an obsolete unit?
  10. As to the halftracks, it was my mistake: they're sometime available, sometime not. I was probably unlucky the first few times I played with the mission generator.
  11. I would like to know if the time limit for the missions created in the mission generator is only an option in the final game (a type of game with limited time), or if all the missions will have this feature? I sure hope one can have the choice of unlimited time. I've just made the experience that being forced to rush toward the ennemy lines while under heavy air attack because of the time limit is really a frustrating experience. I sure would like to have the possibility to take the time to hide my vehicles under the trees while there is an air attack going on, waiting till the ennemy aircraft leave the area before starting to move again. Those Sturmovik are nasty, but it seems to improve survability a lot to hide tanks and vehicles in the midst of vegetation. It's even fun to wait when they pass above, not knowing if they'll notice something and drop some nasty surprise.
  12. I guess the "space" separating the number and the path itself should be a "Tabulation" and not a "space".
  13. if you see a red bar under the icon of your men, it means they're panicking and you can't control them anymore: they'll stop obeying your orders and will try to head away from the danger zone. Most of the time, they'll get killed while trying to escape. You can check the status of the soldier by selecting it and looking at its info card: the part stating what he's doing will indicate "panicking". This is happening when the poor guy is subjected to intense fire, or sees a lot of his comrades killed. If there is a command squad in the vicinity, it will help the troopers to remain calm longer by boosting their morale. If the squad leader is killed, or worse, if he starts panicking himself, chance are that the men in his command radius will suffer a big loss in morale and will start panicking themselves. The higher rank the commander of the squad has, the larger is the area of influence. A lieutenant will have only a small area surrounding him, while a colonel will be able the encompass a much larger area.
  14. maybe this have something to do with your drivers?
  15. I totally agree with that. What makes smartpause troublesome is the fact that we have to move back the camera to its previous position each time someone dies. This would never have been a problem if the camera would go back automatically to it's original position after showing where the loss occured. An other feature that would be nice in my opinion, is the possibilty to move the camera simply by double clicking on a spot on the ground the focus the view toward the spot selected.
  16. Well, I don't agree with you. there were problems in ToW Afrika 43 demo too. But they were corrected in the final product, and it turned out that it was a lot more optimized than the demo version. A demo is just a demo. So I'm sure things will be more polished in the future. As to your opinion about Russian company, Russian product... it shows only prejudice against the Russians. 1C has made something like Il-2/forgotten battle. It should be quite obvious to anyone that they're able do make great games.
  17. I disabled Vista's User Access Control a long time ago, so I didn't expect this to be the problem. I've launched the demo with the administration option on to make sure, and it appears that now the mission generator is working perfectly... i'm "liking" Vista more and more each time. Thanks a lot for the suggestion, Nikki. By the way, the loadouts in the mission generator seems a bit strange to me: selecting "mechanized infantry" in the options, it appears that one can't select halftrack to go with the infantry. I'm not to worried about the loadouts though, as it's probably only a limitation of the demo (and if it should be the same in the final product, it is probably not going to be very difficult to add/modify default loadouts by editing a text file in the game).
  18. I can run the tutorial mission without problem. I t runs very smooth, even if my hardware is starting to be a bit old (Vista 32 Dual core 2Ghz with 2Gb RAM & Nvidia 8600M GS with 512Mb RAM). Same goes for the Russian and German mission. But when I create a mission with the mission generator, I'm unable to play it: when the mission launch, the game quits to desktop. I understand that i'm "a little bit" short in memory, but I'm surprised that the missions created by the mission generator would not work when everything else is. Any idea what could be the reason?
  19. This comes from the size of the pathfinding cells: sometimes, a building door is located between two pathfinding cells, and this makes the door unaccessible. There might be a simple workaround in the mission editor; making sure that the entrance is located right on top of a pathfinding cell, but depending on the building orientation, there might be some problems. The only answer to make sure the entrance inside buildings is always possible would be to make the doors a bit larger (or at least the collision shapes located each side of the door should be a bit further apart, enough so that there will always be a pathfinding cell giving acces inside).
  20. An easy way to do that would be to assign the same group number to both the squad and the lonely trooper that you want to attach to the group (Ctrl + number to define a new group - just select the number you assigned on the keyboard to select the group again)
  21. @ Tartari: I use the same kind of trick when it looks like there is a high chance of friendly fire; only, i switch the "fire" button to "do not fire" mode. I think your trick is better, as you don't have to allow your troops to fire again after they finished their move (they will start to fire again on their own when they've completed their move order). I don't really understand this. I would be expecting my troops to start firing at the ground spot I designated if they've line of fire or move toward that spot until they've line of fire, then start to fire at the designated spot. This seems to have several drawbacks: waste of ammunition (unit firing at an empty spot) and loss of stealth (my units positions will become known to the enemy as the sound of their shooting would make them noticeable) I've noticed indeed that the infantry has better survivability when it attacks a ground spot rather than a target directly in one particular instance: I had two soldiers with AT grenades close to an ennemy halftrack that was decimating my infantry ambushed in buildings. The first soldier l ordered to attack with selecting the AT grenade as its primary weapon and clicking the fire button on the halftrack. He assaulted the ennemy vehicle by rushing forward, but was spotted and killed outright by the machine gunner. The second soldier, I ordered to throw its AT grenade at the halftrack by targeting a ground spot under it. He indeed advanced more cautiously than the first one by sneaking untill the vehicle was in range, and made a perfect throw and destroyed the halftrack. At the time, I just thought that it was either a result of one of the guys being more experienced, or just pure luck. Also, I've an other question/comment regarding targeting a ground spot. I'm often giving the order to a squad to start firing at a spot where I suspect ennemy might be hiding, in the hope that the bullet landing near them will force them to move to cover and hopefully make them reveal themselves. Would this be effective, or am I just dreaming? This is also useful to take down ennemy who have revealed their position, but that you don't see anymore. I've been able to attack At gun hiding in bushes successfully like this by hitting the crew with MG fire, even if I didn't have line of sight. That's also usefull for attacking infantry that's trying to hide.
  22. @ Paulverisor64: If you play on "normal" level, the ennemy will not have any advantage over your troops. It is the most realist mode, in the sense that neither your units, nor the enney have a boost to their morale and skill levels. In novice mode, your troops will be at an advantage, wether in veteran mode, the ennemy troops will be boosted in comparison to your own.
  23. The russian demo is available since a few month back. I don't remember the link, but searching this forum will give you the answer. You can also find files to translate the demo to english.
  24. I also would like to have an explanation about it. Many times I've the feeling that nothing is saved. I've some trouble understanding what the menu "tools -> recalc auto PFS cells" do. The menu "View -> recalc pathfinding cells" is usefull for recalculating the PFS cells in case you move a building from its initial position and would like to see the resulting PFS cells without having to save/exit/reload the map.
×
×
  • Create New...