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prlugo

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Everything posted by prlugo

  1. there are many info files in theatre of war repository. To convert models to max you can use mshconverter .
  2. I have same problem with windows xp 64bit I already tried the 64bit compatible version in repository but it doesn't work.
  3. Some units name are missing in the units.utf8 files (data\local\ ) . You can open it with notepad ( it's a text file ), and add new units.
  4. I tried to export from 3dsmax with static object plugin but there was an error message and i don't know how it could be modified to work properly. A problem with mshconverter is that the prog rotate the model so you must change rotation and scale setup and it's quite a mess with textures, collisions, hooks etc.
  5. If you are referring to the post "new infantry". I'm still here . I agree with Knokke. We miss some passages in the infantry modding process. I tried to mod italian infantry models for tow2. I imported 3d file and textures in 3dsmax8. I modified an american helmet shape and i created an italian round classic second war helmet then i attached it to an italian soldier model without helmet which i previously created. Quite all textures fit correctly except helmet textures. I created helmet textures with photoshop and gimp ( another image program ) and pasted them on the texture .tga file of the italian soldier. My result is here [img=http://img442.imageshack.us/img442/151/immaginern.th.jpg] . Now the frustrating part... there isn't a 3dsmax plugin to export models and textures to msh game files, so i tried with mshconverter but without success. This is a synthesis of what i did. If you need specific help i'm here. About tow1 infantry modding i tried to create italian soldier but if i remember well some files are missing or maybe the 3d msh file is "incomplete" ( nocollisions etc). So if you have romanian uniform textures and a complete 3d msh file model you should create the unit, but if you need to modify the 3d model with 3dsmax you could have trouble in exporting in msh format. About infantry weapons if you don't have to create a new one is a quite simple work.
  6. Very useful . Tnx Knokke. Now we miss only infantry modding, but we need a plugin for 3dsmax from 1C guys. Your work for the community is priceless.
  7. I agree with many points in this thread. 1 Better AI : Infantry should stop "attack" or "storm" more easily and in automatic if there are too many casualties and wounded. "Stop attack" means that men don't advance , they take cover and fire from a secure position. In this situation if they take more casualties they can start to retreat slowly keeping firing. More casualties : they can route to your first secure and covered position (this could be a bit dificult). All this would be related to morale , experience and officers. 2 Better cover , entrenchment and sand bags "power" . A soldier lying down should be much less visible ( expecially for tanks ) and more protected from explosions and fire . Entrenchment cover and sand bags should boost morale and defence more than now (it's too easy to clean enemy defence position) . Bunkers should be more resistent against artillery, tanks and aviation ( quite indistructibles ) . Bunkers were often "cleaned" (sorry) by infantry. 3 Sniper question : snipers are overpowered . they are a bit too accurate and defenders are too "stupid" to take cover. 4 Artillery is too vulnerable against howitzers and snipers also if entrenched. howitzers are too accurate and artillery crew is blocked in their positions . They should take cover in near trenches( maybe with a command or in automatic ) if under howitzer fire or if attacked by a sniper and quikly return to the gun if tanks are sighted or under a magior infantry attack. ( also the Kamikaze officer ). 5 In the game trenches, bunkers sand bags position are known so the artillery , aviation work is too easy. They should appear and disappear like units if not in sight. I know some point are hard to realize but this is my idea to improve infantry. P.S. Can you release a guide to mod infantry. Or only a plugin for 3dsmax to export infantry models in msh format? P.S. Sorry for my english
  8. prlugo

    Mods?

    There aren't other mods available . In my mission http://www.battlefront.com/community/showthread.php?t=89467 I added 2 new weapons ( rifle grenade launcher and g41w from kursk), italian pz4 ( fantasy creation ) an italian sniper and italian tank crew. The mini mod work with version 1.3 and i don't know if it works with centauro. About your question : i don't know why there are so few mods. The game is quite easy to mod ( there are many info files and utilities ) .
  9. You can make your own filelist. I used Procmon .
  10. When i exported the 3ds file from the original msh file (before 3dsmax work) my "save options" setup was: U offset 0 V offset -1 U scale 1 V scale -1 (It was an help info from guys of the balance mod) In 3dsmax all textures maps were in the right place but not for the msh converter. I think i must re-tresform the model but i don't know how to set the save options in msh converter. Any suggestions?
  11. mm too difficult for me . Tnx anyway . Maybe with another script for 3dsmax , like those for vehicles and houses... With Msh converter there's a prob with textures,maps . They don't fit correctly. The model seems a "ghost" .
  12. Tnx Knokke. How can i create manually a mcn file for an infantry model? What's the right shape of collisions? That is the shape i see when i open original body.msh with mshconverter.
  13. Is there a way to import maps/ textures/skins coordinates from the msh file to 3dsmax? "Unwrap" is too long ...
  14. It's a tow2 ita infantry model. The helmet is different but collisions are the same of the original model (MSHCONV) Another question: What's the faster way to fix skins to the model ?
  15. Eh eh it's not my fault . You must ask 1C for the stange collisions shape.
  16. I found a way to create a new model in msh converter. It has collisions and hooks A few questions : the file msh is the text version not the binary version. Does it work in the game? What are mtl files in my model directory?
  17. The fileid.ini is not complete. All the new units aren't in the fileid.ini .
  18. This is my idea... This kind of prob is usually linked to a "writing error" . In the ini there's a space between the number ( 4039 ) and the line ( data\units etc ) Be sure that this space is "respected". A useful method is to copy a whole line ( 145 data\units etc ) and only after that modify the number and the words. Control also if at the end of your new line: "4039 data/units/romanian/romania_solder_summer" there aren't "strange blanc spaces" translated after your line press canc once or twice. Now my negative experience :I tried to create a new italian model in TOW2 ( A soldier with the classic metal italian helmet) I could create the new model with 3dmax but the prob for me is the passage from the 3ds files to msh in the mshconverter. I lose all collisions and hooks, so i tried to add them manually from another msh file ( the game ita soldier body.msh) but no way , collisions and hooks are all in wrong and strange positions. Another prob is the skin of the model. I thought that with only a little different part of the model ( the helmet ) the old ita skin could fit ( and maybe i can modify the tga dds file after that ) but i think there's somthing wrong cos it doesn't work.
  19. prlugo

    Kursk '43

    Your computer need hight spec to play tow_kursk. (Even compared to tow2 africa ). There's a unit limit in missions and i think that it's not linked to your pc performances.
  20. Are there problems with my release ? Is mission too difficult ?
  21. I have a problem with a trigger in my new mission. I must command a group of 3 tankmen (all drivers) to enter in 3 different tanks. This is my trigger : label tankr label tankd Delay ( 2000 ) SetWorkArmy ( Army , 2 ) Set @Vill4 = GetNUnitsinArea ( ARMY , 2 , HUMAN , "Village4" , NO_PANIC ) Set @car = GetNUnitsinArea ( ARMY , 2 , HUMAN , "tanks" , NO_PANIC ) If ( @Vill4 < 4 ) Then ReinforcementLand ( Group , "TankDriver" ) delay ( 500 ) RunCommand ( Group , "TankDriver" , Move , RECT , "tanks" ) If ( @car > 0 ) Then delay ( 500 ) RunCommand ( GROUP , " TankDriver" , IN_CREW , UNIT , 139 ) RunCommand ( GROUP , " TankDriver" , IN_CREW , UNIT , 143 ) RunCommand ( GROUP , " TankDriver" , IN_CREW , UNIT , 147 ) else goto tankr endif else goto tankd endif Halt 3 drivers move to the rect but they don't enter in tanks. Tnx
  22. I made a filelist.txt ( a bad one ) . It's valid with Tow2 africa and kursk demo. If someone is interested ...
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