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- Dixiecapt - 21.02.2008

That's Crazy Cool!!!


- Dixiecapt - 21.02.2008

(double post) :oops:


- spud - 21.02.2008

How do you scale those to get em right?


- Thrud - 21.02.2008

hop on coms and i can explain.


- Thrud - 21.02.2008

scale test

[Image: scaletest.jpg]


Re: Info on Ballale and Tenekau - VFS-214_Hawk - 21.02.2008

FA_Cheech Wrote:Good info on Ballale folks. Anyone find any additional info on Tenekau (Tenekow)?


Not much

Quote: American Missions Against Tenakau

December 1, 1943
(13th AF, USN) Fighters cover dive bomber strikes on Kara and strafe targets at Tenekow.

December 13, 1943
(13th AF) Fighter escorts strafe Tenekow bivouac areas during the return flight

December 20, 1943
(13th AF) Fighters strafe Tenekow



- VFS-214_Hawk - 21.02.2008

T Wrote:scale test

[Image: scaletest.jpg]


Damnit Boy! Big Grin


- VFS-214_Hawk - 21.02.2008

You guys have coms?

Better not let me have the code! :twisted:


- spud - 21.02.2008

I'd have to find my mic, then install TS, lol.


Adding damaged objects in FMB - March_Hare009 - 21.02.2008

Spud,

I think you can add damaged objects to maps in the FMB. I did some testing with the static.ini. Essentially all you have to do is find the entry in the static.ini for the object you want to duplicate (in its "dead" form). Once you have found the object you want in the static.ini, copy the entry and scroll down to the bottom on the list and paste the entry after the last object on the list (this is to maintain the order in which we refer to the objects in their numerical form). Once that is done, you need to do two things. One; add the word "dead" to the tail end of the entry title, inside the [brackets], so the game engine does not confuse it as a duplicate entry but reads it as a new object. Two; copy the line for the objects "Meshdead" form and use it to replace the line for the objects "Meshlive" form. For testing and as an example I picked the first object on the list, object 0, which in the static.ini file is represented as:

[buildings.House$CrimeaBarnStucco]
Title CrimeaVillage_BarnStucco
MeshLive 3do/Buildings/Crimea/BarnStucco/live.sim
MeshDead 3do/Buildings/Crimea/BarnStucco/dead.sim
Body RockMiddle
Panzer 0.24

I copied this entry, scrolled down to the bottom of the list, pasted it and made the changes to the new entry as described above:

[buildings.House$CrimeaBarnStuccodead]
Title CrimeaVillage_BarnStucco
MeshLive 3do/Buildings/Crimea/BarnStucco/dead.sim
MeshDead 3do/Buildings/Crimea/BarnStucco/dead.sim
Body RockMiddle
Panzer 0.24

The entries in the file look like this:

[/img][Image: staticone.jpg][/quote]

[img][Image: statictwo.jpg]

After you save the changes to the static.ini, go into FMB and you should have a new entry that looks like this:

[/img][Image: deadstuccobarn.jpg]

Once I knew I could do this I went looking for something to mimick bomb craters for Spud. I found object 361, put it through the process described above and got this:

[img][Image: craters.jpg]

Has anyone else already discovered this little secret. I unfortunately do not have the time to convert all the objects in the list (working on my Master's thesis) but maybe someone could pick up that project. If so, I say go for it with my blessing (just maybe mention me in the credits :lol: ). ~S All![/img]


- Neil Lowe - 21.02.2008

Quote:Once I knew I could do this I went looking for something to mimick bomb craters

Great info Thx Smile

Do these "dead" objects have collision?

Cheers, Neil Smile


- FltLt HardBall - 21.02.2008

I found a mention of Tenekau:

Quote:Active patrolling by small groups from 1 Fiji Battalion began on Christmas Day in country as dense as any in the Solomons. First blood went to 2 Lieutenant N. N. MacDonald, whose patrol accounted for seven Japanese. Late in December loyal natives reported concentrations of Japanese along the north-east coast at Numa Numa and Tenekau, 40 miles across the island opposite Empress Augusta Bay, and in order to confirm these reports the battalion embarked on its most important undertaking, a reconnaissance in strength of the enemy area.

The task was allotted to a reinforced company of six officers and 198 other ranks under the command of Captain R. O. Freeman, which set out on 29 December for Ibu, a native village 30 miles beyond the perimeter and 1700 feet up in the dense forests of the Crown Prince Range. The route led along the Numa Numa Trail, which began at the Piva stream inside the perimeter and followed the gorge of the Laruma River into the mountains.

http://www.nzetc.org/tm/scholarly/tei-WH2Paci-_N88374.html


- March_Hare009 - 21.02.2008

Hi Neil,

If you mean that aircraft collide with the craters on takeoff and landing, thereby rendering said airfield untenable . . . then the answer is yes.

[Image: craterswork.jpg]


- Neil Lowe - 21.02.2008

March_Hare009 Wrote:Hi Neil,

If you mean that aircraft collide with the craters on takeoff and landing, thereby rendering said airfield untenable . . . then the answer is yes.


Grreat 8) Smile

Cheers, Neil Smile


Re: Adding damaged objects in FMB - fabianfred - 22.02.2008

March_Hare009 Wrote:Once I knew I could do this I went looking for something to mimick bomb craters for Spud. I found object 361, put it through the process described above and got this:

[img][Image: craters.jpg]

Has anyone else already discovered this little secret. I unfortunately do not have the time to convert all the objects in the list (working on my Master's thesis) but maybe someone could pick up that project. If so, I say go for it with my blessing (just maybe mention me in the credits :lol: ). ~S All![/img]

I was working on something similar.......because what we really need is the craters generated in game to have a much longer life...about an hour would be best...but no-one can find out how to do it.....so I tried to make something (an oil splash...from the destroyed oil drums) which would change into a crater when hit by a bomb/rocket/shell and would be replaced by a similar object to yours which would look like a crater..........the only trouble was it was not collideable

It doesn't matter if you have an image of a dead object as a live one...or vise versa......if it is Mesh Live...it is collideable...but if Mesh Dead...not

so using your item as an example....I changed a few things

[buildings.House$Bunker7crater]
Title Bunker7_Ja
MeshLive 3do/Buildings/Pacific/BUNKERG/dead.sim
MeshDead
AlignToLand 1
Body RockBig
Panzer 9.96

I removed the Mesh Dead image as it doesn't need one......align to land =1 so that it will follow a slope...........body and panzer changed to make it indestructible...other wise a bomb or plane exploding will destroy it and so change its attributes to Mesh Dead and it will no longer be a collideable object