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Destroyed Buildings in Maps - Printable Version

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Destroyed Buildings in Maps - agracier - 15.01.2010

for a map in progress a question:

Is there a way of embedding destroyed objects into a map itself? That means making the destroyed houses, buildings etc part of the map as it loads?


- KG64_Cnopicilin - 15.01.2010

You mean to make mission making easier by removing the need of destruction brust all the time?


- agracier - 15.01.2010

KG64_Cnopicilin Wrote:You mean to make mission making easier by removing the need of destruction brust all the time?

Yes that's right.

Without revealing the map in progress for the moment, let's say that the area in question was at the time the map is supposed to be in use (1945), was already so bombed and burned that it would be very inaccurate to place intact buildings on city/urban textures ...

So I was wondering if there is any way of embedding destroyed buildings directly into the map ...

I'm also looking for a city/urban texture that could be used as a burned/bombed out urban texture to help limit the number of objects necessary ... we're talking about a very large urban area and if it were even remotely scaled to proportion with objects, would we see the frame rate plummet ...


- crazyeddie - 15.01.2010

Have not tried this but it might work.

Static.Ini. Find the object you want to show destroyed. Swap the Mesh Live and Mesh Dead around, ie take the description from the Meash Dead line and replace the Mesh Live bit with the dead object, so when it loads it loads Mesh Live but with the destroyed image.

Drawback - you loose the Mesh Live. You can overcome that by replacing one of the less used objects in the Static.Ini with the Mesh Live and Mesh Dead lines, I do it a lot and I use the many new Flag lines. However, keep in mind there might be a map you want to use where that flag is embedded in the map, so you get the object instead, but it's no big deal, there are a whole heap of unused flags in there to work with.


- zipzapp - 15.01.2010

Try this:

http://www.filefront.com/15359955/Destr ... l_V01a.exe

I published it a while ago in thread with the same question, don't know anymore where. Works with exchanging the mesh.live with the mesh.dead.


Save your static.ini, one never knows ;-)
Throw the prog to the folder where the static.ini is.
Run it.
Type in destruction level (2..100) (Roughly % of the destroyed buildings. 30 .. 40 seems to be a quite good value).
Press enter.
static.ini is saved as static.ini_org, a copy is changed with the mesh.deads.
To reset run and type in "1" (Not:" 0") and enter.

There is no way to change the inBuildings.txt, the game and/or the actor tool don't evaluate the "destroyed flag" (1 instead of 0). A java quy could change this, i assume.

Thanks for yours maps, by the way.