Somebody had too much beer last night?
#46

spud Wrote:There are 3 hull sections for every ship. 3 superstructure parts are possible for each.

Strikes me we can do some kitbashing.

Bet we can axe the masts on the Sea Truck (yeah!). Nothing dumber looking than anchored sail boats with sails unfurled. Not to mention the pathetic sails (mizzen should be gaff rigged if up at all).

anyway... cool stuff. Much can be done simply by removing/changing FLAGS. The trawler would be a fine jap subchaser (kaibokan or subchaser) painted gray.

tater
This is great, lots of possibilities will now be open. I'm thinking MAC ship straight off the bat :?:
Reply
#47

Where do we extract this static.ini from?

[Image: sig2.gif]
TEAM PACIFIC
Reply
#48

Skunkmeister Wrote:Where do we extract this static.ini from?
From the files.sfs

The path is com/maddox/il2/objects/static.ini
Reply
#49

ClockWatcher Wrote:FC,

If you could write a tutorial on this it would be great, this is what we need for the BoB scenarios.

[Image: image014.jpg]

The ones at the front are the Chain Home RDF transmitters, about 350 ft high, the ones at the back are the recievers. We could bastardize the crane object for these, I hope!

CW

I'll make tutorial later, please tell me the number of crane object in normal FMB or it's name and section in enhanced FMB.

Here is one picture, I painted my crane in camo just to make it obviously different, is that what you want?

[Image: th_96571_radar_122_371lo.jpg]


FC
Reply
#50

FC Wrote:...would you be interested in mod for increased airstart altitude? I already have it and need to "sell" it to someone. :lol:

FC

Absolutely! The Fallen Angels are hosting a modded server, known as Warwings. We normally do ground starts, but for the smaller maps increased altitude for airstart would be a blessing. 8)
Reply
#51

FC,

What you are doing is amazing, it will open up a new field in custom objects which is something we are lacking at the moment.

[Image: objects.jpg]

Looking at the images in Normal FMB, the crane could be 3 x height original height. Is it possible to add another on top? By placing these as I have done on the right hand side it would approximate the transmitter. If we could then "lose" the jib, we have a reciever tower as well.

Lighthouses, need one that is 2 x height of 495 and one that is 3 x height of 495.

The "wall" in the background. Is it possible to modify a light house so it "floats" in the air, thereby allowing it to be placed on the wall. There is a castle somewhere in IL2 that has this factored in so it can be placed on a custom object of a hill, other wise it would "sink" into it so it was at ground level. Skins can come later.

Not sure how easy this is or if it is possible, but you are FC Wink

CW
Reply
#52

The height thing is easy:


Code:
// buildings.ini
//
//  All characteristics of "house" objects are stored in this
//  text section file.
//  Name of section in the file is same as last name in full class name
//  of corresponding object:
//    "com.maddox.il2.objects.vehicles.tanks.PzIVF2" --> "[PzIVF2]"
//    "com.maddox.il2.objects.vehicles.artillery.Artillery$ML20" --> "[ML20]"
//
// Note: comments with 'FIXME:' means "to do" tasks
//       comments with '??' marks estimated values, because real values unknown
//

// Special sections [***] must be placed in file, to
// specify starting of "submenu" -- group of objects. Inside of the section
// a parameter Title specifies name of submenu. Order of submenus (lists) will
// be same as in file.

[_ForDescriptionOfCommentsOnly_]
Title      ParkingCorner        //  Text to be appear in menu

// Model
MeshLive   3do/Tanks/M4A2/Summer/hier.him      // full filename of mesh
MeshDead   3do/Tanks/M4A2/Summer/hierD.him     // full filename of damaged mesh

// How much meters to add to height about of land's surface
AddHeightLive    0.0
AddHeightDead    0.0

// If need to set object perependicular to land's surface on slopes, then set 1,
// otherwise (perpendicular to sea surface) set 0
AlignToLand     0

// Panzer

// Body type is one of:
// WoodSmall,WoodMiddle,RockMiddle,RockBig,RockHuge,FuelSmall,FuelBig
Body                       WoodSmall

// Panzer's thickness (in meters).
Panzer                     0.05


//===========================================================================
Reply
#53

I'm really keen for some of these new objects too - I'm using a double-crane for my Chain Home, but something even specially made for it would be great.
Reply
#54

If you're talking about ship-bashing: how 'bout knocking the island of the CVE and make it a "Long Island" class? Since we're thinking out loud.
Reply
#55

What file points at the DAMAGED mesh for a given object?
Reply
#56

spud Wrote:What file points at the DAMAGED mesh for a given object?

For static objects the file is dead.sim.
Look for this line:
Code:
Mesh Dead
For other it is hier.him
For example tanker ship:
Code:
[Hull2_dmg]
Mesh Hull2_dmg
Reply
#57

Cool, I have an idea, forming in my brain....
Reply
#58

Works!

I told static.ini that MeshDead for the palm trees was a dead building that exists. I bombed them... and dead buildings sprung up!

I cannot find the palm trees to extract them...

If I can find them, I will make a copy of the regular palm mesh, and a copy of the tgas. Then I will make the TGAs damaged.

Bombing trees will make STUMPS.
Reply
#59

ClockWatcher Wrote:FC,

If you could write a tutorial on this it would be great, this is what we need for the BoB scenarios.

[Image: image014.jpg]

The ones at the front are the Chain Home RDF transmitters, about 350 ft high, the ones at the back are the recievers. We could bastardize the crane object for these, I hope!

CW

aren't the racing towers any good for that?
Reply
#60

Anyone know where the bloody palm trees live? I simply cannot find them.
Reply


Forum Jump:


Users browsing this thread: 3 Guest(s)