Ideas thread.
#16

fabianfred Wrote:your NAAFI wagon replaces the US Bus...how can we get it as an extra?



I just made a new folder -



#:\'46\Mods\BuildingsTextures\3do\Buildings\VehicleExtras\Bus_NAAFI

Copied 3 versions of the Bus folder from "#\'46\Mods\CarsTextures\3do\Cars\Bus"

Add these lines to "static.ini"

static.ini Wrote:// ++++++++++++++++++++Extra Vehicles +++++++++++++++++++


[buildings.House$Bus_NAAFI]
Title Bus_NAAFI
MeshLive 3do/Buildings/VehicleExtras/Bus_NAAFI/live.sim
MeshDead 3do/Buildings/VehicleExtras/Bus_NAAFI/dead.sim
AlignToLand 1
Body FuelSmall
Panzer 0.008


[buildings.House$RAF_Bus]
Title RAF_Bus
MeshLive 3do/Buildings/VehicleExtras/RAF_Bus/live.sim
MeshDead 3do/Buildings/VehicleExtras/RAF_Bus/dead.sim
AlignToLand 1
Body FuelSmall
Panzer 0.008


[buildings.House$US_Bus]
Title US_Bus
MeshLive 3do/Buildings/VehicleExtras/US_Bus/live.sim
MeshDead 3do/Buildings/VehicleExtras/US_Bus/dead.sim
AlignToLand 1
Body FuelSmall
Panzer 0.008

Rename the copied folders as per the name in static.ini

Now you can use any skin version with the original folder in CarsTextures

Beauty is you can have as many variants as you like now.


For switching skins of moving vehicles you may prefer this way as it would be a simpler way of switching scenery etc. for different campaigns and theatres (small .bat file).-

Change the skin name in the .mat file and have any desired skin variant in the folder.

[Image: skinmat1.jpg]
Reply
#17

fabianfred Wrote:
CKY_86 Wrote:Nice thread Big Grin

A few ideas from me:

1. The new troop objects, could they be cloned a few times with different heights added to them, this could also be applied to other objects such as flak (flak towers Wink).

2. The destroyed model of static aircraft, is it possible the models could be copied or cloned & added to the objects list?

That's all I can think of at the mo :lol:, but I hope it lights a few bulbs Big Grin

1. you should be able to do this yourself quite easily....just cut and paste in the static.ini file

2. not sure if stationary aircraft/objects can be imported into the Objects menu

[Image: 2604200811-21-48.jpg]

this is done just with this...


[buildings.House$Human_06a]
Title Human_06a
MeshLive 3do/Buildings/addobjects/Human_06/live.sim
MeshDead 3do/Buildings/addobjects/Human_06/dead.sim
AlignToLand 0
AddHeightLive 3.5
AddHeightDead 3.5
Body FuelSmall
Panzer 0.005

fabianfred, I bow down to you. I had no idea it was that easy to raise & lower the height of an object. Thank you so much mate Big Grin
Reply
#18

Thanks Fishsneaky for telling me how to add the vehicles as Objects......

...and is there a way to clone the actual moving Vehicles???

BTW those are some mean looking 'chopped' BSA's 8)
Reply
#19

fabianfred Wrote:?

BTW those are some mean looking 'chopped' BSA's 8)

LOL wish they were real Sad

Someone like NC who did the ship pack may have info on how to do the moving Objects, but probably best to wait till a batch of skins is ready.
Reply
#20

Anyone got the skin files for the Barrels? they really need a reskin Confusedhock:
Reply
#21

Phas3e Wrote:Anyone got the skin files for the Barrels? they really need a reskin Confusedhock:


Theyre in the "Textures for skinners "DL.

economy skins with these obj. Wink don't expect too much.

Mods\BuildingsTextures\3do\Buildings\Airdrome\BarrelBlock1 - for .mat etc

\Mods\BuildingsTextures\3do\Buildings\Airdrome\Textures -for skin
Reply
#22

low grade gif demo of wheel animation. - still WIP

[Image: wheelsani.gif]
Reply
#23

Someone remind me to look at the windmill skins :wink:
[Image: Proptxl_anim.gif]
Reply
#24

Bloody hell! Confusedhock: Big Grin
Reply
#25

Interestinger and interestinger...... Confusedhock: Big Grin Big Grin
You guys have got me modding the english language as well... :wink:
Reply
#26

Well, this ones not possible due to the model ,except for a "Composite" maybe as a "prop" (as in properties) for movies.

Checking the settings for Alpha channels in the .mat. some background objects disappear others don't.

Could do with a reference section for the .mat files once things are known for sure.

Heres what I've observed so far:- If you know more please pitch in.
Quote:[General]
tfDoubleSide 1 // none observed
tfShouldSort 1 //applies shadow from mat
[Layer0]
tfBlend 1 // 0= no alpha
tfNoWriteZ 1 //transparent to background ob
tfDepthOffset 0
tfTranspBorder 0
tfTestZEqual 0 //1 makes invisible - shadow only

[Image: Millalphatest1.gif]
Reply
#27

Neat stuff you and fabianfred are doing, fusneaky!

@ff, so by changing the numbers on the AdHeightLive and AddHeightDead lines I can build an honest to god flak tower? I'll try that tonight!
Reply
#28

The animated windmill is great 'sneaky... You know, if the 'blades' were solid and spinning it would still look the snizzel Wink

You're a real guru with this stuff dude Smile
Reply
#29

Thx, can't animate the windmill as a single object but if I can find a suitable building and figure the alpha settings to "dissapear" the blades without affecting background it could be a runner.
Reply
#30

Keep at it...the Force is strong with you, young Fisneaky... :lol: :lol: Cry
Reply


Forum Jump:


Users browsing this thread: 18 Guest(s)