Skinning target marker as crater object - Need help!
#1

Perhaps some of the resident wizards can help me. I'm trying to locate the tga name of the white dive bombing target marker so that I might clone it and produce a selection of crater textures for around airfields and the like. Below is the entry from the static.ini but it doesn't mention the tga name. I wasn't able to extract the DBmbTargetRing either Cry

If anyone is able to help, it'd be very much appreciated! :wink:

[buildings.House$DBmbTargetRing]
Title TargetPracticeThing
MeshLive 3do/Buildings/Furniture/DBmbTargetRing/mono.sim
MeshDead 3do/Buildings/Furniture/DBmbTargetRing/mono.sim
AlignToLand 1
Body WoodSmall
Panzer 0.025




[Image: v1site.jpg]
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#2

I didn't know there was a target practice ring...
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#3

Yep. Looks like this:

[Image: grab0000-13.jpg]

You could skin it as all kind of things. Big Grin
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#4

Nevermind. I took a wild stab in the dark and made a file called Target.tga.....It worked! Big Grin
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#5

Mmmm, bugger....

The original tga must just comprise of one quarter of the target marker skin. This then just gets repeated to make up the whole thing. When you put a crater on it the thing gets repeated four times with the built in shadow getting displayed radially. Not good! Cry

[Image: grab0001-6.jpg]
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#6

First steps made...nice Bee!

S!
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#7

Use the image edge to divide the crater into quarters. That way, when the game arranges the 4 pieces around the center of the object, you will have a single crater at the center of the current target ring.

Then just create several clones of the traget marker and replace the .tgas with a variety of different craters.
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#8

Keep at it Bee, great idea.
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#9

Fantastic Idea and Looks Great So far!

Keep at it!

*****
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#10

does any one know how to make these craters bigger? i think that the size of the crater is determined by the size of the weapon, there is only 1 crater tga and no matter how big you make it, it is still the same size. That looks fantastic and the gears and cogs in my head are turning all ready with what we can do with them. Just would like a larger one for the 1000lb/2000lb bombs and the SCs
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#11

Not having a grasp on all this yet.....Can "new" objects not be made (added)?....I ask as I wonder why you would want to alter an object (assuming you take up the same name/placement after).

K2
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#12

Billfish Wrote:Not having a grasp on all this yet.....Can "new" objects not be made (added)?....I ask as I wonder why you would want to alter an object (assuming you take up the same name/placement after).

K2

I don't know for sure but my guess is it would be far easier to repaint and existing rarely used object than to import a new object into the game, and then have to not only have the new object added as a mod but the necessary mod to allow for the new imported object (like the new slot airplanes work).
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#13

I work about this object for my hangar mod v2.0.

Bee : have exact line in filetext to extract all files about this target ?

I have :
3do/Buildings/Furniture/DBmbTargetRing/mono.sim
3do/Buildings/Furniture/DBmbTargetRing/body.msh

But in what file 3DO.SFS find I these files ?

THX
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#14

It's actually pretty easy to clone an existing object and then alter the clone.

Step 1)

Use SFS extractor to find the files needed for the object you want to clone. Extract them and place them in (Using an airdrome object, such as a hangar or control tower, as an example):

Quote:YOURIL-2FOLDER/MODS/"whatever folder you want"/3do/Buildings/Airdrome/"folder for your object"

NOTE: Change the "Airdrome" portion to whatever building type your object belongs to. It could be an Industrial, Furniture, Pacific, etc. I suggest you use the Map Mod Full Mission Builder
to figure out where to put your object. Each object already in the game is assigned a subtype. You should try to match your object with its appropriate subtype.

Step 2) Edit the files to your heart's desire, say changing the skin of a headquarters to add your squadron's emblem or designation. Save the files as the original file name so that you save over the ones you extracted from the sfs files in the root Il-2 folder ( Program Files/Il-2 Sturmovik/ etc..).

Step 3) Open your Static.ini and add an entry for your object. You can do this by copying an entry for a similar object, like another hangar, and replacing certain things with information specific to your object.

Example: Here's a hangar object which was already added by LAL_RONE:
Quote:[buildings.House$Hangar_beton_vieux]
Title Hangar_beton_vieux
MeshLive 3do/Buildings/Industrial/Hangar_beton_vieux/live.sim
MeshDead 3do/Buildings/Industrial/Hangar_beton_vieux/dead.sim
Body RockBig
Panzer 0.34

All you need to do is change the entries I have highlighted in red to correspond to your object. So, change the first and second portions to the name of your object and then change the third and forth lines to reflect the location of your object's files within the MODS folder (you do not need to include any folder name before the 3do folder, only change what is in red).


Now, I've never actually done any of this, but I'm pretty certain this is all that is needed if you are only changing a texture. Anyone else out there who knows more on the subject, please correct me or add to what I've said if I've missed something or messed something up.
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#15

+ 1. All is telling !

No more to clone an object.

Be careful, you need all files to clone an object : (dead, live, mat, tga ...).
If a file is missing, new object doesn't operate.
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