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#3486577 - 01/03/12 07:04 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
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Loc: Cape Charles, Virginia, USA
Thanks Per, I appreciate the compliment.




Now, what is the reason for the frontline models?

Maybe an example would help me envision how they're used.
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#3486585 - 01/03/12 07:16 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
MrJelly Offline
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Quote:
Hi Tony.

I cleared some space in my PM's so any messages should now get through.




wink
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#3486611 - 01/03/12 07:59 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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#3486722 - 01/03/12 10:10 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
MrJelly Offline
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I was referring to your SimHQ box- it is much easier to post pics here and they do not have the inbox-outbox-sent folders like the Gen.

wink Jel
_________________________
Install 1.28E (XP/Vista/Win7) and fly online or off with it.

The best EAW online games are at GameRanger:
http://www.gameranger.com/


Downloads from my site:
My new webpage

Teamspeak 3 channel: 62.48.74.45:8769

Now you can join a running game, and even use a second controller smile


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#3487214 - 01/04/12 06:02 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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Edited by Col. Gibbon (01/06/12 01:35 PM)
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#3487446 - 01/04/12 12:13 PM Re: New 256 Tmods list for discussion. [Re: Rotton50]
Knegel Offline
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Registered: 08/14/01
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Originally Posted By: Rotton50
Thanks Per, I appreciate the compliment.




Now, what is the reason for the frontline models?

Maybe an example would help me envision how they're used.

Hi,

the reason is that the eaw code itself support just a truck, there is no allied or axis truck, same goes for all MGOs and soldiers, but not the tanks. But we had just one tank type per side, to get a variation we had to exid the game and load the wanted skin.

With much work we could have implemented mgos for every side, but then backwardcompatibility would have been lost in an extreme way.
My simple solution is the frontline related tmod system. Additionelly to the mgos, as side effect, by this we can safe tmod slots for targets which never change the frontline. For example the church in London and Berlin can use the same tmod but look total different.
The by far more interesting option are the real frontline tmod skins. This skins only get used when the tmod is close to the frontline(around 1000m) . By this a french farm can look like a normal Farm in 1942, but in 1944, if its close to the frontline, there can be tank and cannons on it. Same can be done to trees etc. And so the frontline never will be empty, like it is now, no matter where it is right now.

We can add 500 more tmods, but without the frontline tmod system we only can place war related ones(ships, tanks, soldiers, damaged buildings, flak guns etc) in a good way when we have a absolut static frontline.

Pobs and Per already did explain how it work. Examples are in our release cdfs, otherwise we wouldnt have allied and axis mog skin, instead still a Panther would drive inside an US convoy through germany, like in eaw1.2.

Greetings,

Knegel
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#3487562 - 01/04/12 03:12 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
See, I'm still not clear on this.

If the TMOD/TMOG system switches models as the frontline moves then what added benefit is there to the frontline related models?

Before you start let me be absolutely clear.

This is NOT a criticism, merely a chance for me to get caught up with what's going on and how I might best be able to contribute new models.
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#3487610 - 01/04/12 04:35 PM Re: New 256 Tmods list for discussion. [Re: Rotton50]
Col. Gibbon Online   hick
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I second that Ray.
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#3487780 - 01/04/12 10:30 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Knegel Offline
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Registered: 08/14/01
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Hi,

if no tmog(axis), tmgf(axis frontline) or tmof(allied frontline) of the related object is present, the tmod get used everywhere. So the Tmod is generic or allied, depending to the presence of the related axis files.

If no tmgf or tmof (real frontline object skins) is present, the related tmod and tmog get used.

If all sort of files are present, the tmgf and tmof get used if the object is placed within a range of around 1000m to the frontline, otherwise the tmod and tmog get used.

I think this already makes clear why there are "close distance to frontline object skins". I already gave a clarification in my prevouse post.

This "close distance to frontline object skins" get used to let the frontline look like a battle area. With a moving frontline thats not possible with normal tmods. A career use 7 or more different frontline positions, in single mission mode we can use 4 different frontlines.

Greetings,

Knegel
_________________________
1st engined flight by Richard Pearse, Waitohi, New Zealand, March 31, 1902. Karl Jatho, 1st flight, 18.August 1903, Hannover-Vahrenheide, real controlled flights.
The Wrights, 1st flight, 17. December 1903. They wasnt the 1st, but still claim this!

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#3487870 - 01/05/12 03:48 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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OK Ralf.

Lets see if I've got this right.

Tmod's in effect Allied models, except for the few Axis slots in the original exe list, but can be changed with the new system.

Tmog's are Axis models, like above.

Tmof's are Allied models on the front line.

Tmgf's are Axis models on the front line.

A couple of comments:

Can we use all 256 X Tmod's, Tmog's, Tmof's, and Tmgf's? This would be in effect 1024 models?

The front line seems to be a bit narrow. Front lines could be yards to several miles wide. I think the front line should be wider than at present. wink
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Ah that's much better!

Wings Over Bytom

At home, with my great kids, Thomas, Jessica & little Nicola. smile

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