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#2593681 - 09/25/08 12:53 PM
New 256 Tmods list for discussion.
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Guys. Over the past couple of days at the GEN, I've been drawing up a new 256 Tmods list, with suggestion of other members of the Code Group. The reason for doing this is two fold. Firstly, some of the Tmods have to be added to the exe, so they will work in campaigns, etc, and secondly, to give us modders something to work toward. It surprised me how quickly the list filled out, but I'm sure there will be a few contentious proposals in the list. So, it's over to you guys. What changes do you think there should be made? Civilian Tmods are to bring a bit of life to cities. City specific Tmods, well I guess you know what they are for. The bigger range of hangers is to make the airfields look more different from each other, and allow for Airship hangers in WWI. In fact, I've kept in mind both WWI and WWII in this list, but I'm sure changes can be made. T000-NULL T001-Axis Oil Plant T002-Axis Ball Bearing Plant T003-Axis Chemical Plant T004-Axis Aircraft Factory T005-Airfield / 3dz not used T006-Axis Armaments Factory T007-Axis Rail Yard T008-Axis Factory T009-Axis U-Boat Pen T010-Axis V-1 Launch Site T011-Road Bridge Stone T012-Road Bridge Wood T013-Road Bridge Iron T014-Rail Bridge Stone T015-Rail Bridge Wood T016-Rail Bridge Iron T017-Axis Heavy AAA T018-Axis Light AAA T019-Axis Oil Storage T020-Axis Radar Station T021-Axis Radar Tower T022-3D Forest 1 T023-Axis Forts T024-Axis Fuel Dump T025-Axis Control Tower T026-Axis Ammunition Bunker T027-Axis Hangar T028-Axis Barrack T029-Axis HQ Building T030-Axis Club T031-Axis Briefing Room T032-Tree 1 T033-Trees 1 T034-Tree 2 T035-Trees 2 T036-Tree 3 T037-Trees 3 T038-Tree 4 T039-Trees 4 T040-3D Forest 2 T041-Axis Warehouse T042-3D Forest 3 T043-Allied Train Engine T044-Allied Train Tender T045-Allied Train Boxcar T046-Allied Train Oil Tanker T047-Allied Train Flatbed T048-Allied Train Flatbed Tank T049-Allied Train Flatbed Flak T050-Allied Fuel Truck T051-Allied Truck T052-Allied Covered Truck T053-Allied Half-track T054-Jeep T055-Panther Tank T056-Sherman Tank T057-Allied Transport ship T058-Church 1 T059-City 1 T060-City 2 T061-City 3 T062-City 4 T063-Cathedral 1 T064-Farm 1 T065-Castle 1 T066-Château 1 T067-Windmill 1 T068-House 1 T069-Parachutist T070-People milling / 3dz not used T071-People marching / 3dz not used T072-Allied Destroyer T073-Allied ***Last in 1.2*** T074-Axis Fuel truck T075-Axis Truck T076-Axis Truck covered T077-Axis Half-track T078-Axis Kubelwagen T079-Axis Train Engine T080-Axis Train Tender T081-Axis Train Boxcar T082-Axis Train Oil Tanker T083-Axis Train Flatbed T084-Axis Train Flatbed Panther T085-Axis Train Flatbed Flak T086-Axis Transport ship T087-Axis Destroyer **Last in 1.28** T088-Allied Oil Plant T089-Allied Ball Bearing Plant T090-Allied Chemical Plant T091-Allied Aircraft Factory T092-Allied Armaments Factory T093-Allied Rail Yard T094-Allied Ship Yard T095-Allied Heavy AAA T096-Allied Light AAA T097-Allied Oil Storage T098-Allied Radar Station T099-Allied Radar Tower T100-Allied Forts T101-Allied Fuel Dump T102-Allied Air Control Tower T103-Allied Ammunition Bunker T104-Allied Hangar 1 T105-Allied Barrack T106-Allied HQ Building T107-Allied O-Club T108-Allied Briefing Room T109-Line of trees 1 T110-Line of trees 2 T111-Tree 5 T112-Trees 5 T113-Tree 6 T114-Trees 6 T115-Tree 7 T116-Trees 7 T117-Tree 8 T118-Trees 8 T119-Church 2 T120-City 5 T121-City 6 T122-City 7 T123-City 8 T124-Cathedral 2 T125-Farm 2 T126-Castle 2 T127-Manor house T128-Windmill 2 T129-House 2 T130-House 3 T131-House 4 T132-House 5 T133-Farm 3 T134-Town hall 1 T135-Town hall 2 T136-Pub 1 T137-Pub 2 T138-Allied Ground target aircraft 1 T139-Allied Ground target aircraft 2 T140-Allied Ground target aircraft 3 T141-Allied Ground target aircraft 4 T142-Allied Ground target aircraft 5 T143-Axis Ground target aircraft 1 T144-Axis Ground target aircraft 2 T145-Axis Ground target aircraft 3 T146-Axis Ground target aircraft 4 T147-Axis Ground target aircraft 5 T148-Allied Barrage balloon T149-Axis Barrage balloon T150-Allied Tent large single T151-Allied Tent group T152-Axis Tent large single T153-Axis Tent group T154-Allied Bomb dump T155-Axis Bomb dump T156-Aircraft Revetment 1 T157-Aircraft Revetment 2 T158-Aircraft Revetment 3 T159-Allied Airfield Ambulance T160-Axis Airfield Ambulance T161-Allied Fuel Bowser T162-Axis Fuel bowser T163-Allied Hanger 2 T164-Allied Hanger 3 T165-Allied Hanger 4 T166-Axis Hanger 2 T167-Axis Hanger 3 T168-Axis Hanger 4 T169-Allied DUKW T170-Allied Artillery 1 T171-Allied Artillery 2 T172-Axis Artillery 1 T173-Axis Artillery 2 T174-Allied Slit trench straight T175-Allied Slit trench curved L/H T176-Allied Slit trench curved R/H T177-Axis Slit trench straight T178-Axis Slit trench curved L/H T179-Axis Slit trench curved R/H T180-Barbed wire T181-Tank traps T182-Allied Bunker complex T183-Axis Bunker complex T184-V2 Rocket launcher T185-Allied Warehouse T186-Allied Ship Tanker T187-Allied Ship Tramp steamer T188-Allied Landing craft T189-Allied Troop ship T190-Allied Cruiser/Battleship T-Allied Carrier T-Allied Patrol Boat T-Allied Sub T-Axis Ship Tanker T-Axis Ship Tramp steamer T-Axis Barge T-Axis Troop ship T-Axis Cruiser/Battleship T199-Axis E Boat T200-Axis U Boat T201-Axis Carrier T202-Allied Motorcycle T203-Allied Tank 2 T204-Allied Mobile AA T205-British Bus T206-British Horse and cart T207-British Civilian lorry T208-British Civilian car T209-British Bicycle T210-Axis Motorcycle T211-Axis Tank 2 T212-Axis Mobile AA 1 T213-Axis mobile AA 2 T214-Axis Bicycle T215-European Bus T216-European Horse and cart T217-European Civilian lorry T218-European Civilian car T219-European Bicycle T220-Gestapo HQ T221-POW camp T222-Axis Flak Tower T223-Berlin Building 1 T224-Berlin Building 2 T225-Paris Building 1 T226-Paris Building 2 T227-London Building 1 T228-London Building 2 T229-London Building 3 T230-Destroyed Church T231-Destroyed House T232-Destroyed Houses T233-Allied Sea Fort / flak tower T234-Pilot in Dingy T235-Railway station T236-Allied Road Block / Check point T237-Axis Road Block / Check point T238-Telegraph poles T239-Hedge T240-Wall T241-Fence T242-Oil pump / Nodding Donkey T243-Allied Shipyard facility 1 T244-Allied port facility 2 T245-Axis Shipyard facility 1 T246-Axis port facility 2 T247-Axis bunker complex T248-Gun Emplacement T249-Graveyard-Civilian T250-Dam T251-Water tower-civilian 1 T252-Water tower-civilian 2 T253-Allied Military Water tower T254-Axis Military Water tower 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2593695 - 09/25/08 01:03 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Wonderful stuff there, John. Incredible improvement in variety.
Thanks for compiling the list.
I'm concerned that some of the tmods at Talley-ho might cause CTD's when using 1.28 as we've just discovered in the NG campaign.
I guess there's no way to tell until we try using them with 1.28.
But this is a good start.
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Raymond S Otton
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#2593722 - 09/25/08 01:45 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Looking good to me.  Was wondering if it would be possible to leave some open, call them misc. or whatever, so that if someone came up with something new there would be room. Maybe someone could design that elusive Sub I'm chasing.  Subs would give a reason for Patrol Planes like the PBY, Kingfisher etc. Aircraft carriers is another possibility for the Pacific mods or even a sink the Bismark mini-campagain. Also and purely for discussion, is it wise to mix WWI and WWII. Shouldn't they be seperate so they don't show up in each others scenarios by mistake? Seems I read, and I could be wrong, that MrJelly commented that WWI would need its own exe. Just my thoughts, you all know better then I about TMODs, I just design screens and look for things that don't exist. <------  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2593745 - 09/25/08 02:22 PM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi MadProf. Well, it's just simpler to have one list to work from, and if you look at the descriptions, they are open to interpretation. WWI had tanks, motor, and horse drawn vehicles, artillery etc, etc, just as was the case in WWII, just different ones. So the list is flexible, and no need to have separate lists. The only real difference between the WWI , and WWII exe's is the take offs. Everything else is the same, or dictated by outside data files like the flight, load out, etc.  Shreck, you asked for 2 Dams and a Military cemetery. I left in one Dam, and one cemetery, but they could easily be used for other things. Your water towers, and Port facilities are in, although I called one of them a dockyard, to add a bit of variety. Hope you don't mind. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2593777 - 09/25/08 03:05 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Hi Col, My bad, as the kids like to say, I missed the sub and carrier when I read your list. Told ya I was  Explanation of WWI and WWII makes sense also.  I probably should stay out of these kinds of discussions, as I have no idea how the various tmods get assigned or show up or don't show up. I do think though a standardized list makes the most sense so that something doesn't get designed to replace a "Battleship" with a "swimming pool". Just a humorous example, really don't expect that to happen.  I shall let you more knowledgeable chaps carry on.  MadProf
_________________________
The better part of valour, is discretion. William Shakespeare
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#2593800 - 09/25/08 03:47 PM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi MadProf. There is nothing wrong with asking questions mate. Probably there are others who would like to know the reasoning behind the list. When EAW was designed, it must have been far harder to decide what to put in, bearing in mind what limitations there were. Just because we can now have 256 Tmods, does not allow us everything we would like, but we certainly have a much bigger selection for world builders to play with. Just as well really, as Mr jelly suggested in another place: Just think! If the TMod column in tardata.dat were two columns (for two bytes) we could have 65535 of the buggers! I'm happy with 256. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2593829 - 09/25/08 04:37 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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Shreck, you asked for 2 Dams and a Military cemetery. I left in one Dam, and one cemetery, but they could easily be used for other things. Your water towers, and Port facilities are in, although I called one of them a dockyard, to add a bit of variety. Hope you don't mind. not a prob Col.  BTW,the base 3DZ for the DUKW could use a bit of your style of 3DZ sorting,y'know deletion of the odd elements as you did with the steyr 3DZ,do you have have any spare modding time to sort it? 
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"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2593951 - 09/25/08 11:51 PM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Ray. I don't think there is a link between 1.28 and 3dz's, but the 3dz's themselves, on there own are quite capable of causing a CTD on their own. Bad RS, built in errors, or textures, are the normal culprits. It's going to be a big job to test, and check every Tmod, especially the ones going into the new list, but we need too. Simple re skins, can be ignored, but "tweaked 3dz's" will need checking, as you found out with my Ambulance. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2593987 - 09/26/08 02:51 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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yeah but.....
The NG campaign only crashes with 1.28.
I can fly the exact same mission with 1.26 and I don't get the "lines to infinity" that we've always associated with 3dz errors.
I'm not knocking 1.28, quite the opposite. I really wanted to get this campaign upgraded to 1.28 since it holds lots of untapped possibilities and potential. The extended tmod list would really be the cherry on the sundae.
I'll talk to the MOD Squad guys about doing some of the tmod testing and see if we can't get started making a list of compliant tmods from around the EAW world.
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Raymond S Otton
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#2593993 - 09/26/08 03:31 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 01/07/01
Posts: 2623
Loc: Skåne, Sweden
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Hi John Nice list!  I really like all these new Tmods but I thought that the idea with 1.28 was to have it compatible with older versions. With these new Tmods it won’t be and therefore I think it’s better to implement it in version 1.3.  It is essential to know how all this affects the campaign system. For example when the default factories, ship yard and radar now all are axis and the allied factories, ship yard and radar are in new slots... In default eaw many default targets need to be swapped and the campaign needs to be edited and off course thoroughly tested. I wonder how EAW will run with all this stuff loaded...  Cheers
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#2593995 - 09/26/08 03:58 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Ray. Check the sites first, because there are already a lot of them around, but there is also a hell of a lot to build from scratch. I thought the simple way to get this new list up and running quickly, would be to use duplicated re skinned default models for things like trees, parked planes and city buildings. Things like Tank traps, and other buildings, will have to be built, but don't forget PAW, and FD, for ships, which just need skins. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594145 - 09/26/08 09:16 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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Guys, First off...don't worry about leaving spaces... were there any spaces in the original set ?.... no, because we can put our own tmods into any slot we like and swap them with the defaults, this is just a default set like in the original, so it makes no sense to leave spaces. Bear in mind that although we have mentioned 'axis' and 'allied' on many of the slots, other than those that are used in the ship and land convoys, that is only a generic term and the buildings can be used on either side of the frontline indiscriminately to create complexes of factories or divisional barracks complexes etc... Col, contentious ?... how could you think it would be contentious to allocate 21 slots to trees and 4 slots to tank types ?... in a military game !!!... lol ...  but seriously, it might be better to have more city building types to vary the towns more, and fewer tree types perhaps ?... and perhaps a lot more vehicles slots to vary the ground forces available and at least make sure we have 2 infantry sprites so that the footsoldiers can be varied by the frontline position using the same system as determines the nationality of the convoys perhaps... VOnOben, if the tmods aren't used in the tardata or ttd they will not appear, but it is still backwards compatible since their being presence wont cause a ctd..., unless the tarnames str is used with a 1.2 exe.. but I thought by 'backwardly compatible' we meant that 1.28 could use existing mods not that 1.2 could necessarily use 1.28 mods... cheers, Pobs
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#2594182 - 09/26/08 10:10 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Pobs. The logic was simple for trees. They are the most used Tmod in the game to fill in the wide open spaces. I thought more trees would bring a wider variety to the land, but if it's more tanks you'd like, then I'm quite happy to delete 6 trees and give you an extra 2 tank slots per side, plus your two extra sprites [British and German soldiers?]. So, we now need 3 extra Allied and 3 extra Axis tanks. Churchill Infantry Tank, Matilda Infantry Tank, Cromwell Cruiser Tank PzKpfw III Jagdpanzer Tiger-Elefant PzKpfw V Panther Perhaps?  Any more Changes?
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594189 - 09/26/08 10:22 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Amended list:
T088-Allied Oil Plant T089-Allied Ball Bearing Plant T090-Allied Chemical Plant T091-Allied Aircraft Factory T092-Allied Armaments Factory T093-Allied Rail Yard T094-Allied Ship Yard T095-Allied Heavy AAA T096-Allied Light AAA T097-Allied Oil Storage T098-Allied Radar Station T099-Allied Radar Tower T100-Allied Forts T101-Allied Fuel Dump T102-Allied Air Control Tower T103-Allied Ammunition Bunker T104-Allied Hangar 1 T105-Allied Barrack T106-Allied HQ Building T107-Allied O-Club T108-Allied Briefing Room T109-Line of trees 1 T110-Line of trees 2 T111-Allied Tank 2 T112-Allied Tank 3 T113-Axis Tank 2 T114-Axis Tank 3 T115-Allied Soldier No 3dz used T116-Axis Soldier No 3dz used T117-Tree 5 T118-Trees 5 T119-Church 2 T120-City 5 T121-City 6 T122-City 7 T123-City 8 T124-Cathedral 2 T125-Farm 2 T126-Castle 2 T127-Manor house T128-Windmill 2 T129-House 2 T130-House 3 T131-House 4 T132-House 5 T133-Farm 3 T134-Town hall 1 T135-Town hall 2 T136-Pub 1 T137-Pub 2 T138-Allied Ground target aircraft 1 T139-Allied Ground target aircraft 2 T140-Allied Ground target aircraft 3 T141-Allied Ground target aircraft 4 T142-Allied Ground target aircraft 5 T143-Axis Ground target aircraft 1 T144-Axis Ground target aircraft 2 T145-Axis Ground target aircraft 3 T146-Axis Ground target aircraft 4 T147-Axis Ground target aircraft 5 T148-Allied Barrage balloon T149-Axis Barrage balloon T150-Allied Tent large single T151-Allied Tent group T152-Axis Tent large single T153-Axis Tent group T154-Allied Bomb dump T155-Axis Bomb dump T156-Aircraft Revetment 1 T157-Aircraft Revetment 2 T158-Aircraft Revetment 3 T159-Allied Airfield Ambulance T160-Axis Airfield Ambulance T161-Allied Fuel Bowser T162-Axis Fuel bowser T163-Allied Hanger 2 T164-Allied Hanger 3 T165-Allied Hanger 4 T166-Axis Hanger 2 T167-Axis Hanger 3 T168-Axis Hanger 4 T169-Allied DUKW T170-Allied Artillery 1 T171-Allied Artillery 2 T172-Axis Artillery 1 T173-Axis Artillery 2 T174-Allied Slit trench straight T175-Allied Slit trench curved L/H T176-Allied Slit trench curved R/H T177-Axis Slit trench straight T178-Axis Slit trench curved L/H T179-Axis Slit trench curved R/H T180-Barbed wire T181-Tank traps T182-Allied Bunker complex T183-Axis Bunker complex T184-V2 Rocket launcher T185-Allied Warehouse T186-Allied Ship Tanker T187-Allied Ship Tramp steamer T188-Allied Landing craft T189-Allied Troop ship T190-Allied Cruiser/Battleship T191-Allied Carrier T192-Allied Patrol Boat T193-Allied Sub T194-Axis Ship Tanker T195-Axis Ship Tramp steamer T196-Axis Barge T197-Axis Troop ship T198-Axis Cruiser/Battleship T199-Axis E Boat T200-Axis U Boat T201-Axis Carrier T202-Allied Motorcycle T203-Allied Tank 4 T204-Allied Mobile AA T205-British Bus T206-British Horse and cart T207-British Civilian lorry T208-British Civilian car T209-British Bicycle T210-Axis Motorcycle T211-Axis Tank 4 T212-Axis Mobile AA 1 T213-Axis mobile AA 2 T214-Axis Bicycle T215-European Bus T216-European Horse and cart T217-European Civilian lorry T218-European Civilian car T219-European Bicycle T220-Gestapo HQ T221-POW camp T222-Axis Flak Tower T223-Berlin Building 1 T224-Berlin Building 2 T225-Paris Building 1 T226-Paris Building 2 T227-London Building 1 T228-London Building 2 T229-London Building 3 T230-Destroyed Church T231-Destroyed House T232-Destroyed Houses T233-Allied Sea Fort / flak tower T234-Pilot in Dingy T235-Railway station T236-Allied Road Block / Check point T237-Axis Road Block / Check point T238-Telegraph poles T239-Hedge T240-Wall T241-Fence T242-Oil pump / Nodding Donkey T243-Allied Shipyard facility 1 T244-Allied port facility 2 T245-Axis Shipyard facility 1 T246-Axis port facility 2 T247-Axis bunker complex T248-Gun Emplacement T249-Graveyard-Civilian T250-Dam T251-Water tower-civilian 1 T252-Water tower-civilian 2 T253-Allied Military Water tower T254-Axis Military Water tower
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594446 - 09/26/08 06:58 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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 so,when making a TMOD compatible with the 1.28 exe,how exactly does one name the TMODs and TPCs? for example,the Mad Prof starts a thread about windmills,so I dash off to my EAW folder and find only the stock lr windmill,which i promptly remap to HR and chuck into the TMOD22 slot for testing using our gentlemens agreement of naming said files GRND**.TPC,GRND**S,GRND**D,and GRND**DS.TPC...with the 3DZs following their usual TMOD naming structure... so,how do we name them when we add a digit?,in other words,starting at TMOD100_H.3DZ,would the corresponding TPC be GRND100.TPC,GRND100S.TPC,GRND100D.TPC,GRND100DS.TPC....? etc.,etc.,etc.,..... is this correct? therefore,to make a 1.28 compatible TMOD,one should make...lets say a HR Windmill,available for both slots TMOD67,and TMOD128...is this correct? 
_________________________
"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2594560 - 09/27/08 01:18 AM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Shreck.
That is a good point. We need to test if longer than standard texture names work.
But if not, two things spring to mind.
First we could drop the D from GRND so the file names over 99 would be GRN***.tpc, which would retain the file name length.
Or change the code, so longer texture names do not cause a problem.
As things stand, and as we don't yet have any high numbers Tmods made, it would be simple just to drop the D.
What do you guys think?
Another question. Would tra effects on a limited number of models on the list be useful? I was thinking about lorries/cars/and a like with windows.
_________________________
Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594564 - 09/27/08 01:29 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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EAW Old Timer
Hotshot
Registered: 08/27/00
Posts: 5747
Loc: A slit trench at RAF Gravesend
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Yes, I think any naming structure based on G*.tpc will work okay. We certainly need to keep the G prefix, and don't need to change the code in that respect. Don't all Tmods currently incorporate transparency effects? Moggy DCM
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#2594566 - 09/27/08 02:08 AM
Re: New 256 Tmods list for discussion.
[Re: Moggy]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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Moggy,
currently the ground models only have a single fully transparent colour, the Col is talking about adding a .tra file to the slot so it can have 'partial transparency' effects like glass in windows etc...
cheers,
Pobs
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#2594584 - 09/27/08 03:22 AM
Re: New 256 Tmods list for discussion.
[Re: Moggy]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Guys.
To add tra effects to certain slots, firstly we have to agree the full list.
Then tra links can be added for the slots which need them. For instance, trees and tanks don't need them, but houses and lorries do?
I don't know about city blocks, but I had an idea to add links, so distance models had a shining element though windows, which at night would look like houses with lights on from a distance, but when the model switched to H.3dz, the light element would be deleted, giving you the impression of Black Out, over the target.
Do you get my drift?
_________________________
Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594588 - 09/27/08 03:36 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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I don't want to sidetrack this discussion but would you be able to add the tra effects to the ORD**.3dz's, too?
Big deal? Little deal?
If it's a big deal, forget it, it's not that important but it might come in useful at some point.
Remember the hair pulling Woody and I went through when we made that C-47 "drop tank" for Silent Wings? We had to bodge something to get the props to look halfway decent.
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Raymond S Otton
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#2594591 - 09/27/08 03:54 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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My hats off to you all, some nice work happening here.  Now if someone wants to try making one of those new tmods, to see if they'll work, ahhhh, how about: Big Ben (have texture, need 3d modeller) I don't know if the texture will work, but I can make it available in pcx form if someone is interested in trying it.  Have other textures available also, when the time comes.  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2594593 - 09/27/08 03:59 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Ray.
No problem. GLIDER TO GLIDTR perhaps?
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594594 - 09/27/08 04:02 AM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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My hats off to you all, some nice work happening here.  Now if someone wants to try making one of those new tmods, to see if they'll work, ahhhh, how about: Big Ben (have texture, need 3d modeller) I don't know if the texture will work, but I can make it available in pcx form if someone is interested in trying it.  Have other textures available also, when the time comes.  MadProf Hi MadProf. Nice skin!  Got a plan of the building? 3dz is easy!  Edit: Big Ben is the Bell in the tower, not the building. 
Edited by Col. Gibbon (09/27/08 04:03 AM)
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594597 - 09/27/08 04:14 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Oh, always thought the whole building and everything was just normally known as Big Ben. Shows what us Yanks know.  As for the plan, ahhh, I have the texture, but no plan. Sorry.  (Check your pm)  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2594601 - 09/27/08 04:21 AM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Prof. OK found a drawing. I'll make a start tonight, but can you email me the original PCX? wingspl at yahoo dot com  What about other famous buildings?
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594606 - 09/27/08 04:40 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Texture is on its way. Two copies one 16 million colours, and one converted down to 8 bit, 256 colours. As for other famous buildings, yes I have a few more.  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2594610 - 09/27/08 05:00 AM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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John,
Really just brainstorming on the ORD issue. I'm not sure what we'd use it for but we have a number of creative modders that might find a use for it.
So something more generic might be a better naming convention.
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Raymond S Otton
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#2594616 - 09/27/08 05:11 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Ray.
The problem with using a "normal" texture name is if you use a standard skin, the exe will always look for the matching tra, and if non is found the exe will CTD. That's why I suggested something different, special, just for Glider mods.
What is your idea for a texture link name?
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594627 - 09/27/08 05:38 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Moggy, I'm leaving shortly for a golf tournament, then gone for a golf holiday till next Tuesday evening. I'll see what I have when I get back. I do know I have the Eiffel tower and some buildings in Berlin plus others for London. Moggy, your request on the other hand, not sure I can fill, but I'll look.  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2594646 - 09/27/08 06:26 AM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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I was thinking of something like how you linked the shadow files.
Maybe that's all you need to do. Link the ORD files to the shadow file.
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Raymond S Otton
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#2594660 - 09/27/08 06:59 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Ray.
What texture names are in use for HR ordinance? Have you used Ord 3dz number = Ord number TPC? If so, either you will have to upload a dummy tra file to each 3dz, or we need to use a non standard name to avoid CTD's.
I've added several new links to the current aircraft files. Can't you use one of them for the glider tug? You now have in the current 1.28 exe PEX = PRA, SEX = SRA, TEX = TRA, V = VTR , Y = YTR, and SHADOW = SHADOWRA for any shadows on planes or Tmods.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594667 - 09/27/08 07:16 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Yes, usually when I make an ORD.3dz I make a corresponding .TPC file with the same name, mostly so I can keep track of what's what.
The glider tug is seen in the game as a drop tank ORD**.3dz so, would any of those new links work?
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Raymond S Otton
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#2594675 - 09/27/08 07:41 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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Senior Member
Registered: 01/07/01
Posts: 2623
Loc: Skåne, Sweden
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VOnOben,
if the tmods aren't used in the tardata or ttd they will not appear, but it is still backwards compatible since their being presence wont cause a ctd..., unless the tarnames str is used with a 1.2 exe.. but I thought by 'backwardly compatible' we meant that 1.28 could use existing mods not that 1.2 could necessarily use 1.28 mods...
Pobs
Hi Pobs Yes that was the point I was trying to make. It all depends how far you are going to make this in 1.28.  If the Tmods are included as 3dz files but not incorporated in eaw_ttd.dat, target dat-files or campaign dat-files then there will be axis factories, axis radar facilities, axis airfield buildings in Britain and so in. That will look strange so what’s the point having the 3dz files but not placing them in the dat files?  There’s also the problem you mentioned earlier with factories and campaign and production points. The exe must be changed to understand that the T094-Allied Ship Yard is a shipyard so that the convoys will be triggered and also to understand which T-mods are factories etc. If these changes are made in the exe it’s not compatible with older versions any longer, is it? Or have I misunderstood?  Col. Gibbon: Why is the T8-Shipyard changed to a Axis factory?  There is no Axis shipyard any longer... Cheers
Edited by vonOben (09/27/08 07:45 AM)
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#2594711 - 09/27/08 08:25 AM
Re: New 256 Tmods list for discussion.
[Re: vonOben]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi VonOben. This is the original Default Tmod list by Charles. Note: Tmod08 is a Warehouse. Tmod01_*.3dz factory grnd01.PCX Tmod02_*.3dz factory grnd01.PCX Tmod03_*.3dz refinery grnd01.PCX Tmod04_*.3dz factory grnd01.PCX Tmod05_*.3dz (not used) Tmod06_*.3dz factory grnd01.PCX Tmod07_*.3dz RR Station grnd06.PCX Tmod08_*.3dz warehouse grnd08.PCX Tmod09_*.3dz u-boat pen grnd04.PCX Tmod10_*.3dz v-1 launcher grnd02.PCX Tmod11_*.3dz Bridge grnd07.PCX Tmod12_*.3dz Susp bridge end grnd07.PCX Tmod13_*.3dz Susp bridge grnd07.PCX Tmod14_*.3dz Bridge roadbed grnd07.PCX Tmod15_*.3dz Short bridge grnd07.PCX Tmod16_*.3dz Long bridge grnd07.PCX Tmod17_*.3dz Heavy Flak grnd04.PCX Tmod18_*.3dz Light Flak grnd04.PCX Tmod19_*.3dz Oil tank grnd01.PCX Tmod20_*.3dz Radar control grnd02.PCX Tmod21_*.3dz Radar tower grnd04.PCX Tmod22_*.3dz 3D Forest grnd12.PCX Tmod23_*.3dz Fort grnd02.PCX Tmod24_*.3dz Fuel Dump grnd02.PCX Tmod25_*.3dz AC Tower grnd02.PCX Tmod26_*.3dz Ammo bunker grnd02.PCX Tmod27_*.3dz Hanger grnd05.PCX Tmod28_*.3dz Barracks grnd02.PCX Tmod29_*.3dz Mess hall grnd02.PCX Tmod30_*.3dz Headquarters grnd02.PCX Tmod31_*.3dz Briefing Rm grnd02.PCX Tmod32_*.3dz Tree grnd09.PCX Tmod33_*.3dz Trees grnd09.PCX Tmod34_*.3dz Tree grnd09.PCX Tmod35_*.3dz Trees grnd09.PCX Tmod36_*.3dz Tree grnd03.PCX Tmod37_*.3dz Trees grnd03.PCX Tmod38_*.3dz Tree grnd07.PCX Tmod39_*.3dz Trees grnd07.PCX Tmod40_*.3dz 3D Forest grnd12.PCX Tmod41_*.3dz warehouse grnd05.PCX Tmod42_*.3dz 3D Forest grnd12.PCX Tmod43_*.3dz Locomotive grnd04.PCX Tmod44_*.3dz RR Tender grnd04.PCX Tmod45_*.3dz Box car grnd04.PCX Tmod46_*.3dz Tanker car grnd04.PCX Tmod47_*.3dz Flat car grnd04.PCX Tmod48_*.3dz Car w/Panthers grnd04.PCX Tmod49_*.3dz Flak car grnd04.PCX Tmod50_*.3dz Fuel truck grnd03.PCX Tmod51_*.3dz Open truck grnd03.PCX
Tmod52_*.3dz Truck grnd03.PCX Tmod53_*.3dz Halftrack grnd03.PCX Tmod54_*.3dz Kubelwagen grnd03.PCX Tmod55_*.3dz Panther grnd04.PCX Tmod56_*.3dz Sherman grnd03.PCX Tmod57_*.3dz Transport ship grnd05.PCX Tmod58_*.3dz Small church grnd01.PCX Tmod59_*.3dz City bldgs grnd11.PCX Tmod60_*.3dz City bldgs grnd11.PCX Tmod61_*.3dz City bldgs grnd11.PCX Tmod62_*.3dz City bldgs grnd11.PCX Tmod63_*.3dz Cathedral grnd10.PCX Tmod64_*.3dz Farm grnd10.PCX Tmod65_*.3dz Manor house grnd10.PCX Tmod66_*.3dz Large chateau grnd10.PCX Tmod67_*.3dz Windmill grnd10.PCX Tmod68_*.3dz Chateau grnd10.PCX Tmod69_*.3dz Parachuter grnd06.PCX Tmod70_*.3dz (not used) Tmod71_*.3dz (not used) Tmod72_*.3dz Destroyer grnd04.PCX My list, there are two Shipyards, and two docks: T243-Allied Shipyard facility 1 T244-Allied port facility 2 T245-Axis Shipyard facility 1 T246-Axis port facility 2  As to the other question, Jelly needs to input some info.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594737 - 09/27/08 09:13 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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Col. check your mail,as I have sent you that DUKW 3DZ needing sorting....if you could,at your convenience,do that thing you do to it...I would greatly appreciate it.....thanks 
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"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2594745 - 09/27/08 09:39 AM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Done, check your Email. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2594792 - 09/27/08 10:53 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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Hi Per,
yes it is a transition state really, we are trying to define a 'default' list but of course they wont be used by existing data files but they wont cause ctd's they just wont appear.... but with this set agreed then we can set about making new dat files to use all the slots in the default world and as you say we can define in the exe which slots are used for calculating resource points and convoys etc, and list those so that modders know how to use them, the new dat files will not then be backwardly compatible because they will be calling up tmods that aren't available in 1.2, but that is life, we cant make 1.2 exes that use the features developed in 1.28..
cheers,
Pobs
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#2594831 - 09/27/08 11:51 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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thanks Col.,DUKW2 received and being skinned 
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"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2594835 - 09/27/08 11:58 AM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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BTW,the different theaters should have different breakdowns regards TMODs,they should NOT be truly inter-changable....i.e.1.28E for European theater,and 1.28P for Pacific theater etc........... just my .02 worth 
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"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2595159 - 09/28/08 03:23 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 01/07/01
Posts: 2623
Loc: Skåne, Sweden
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Hi Col. Gibbon Here are the tartypes from EAW 1.2 where Tmod08 is a ship yard  I don't know where Charles got that list from.... NULL Oil Plant Ball Bearing Plant Chemical Plant Aircraft Factory Air Field Araments Factory Rail Yard Ship Yard U-Boat Pen V-1 Launch Site Road Bridge Stone Road Bridge Wood Road Bridge Iron Rail Bridge Stone Rail Bridge Wood Rail Bridge Iron Heavy AAA Light AAA Oil Storage Radar Station Radar Tower Spare1 Forts Fuel Dump Air Control Tower Ammunation Bunker Hangar Barrack HQ Building O-Club Briefing Room NA NA NA NA NA NA NA NA NA Warehouse Spare2 Train Engine Train Tender Train Boxcar Train Oil Tanker Train Flatbed Train Flatbed Tanks Train Flatbed Guns Fuel Truck Truck Truck Half-track Staff Car Panther Tank Sherman Tank Transport Church City1 City2 City3 City4 Cathedral Farm Castle Chateau Windmill Haystack Parchutist NA NA Destroyer NA Cheers
Edited by vonOben (09/28/08 03:24 AM)
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#2595166 - 09/28/08 03:52 AM
Re: New 256 Tmods list for discussion.
[Re: vonOben]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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Shreckie,
don't worry about the pacific or other theatres other than to just make sure we have enough slots for the 'active' tmods ie those specifically named in the exe as being used for a specific calculation or function... all the rest are totally swappable for different scenarios just like the original set were.
For instance if we want carriers useable as airbases then we will need to have those slots specified in the exe and therefore they cant be used for other functions in other scenarios, but there will be very few so allocated.
cheers,
Pobs
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#2595201 - 09/28/08 05:37 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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The tartypes.str file has the names for display. Trees are TMods which are not targets, so when you hit "E" or "Ctrl E" they do not appear. Hence a number of "NA" enrties appear in Charles' list. However, for modding you need to know the numerical entry which goes into tardata.dat, so a list with a heap of "NA" entries is useless when you want to place trees at cetrain points.
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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#2596937 - 09/30/08 03:20 PM
Re: New 256 Tmods list for discussion.
[Re: vonOben]
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Member
Registered: 07/16/02
Posts: 979
Loc: Pontypridd, South Wales,UK
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Hi John,
Good work. Clearly you are "up to your ears" in other projects at the moment, but is there any chance of re-activating the Hampden at some stage in the future?
Cheers
Peter
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With increasing age should come wisdom and tolerance, but as the saying goes, "there is no fool like an old fool" as I prove regularly!
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#2598143 - 10/02/08 04:00 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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The latest landmark Tmod? 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2598144 - 10/02/08 04:01 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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"the tree of liberty must be refreshed from time to time with the blood of patriots and tyrants.It is its natural manure" Thomas Jefferson
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#2598300 - 10/03/08 12:27 AM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Guys, time to come clean.  That pic I posted is from CFS3, not EAW!  Do you Guys think I would post a picture of such an appalling model? But it does serve to show EAW is not so far behind some of the other Sims out there, and way ahead of CFS3 Tmods!  The screen was one of a set the MadProf sent me so I could clone a 3dz of the CFS model. I was expecting to see a far more advanced model, but it looks like CFS3 models are retro FD in detail.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2598794 - 10/03/08 03:34 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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The real EAW model.  
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2599258 - 10/04/08 04:07 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Well, CFS3, BEAT THIS!  There is only one bit of original CFS texture left, and that's the second big tower. All the rest have been redone using photos of the real building. I'm not sure if I'm going to have many points left for the fiddly bits, as the building is so big, but I'll do what I can. 
Edited by Col. Gibbon (10/04/08 04:14 PM)
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2599946 - 10/06/08 06:22 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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It still needs re scaling and finishing off, but 253 nodes, and 204 elements later, it's starting to look the part. Just a shame there is no nodes left, to add all the nice bits. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2600880 - 10/09/08 01:57 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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Lovely work Col, and a nice template for a range of new building types I am sure  cheers, Pobs
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#2602967 - 10/12/08 05:47 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Excellent work, my hats off to you. I missed this post a few days ago so wanted to extend my gratulations to a job well done. Many thanks my friend, I know from our correspondence it wasn't easy.  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2603251 - 10/12/08 03:05 PM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi MadProf. I'm still standing by for some more textures. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#2603272 - 10/12/08 03:48 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Hi Col, Ok, I'll start with some of the other historical London buildings. Give me a day or two, I need to convert them from dds files to pcx files.  MadProf
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The better part of valour, is discretion. William Shakespeare
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#2603543 - 10/13/08 05:29 AM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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Member
Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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Col, Check your email, sent you some more textures to play with. Btw, you're pm is full so had to post this here.  MadProf
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The better part of valour, is discretion. William Shakespeare
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#3485621 - 01/01/12 02:56 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
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This needs to be discussed again. 
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#3485687 - 01/01/12 04:20 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Alright, I'll get the ball rolling. Pobs and I started to compile a pretty good list back a while. We were going to make a new target set for the default EAW world. Unfortunately my wife took a turn for the worse and I had to drop it. We've never been in the same place EAWwise since then to pick it up. There are about 220 tmod models ready to go in one of my subfolders on the Gen's server. Stuff like this:           There's also a bunch of other stuff like: Small buildings Forts Bunkers Beach obstacles Trenches Radar installations Radio towers Cranes Docks and wharfs Trains Many of these have more than one model. Meaning, as in the case of the dumps, that there is a small, medium and large model for more variety. Another one of our ideas was to have two or three of the same truck, tank or half track in different slots but with different destroyed models so that when you look at a destroyed convoy the wreckage wouldn't be the same for each vehicle destroyed. Actually, I think we did it with a few ships too. To be clear, there's a lot of stuff out there in EAW land for modders to work with. It all doesn't have to be done from scratch. In many cases I improved existing tmods from around the EAW world. For instance the POW camp was originally a VB model that I added buildings to. The towed artillery TMOD was made by joining an existing truck with an existing cannon. ( Not as simple as it might seem to the casual observer since to get it to work you have to have two models with working rendering sequences. Which as EAW veterans know is NOT the usual circumstance.) I made the ground planes by using middle distance models from the existing plane sets and tilted them with a utility program made just for that. So there should be more than enough models available to fill up a new list. It's just a matter of agreeing what goes where.
Edited by Rotton50 (01/01/12 04:31 PM)
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Raymond S Otton
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#3485704 - 01/01/12 04:43 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Ah, 3dz's are fine, but have the 256 slot numbers have been allocated? If no one has written the 256 Tmod properties list, then one, without the other, gives you nought. 
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#3485875 - 01/02/12 04:21 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Uh, duh, of course not but having a boatload of usable models sure will help the discussion move from the theoretical to the practical.
Edited by Rotton50 (01/02/12 04:22 AM)
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Raymond S Otton
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#3485903 - 01/02/12 06:05 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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OK Ray. So, what is the full list of available Tmod models?
First trick is to agree a list order, then allocate the models correct slot names and textures, then once that's done we can start writing the full 256 properties list, which needs to be as follows:
Target Type Max Damage Repair Time Repair Rate Desr Mod Smk Armor Mdl Ppl Rnd Width Feet Height Feet Length Feet Radius Feet Score Exp Size Dist Detail Distance Feet Maximum Vis Miles Smk Off Type Target Type
It's very obvious we'll need an editor to produce a working table with 256 x 21 fields per slot. Quite how we implement Ralf's 4 types of Tmod is not clear to me, but I guess we'll find that out as we go.
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#3485914 - 01/02/12 06:37 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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There is an editor. Pretty sure Jel made it and I used it for the highly customized SPAW target set.
However, some of the characteristics for some TMOD slots must get defined in the exe.
For instance, I tried to get the destroyer/train mod to work in SPAW so that there could be random ships patrolling about the SPAW world.
I edited the rail lines so that they wound in and out around the myriad island groups. The problem was that no matter how I set the various characteristics with the editor the model blew up. It had to do with the water tiles but I never got it straightened out so I moved on.
As for the list, I'll see if I can find the one Pobs and I were working on.
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Raymond S Otton
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#3485922 - 01/02/12 07:05 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3485952 - 01/02/12 08:19 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Yep, that's it. Spent many an hour fiddling around with the values.
The ones I didn't have any success with were #34 and #36.
With #34 my idea was to arm bunkers and trenches so that they'd shoot at you with light caliber guns as defined by #37. Didn't work.
As for #36 I tried all the various combinations to get the destroyer/train to work. Again, no luck.
Plus some characteristics are unknown to me. Things like "short bridge vs long bridge" in #34
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Raymond S Otton
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#3486113 - 01/02/12 12:58 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Wow! I actually found the list!
Null 0 POWERPLANT 1 BALL PLANT 2 CHEM PLANT 3 AIRCRAFT Factory 4 AIRFIELD 5 ARMAMENT Factory 6 RAILYARD 7 SHIPYARD 8 U-BOAT PEN 9 V-1 SITE 10 Suspension Bridge Center 11 Road Arc Bridge ramp 12 Road Arc Bridge center 13 Rail Arc Bridge ramp 14 Rail Arc Bridge center 15 Suspension Bridge Ramp 16 Single HEAVY AA 17 Single LIGHT AA 18 Large OIL STORAGE 19 RADAR STATION 20 Large RADAR TOWER 21 Starter Vehicle 22 Forts 23 Small Fuel Dump 24 AIR Control Tower 25 Small AMMO dump 26 Concrete Hangar 27 BARRACK 28 ( Not Obama ) HQ BUILDING 29 Mess Hall 30 BRIEFING ROOM 31 Heavy AA (Dual) / FLAK TOWER 32 Field Headquarters 33 Rec Hall 34 Row of trees 35 TREE 3 36 TREES 3 37 TREE 4 38 TREES 4 39 U Trench 40 Corner trench 41 Straight Trench 42 Allied locomotive / Axis 43 Allied tender / Axis 44 Allied boxcar / Axis 45 Allied oil tanker / Axis 46 Allied flatbed / Axis 47 Allied flatbed tanks / Axis 48 Allied flatbed guns / Axis 49 BR Open truck / Axis 50 US Open truck / Axis 51 US covered truck / Axis 52 US halftrack / Axis 53 US Jeep / / Axis 4x4 54 US Medium Tank / Axis 55 US medium Tank / Axis 56 Allied Freighter(moving) / Axis 57 CHURCH 58 CITY 1 59 CITY 2 60 CITY 3 61 CITY 4 62 CATHEDRAL 63 FARM 64 Industrial Building 65 Industrial Building 66 Industrial Building 67 Village block 68 PARACHUTIST 69 PEOPLE MILLING 70 PEOPLE MARCHING 71 US destroyer (Moving)/ Axis 72 Small oil storage 73 US fuel truck / Axis 74 US fuel truck / Axis 75 US covered truck / Axis 76 US covered truck / Axis 77 US Truck Towed Gun / Axis 78 British Truck Towed Gun / Axis 79 British fuel truck / Axis 80 British covered truck / Axis 81 British covered truck / Axis 82 US halftrack / / Axis 83 British car / Axis 84 US halftrack Towed gun / Axis 85 EMPTY 86 horse cart 87 Short Dock 88 Long Dock 89 British medium tank / Axis 90 British medium tank / Axis 91 US heavy tank / Axis 92 British heavy tank / Axis 93 Motorcycle 94 Ambulance 95 P38 / ME 410 96 P51 / 109 97 P47 / 190 98 Hurricane / 109 99 Spitfire / 109 100 Tempest /190 101 Horsa Glider 102 B25 / Ju88 103 B26 / Do17 104 Albemarle / Ju88 105 B17 / He111 106 B24 / He111 107 C47 / Ju52 108 US Flag / Axis flag 109 Canadian Flag / Axis flag 110 British Flag / Axis flag 111 Windsock 112 Allied Freighter (Stationary)/ Axis 113 Allied Freighter (Moving) / Axis 114 Allied Freighter (Stationary)/ Axis 115 Allied Freighter (Moving)/ Axis 116 Allied Freighter (Stationary)/ Axis 117 Allied Freighter (Moving)/ Axis 118 Allied Tanker (Moving)/ Axis 119 Allied Tanker (Moving)/ Axis 120 Allied Tanker (Moving)/ Axis 121 Allied Tanker (Stationary)/ Axis 122 Allied Troopship (Moving)/ Axis 123 Allied Troopship (Stationary)/ Axis 124 Allied Troopship (Moving)/ Axis 125 Allied Troopship (Stationary)/ Axis 126 Allied Ammo ship (Moving)/ Axis 127 Allied Ammo ship (Stationary)/ Axis 128 Allied Ammo ship (Moving)/ Axis 129 Allied Ammo ship (Stationary)/ Axis 130 British Patrol Boat (Moving)/ Axis 131 British Patrol Boat (Stationary)/ Axis 132 US Patrol Boat (Moving)/ Axis 133 US Patrol Boat (Stationary/ Axis134 US Destroyer Escort (Moving)/ Axis 135 US Destroyer Escort (Stationary)/ Axis 136 British Destroyer Escort (Moving)/ Axis 137 British Destroyer Escort (Stationary)/ Axis 138 US Destroyer (Stationary)/ Axis 139 BR Destroyer (Moving)/Axis 140 BR Destroyer (Stationary)/ Axis 141 Trawler (Moving )/ Axis 142 Trawler (Stationary)/ Axis 143 US Light Cruiser (Moving)/ Axis 144 US Light Cruiser (Stationary)/ Axis 145 British Light Cruiser (Moving)/ Axis 146 British Light Cruiser (Stationary)/ Axis 147 US Heavy Cruiser (Moving)/ Axis 148 US Heavy Cruiser (Stationary)/ Axis 149 British Heavy Cruiser (Moving)/ Axis 150 British Heavy Cruiser (Stationary)/ Axis 151 Allied battleship (Moving) 152 Allied battleship (Stationary) 153 Axis battleship (Moving) 154 Axis battleship (Stationary)155 Sub Tender (Moving)/ Axis 156 Sub Tender (Stationary)/ Axis 157 Sub (Moving)/ Axis 158 Sub (Stationary)/ Axis 159 Barge (Moving)/ Axis 160 Barge (Stationary)/ Axis 161 Landing craft (Moving)/ Axis 162 Landing craft (Stationary)/ Axis 163 double light AA 164 triple light AA 165 double heavy AA 166 Quad heavy AA 167 Fort 168 Hut 169 Revetment 170 Artillery 171 Artillery 172 Tent 173 Tent 174 Tent 175 Stone wall 1 176 Barbed wire 177 Telegraph poles 178 Stone wall 2 179 pill box 180 Workshop 181 Officer quarters 182 Control Tower 183 barracks 184 barracks 185 Hangar 186 Belfast Hangar 187 Hangar 188 Tall Radio tower 189 Short Radio Tower 190 Short Radar tower 191 Medium ammo dump 192 Large ammo dump 193 Two wooden crates 194 Four wooden crates 195 Supply dump 196 Field Hospital 197 Four oil drums 198 Medium fuel dump 199 Large fuel dump 200 Large Crane 201 Small crane 202 Wurzburg 203 Garage 204 Allied locomotive / Axis 205 Allied locomotive / Axis 206 Allied tender/ Axis 207 Allied tender/ Axis 208 Allied boxcar/ Axis 209 Allied boxcar/ Axis 210 Allied oil tanker/ Axis 211 Allied oil tanker/ Axis 212 Allied flatbed/ Axis 213 Allied flatbed tanks/ Axis 214 Allied flatbed guns/ Axis 215 Allied Passenger/ Axis 216 Allied Passenger/ Axis 217 Allied Passenger/ Axis 218 ROAD BRIDGE 219 ROAD BRIDGE 220 RAIL BRIDGE 221 RAIL BRIDGE 222 house 223 house 224 house 225 Parliament 226 Eifel Tower 227 Branderbuger Tor 228 Reichschancellory 229 Tower Bridge 230 Dam 231 Dam 232 City Block 6 233 City Block 7 234 City Block 8 235 Railway Station 236 Coastal Def building 237 Coastal Def building 238 Coastal Def building 239 Coastal Def building 240 Beach obstacle 241 EMPTY 242 Small Warehouse 243 Bunker 244 POW camp 245 Large Warehouse 246 Sangar 247 FACTORY COMPLEX 248 Axis carrier Island 249 Allied carrier island 250 Allied carrier island 251 Axis carrier hull 252 Allied carrier hull 253 Allied carrier hull 254
A few notes:
1 - Wherever I have Allied / Axis listed that slot can have two different models. The Standard TMOD will show up on the Allied side of the frontline and the TMOG modle with the same number will show up on the Axis side of the line. Remember that the models use the same data table so the models have to be similar in size, shape and function with similar hit bubble sizes and destruction points.
2 - Where you see (moving) after a ship model name that means the model has a wake attached. It's not actually moving though as you would see in a convoy attack assignment. The models without wakes are for placement in harbors. As with the multiple truck models you can have similar ships with very different destroyed models so a ruined convoy has some variety.
3- Note that capital ships each have their own slots so they can be named specifically in the TARTYAPES file. I'm not sure what our reasoning was for making the carriers two piece models. Also, there are a few capital buildings included that can also have their own names included in the TARTYPES list.
4 - There are two other TMOD types that Ralf added that only show up near the frontline but I don't know what they're for, why they were added or what their four letter designation is. As it is, using just the TMOD/TMOG system it's possible to have 512 different models. This would go up to 1024 if the entire system is utilized. That's a LOT of models.
5 - Bridges are two parts. The main bridge and the ramp leading to the bridge. Forewarned, it's a bear getting them lined up using the target editor.
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Raymond S Otton
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#3486207 - 01/02/12 03:48 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Great Ray!  Now a few comments. If this is going to be for WW2 Europe, with the exception of the Straights of Dover, and North Sea, there was no Naval action to speak of in Home waters, so the inclusion of so many ships is a bit unnecessary. No US PT boats, but E-boats and RN MB's.  Barges, Tugs, and small Steamers, is about all you would see. There are a few other points I'd like to mention, but I need to go to sleep, because it's first day back to school for the kids in the morning, and it's going to be a hard start in the morning a 7am for them, and me. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486444 - 01/03/12 01:23 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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Hi,
yup we do need to rethink this list with the advent of Knegel's '4 models per slot' option. For instance, we do not need any 'side-specific' models... what I mean is that we can put an 'axis destroyer' and an 'allied destroyer', and a frontline axis destroyer, and a 'frontline allied destroyer' all in the same slot, this would mean for instance that the list above has the capacity for 47 x 4 ship types as it stands, which seems a little bit high to me !!
I also think that the list will be specifically for the default world since any new world can define their own tmod list and tmod table.. with certain exceptions (see below)
we need to think more generically for the slot definitions, not to fix them on specific models but to think rather of 'target types' as defined by the size and strength of the target since all four models in a slot carry the same hit bubble and tmod table characteristics...
sooo, we might have two 'battleship' slots for instance with 4 german and 4 allied models available for them...
4 tree slots with 4 tree types common to the allied and axis models but with, let's say, 3 destroyed tree types for the frontal zone so a proportion of the trees in the front area are destroyesd, same with buildings....
to be honest we are now embarrassed with slots for our models and we can seriously consider which ones to use for unique models used only once in the world, to differentiate our towns for instance.
One consideration first though, is to make a list of the fixed tmod slots..... certain slots are defined in the exe for specific uses, we need to clarify if we can designate ANY model slot as a 'moving model' for the purposes of adding to convoys for instance ?, can any model go in a bridge slot ? or are Bridges a special case because of their links to the road and rail crossing tiles, where they appear automatically ?? ( one of the reasons that they weren't used as targets in the original game I think)
We need to get that list done first before anything else so we don't waste time with slots that are predefined in their use by the exe for the campaign element of the game.
cheers
Pobs
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#3486453 - 01/03/12 02:23 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Pobs.
You seem to have a different understanding to Ralf's system from me.
I thought there were four types of Tmod, and each one of the 256 could be one of the four. Thus we only had 256 slots, which needed to be split by four types, so each type had a model allocated to it, not 256 slots with 4 models per slot.
Or have I got it completely wrong?
If your right, we have thousands of Tmods to build! H,L,D,and S.3dz's would be 4096, plus textures! Are we all young enough to build so many models??
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486469 - 01/03/12 03:23 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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I found Ralf's original post regarding the implementation of his new ground object system. Posted: Wed Apr 15, 2009 2:03 pm Different to V42;
German single mission Intercepts and allied escorts are now possible in 1940, if a allied 1940-bombers is present(not by default).
The front line related Tmods had to get a other naming norm. Although the system did work with files in the EAW root, we cant pack files with to long names into the CDF´s. This is the new naming norm for the font line related Tmod****.3dz´s:
Allied Tmod graphic file names, used if close to the front (allied battle area target): TMOF**_H.3DZ TMOF**_D.3DZ TMOF**_S.3DZ TMoF**_L.3DZ
Axis Tmod graphic file names: TMOG**_H.3DZ TMOG**_D.3DZ TMOG**_S.3DZ TMOG**_L.3DZ
Axis Tmod graphic file names, used if close to the front (axis battle area target): TMGF**_H.3DZ TMGF**_D.3DZ TMGF**_S.3DZ TMGF**_L.3DZ
So now we can distinguish between
1. Tmgf****.3dz = axis battle area target 2. Tmof****.3dz = if no "axis battle area target" is available, this get used on both sides of the front line, otherwise its the "allied battle area target". 3. Tmog****.3dz = graphic for all targets on the axis side of the front line, if no "battle area target" is available. 4. Tmod****.3dz = graphic for all targets, if no other kind of Tmod 3dz is present. For sure this represent the allied targets outside the battle area.
Greetings,
Knegel I'm sure it makes sense, just I can't grasp the logic behind this system. It seems, 2 years ago, we spent a lot of time going nowhere, and we are still in the fog created by these changes.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486479 - 01/03/12 03:47 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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It seems, 2 years ago, we spent a lot of time going nowhere, and we are still in the fog created by these changes. NOT! I included the TMOD/TMOG part of the system in SPAW to great affect. For instance, as airifelds changed sides when the Allies pushed the Japanese north and east the flag, trucks and parked aircraft changed from Japanese to either British, Canadian or American models. Same thing with the static sea convoys. So we most certainly didn't go nowhere. ( Sorry 'bout the double negative ) OTOH, I'm not sure about the frontline part of the mod but I'm sure it will make sense when Ralf explains it. I do agree that we've got a lot of building to do and of course, the list needs to be massaged a bit, we just left off in mid-discussion.
Edited by Rotton50 (01/03/12 03:50 AM)
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Raymond S Otton
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#3486483 - 01/03/12 04:03 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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Senior Member
Registered: 01/07/01
Posts: 2623
Loc: Skåne, Sweden
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There are about 220 tmod models ready to go in one of my subfolders on the Gen's server.
So there should be more than enough models available to fill up a new list. It's just a matter of agreeing what goes where.
Very nice Tmods you have made Ray!  And so many! You have really been busy!  Well done! Looking forward to seeing them in EAW!  Cheers
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#3486486 - 01/03/12 04:16 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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OK Guys. Can we please go back to basics, and try and agree a setup for the default EAW game? I know I keep #%&*$# on about this, but it would certainly help Ade too, as nearly all the model types for WWI and WWII would be the same. Of course, a WWI tank would not look the same, but it's still a tank, so these slots would in effect be the same, and that would be the case for a majority of Tmod slots covering these two setups. We really should concentrate on getting this sorted, so we can move forward, and start populating the extended list. Once we have the general list sorted, we then need to think about how to implement these new options. I have a French Church, Station, and a few others, plus a British Farm finished, with others in the works, which can be used for both setups. I don't think my Houses of Parliament model survived my HD crash, unless I sent it to someone. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486491 - 01/03/12 04:38 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 01/07/01
Posts: 2623
Loc: Skåne, Sweden
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I'm sure it makes sense, just I can't grasp the logic behind this system.
It seems, 2 years ago, we spent a lot of time going nowhere, and we are still in the fog created by these changes.
I agree with Ray! I think the new Tmod-Tmog system is very clever!  I used it in FAW and it worked perfectly!  Cheers
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#3486495 - 01/03/12 04:42 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Per.
Do you understand how the full system works?
Tmod, and Tmog fair enough, but the others?
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486501 - 01/03/12 04:55 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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As I understand it, the system is pretty simple, each slot has 4 optional models depending on where it is relative to the frontline. The axis and allied models are self explanatory, the other two are allied frontline and axis frontline... these get substituted in the vicinity of the frontline if a model is present. With all 4 options the game only uses them if they are present otherwise it defaults back to the main model or the one in the cdf if none present, so missing any won't ctd the game.
As I mentioned earlier the first thing to establish is whether with the new options we still have any of the model slots specifically linked in the exe to certain characteristics, such as smoke, movement or AA capacity or like the bridges being automatrically included on certain tilenames in the map.... we need to list these first so we know which slots can be reallocated and which are fixed.
cheers,
Pobs
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#3486515 - 01/03/12 05:28 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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OK Pobs.
Perhaps the best way to proceed would be set up the basic game, and just populate it with Tmods, to get started. This would mean writing all the properties for all 256 slots, using Tony's editor.
Then we can start building models to fill in the missing types, and fiddle with models which need to be changeable.
I was thinking, RAF bases in the UK would have their own buildings, as would Europe, but none of them should change, just the user [AXIS, ALLIED]. Only the parked targets on airfields, like lorries and planes need to change with the front line.
Things like buildings, bridges, trees, civilian vehicles, etc would remain the same, but Allied and Axis convoys would change of course.
Railways are a special case. Three engines, and rolling stock are needed. One just for UK, and then one for Allied, and Axis trains in Europe. These models can be the same, just different skins.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486519 - 01/03/12 05:41 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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Col G Make some space in your mailbox here! I still have not had a response to my replies to your PM at the Gen I sent you last Saturday, or any feedback on the software I put in your folder before sending them  Everyone Are you aware that you do not need a complete TMod table? The first data item is the TMod number, so it is quite possible to have a TMod.dat file with only the TMods referenced in tardata and eaw_ttd.dat. BTW I'm still thinking about how to set up eaw_ttd.dat for TM2 if we have a 256 tile list, in which most do not yet exist.  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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3486521 - 01/03/12 05:45 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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The TMod.dat editor has a copy and paste function. It is useful if a new TMod is made which is the same as, or very similiar to, an existing one. A line can be copied, pasted and then minor adjustments made.  Jel
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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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3486523 - 01/03/12 05:49 AM
Re: New 256 Tmods list for discussion.
[Re: MrJelly]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Tony. I cleared some space in my PM's so any messages should now get through. On the subject of the TTD, that is what we are trying to sort out, and TM2 just adds another level to it. I know you have a working airfield on your funny Island { Not in the right place to be Sodor.  ], but have you been able to put a farm or trees on it?
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486571 - 01/03/12 06:55 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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No Col G. Currently I'm in Lyon, and will have the weekend in Paris, then back to Lyon. However, I'm not sure when I will get back home. I do not have the source code for the TTD editor on my laptop, so I cannot extend it beyond the current 64 tiles for the time being.  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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3486577 - 01/03/12 07:04 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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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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Raymond S Otton
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#3486585 - 01/03/12 07:16 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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Hi Tony.
I cleared some space in my PM's so any messages should now get through.  
_________________________
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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3486611 - 01/03/12 07:59 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3486722 - 01/03/12 10:10 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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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.  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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3487214 - 01/04/12 06:02 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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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]
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Hotshot
Registered: 08/14/01
Posts: 8403
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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
_________________________
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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#3487562 - 01/04/12 03:12 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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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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Raymond S Otton
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#3487610 - 01/04/12 04:35 PM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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I second that Ray.
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3487780 - 01/04/12 10:30 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 08/14/01
Posts: 8403
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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]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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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. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3487875 - 01/05/12 04:01 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 08/14/01
Posts: 8403
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hi John,
yes, you got it and yes, up to 1024 models.
The frontline is arond 2000m, 1000m axis and allies. In game it vary from maybe 1500 to 2500m.
_________________________
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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#3487877 - 01/05/12 04:14 AM
Re: New 256 Tmods list for discussion.
[Re: Knegel]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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hi John,
yes, you got it and yes, up to 1024 models.
 I better start building some more then, PDQ!  Do we have an editor to make a ttd for 1024 models?
Edited by Col. Gibbon (01/05/12 04:16 AM)
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3487921 - 01/05/12 05:30 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 06/10/01
Posts: 8975
Loc: North Wales, UK
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more importantly perhaps Col, how does the presence of 4 models per slot each with a separate skin affect your list of special tra links ?... at the moment you seem to only have tra file links for the main skin per slot...
cheers,
Pobs
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#3487987 - 01/05/12 06:43 AM
Re: New 256 Tmods list for discussion.
[Re: Knegel]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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I think this already makes clear why there are "close distance to frontline object skins". I already gave a clarification in my prevouse post. But then we wouldn't be still asking for clarification, would we? Can someone please give me a concrete example of how this would work, rather than an overview, a "for instance"? Not the TMOD/TMOG part of the mod, as I said, I used that in SPAW.
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Raymond S Otton
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#3487989 - 01/05/12 06:44 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Yes Pobs, it looks like I need to do a rethink in light of this bomb shell! Now we really need to think what do we want. Tmod's, will become UK only? or UK and French? Buildings, stationary vehicles, and bridges only? Tmog's, will become German only? Buildings, stationary vehicles, and bridges only? And the other two lists, gun emplacements, tanks, parked aircraft, and alike? Lots to think about for sure. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3488095 - 01/05/12 09:25 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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Hotshot
Registered: 08/14/01
Posts: 8403
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I think this already makes clear why there are "close distance to frontline object skins". I already gave a clarification in my prevouse post. But then we wouldn't be still asking for clarification, would we? Can someone please give me a concrete example of how this would work, rather than an overview, a "for instance"? Not the TMOD/TMOG part of the mod, as I said, I used that in SPAW. Take a look to FAW, Per already use this system, there are plenty of examples. I cant imagine how explain it more, best is you take a object(lets say the farm), now you take the tmod files(3dz´s + tpc´s) of two more total different objects(Hangar and Airfieldtower maybe) and the tower you call tmof + farm slot number and the hangar you call tmgf + farm slot number, then you place both into the EAW root. If you now start the game you will see the Farm as farm outside the 1000m range, no matter what side of the frontline you be. Inside 1000m range(round about) you will see the hangar on the axis side of the front and the tower on the allied side of the front. Its realy just the same as with tmod/tmog, but if a tmof or tmgf is present they are the models for the frontline area. 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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#3488099 - 01/05/12 09:30 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 08/14/01
Posts: 8403
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btw, if Tony comes back and realy split his external Special texture list files, then every EAW World maker can create his own special texture list. In this way it will stay most short.
_________________________
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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#3488175 - 01/05/12 11:16 AM
Re: New 256 Tmods list for discussion.
[Re: Knegel]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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What ever happened to your Teutonic sense of order Ralf?  Already we have enough confusion over Tmods, and now your suggesting custom special texture links? Oh Boy, if that happened we could never make any models to work properly. We have to have a default link system so everyone is singing off the same hymn sheet, just as we are with the aircraft. Freedom is a fine thing, as long as it's controlled, or what's the point of having Police? 
_________________________
Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3488632 - 01/05/12 10:15 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 08/14/01
Posts: 8403
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Hi John,
best is to look for a system to get rid of the special textures in general. They are realy just a mean hack, which disturb the whole loading procedure and cause the known problems.
best would be to add the name of the special texture file to the 3dz or related TPC, at least a 1 or 0 if a special texture is needed for this 3dz.
Wouldnt it be possible to add a trigger ( 1/0) and the special texture file name to the header of the related TPC?? The need of the lists is most horrible, this slow down the loading procedure, limit the maker and is a major reason for the skin slot binding, which shouldnt be needed at all.
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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#3488678 - 01/06/12 01:36 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Once again you run into the problem of the max size of the 3dz header which sets the texture name size. There is nothing wrong with having links as long as they are logical.
_________________________
Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3488813 - 01/06/12 07:07 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2653
Loc: Cape Charles, Virginia, USA
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Ok, Ralf, that's a little better explanation, thanks.
Please have some patience. You need to understand that as good as your English is, sometimes it's not good enough to express technicalities sufficiently for some folks.
Now on to the TMOD discussion.
As excellent as the TMOD/TMOG system is I'm not sure how much the frontline part of the mod adds to the game. That's why I'm asking for specific situations from some other modders.
For me it's a cost/benefit analysis. How much time to spend on a project versus how much it affects the game. "Bang for your Buck" as we say. ( Or "Bang for your Euro" but that's not such a good analogy any more )
As for checking out FAW, sure I could do that but isn't it a lot easier to simply ask here how the mod works rather than load an entire scenario and fly around hoping to find the changes?
And to the group, why in the world do these discussions always end in rancor?
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Raymond S Otton
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#3488870 - 01/06/12 08:45 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 04/30/02
Posts: 5855
Loc: Caux L'Herault, France
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Guys There is a new test pack to download http://www.users.on.net/pam_biddell/TM2TestPak.exeHere's what I wrote in the "Info.txt" file There are three extended CDFs The additional files in DATA.CDF are "eaw32.tm", "eaw_ttd2.dat" and "Geawttd2.dat." In TEXT_ENG.CDF there are the two texture mapping files "TextMap1.str" and "TextMap2.str" with Col G's latest additions, plus the "TILENAME.STR" file with the tilenames 0-255. TERRAIN.CDF has three additional bumptiles. There are two OAW "E" folders in the OAW128 folder. "E 64TpT TM2" contains a TM2 eaw.exe which reads "eaw_ttd2.dat" instead of "eaw_ttd.dat". This file has a maximum of 64 targets per tile. "E 128TpT TM2" contains a TM2 eaw.exe which reads "Geawttd2.dat" instead of "eaw_ttd.dat". This file has a maximum of 128 targets per tile. Otherwise these two exes are identical. Note that he default 1.28e used the "eaw_ttd.dat" in the DATA.CDF which has a maximum of 128 targets per tile, so the extended DATA.CDF caters for all three possibilities. The TM2 system uses a "BumpVal.eaw" file and the default one is in the "EAWTM2" folder. If there is one on the root folder it will be used in preference. Otherwise it will use the one in the "EAWTM2" folder, so this folder and its file need to be present for the TM2 eaw.exes. The only thing I have not mentioned is the "G-68TilesTM2" folder in the "OAW128" folder. This has the 68 tile version of ETO with Hawkinge on an island South of Dover. Some of the additional tiles were used to build this island. Jel Paris France 6th Jan 2012
_________________________
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 webpageTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use a second controller
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#3488917 - 01/06/12 09:54 AM
Re: New 256 Tmods list for discussion.
[Re: MrJelly]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Jel Paris France 6th Jan 2012 Oo La La! 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3489056 - 01/06/12 01:18 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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Hi Guys. I've created all 1024 links, or should I say 2048 if you include the distance models! Please ignor my first list as I had to change everything around to cover 4 different lists of models. First TMOD 256 Allied Ground Objects covered by links: Tma000.tpc,Tra000.tpc To Tma255.tpc,Tra255.tpcDistance Models Tma000s.tpc,Tra000s.tpc To Tma255s.tpc,Tra255s.tpcSecond TMOG 256 Axis Ground Objects covered by links: Tmg000.tpc,Trg000.tpc To Tmg255.tpc,Trg255.tpcDistance Models Tmg000s.tpc,Trg000s.tpc To Tmg255s.tpc,Trg255s.tpcThird TMOF 256 Allied Front line Ground Objects covered by links: Tmf000.tpc,Trf000.tpc To Tmf255.tpc,Trf255.tpcDistance Models Tmf000s.tpc,Trf000s.tpc To Tmf255s.tpc,Trf255s.tpcForth TMGF 256 Axis Front line Ground Objects covered by links: Tgf000.tpc,Tga000.tpc To Tgf255.tpc,Tga255.tpcDistance Models Tgf000s.tpc,Tga000s.tpc To Tgf255s.tpc,Tga255s.tpcI hope this system is logical enough, to be easily remembered. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3489462 - 01/07/12 06:11 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 08/14/01
Posts: 8403
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Once again you run into the problem of the max size of the 3dz header which sets the texture name size. There is nothing wrong with having links as long as they are logical. Hi, wrong is that this links are the only reason why the skins have their slot binding and name binding. The plane names inside the files are not hardcoded, appart from the special textures. The plane names get defined in the planes.dat, that why we are able to load a FW190A skin and flt from the 109E slot. If we dont would have the hardcoded plane names inside the special texture file names, we could give every skin its own unique number(0000 to 9999 and/or aaaa to zzzz) and place it into its own folder inside the Planesfolder(like we do it already). Then we can use this skin from all available plane slots, no need to duplicate skins anymore. 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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#3489498 - 01/07/12 07:39 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11113
Loc: Fleet, Hampshire, England.
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You just love change for change sake. We have a system, like you say it's not perfect, but we need to get a grasp of what we have, without adding to the confusion that is rife, thanks to all these changes which are mostly undocumented. If you want to mess around and add YOUR new system, then you can do it WITHOUT ME!  I've been here 10 years, and to be honest, I'm getting very fed up with EAW. 
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Ah that's much better! Wings Over BytomAt home, with my great kids, Thomas, Jessica & little Nicola.
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#3490429 - 01/08/12 09:42 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Hotshot
Registered: 08/14/01
Posts: 8403
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Its not a new system, its the system the original EAW makers had in mind. The Special textures got hacked into the code in a real bad way, damaging the flexibility of the whole game. With a new system we wont change anything in your filestructure in general, of course it must be backward compatible.
_________________________
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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