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#2593995 - 09/26/08 06:58 AM Re: New 256 Tmods list for discussion. [Re: Rotton50]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 11941
Loc: Fleet, Hampshire, England.
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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Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" biggrin

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Single parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.


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#2594145 - 09/26/08 12:16 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Pobs Offline
Hotshot

Registered: 06/10/01
Posts: 9119
Loc: North Wales, UK
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 01:10 PM Re: New 256 Tmods list for discussion. [Re: Pobs]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 11941
Loc: Fleet, Hampshire, England.
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?
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" biggrin

Wings Over Bytom

Single parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.

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#2594189 - 09/26/08 01:22 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
3DZ Model Builder
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Registered: 06/04/01
Posts: 11941
Loc: Fleet, Hampshire, England.
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
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" biggrin

Wings Over Bytom

Single parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.

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#2594446 - 09/26/08 09:58 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Shreck Offline
Member

Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa

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?
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#2594560 - 09/27/08 04:18 AM Re: New 256 Tmods list for discussion. [Re: Shreck]
Col. Gibbon Online   hick
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11941
Loc: Fleet, Hampshire, England.
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.
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" biggrin

Wings Over Bytom

Single parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.

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#2594564 - 09/27/08 04:29 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Moggy Offline
EAW Old Timer
Hotshot

Registered: 08/27/00
Posts: 6130
Loc: A slit trench at RAF Gravesend
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
_________________________
RAF Chattenden
The Gen Home of the EAW Code Group

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#2594566 - 09/27/08 05:08 AM Re: New 256 Tmods list for discussion. [Re: Moggy]
Pobs Offline
Hotshot

Registered: 06/10/01
Posts: 9119
Loc: North Wales, UK
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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#2594576 - 09/27/08 05:56 AM Re: New 256 Tmods list for discussion. [Re: Pobs]
Moggy Offline
EAW Old Timer
Hotshot

Registered: 08/27/00
Posts: 6130
Loc: A slit trench at RAF Gravesend
 Quote:
the Col is talking about adding a .tra file to the slot so it can have 'partial transparency' effects


In that case, Yes Please.

\:\)

Moggy DCM
_________________________
RAF Chattenden
The Gen Home of the EAW Code Group

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#2594584 - 09/27/08 06:22 AM Re: New 256 Tmods list for discussion. [Re: Moggy]
Col. Gibbon Online   hick
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11941
Loc: Fleet, Hampshire, England.
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?
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" biggrin

Wings Over Bytom

Single parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.

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