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#2593995 - 09/26/08 06:58 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11941
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. 
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle 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]
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Hotshot
Registered: 06/10/01
Posts: 9119
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 01:10 PM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11941
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?
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle 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]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11941
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
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle 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]
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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 04:18 AM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11941
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.
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle 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]
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EAW Old Timer
Hotshot
Registered: 08/27/00
Posts: 6130
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 05:08 AM
Re: New 256 Tmods list for discussion.
[Re: Moggy]
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Hotshot
Registered: 06/10/01
Posts: 9119
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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#2594576 - 09/27/08 05:56 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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EAW Old Timer
Hotshot
Registered: 08/27/00
Posts: 6130
Loc: A slit trench at RAF Gravesend
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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
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#2594584 - 09/27/08 06:22 AM
Re: New 256 Tmods list for discussion.
[Re: Moggy]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11941
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?
_________________________
Just remember, "No Matter How Little I have Done, It's All The Less For You To Do" Wings Over BytomSingle parent, bringing up my great kids, Thomas, Jessica & Nicola, and trying to do his best all the time.
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