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#3488813 - 01/06/12 10:07 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2768
Loc: Cape Charles, Virginia, USA
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?
_________________________
Raymond S Otton


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#3488870 - 01/06/12 11:45 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
MrJelly Offline
Hotshot

Registered: 04/30/02
Posts: 6711
Loc: Montagnac, L'Herault, France
Guys

There is a new test pack to download

http://www.users.on.net/pam_biddell/TM2TestPak.exe

Here'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
_________________________
EAW upgrades (1.28E), scenario installations, and links: DropBox links and FileCloud links

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Now you can join a running game, and even use multiple controllers smile


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#3488917 - 01/06/12 12:54 PM Re: New 256 Tmods list for discussion. [Re: MrJelly]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
Originally Posted By: MrJelly
Jel
Paris
France
6th Jan 2012


Oo La La! biggrin
_________________________
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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#3489056 - 01/06/12 04:18 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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.tpc
Distance Models
Tma000s.tpc,Tra000s.tpc To Tma255s.tpc,Tra255s.tpc

Second TMOG 256 Axis Ground Objects covered by links:
Tmg000.tpc,Trg000.tpc To Tmg255.tpc,Trg255.tpc
Distance Models
Tmg000s.tpc,Trg000s.tpc To Tmg255s.tpc,Trg255s.tpc

Third TMOF 256 Allied Front line Ground Objects covered by links:
Tmf000.tpc,Trf000.tpc To Tmf255.tpc,Trf255.tpc
Distance Models
Tmf000s.tpc,Trf000s.tpc To Tmf255s.tpc,Trf255s.tpc

Forth TMGF 256 Axis Front line Ground Objects covered by links:
Tgf000.tpc,Tga000.tpc To Tgf255.tpc,Tga255.tpc
Distance Models
Tgf000s.tpc,Tga000s.tpc To Tgf255s.tpc,Tga255s.tpc

I hope this system is logical enough, to be easily remembered. wink
_________________________
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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#3489462 - 01/07/12 09:11 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Knegel Offline
Hotshot

Registered: 08/14/01
Posts: 8457
Originally Posted By: Col. Gibbon
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 10:39 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
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! banghead

I've been here 10 years, and to be honest, I'm getting very fed up with EAW. frown
_________________________
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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#3490429 - 01/09/12 12:42 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Knegel Offline
Hotshot

Registered: 08/14/01
Posts: 8457
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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