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#2594627 - 09/27/08 08:38 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
MadProf Offline
Member

Registered: 07/01/08
Posts: 222
Loc: U.S.A.
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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#2594646 - 09/27/08 09:26 AM Re: New 256 Tmods list for discussion. [Re: MadProf]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2749
Loc: Cape Charles, Virginia, USA
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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#2594660 - 09/27/08 09:59 AM Re: New 256 Tmods list for discussion. [Re: Rotton50]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
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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#2594667 - 09/27/08 10:16 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
Senior Member

Registered: 02/06/06
Posts: 2749
Loc: Cape Charles, Virginia, USA
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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#2594675 - 09/27/08 10:41 AM Re: New 256 Tmods list for discussion. [Re: Pobs]
vonOben Offline
Senior Member

Registered: 01/07/01
Posts: 2631
Loc: Skåne, Sweden
 Originally Posted By: Pobs

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 10:45 AM)
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#2594711 - 09/27/08 11:25 AM Re: New 256 Tmods list for discussion. [Re: vonOben]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
Hi VonOben.

This is the original Default Tmod list by Charles. Note: Tmod08 is a Warehouse.

 Quote:
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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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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#2594737 - 09/27/08 12:13 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Shreck Offline
Member

Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
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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#2594745 - 09/27/08 12:39 PM Re: New 256 Tmods list for discussion. [Re: Shreck]
Col. Gibbon Offline
3DZ Model Builder
Veteran

Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
Done, check your Email. \:D
_________________________
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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#2594792 - 09/27/08 01:53 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Pobs Offline
Hotshot

Registered: 06/10/01
Posts: 9119
Loc: North Wales, UK
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 02:51 PM Re: New 256 Tmods list for discussion. [Re: Pobs]
Shreck Offline
Member

Registered: 06/01/06
Posts: 949
Loc: lost in Tulsa
thanks Col.,DUKW2 received and being skinned
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