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#2594627 - 09/27/08 08:38 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 09:26 AM
Re: New 256 Tmods list for discussion.
[Re: MadProf]
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Senior Member
Registered: 02/06/06
Posts: 2749
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 09:59 AM
Re: New 256 Tmods list for discussion.
[Re: Rotton50]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11938
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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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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#2594667 - 09/27/08 10:16 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2749
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 10:41 AM
Re: New 256 Tmods list for discussion.
[Re: Pobs]
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Senior Member
Registered: 01/07/01
Posts: 2631
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 10:45 AM)
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#2594711 - 09/27/08 11:25 AM
Re: New 256 Tmods list for discussion.
[Re: vonOben]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11938
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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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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#2594737 - 09/27/08 12:13 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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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 12:39 PM
Re: New 256 Tmods list for discussion.
[Re: Shreck]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11938
Loc: Fleet, Hampshire, England.
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Done, check your Email. 
_________________________
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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#2594792 - 09/27/08 01:53 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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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]
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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 
_________________________
"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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