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#2599946 - 10/06/08 09:22 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Offline
3DZ Model Builder
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Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
It still needs re scaling and finishing off, but 253 nodes, and 204 elements later, it's starting to look the part. Just a shame there is no nodes left, to add all the nice bits.

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#2600880 - 10/09/08 04:57 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Pobs Offline
Hotshot

Registered: 06/10/01
Posts: 9124
Loc: North Wales, UK
Lovely work Col,

and a nice template for a range of new building types I am sure


cheers,


Pobs

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#2602967 - 10/12/08 08:47 AM Re: New 256 Tmods list for discussion. [Re: Pobs]
MadProf Offline
Member

Registered: 07/01/08
Posts: 222
Loc: U.S.A.
Col,
Excellent work, my hats off to you. I missed this post a few days ago
so wanted to extend my gratulations to a job well done. Many thanks
my friend, I know from our correspondence it wasn't easy.



MadProf
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The better part of valour, is discretion. William Shakespeare

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#2603251 - 10/12/08 06:05 PM Re: New 256 Tmods list for discussion. [Re: MadProf]
Col. Gibbon Offline
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Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
Hi MadProf.

I'm still standing by for some more textures. ;\)
_________________________
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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#2603272 - 10/12/08 06:48 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
MadProf Offline
Member

Registered: 07/01/08
Posts: 222
Loc: U.S.A.
Hi Col,

Ok, I'll start with some of the other historical London buildings.
Give me a day or two, I need to convert them from dds files to pcx
files. \:\)


MadProf
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The better part of valour, is discretion. William Shakespeare

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#2603543 - 10/13/08 08:29 AM Re: New 256 Tmods list for discussion. [Re: MadProf]
MadProf Offline
Member

Registered: 07/01/08
Posts: 222
Loc: U.S.A.
Col,
Check your email, sent you some more textures to play with.

Btw, you're pm is full so had to post this here.


MadProf
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The better part of valour, is discretion. William Shakespeare

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#3485621 - 01/01/12 05:56 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Offline
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Registered: 06/04/01
Posts: 11966
Loc: Fleet, Hampshire, England.
This needs to be discussed again. bump
_________________________
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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#3485687 - 01/01/12 07:20 PM 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
Alright, I'll get the ball rolling.

Pobs and I started to compile a pretty good list back a while. We were going to make a new target set for the default EAW world. Unfortunately my wife took a turn for the worse and I had to drop it. We've never been in the same place EAWwise since then to pick it up.

There are about 220 tmod models ready to go in one of my subfolders on the Gen's server.

Stuff like this:












There's also a bunch of other stuff like:

Small buildings
Forts
Bunkers
Beach obstacles
Trenches
Radar installations
Radio towers
Cranes
Docks and wharfs
Trains

Many of these have more than one model. Meaning, as in the case of the dumps, that there is a small, medium and large model for more variety.

Another one of our ideas was to have two or three of the same truck, tank or half track in different slots but with different destroyed models so that when you look at a destroyed convoy the wreckage wouldn't be the same for each vehicle destroyed.

Actually, I think we did it with a few ships too.


To be clear, there's a lot of stuff out there in EAW land for modders to work with. It all doesn't have to be done from scratch.

In many cases I improved existing tmods from around the EAW world. For instance the POW camp was originally a VB model that I added buildings to. The towed artillery TMOD was made by joining an existing truck with an existing cannon. ( Not as simple as it might seem to the casual observer since to get it to work you have to have two models with working rendering sequences. Which as EAW veterans know is NOT the usual circumstance.)

I made the ground planes by using middle distance models from the existing plane sets and tilted them with a utility program made just for that.

So there should be more than enough models available to fill up a new list. It's just a matter of agreeing what goes where.


Edited by Rotton50 (01/01/12 07:31 PM)
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#3485704 - 01/01/12 07:43 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.
Ah, 3dz's are fine, but have the 256 slot numbers have been allocated?

If no one has written the 256 Tmod properties list, then one, without the other, gives you nought. 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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#3485875 - 01/02/12 07:21 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
Uh, duh, of course not but having a boatload of usable models sure will help the discussion move from the theoretical to the practical.


Edited by Rotton50 (01/02/12 07:22 AM)
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