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#2874168 - 10/06/09 05:25 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
Hi there. I don't mod for EECH I do lots of modding for NWN1 / NWN2
I have a lot of tree objects i made that are real similar to these. (different tree types)

would you be interested in having them?

Very nice looking scenery. What kind of game is NWN1 / NWN2? I may be interested in that.

The trees look like they may be too complex for EECH. The tree model I'm using now is two polygons.

Do you do 3d modeling? I'd like to get a lightwave model of a bighorn sheep to put on the Grand Canyon map.

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#2874180 - 10/06/09 05:50 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
I have big grey patch under my trees in geogia winter.

If it's a spot under each individual tree then the new tree object isn't being imported. You need the fast_tree installed and EECH version 1.11 or newer. There is an option in eech.ini to turn off the tree shadows but you shouldn't see the shadows no matter what if the fast tree model is being imported.

If the grey patch is a larger area wherever a river runs next to a forest then I'm not sure what that is but it looks to be a shadow effect done by Razorworks. I don't know what produces that but I'm pretty sure it's not coming from the color file. You can see it on the summer map too but it's not so obvious. Maybe I can find it. There's one texture on the winter map that needs some fixing too.

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#2874195 - 10/06/09 06:10 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Quote:
Should I have used mapinfo.txt?

The color file switch to winter is done by the option in mapinfo.txt. I can't say why it was done that way. I don't think it was fully implemented or maybe even used. The alternate winter color file isn't included in the allmods download. I'm not sure about the other homemade maps that have two seasons.

EE2 definitely has better graphics. I think to make EECH look like that would basically be the same project the EE2 guys did. That would be great if someone could do it.

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#2874423 - 10/06/09 01:07 PM Re: Block forest replacement [Re: Craigmire]
FireBird_[WINE] Online   content
SimHQ Member

Registered: 06/10/05
Posts: 301
Originally Posted By: Craigmire
If the switch was made by a new field in the tree structure I think they could be mixed or switched by altitude or slope facing direction.


Another argument in mapinfo.txt file describing different regions (rectangles or circles)?
We can add any number of new scenes (new trees).

Originally Posted By: Craigmire
Another way might be better to use the same or similar code that Gotcha did called extended_textures. It did some random switching of alternate textures for a single texture name.


Should we have the same behavior for all of the hosts in the network game? Simple rand() may fail...

Originally Posted By: Craigmire
A texture change is all that is really needed since I don't think we really want to use a different model. We'd have to change the date-palm model anyway.


It's called "texture animation" and allows to have a different texture for every instance of the objects in the game. For example, board numbers on tails of choppers are individual.
Thus we must apply such animation to a tree scene.

P.S. For a month I'm out of development. frown But I'll be back for sure.

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#2876759 - 10/09/09 02:42 PM Re: Block forest replacement [Re: FireBird_[WINE]]
Colonel_Kurtz Offline
SimHQ Member

Registered: 01/29/07
Posts: 960
Loc: Australia
I thought it worth mentioning that for multiplay pilots both the client and host require this mod installed to fly Georgia with tree mod.

eg: If you run the mod on your client, and the host is not updated, then the client will CTD with the error

"Entity already in use: ENTITY_TYPE_SECTOR(index=0)"

Ive tested it in multiplay and all is sweet as long as client and server have the mod loaded.

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#2877058 - 10/10/09 04:49 AM Re: Block forest replacement [Re: Colonel_Kurtz]
Craigmire Offline
SimHQ Member

Registered: 04/07/03
Posts: 530
Loc: Colorado
Great! Thanks for checking that out. I thought it might cause a problem but didn't expect it to crash.

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