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#3485903 - 01/02/12 09:05 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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OK Ray. So, what is the full list of available Tmod models?

First trick is to agree a list order, then allocate the models correct slot names and textures, then once that's done we can start writing the full 256 properties list, which needs to be as follows:

Target Type
Max Damage
Repair Time
Repair Rate
Desr Mod
Smk
Armor
Mdl
Ppl
Rnd
Width Feet
Height Feet
Length Feet
Radius Feet
Score Exp
Size Dist
Detail Distance Feet
Maximum Vis Miles
Smk Off
Type
Target Type

It's very obvious we'll need an editor to produce a working table with 256 x 21 fields per slot. Quite how we implement Ralf's 4 types of Tmod is not clear to me, but I guess we'll find that out as we go.
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#3485914 - 01/02/12 09:37 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
There is an editor. Pretty sure Jel made it and I used it for the highly customized SPAW target set.

However, some of the characteristics for some TMOD slots must get defined in the exe.

For instance, I tried to get the destroyer/train mod to work in SPAW so that there could be random ships patrolling about the SPAW world.

I edited the rail lines so that they wound in and out around the myriad island groups. The problem was that no matter how I set the various characteristics with the editor the model blew up. It had to do with the water tiles but I never got it straightened out so I moved on.

As for the list, I'll see if I can find the one Pobs and I were working on.
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#3485922 - 01/02/12 10:05 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
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#3485952 - 01/02/12 11:19 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
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Loc: Cape Charles, Virginia, USA
Yep, that's it. Spent many an hour fiddling around with the values.

The ones I didn't have any success with were #34 and #36.

With #34 my idea was to arm bunkers and trenches so that they'd shoot at you with light caliber guns as defined by #37. Didn't work.

As for #36 I tried all the various combinations to get the destroyer/train to work. Again, no luck.

Plus some characteristics are unknown to me. Things like "short bridge vs long bridge" in #34
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#3486113 - 01/02/12 03:58 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
Wow! I actually found the list!



Null 0
POWERPLANT 1
BALL PLANT 2
CHEM PLANT 3
AIRCRAFT Factory 4
AIRFIELD 5
ARMAMENT Factory 6
RAILYARD 7
SHIPYARD 8
U-BOAT PEN 9
V-1 SITE 10
Suspension Bridge Center 11
Road Arc Bridge ramp 12
Road Arc Bridge center 13
Rail Arc Bridge ramp 14
Rail Arc Bridge center 15
Suspension Bridge Ramp 16
Single HEAVY AA 17
Single LIGHT AA 18
Large OIL STORAGE 19
RADAR STATION 20
Large RADAR TOWER 21
Starter Vehicle 22
Forts 23
Small Fuel Dump 24
AIR Control Tower 25
Small AMMO dump 26
Concrete Hangar 27
BARRACK 28 ( Not Obama )
HQ BUILDING 29
Mess Hall 30
BRIEFING ROOM 31
Heavy AA (Dual) / FLAK TOWER 32
Field Headquarters 33
Rec Hall 34
Row of trees 35
TREE 3 36
TREES 3 37
TREE 4 38
TREES 4 39
U Trench 40
Corner trench 41
Straight Trench 42
Allied locomotive / Axis 43
Allied tender / Axis 44
Allied boxcar / Axis 45
Allied oil tanker / Axis 46
Allied flatbed / Axis 47
Allied flatbed tanks / Axis 48
Allied flatbed guns / Axis 49
BR Open truck / Axis 50
US Open truck / Axis 51
US covered truck / Axis 52
US halftrack / Axis 53
US Jeep / / Axis 4x4 54
US Medium Tank / Axis 55
US medium Tank / Axis 56
Allied Freighter(moving) / Axis 57
CHURCH 58
CITY 1 59
CITY 2 60
CITY 3 61
CITY 4 62
CATHEDRAL 63
FARM 64
Industrial Building 65
Industrial Building 66
Industrial Building 67
Village block 68
PARACHUTIST 69
PEOPLE MILLING 70
PEOPLE MARCHING 71
US destroyer (Moving)/ Axis 72
Small oil storage 73
US fuel truck / Axis 74
US fuel truck / Axis 75
US covered truck / Axis 76
US covered truck / Axis 77
US Truck Towed Gun / Axis 78
British Truck Towed Gun / Axis 79
British fuel truck / Axis 80
British covered truck / Axis 81
British covered truck / Axis 82
US halftrack / / Axis 83
British car / Axis 84
US halftrack Towed gun / Axis 85
EMPTY 86
horse cart 87
Short Dock 88
Long Dock 89
British medium tank / Axis 90
British medium tank / Axis 91
US heavy tank / Axis 92
British heavy tank / Axis 93
Motorcycle 94
Ambulance 95
P38 / ME 410 96
P51 / 109 97
P47 / 190 98
Hurricane / 109 99
Spitfire / 109 100
Tempest /190 101
Horsa Glider 102
B25 / Ju88 103
B26 / Do17 104
Albemarle / Ju88 105
B17 / He111 106
B24 / He111 107
C47 / Ju52 108
US Flag / Axis flag 109
Canadian Flag / Axis flag 110
British Flag / Axis flag 111
Windsock 112
Allied Freighter (Stationary)/ Axis 113
Allied Freighter (Moving) / Axis 114
Allied Freighter (Stationary)/ Axis 115
Allied Freighter (Moving)/ Axis 116
Allied Freighter (Stationary)/ Axis 117
Allied Freighter (Moving)/ Axis 118
Allied Tanker (Moving)/ Axis 119
Allied Tanker (Moving)/ Axis 120
Allied Tanker (Moving)/ Axis 121
Allied Tanker (Stationary)/ Axis 122
Allied Troopship (Moving)/ Axis 123
Allied Troopship (Stationary)/ Axis 124
Allied Troopship (Moving)/ Axis 125
Allied Troopship (Stationary)/ Axis 126
Allied Ammo ship (Moving)/ Axis 127
Allied Ammo ship (Stationary)/ Axis 128
Allied Ammo ship (Moving)/ Axis 129
Allied Ammo ship (Stationary)/ Axis 130
British Patrol Boat (Moving)/ Axis 131
British Patrol Boat (Stationary)/ Axis 132
US Patrol Boat (Moving)/ Axis 133
US Patrol Boat (Stationary/ Axis134
US Destroyer Escort (Moving)/ Axis 135
US Destroyer Escort (Stationary)/ Axis 136
British Destroyer Escort (Moving)/ Axis 137
British Destroyer Escort (Stationary)/ Axis 138
US Destroyer (Stationary)/ Axis 139
BR Destroyer (Moving)/Axis 140
BR Destroyer (Stationary)/ Axis 141
Trawler (Moving )/ Axis 142
Trawler (Stationary)/ Axis 143
US Light Cruiser (Moving)/ Axis 144
US Light Cruiser (Stationary)/ Axis 145
British Light Cruiser (Moving)/ Axis 146
British Light Cruiser (Stationary)/ Axis 147
US Heavy Cruiser (Moving)/ Axis 148
US Heavy Cruiser (Stationary)/ Axis 149
British Heavy Cruiser (Moving)/ Axis 150
British Heavy Cruiser (Stationary)/ Axis 151
Allied battleship (Moving) 152
Allied battleship (Stationary) 153
Axis battleship (Moving) 154
Axis battleship (Stationary)155
Sub Tender (Moving)/ Axis 156
Sub Tender (Stationary)/ Axis 157
Sub (Moving)/ Axis 158
Sub (Stationary)/ Axis 159
Barge (Moving)/ Axis 160
Barge (Stationary)/ Axis 161
Landing craft (Moving)/ Axis 162
Landing craft (Stationary)/ Axis 163
double light AA 164
triple light AA 165
double heavy AA 166
Quad heavy AA 167
Fort 168
Hut 169
Revetment 170
Artillery 171
Artillery 172
Tent 173
Tent 174
Tent 175
Stone wall 1 176
Barbed wire 177
Telegraph poles 178
Stone wall 2 179
pill box 180
Workshop 181
Officer quarters 182
Control Tower 183
barracks 184
barracks 185
Hangar 186
Belfast Hangar 187
Hangar 188
Tall Radio tower 189
Short Radio Tower 190
Short Radar tower 191
Medium ammo dump 192
Large ammo dump 193
Two wooden crates 194
Four wooden crates 195
Supply dump 196
Field Hospital 197
Four oil drums 198
Medium fuel dump 199
Large fuel dump 200
Large Crane 201
Small crane 202
Wurzburg 203
Garage 204
Allied locomotive / Axis 205
Allied locomotive / Axis 206
Allied tender/ Axis 207
Allied tender/ Axis 208
Allied boxcar/ Axis 209
Allied boxcar/ Axis 210
Allied oil tanker/ Axis 211
Allied oil tanker/ Axis 212
Allied flatbed/ Axis 213
Allied flatbed tanks/ Axis 214
Allied flatbed guns/ Axis 215
Allied Passenger/ Axis 216
Allied Passenger/ Axis 217
Allied Passenger/ Axis 218
ROAD BRIDGE 219
ROAD BRIDGE 220
RAIL BRIDGE 221
RAIL BRIDGE 222
house 223
house 224
house 225
Parliament 226
Eifel Tower 227
Branderbuger Tor 228
Reichschancellory 229
Tower Bridge 230
Dam 231
Dam 232
City Block 6 233
City Block 7 234
City Block 8 235
Railway Station 236
Coastal Def building 237
Coastal Def building 238
Coastal Def building 239
Coastal Def building 240
Beach obstacle 241
EMPTY 242
Small Warehouse 243
Bunker 244
POW camp 245
Large Warehouse 246
Sangar 247
FACTORY COMPLEX 248
Axis carrier Island 249
Allied carrier island 250
Allied carrier island 251
Axis carrier hull 252
Allied carrier hull 253
Allied carrier hull 254


A few notes:

1 - Wherever I have Allied / Axis listed that slot can have two different models. The Standard TMOD will show up on the Allied side of the frontline and the TMOG modle with the same number will show up on the Axis side of the line. Remember that the models use the same data table so the models have to be similar in size, shape and function with similar hit bubble sizes and destruction points.

2 - Where you see (moving) after a ship model name that means the model has a wake attached. It's not actually moving though as you would see in a convoy attack assignment. The models without wakes are for placement in harbors. As with the multiple truck models you can have similar ships with very different destroyed models so a ruined convoy has some variety.

3- Note that capital ships each have their own slots so they can be named specifically in the TARTYAPES file. I'm not sure what our reasoning was for making the carriers two piece models. Also, there are a few capital buildings included that can also have their own names included in the TARTYPES list.

4 - There are two other TMOD types that Ralf added that only show up near the frontline but I don't know what they're for, why they were added or what their four letter designation is. As it is, using just the TMOD/TMOG system it's possible to have 512 different models. This would go up to 1024 if the entire system is utilized. That's a LOT of models.

5 - Bridges are two parts. The main bridge and the ramp leading to the bridge. Forewarned, it's a bear getting them lined up using the target editor.
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#3486207 - 01/02/12 06:48 PM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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Posts: 11942
Loc: Fleet, Hampshire, England.
Great Ray! thumbsup

Now a few comments.

If this is going to be for WW2 Europe, with the exception of the Straights of Dover, and North Sea, there was no Naval action to speak of in Home waters, so the inclusion of so many ships is a bit unnecessary. No US PT boats, but E-boats and RN MB's. wink

Barges, Tugs, and small Steamers, is about all you would see.

There are a few other points I'd like to mention, but I need to go to sleep, because it's first day back to school for the kids in the morning, and it's going to be a hard start in the morning a 7am for them, and me. 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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#3486444 - 01/03/12 04:23 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Pobs Offline
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Registered: 06/10/01
Posts: 9119
Loc: North Wales, UK
Hi,

yup we do need to rethink this list with the advent of Knegel's '4 models per slot' option. For instance, we do not need any 'side-specific' models... what I mean is that we can put an 'axis destroyer' and an 'allied destroyer', and a frontline axis destroyer, and a 'frontline allied destroyer' all in the same slot, this would mean for instance that the list above has the capacity for 47 x 4 ship types as it stands, which seems a little bit high to me !!

I also think that the list will be specifically for the default world since any new world can define their own tmod list and tmod table.. with certain exceptions (see below)

we need to think more generically for the slot definitions, not to fix them on specific models but to think rather of 'target types' as defined by the size and strength of the target since all four models in a slot carry the same hit bubble and tmod table characteristics...

sooo, we might have two 'battleship' slots for instance with 4 german and 4 allied models available for them...

4 tree slots with 4 tree types common to the allied and axis models but with, let's say, 3 destroyed tree types for the frontal zone so a proportion of the trees in the front area are destroyesd, same with buildings....

to be honest we are now embarrassed with slots for our models and we can seriously consider which ones to use for unique models used only once in the world, to differentiate our towns for instance.

One consideration first though, is to make a list of the fixed tmod slots..... certain slots are defined in the exe for specific uses, we need to clarify if we can designate ANY model slot as a 'moving model' for the purposes of adding to convoys for instance ?, can any model go in a bridge slot ? or are Bridges a special case because of their links to the road and rail crossing tiles, where they appear automatically ?? ( one of the reasons that they weren't used as targets in the original game I think)

We need to get that list done first before anything else so we don't waste time with slots that are predefined in their use by the exe for the campaign element of the game.


cheers


Pobs

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#3486453 - 01/03/12 05:23 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
Hi Pobs.

You seem to have a different understanding to Ralf's system from me.

I thought there were four types of Tmod, and each one of the 256 could be one of the four. Thus we only had 256 slots, which needed to be split by four types, so each type had a model allocated to it, not 256 slots with 4 models per slot.

Or have I got it completely wrong?

If your right, we have thousands of Tmods to build! H,L,D,and S.3dz's would be 4096, plus textures! Are we all young enough to build so many models??
_________________________
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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#3486469 - 01/03/12 06:23 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Col. Gibbon Online   hick
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Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
I found Ralf's original post regarding the implementation of his new ground object system.

Posted: Wed Apr 15, 2009 2:03 pm

Quote:
Different to V42;

German single mission Intercepts and allied escorts are now possible in 1940, if a allied 1940-bombers is present(not by default).


The front line related Tmods had to get a other naming norm. Although the system did work with files in the EAW root,
we cant pack files with to long names into the CDF´s.
This is the new naming norm for the font line related Tmod****.3dz´s:

Allied Tmod graphic file names, used if close to the front (allied battle area target):
TMOF**_H.3DZ
TMOF**_D.3DZ
TMOF**_S.3DZ
TMoF**_L.3DZ

Axis Tmod graphic file names:
TMOG**_H.3DZ
TMOG**_D.3DZ
TMOG**_S.3DZ
TMOG**_L.3DZ

Axis Tmod graphic file names, used if close to the front (axis battle area target):
TMGF**_H.3DZ
TMGF**_D.3DZ
TMGF**_S.3DZ
TMGF**_L.3DZ

So now we can distinguish between

1. Tmgf****.3dz = axis battle area target
2. Tmof****.3dz = if no "axis battle area target" is available, this get used on both sides of the front line, otherwise its the "allied battle area target".
3. Tmog****.3dz = graphic for all targets on the axis side of the front line, if no "battle area target" is available.
4. Tmod****.3dz = graphic for all targets, if no other kind of Tmod 3dz is present. For sure this represent the allied targets outside the battle area.

Greetings,

Knegel


I'm sure it makes sense, just I can't grasp the logic behind this system.

It seems, 2 years ago, we spent a lot of time going nowhere, and we are still in the fog created by these changes.
_________________________
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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#3486479 - 01/03/12 06:47 AM Re: New 256 Tmods list for discussion. [Re: Col. Gibbon]
Rotton50 Offline
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Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
Originally Posted By: Col. Gibbon
It seems, 2 years ago, we spent a lot of time going nowhere, and we are still in the fog created by these changes.


NOT!


I included the TMOD/TMOG part of the system in SPAW to great affect.

For instance, as airifelds changed sides when the Allies pushed the Japanese north and east the flag, trucks and parked aircraft changed from Japanese to either British, Canadian or American models.

Same thing with the static sea convoys.

So we most certainly didn't go nowhere. ( Sorry 'bout the double negative )






OTOH, I'm not sure about the frontline part of the mod but I'm sure it will make sense when Ralf explains it.

I do agree that we've got a lot of building to do and of course, the list needs to be massaged a bit, we just left off in mid-discussion.


Edited by Rotton50 (01/03/12 06:50 AM)
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