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#3485903 - 01/02/12 09:05 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
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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.
_________________________
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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#3485914 - 01/02/12 09:37 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
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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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Raymond S Otton
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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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Hotshot
Registered: 04/30/02
Posts: 6703
Loc: Caux L'Herault, France
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EAW upgrades (1.28E), scenario installations, and links: DropBox links and FileCloud linksThe best EAW online games are at GameRanger: GameRanger SiteTeamspeak 3 channel: 62.48.74.45:8769 Now you can join a running game, and even use multiple controllers
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#3485952 - 01/02/12 11:19 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
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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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Raymond S Otton
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#3486113 - 01/02/12 03:58 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
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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.
_________________________
Raymond S Otton
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#3486207 - 01/02/12 06:48 PM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
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Great Ray!  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.  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. 
_________________________
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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#3486444 - 01/03/12 04:23 AM
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,
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]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
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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" 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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#3486469 - 01/03/12 06:23 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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3DZ Model Builder
Veteran
Registered: 06/04/01
Posts: 11942
Loc: Fleet, Hampshire, England.
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I found Ralf's original post regarding the implementation of his new ground object system. Posted: Wed Apr 15, 2009 2:03 pm 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" 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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#3486479 - 01/03/12 06:47 AM
Re: New 256 Tmods list for discussion.
[Re: Col. Gibbon]
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Senior Member
Registered: 02/06/06
Posts: 2758
Loc: Cape Charles, Virginia, USA
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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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Raymond S Otton
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