#4266561 - 06/03/16 11:14 AM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Montagnac, L'Herault, France
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OK It is all based on the EAW_RRD.DAT file. Line sections have flags which control whether or not the track is displayed, and the makeup of the convoy that runs on it. The flag for the section with the PAW carrier on it is 22. As 22 is not exactly divisible by 5 the track is invisible. When the exe reads the flag of 22 it uses "TList22.mpf" file to get the makeup of the convoy. If the convoy were a normal train then the length of each vehicle is used to offset the position of the next vehicle, so you see the engine, the tender, and the carriages or wagons. The length value is the one in TModXYZ.dat file for the particular TMod, not the one in the 3dz file There is an "additional spacing" value in the data, in FEET. For a train this is usually zero, but for a ship convoy it could be 1000 or so, allowing the ships to be well spaced apart. There is also an 18th value that sets the number of columns, which by default is 1. So what I have done is to allow an "additional spacing" value of -1 to be used by the new exe to generate a group of Tmods at the same point. When the exe reads a value of -1 it does not add the vehicle's length value to the offset position, so all of the vehicles are rendered at the same point. TMod510.dat...TMod517.dat files (which relate to the eight different 3dz parts of this PAW carrier) are identical to each other, apart from their name and TMod value. Their corresponding "Tlist.mpf" files have the "additional spacing" value set to -1 so they are all rendered at the same point, giving the impression that we have a single TMod
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4266595 - 06/03/16 01:02 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
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Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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"Still needs a way of treating a master 3dz like Tony's TMod510.dat...TMod517 as TMod510.dat...TMod510_6.dat"
Not sure what you mean by this.
On the other subjects -
1 - I suppose with some decent skinning those carriers would be just fine.
2 - FWIW, we did away with the zero deck height carriers all the way back with the development of SPAW. One of the airfields, I think #9, has been replaced with an empty 3dz so it is invisible. In the target editor you start with the airfield 3dz and place the carrier 3dz in exactly the same spot which in laymen's terms means you slide the carrier under the airfield. it took some trial and error to get the airfield length and the carrier coordinated. In addition, to his everlasting credit, Ralf got the planes to land and line up properly without falling off the deck.
Lastly, I don't mean this in any way as the start of an argument but you really need to try out some of these scenarios if you wan to be involved in development projects. I'm suggesting this because recently you've made references and asked questions about things that have been superseded by more advanced modifications. It would be helpful if we were all on the same page.
Heck, even paranoids have enemies.
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#4266605 - 06/03/16 01:39 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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These are screens of some of the PAW HR ships. IJN Akaga USS Essex USS Enterprise IJN Horyu IJN Hurio IJN Battleship IJN Cruiser IJN Ryujo
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266609 - 06/03/16 01:48 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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IJN Kaga IJN Heavy Battleship IJN Destroyer IJN Light Cruiser IJN Shinano INJ Saru IJN SHH IJN Shokaku
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266616 - 06/03/16 01:56 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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IJN Soryu IJN Taiho Transport USS Wasp US Battleship US Battleship 2 US Cruiser US Destroyer US Heavy Cruiser
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266640 - 06/03/16 03:00 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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Still needs a way of treating a master 3dz like Tony's TMod510.dat...TMod517 as TMod510.dat...TMod510_6.dat
I get the concept of the multi-part 3dz's but what do you mean in your reference to the .dat files?
Heck, even paranoids have enemies.
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#4266680 - 06/03/16 04:41 PM
Re: Multi Part Ships
[Re: Rotton50]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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For some reason I thought it best to have the same data for the TMods, but on reflection it is not necessary. What I think I did was to take a TMod.dat file for a similar ship, rename it with the correct number, and copy it for all the other TMods too. In reality they do not all need to be armed, and they do not all need to have smoke. Things that do need to be the same are the view distances. I have said this before, but with the PAW 3dzs we ran into the problem that the elements were type 3, so there were no textures. Destruction. I am thinking in terms of getting the exe to find all TMods with the same [x,y) coordinates as the one that is destroyed to be destroyed at the same time. I need to check the code re destruction of TMods
Fly EAW online at GameRanger: GameRanger SiteFaceBook Pages UAW 160 downloadsEAW ClubMark Twain: I am quite sure now that often, very often, in matters concerning religion and politics a man's reasoning powers are not above the monkey's.I am now of an age at which I no longer need to suffer fools gladly
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#4266686 - 06/03/16 05:07 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
A nobody
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A nobody
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Hi Tony. Ignore the PAW type 3 elements, as if we have a way to use them, then there is a reason to use them. Chicken and Egg.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4266738 - 06/03/16 07:56 PM
Re: Multi Part Ships
[Re: Col. Gibbon]
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Joined: Feb 2006
Posts: 4,859
Rotton50
3DZ / campaign designer
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3DZ / campaign designer
Senior Member
Joined: Feb 2006
Posts: 4,859
Cape Charles, Virginia, USA
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I suppose they could be added to the whole kit, right? There's something like 10 different rail cars and ships using the .mpf file system. So if you use 6 or 7 for the ship itself you'd have three or four left over for gun add-ons. There's a ground level triple light AA and a quadruple heavy AA in the target upgrade package. The light AA is you model but joined together three times over and the heavy AA is the original EAW model joined together four times over. All you'd have to do is make sets that were raised to the level of the carrier deck and offset to the left and right and you'd could have banks of AA guns lining the edge of the flight deck. Piece of cake.
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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