#4341683 - 03/03/17 08:51 AM
Re: Errrr?
[Re: Moggy]
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Joined: Aug 2000
Posts: 7,428
Moggy
EAW Old Timer and Bodger
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EAW Old Timer and Bodger
Hotshot
Joined: Aug 2000
Posts: 7,428
A slit trench at RAF Gravesend
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Here is the same view in 129: Here's a thought: when we amended the code to make the smoky tmods in 128/129 we used what appeared to be unused settings in the tmod data. I wonder if in the new code for 160 those "unused" elements have somehow become used? This is what Ralf posted at the time: Currently its only for tile targets(if it please you i can extend it)!!
How to: Adjust the tmod.dat to the following: 1. smoke > 0 (8 = grey smoke, 11 = black smoke, 14 = white smoke) 2. SmokeOffsetX > 0 (1 = very smal, 70 is already realy big). 3. SmokeOffsetZ , to adjust the smoke start heigt.
As i wrote, i did try to adjust the routine so the smoke size can get adjusted by just one value. The visibility distance also change with SmokeOffsetX(look to the code below). If SmokeOffsetX > 10 there also will be a fire below the smoke. 10 seems to be a good size for factory smoke, this will be visible on long range, like the fat smoke.
If you lower the smoke alt (offsetZ) you can cover the file with smoke.
Regarding the fire we could make this: equal SmokeOffsetX numbers greater 10 generate fire, the others not.
So 20 = fire, 21 = no fire.
This relates to tiletargets placed by Geawttd2.dat. If we used the Z coordinate, might that also have something to do with tmod height?
Last edited by Moggy; 03/03/17 09:02 AM.
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#4341694 - 03/03/17 10:44 AM
Re: Errrr?
[Re: Moggy]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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My code
for(j = 0; j < pTargetArea->NumTargets; j++, pTarget++)
{
x = pTargetArea->X + pTarget->X;
y = pTargetArea->Y + pTarget->Y;
pTarget->Z = GetLandHeight(x, y, TRUE) - pTargetArea->Z;
if ((pTarget->Type->Smoke==0) && !(pTarget->Type->TargetType & TAR_TYPE_MGO) )
{
if (pTarget->Type->SmokeOffsetZ >= 1)
{
pTarget->Z += pTarget->Type->SmokeOffsetZ * 1 FEET;
ExtraHeight[j] = pTarget->Z;
}
pTarget->X += pTarget->Type->SmokeOffsetX * 1 FEET; // change of X can be negative
}
}
This is most likely the culprit, depending on the exe you are using The smoke offfset Z was added to the Z value of the target. It was useful with multi-TMod objects for height adjustment using the TMod editor and not the 3dz studio. However, in the code I have listed this should only happen conditionally if the TMod's smoke value is zero and the TMod is not a MGO. I seem to recall that this code has been changed, because there was a bug with it in previous exes.
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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#4341878 - 03/03/17 08:02 PM
Re: Errrr?
[Re: Moggy]
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Joined: Apr 2002
Posts: 12,497
MrJelly
Veteran
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Veteran
Joined: Apr 2002
Posts: 12,497
Montagnac, L'Herault, France
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What I was seeing were V1 sites placed by the "Geawttd2.dat" file. There is a lot of source code re the V1 site TMod (10) , basically to make it display in the correct places, and during the correct time period. I do not think that the programmers ever envisaged one being placed by the "eaw_ttd.dat file", so it can be and therefore is displayed. I have the impression that in the version I was using Moggy had tried to use the slot for another purpose. Anyway, using the default "TMod010.dat" file stopped the fire and smoke that I was seeing from these rogue V1 sites
Last edited by MrJelly; 03/03/17 08:03 PM.
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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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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