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#4341607 - 03/02/17 11:46 PM Errrr?  
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#4341683 - 03/03/17 08:51 AM Re: Errrr? [Re: Moggy]  
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Here is the same view in 129:

[Linked Image]

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:

Quote

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.
#4341694 - 03/03/17 10:44 AM Re: Errrr? [Re: Moggy]  
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MrJelly Online tunes
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My code

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 smile

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.


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#4341702 - 03/03/17 11:26 AM Re: Errrr? [Re: Moggy]  
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Moggy Offline
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Hello Jel,

I'm using the 160 exe. All Tmod data remains as set up for 129.

I will check tmod.dats to see if redundant tmod height entries (not previously actually working) are causing this.

#4341717 - 03/03/17 12:05 PM Re: Errrr? [Re: Moggy]  
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Moggy Offline
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This seems to be sorting it. Reducing Z factor to 1.

#4341728 - 03/03/17 12:52 PM Re: Errrr? [Re: Moggy]  
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I am getting a variation of the same problem which is enormous fire and smoke with some tile objects
It was difficult to see what they were so I made an exe with Ralf's code disabled. The two pics are from the same mission set up, one with the special exe.
As they are tile objects they were not selectable as a target, so I could not get a definite ID.
I was using 160 with an old Dunkirk setup that I had made for 1.3 several years ago.

Attached Files 000.jpg001.jpg

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Mark 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
#4341793 - 03/03/17 03:56 PM Re: Errrr? [Re: Moggy]  
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Moggy Offline
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A slit trench at RAF Gravesend
I'm managing to get my flying boats back on the ground, but I'm wondering if Ralf's smoke enhancements and the fact that the original code for tmod height is now working, is causing a clash.

#4341878 - 03/03/17 08:02 PM Re: Errrr? [Re: Moggy]  
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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 wink

Last edited by MrJelly; 03/03/17 08:03 PM.

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Mark 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
#4341901 - 03/03/17 09:13 PM Re: Errrr? [Re: Moggy]  
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Moggy Offline
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A slit trench at RAF Gravesend
This sounds about right. Way back all this slots were being pressed to alternative uses.


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