#4464432 - 03/07/19 05:58 PM
Flying boats
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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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Literally This was testing one of the new SPAW planesets with a mission to Kieta Harbour. The SPAW TMod.dat file was written well before some of the later 1.28 series exes, and there were no problems. However, with the later exes, things like this occur. Here is the cause- three values in theTMod.dat file: The patrol boat is set to have no smoke, but it still has a SmokeOffsetX and SmokeOffsetY with values of 735 and 1638. If there is smoke then these two values position the origin of the smoke. However, if there is no smoke they have been used to help to position multipart TMods.A simple example would be a two part windmill made of a tower and sails. With the sails set to have no smoke these two values can be used to position the sails at a higher level so that the whole thing looks like a single object. I edited the file to make the values zero and the problem was fixed. Alteratively I could have set the smoke value to 1 or more. I have no doubt that there could be more cases like this maybe in SPAW, and in the TMod.dat file for other theatres. If you encounter a similar happening then please let us know
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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#4464647 - 03/09/19 05:47 AM
Re: Flying boats
[Re: MrJelly]
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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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This was a test. I added some trucks to the target at Hawkinge, and was able to destroy them: This was the setting: The SmokeOffsetZ = 1000 so in theory they are at 1000 feet. The experiment worked Now the problem is is that the data applies to all TMod52 trucks. This means that to put them on carrier decks we would need a different TMod, a copy of TMod52. I will repeat the experiment using the allied carrier to see if I can get the height right.
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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#4464679 - 03/09/19 11:37 AM
Re: Flying boats
[Re: MrJelly]
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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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That's really up to Ray, but he can now see how this kind of thing can be achieved His idea is to have ships carrying planes or vehicles which can be attacked. What you are seeing in the screenies is one TMod, the carrier, plus a second TMod positioned on its deck. I just used the "Allied Carrier" target (introduced in 1.28c) as the ship. Using this technique other objects could be added as needed. Some might spawn people.
Last edited by MrJelly; 03/09/19 11:38 AM.
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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#4464975 - 03/11/19 05:59 PM
Re: Flying boats
[Re: MrJelly]
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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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Thanks for the screenshot, looks good.
FWIW, I folded the wings on the ones that are going to be in the new target set. Plus, there are actually 3 or 4 different TMODs all with the same main model but with different damaged models which gives nice effect when perusing your work after an attack. Actually I'm doing this with all the aircraft ground models, not just the carrier version.
I did the same thing with the ground vehicles in ETO2015 so that a destroyed convoy doesn't have all the same wrecked vehicles.
Also, the damaged carrier models will be replaced with the undamaged models but with damaged textures because the damage models were either listing or sitting with their decks at water level which would leave the other deck models floating in mid air.
Heck, even paranoids have enemies.
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#4465612 - 03/15/19 01:31 AM
Re: Flying boats
[Re: MrJelly]
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Joined: Jun 2018
Posts: 2
Helleluia
Junior Member
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Junior Member
Joined: Jun 2018
Posts: 2
Montreal, QC
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Don't worry, I'm fully aware that this was intentional. However, it defeats the purpose of the joke intended to Aldo.
While at it, I'd like to thank everyone for their continuous devotion in improving this fine game, which I've been enjoying for about a year now: MarkEAW: Thank you for your website which is a goldmine on everything EAW in general. It especially allowed me to quickly get familiar with each EAW versions and their intricacies. It really made my introduction to EAW much less daunting. FsFOOT: Thank you for your interesting website on everything EAW on Linux. I myself use Linux exclusively and got EAW easily setup in Wine thru POL, with joystick, Track-IR and all. Your site is full of handy hints and tips and the EAW Flight School pages to top it all. VonBeerhofen: Your FXEXE improvements are nothing less than impressive. Especially considering that you achieve it all through hex editing only. I sure can appreciate EAWPRO's best traits which, in my humble opinion, focuses more on simplicity and fidelity. MrJelly: Thank you for your high quality work. You honor your rights to the code base. I've been playing UAW mostly because of its exhaustive diversity of addons. I especially appreciate the way everything is so cleanly integrated, through your various mechanisms and tools. Rotton50: What would EAW be without great plane models, and any other models for that matter. I adhere to your rule of "good enough" for the sake of having access to such a plethora of models. iron mike: Another modders of EAW whom I understand to be part of the first contributor to EAW. A veteran of sorts. Thank you for keeping up with the old lady. Modred: Thank you for your AOE mod. To be honest, I haven't tried it yet - Even 'tho I still own the original AOE floppy disks. I believe your mod is the latest of its kind and I hope it will encourage others to try. RIBob: Keep on bringing in bright ideas. I believe your keen interest contributes to advancing EAW as an incentive to modders to raise up to your challenges. SkyHigh: I already had my Track-IR setup to my linking in Linux by the time you started your relative thread. However, hadn't I not done so, I would have benefited from your experience. Thank you for sharing it.
That's pretty much it from the top of my head. Sorry if I forgot anyone. I wasn't planning to follow up although I've been itching to extend my thanks for a while.
Keep up the good fun gentlemen!
PS.: One of the very first thread I read when I got into this forum, was the one where two illustrious forum members were boasting about their windmill being bigger and better than the other. I almost left the forum there and then, fearing that I'd be wasting my time mostly reading thru rants. Fortunately, this forum produces much more greatness in compensation. It keeps me coming back regularly to keep up with every thread.
Keep on floatin'
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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