#4144885 - 07/10/15 10:03 AM
Windmills and searchlights working in EAW140
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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Thanks to GolG and Moggy for helping me with graphics files I have searchlights and windmills rotating in EAW140. I have made a video of the start of a flight from Hawkinge where I have positioned two windmills and one searchlight. There are two versions of the windmill files, hence the two windmills. The seachlight file was made with no frills just to test that the rotation routine in the exe works. One is a single object, the other is the combination of a static tower and rotating sails positioned at exactly the same (x,y) position. The link to the video is: http://1drv.ms/1CtfwuNit is named as "WMSL.mp_" to stop OneDrive trying to play it. Download it and re-name it as "WMSL.mp4"
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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#4144889 - 07/10/15 10:23 AM
Re: Windmills and searchlights working in EAW140
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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Just one comment Tony. Look at the hanger, and the two windmills. The windmills still look too small. That scaling zoom factor is wrong in the Tmod.dat.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4144925 - 07/10/15 12:18 PM
Re: Windmills and searchlights working in EAW140
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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Hi Allen. It's the same model, just Tony felt like making me work yesterday, by making 4 identical models, with each blade rotated slightly, so the model sequences 4 times to make it look like it's rotating. We wanted to pinch the first prop animation, but Tony could not find the switch in the code to turn on the rotation in the ground objects, so this is the best option for now. The value for this way, is we can make ships sink with a bit of model editing.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4144938 - 07/10/15 12:45 PM
Re: Windmills and searchlights working in EAW140
[Re: MrJelly]
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Joined: Apr 2002
Posts: 12,497
MrJelly
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Montagnac, L'Herault, France
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On my preferred model (which I scaled up) there are four different graphics TMod900, 901, 902 and 903. The actual TMod placed at the target is 900. As 900 >= 900 and 900 =< 949 a condition is met which cycles the image 900, 901, 902, 903, 900, 901....etc. The four graphics have exactly the same tower, but the sail set at 0°, 22.5°, 45° and 67.5°. This animation routine gives the impression of rotation. So space is reserved by this exe for similar rotating TMods between 900 and 949. For me this is preferable to having a tower TMod and a rotating sail TMod placed at the same point, and it renders better. The TMod pair system was used in the other windmill. The searchlight and the rotating sail rotate using a different routine which kicks in if the TMod number >= 980. John You posted yours whilst I was in the middle of writing mine,and I had not seen it when I hit the button to send the post
Last edited by MrJelly; 07/10/15 12:49 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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#4144968 - 07/10/15 01:20 PM
Re: Windmills and searchlights working in EAW140
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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Hi Tony. Mine was a more simplistic reply, and you added the detail, so not a problem. How about, while I'm fixing up the searchlight model, you have a look at the toy soldiers? Maybe you could get some Germans/Allied troops to appear on the right side of the frontline, and civilians, instead of aliens? Realistic for a version of Calais 2015! As it's hard to tell who's who at the moment.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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#4145741 - 07/12/15 06:20 PM
Re: Windmills and searchlights working in EAW140
[Re: MrJelly]
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Joined: Dec 2002
Posts: 711
Lolo Kramp
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Member
Joined: Dec 2002
Posts: 711
Lyon, France
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Hello
Really cool stuff for night mission !
Lolo
JG51_W1
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#4149064 - 07/21/15 01:43 PM
Re: Windmills and searchlights working in EAW140
[Re: MrJelly]
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Joined: Jun 2001
Posts: 13,341
Col. Gibbon
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A nobody
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I know that Pobs. This model has a lamp, which is separate, so I can change the angle with there rotate 3dz program. 1st job is to finish the model, and make sure it renders, then adjustments can be made. The soldiers are just a prod for Tony to make some much needed changes to the sprite code, so bigger textures can be used. I found a great site, with hundreds of free srites, and like the ones above, just right for EAW.
Supports EAW 1.29.exe, Drop in and Play Technology. 1.29 download
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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