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Author Topic: Tracer Mod  (Read 9004 times)
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boomshekah
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« on: November 02, 2010, 12:39:29 PM »

hi,
here is a little mod i made:

http://rapidshare.com/files/428473615/tracer_mod.rar

It replaces the blocky tracer model with a more rounded shape. I would have prefered to have
bigger tracers for cannonshells and smaller ones for MG bullets but unfortunately they all use the same model ingame. So i tried to find a happy medium that works for both types.

The new model has few more polygons than the old one but i didnt notice any slowdowns, even in heavy battles.
 
EDIT:
here is a different version:

http://rapidshare.com/files/428489157/tracer_mod_v2.rar

I changed the transparency map to make them more opaque.




« Last Edit: November 02, 2010, 01:56:16 PM by boomshekah » Logged
Stig
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Posts: 129


« Reply #1 on: November 02, 2010, 05:32:28 PM »

@boom:

What can you tell us about the tracer itself? You mentioned "polygons": are the tracers 3D objects? Are they sprites? Are they able to be modified or edited? And, is it possible to eventually look into actually creating various tracers for different caliber ordnance and point various files to them?
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boomshekah
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« Reply #2 on: November 02, 2010, 06:40:59 PM »

Yes, the tracer is a very simple 3D object. It has no texture applied to it only a transparency map. Not sure where the color is comming from but i guess it gets a RGB value assigned to it in some config file. I believe its in the common_res.engcfg somewhere, but iam not sure.
With the files we have, its possible to modify the shape, transparency and color of the tracer. For the shape you need a 3D modeling program like MAX or MAYA. The transparency map can be edited with photoshop for example.
As for having individual tracers for the various calibers, iam not sure but i do think its possible. It shouldnt be much different from importing new vehicle models. We allready have different models for AP and HE shells so we just need to figure out where and how each shell gets its 3d model assigned.
 
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Stig
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Posts: 129


« Reply #3 on: November 02, 2010, 08:47:49 PM »

If what you say is accurate, then it seems here might be the way to go:

1) Identify the 3D object file that is the current tracer.
2) Copy that object and use it as a basis for additional tracer objects
3) The same as 2) for any graphic object associated with it, or figure out how to change the color in the game files
4) Change the caliber and shape (and possibly color) of the tracer in a 3D program; can't imagine a tracer object would involve more than 5 minutes to change, if that.
5) Change any in-game files for weapons and/or vehicles to assign newly available tracers to them.

Does that sound correct?
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Txema
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Posts: 371


« Reply #4 on: November 02, 2010, 11:57:44 PM »

Quoted form an earlier post by Lockie:

Quote
Shell D25Т(IS-2), file common_res.engcfg
OF471,0x01,%SHELL_HE%,D25T,781,49,0.45,0.3,0,1,1,0,25,3.6,0.2,9,0.5,0.5,0.2,0,1,1,1,expl_gndm*,expl_techh*,expl_buildm*,expl_water*,expl_human*,fly1,0,1500,1,txt_shell_of471,he_expl_pat,rico_pat,piece_pat,0x1,1,1,1,1,0xffff4040,3,1,2,SHELL_HI,SHELLC_HI;

1 Shell name
2 0x01 - flag (flag 0х01 – takes a fire tracer, flag 0х10 – takes an ordinary spot)
3 %SHELL_HE% - type
4 D25T  - gun name
5 781 - start speed , m/s
6 49 - gun long, means "caliber", which shell start speed is adopted
7 0.45 - HE influence 
8 0.3 - a vector normal, where ricochet has a start
9 0 -  cumulative effect (diameter for the core SHELL_HC, hollow-charge?)
10 1 - explosive effect
11 1 - fragment effect
12 0 - fire effect
13 25 - shell mass, kg
14 3.6 - explosive material mass, kg
15 0.2 - air resistance, k1
16 9 - gravity influence, m/s^2
17 standard deviation (КВО) at "х"
18 standard deviation (КВО) at "у"
19  destruction tendency
20 engine time working (gas generator), s
21 wind effect
22 air resistance k2
23 air resistance k3
24 ground hit sound
26 armor hit sound
27 build hit sound
28 water hit sound
29 human hit sound
30 fly1 - shell fly sound
31 0 -  AI types aim
32 1500 - valid range , m
33 shoot penalty for AI
34 text name
35 explosive pattern
36 ricochet pattern
37 fragment pattern
38 0х1 - shell mode working (0 - no explosive, 0х1 - strike, 0х2 - delay, 0х4 - input range)
39 1 - explosive time, ms
40 1 - minimum delay time, ms
41 1 - maximum delay time, ms
42 1 - step number
43 0xffff4040 - tracer color 
44 3 - tracer firing time, s
45 1 - shell reliability action(HE penetration)
46 2 - shell sprite number for interface
47 SHELL_HI - shell object name
48 SHELLC_HI - shell case name


I hope it will be usefull !!

Txema
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michel7more
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« Reply #5 on: November 03, 2010, 11:01:41 AM »

I have reinstalled Traced Mod from version 1.8 to 1.14 and now it is not working. Any help?
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boomshekah
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Posts: 8


« Reply #6 on: November 03, 2010, 02:27:45 PM »

Thanx Txema, that sure is usefull!

@Stig
Yes, that does sound correct, and step 1 to 4 are all pretty easy to do but point 5 i dont know.
If i understand Txemas post correctly then you can set the shell to be either a tracer round or a normal round. Not sure if we can add to that. I cant find any reference to the tracer model in any of the config files.
Ah well, atleast now we know where to change the color:)

@michel7more
Sorry, I dont think i understand you there. Did you reinstall the game or the mod?
What is 'version 1.8 to 1.14' referring to?
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frinik
Generalfeldmarschall
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Posts: 3145


« Reply #7 on: November 03, 2010, 05:49:56 PM »

 Thanks for the mod Boomshekah I will try it! Smiley
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