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Author Topic: Mission-mod "Defend the Fatherland" (Panther-V ausf. G) part I  (Read 34702 times)
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Kyth
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« Reply #20 on: October 15, 2012, 02:29:40 AM »

Unfortunately, there is a bug which I can't get over. When building destroyed, it's disappeared Sad There are only a couple of campfires instead destroyed building.

That will happen when the 'destruction model' line is left empty.

The important line to note:

Quote
   //destroy description
   destr_desc = ;

I wrote a little bit about this in a different post:

http://graviteam.com/forum/index.php?topic=9671.msg16424#msg16424
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frinik
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« Reply #21 on: October 15, 2012, 08:22:25 AM »

I was also thinking the same thing.After reading various obj_cfg files for other buildings I noticed that your dest_ desc; entry was missing something.It should read housemodule_d; or house_module_d;

Also a couple of things; the description for the armour_maps seems to be wrong;.I think it should read :

//armor
 armor_map = armor_maps\objs\house_module.tga;

2) try lowering the //Fire
                            flame_p value from 0.35 to 0.15 like for most buildings.This way your buildings will be less likely to catch fire.
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Kyth
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« Reply #22 on: October 15, 2012, 09:58:10 AM »

I was also thinking the same thing.After reading various obj_cfg files for other buildings I noticed that your dest_ desc; entry was missing something.It should read housemodule_d; or house_module_d;

Actually I would recommend naming the destruction entries differently, in this format:

<name>n_d

Where 'n' is a numeric (single digit).

The game is quite finicky about this. Things become like a slide-show, if the naming isn't just right. I assume all the destroyed fragments have been modeled?
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frinik
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« Reply #23 on: October 15, 2012, 11:23:21 AM »

What brings you to this conclusion Kyth? Anyway, he can try both your and my solutions and see what works for him.

BTW Kyth how come the trees don't have their own obj_cfg files?Huh?
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Donken
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« Reply #24 on: October 15, 2012, 12:03:12 PM »

What brings you to this conclusion Kyth? Anyway, he can try both your and my solutions and see what works for him.

BTW Kyth how come the trees don't have their own obj_cfg files?Huh?

they have in here Cheesy  \data\k42\loc_rus\levels\LEVELS\obj_cfg\flora\trees.engcfg
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frinik
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« Reply #25 on: October 15, 2012, 12:54:23 PM »

That's what I suspected but they are missing from my obj_cfg files?Huh?

Thanks Donken for the clarification.
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Kyth
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« Reply #26 on: October 15, 2012, 01:03:07 PM »

What brings you to this conclusion Kyth?

Some experience in configuring the damage models for the new buildings (and written the tutorial for it) might have something to do with this 'conclusion'.
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lockie
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« Reply #27 on: October 15, 2012, 01:47:02 PM »

Unfortunately, AI is always cheating, coz he can see through the building and I don't know, which flag should be set up to make it not transparent.
At this moment:
   //collision group
    //0x01 - take shadow
   //0x02 - take track
   //0x04 - transp
   //0x08 - hum nocol
   //flags=0x10;
   //flags=0x0b;
   //0x0f=0x08+0x04+0x02+0x01=15dec
   //0x0e=0x08+0x04+0x02=14dec
   flags=0x0f;

I assume all the destroyed fragments have been modeled?
No, coz the building is not destroyable. I think, I can replace model with a burned texture, i.e.
housemd1_d, which will be exactly the same as normal building, but with differ texture.

Here's a next funny pictures Smiley
Snipers on the roof!
   

My tank drown in concrete Cheesy
   

And one question: how game recognize where model building is located? I didn't find any path.
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frinik
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« Reply #28 on: October 15, 2012, 02:00:09 PM »

Quote"....

Some experience in configuring the damage models for the new buildings (and written the tutorial for it) might have something to do with this 'conclusion'.


Kyth; I guess you can safely assume that you have won the argument and I will leave the battlefield with whatever dignity I have left Grin

BTW for those interested I have managed to make the bridges burn in game.All you need to do is add a simple entry in the obj_cfg file and thne shoot at the bridge with HE shells and does it ever burn fiercely!I have pics which I will upload and post.Once I get my flora files back I'll experiemnt with the vegetation and trees....
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Kyth
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« Reply #29 on: October 15, 2012, 02:56:51 PM »

Unfortunately, AI is always cheating, coz he can see through the building and I don't know, which flag should be set up to make it not transparent.
At this moment:
   //collision group
    //0x01 - take shadow
   //0x02 - take track
   //0x04 - transp
   //0x08 - hum nocol
   //flags=0x10;
   //flags=0x0b;
   //0x0f=0x08+0x04+0x02+0x01=15dec
   //0x0e=0x08+0x04+0x02=14dec
   flags=0x0f;


Why not use flag 0x10? The other buildings use this.
Except for the bridge, which is 0x0b, (I assume is '0x01 + 0x02 + 0x08')

Quote
And one question: how game recognize where model building is located? I didn't find any path.

In the map editor, the contour has to be tagged in the 'Tactical Zones' as a building.
« Last Edit: October 15, 2012, 03:11:46 PM by Kyth » Logged

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lockie
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« Reply #30 on: October 15, 2012, 04:57:58 PM »

Why not use flag 0x10?
If I use flag 0x10 the model becomes invisible.



Quote
Quote
And one question: how game recognize where model building is located? I didn't find any path.
In the map editor, the contour has to be tagged in the 'Tactical Zones' as a building.
I meant, to the model *.go i.e.
.../Steel Fury - Kharkov 1942\data\k42\loc_rus\go\builds\housemd1.go
Which way the game pick up this path?
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frinik
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« Reply #31 on: October 15, 2012, 05:56:10 PM »

Lockie, I took a look into the obj_cfg file for the barrage.It's made of concrete like your building thus the possibility that the destruction model should be similar is good.Looking at the block() paragraph the flag entry for it is:flags      =   0x0a;

Since your buildings are, normally, largely madewith blocks why don't you try that?
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lockie
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« Reply #32 on: October 15, 2012, 07:55:52 PM »

the flag entry for it is:flags      =   0x0a;
Thanks, I'll try, but flag 0x10 started to work. Need to be sure it works stable. And I want to place some soldiers inside of building-tank Wink
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lockie
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« Reply #33 on: October 16, 2012, 12:48:02 AM »

What is that - Zevs?

 tried to put in the building a soldier and got this resault.
PS
A first part of the mission is ready. I just need to compile the mod. Hope it won't take a long time for me Smiley
Thanks to murkz for his patience at english Wink
« Last Edit: October 16, 2012, 01:52:55 AM by lockie » Logged

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Kyth
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« Reply #34 on: October 16, 2012, 02:58:54 AM »

I meant, to the model *.go i.e.
.../Steel Fury - Kharkov 1942\data\k42\loc_rus\go\builds\housemd1.go
Which way the game pick up this path?


I think the first 2 entries in the config will determine the path to use:

Quote
   //тип объекта
   type    =   %OT_BUILDING%;
   
   //имя сетки
   mesh   =   housemd1;

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Kyth
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« Reply #35 on: October 16, 2012, 06:06:57 AM »

What is that - Zevs?


Release the Kraken!  Grin
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frinik
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« Reply #36 on: October 17, 2012, 07:05:37 AM »

Or rather the Golem! Grin
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lockie
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« Reply #37 on: October 17, 2012, 04:38:14 PM »

Or rather the Golem! Grin
As it appeared, smth. wrong with x-form, we should check it out. Here's a view from the building-tank.


and here's, if press F9.

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lockie
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« Reply #38 on: October 18, 2012, 06:54:27 PM »

The new building-tank is a very unstable, so I need to calculate a moments, where moment = distance from center mass*mass

mass = 100 000kg
building length = 95m
building height = 50m

How to do that?
jx=? jy=? jz=?

Somehow it works at the next parameters:
jx=11000000;//forward/back
jy=9000000;//right/left
jz=9000000;

but it takes too much time to find out them, coz it's experimental data.
Any hints?

ps
I'd like to put in the building 10 soldiers:
- 5 faustpathron
- 3 MG-34
- 2 anti-tank rifle
At this moment building has one machine-gunner.
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lockie
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« Reply #39 on: October 19, 2012, 11:38:52 AM »

Now building-tank has one panzerschreck Wink
   

I found another bug - infantry can get through the building-tank! But it looks quite real, coz in fact soldier can go into the houses Wink

PS
Panther G is a best tank of the WWII! Well, at least in the SF mods Wink
   
At the "balance 1-2" - I'm the best! Cheesy

pps
And a new unit to defend the Fatherland - Nebelwerfer (by Maleshkin).
« Last Edit: October 19, 2012, 09:54:12 PM by lockie » Logged

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