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Author Topic: New numbers... (A mod)...  (Read 20940 times)
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Kyth
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« on: January 28, 2011, 08:59:30 AM »

Hi everyone,

I've been mucking around with the tank markings and numbers again!

Slightly happier with their appearance now, I think I'll call this 'Version 0.2':  Smiley





If you'd like to try them out, please download them here:

http://www.4shared.com/file/bqc54h32/KMarkingsv02.html

Numbers and markings were changed for these vehicles:

Sk 232, Sk 250, Sk 251,
Panzer II,
Panzer III,
Panzer IV,
Panzer 38t (C and G),
StuG III C/D,
PzJg I,
Panther,
Tiger & 'TigerSS',
Tiger II.

Let me know if you like them, and if you don't.. well let me know too,  Undecided

Credit(s):
This 'mod' also includes the unit emblems of SS Panzer Divisions 1, 2, 3 and 5; these were done by Ntalex, and have been available separately at the sukhoi.ru site.

Thanks!




« Last Edit: May 17, 2011, 08:48:22 AM by Kyth » Logged

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lockie
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« Reply #1 on: January 29, 2011, 12:33:29 AM »

Excellent! All numbers are very accurate and corresponds to the tank place. And moreover u've managed to create a bump texture for the emblems. I'd be pleased, if u'd have a possibility to write down a detail tutorial "how to create bump texture for emblems".
Thanks.
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Kyth
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« Reply #2 on: January 29, 2011, 09:05:50 AM »

Sure, Lockie,

I'll try to post something about using the 'normal map' plug-in for Gimp,

And thanks for your help also, Smiley
« Last Edit: January 29, 2011, 11:34:41 AM by Kyth » Logged

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JohnN
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« Reply #3 on: February 04, 2011, 06:34:25 PM »

I tried using the tiger enhancement pack and liked the tank pattern and i think there were more missions too but i think my frame rates went down so i dont use modifications to tanks anymore. Its a pity id like those extra missions. Does your mod affect frame rates?

Do you know anything about the Africa and Tobruk missions?

Thanks  benifitting from your forum.
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Kyth
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« Reply #4 on: February 05, 2011, 12:47:08 AM »

Hi JohnN,

I think the new numbers don't affect the framerates, they're just a new and hopefully more realistic set of 'decals' that the game sticks on the tank models  Smiley

I think part of the reason for the framerate problem relates to LOD (level of detail) of the 3D models.
The original in-game models had 3 levels of detail, to cut down the number of polygons rendered for distant vehicles. Some of the newer tanks have just 1 LOD, at full level of detail.

About the Africa missions, all I'll say is, they sure didn't make them easy to get at...  Sad
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JohnN
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« Reply #5 on: February 06, 2011, 01:11:00 AM »

Keep up the good work
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Kyth
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« Reply #6 on: February 08, 2011, 03:03:15 PM »

Hi everyone,

You may be curious about a couple of things:
  • What's included in this mod
  • To try your hand at 'numbering'

Here's a quick peek under the hood, so to speak:


There's a good source of information at the sukhoi.ru forum, a 'Googlish' translation is presented here for your consideration:

http://translate.google.com/translate?hl=en&sl=ru&tl=en&u=http%3A%2F%2Fwww.sukhoi.ru%2Fforum%2Fshowthread.php%3Ft%3D52974

If you've read through it, here's a quick summary of the main points:

1. You need to create the .dds graphic like I showed you above  Grin
2. The numerals have to be defined and linked to the graphic in the common_res.engcfg file
3. The numerals have to be combined in a numbering scheme in the markers.engcfg file

Good news, I've done most of the hard work in points 1 and 2.   Smiley
Now, let's take a closer look at the markers settings, which you can experiment with!
The markers.engcfg file is in the \data\k42\loc_rus\levels\LEVELS\spec\ folder.

A typical numbering scheme in the markers file looks like this:

Quote
 
   //Numbers only
   wer_comp_10()
   {
      //slot,    label 1 (constant),    label 2 (number),    probability,    prefix
        num,     b5,                    11,                  1,               b;
   }

  • 'b5' under label 1 refers to the first numeral, which is a black '5' with white outline (I'll explain more later)
  • '11' under label 2 are the 2nd and 3rd numerals for the 1st tank in the platoon. The 'wingmen' in the platoon will be numbered 12, 13, 14 and so on.
  • Probability is '1' which means the numbers will appear on all tanks. (100% chance)
  • Prefix is 'b' which applies to the numbers under label 2, that is, they're actually identified as b11, b12, b13 and so on.

Let's now assume, for example, you want a new number scheme to represent a 1st battalion HQ tank 'platoon', with numbers being I01, I02, I03 etc.
You would set it up like this and include it in the markers file:

Quote
 
   //New stuff
   wer_battalion_I()
   {
      //slot,    label 1 (constant),    label 2 (number),    probability,    prefix
        num,     bi,                    91,                  1,               b;
   }

  • The first numeral 'I' is represented by 'bi' (it's black, with a white outline)
  • The 2nd and 3rd numerals are identified as b91, b92, b93 etc. This is because of a limitation in the logic; 'b01', 'b02' etc are taken by the game to mean 'b1', 'b2' etc.

If you've set things up and saved the changes, you should see the new scheme in the mission editor:



And, finally:


Good luck! ( I have some more to yak about later)
« Last Edit: February 08, 2011, 03:39:33 PM by Kyth » Logged

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Kyth
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« Reply #7 on: February 08, 2011, 03:33:58 PM »

Part 2 of my rambling!

Details of the numbering formats included in the mod:

    Number type
White. (Prefix 'v')
Includes numerals 0 - 9, 11 - 15, 21 - 25, 31 - 35, 01 - 05 (labelled as 91 - 95), I and II (labelled as i and ii).
Yellow. (Prefix 'y')
Includes numerals 0 - 9, 11 - 15, 21 - 25, 31 - 35, 01 - 05 (labelled as 91 - 95), I and II (labelled as i and ii).

White Outline. (Prefix 'o')
Includes numerals 0 - 9, 11 - 15, 21 - 25, 31 - 35, 01 - 05 (labelled as 91 - 95), I and II (labelled as i and ii), S (s).

Red, with white outline. (Prefix 'r')
Includes numerals 0 - 9, 11 - 15, 21 - 25, 31 - 35, 01 - 05 (labelled as 91 - 95), I and II (labelled as i and ii), R and S (r and s)

Black, with white outline. (Prefix 'b')
Includes numerals 0 - 9, 11 - 15, 21 - 25, 31 - 35, 01 - 05 (labelled as 91 - 95), I and II (labelled as i and ii), S, A and B (s, a and b)
Yellow, with black outline. (Prefix 'g')
Includes numerals 0 - 9, 11 - 15, 21 - 25, 31 - 35, 01 - 05 (labelled as 91 - 95).

So I won't bore you too much, the following graphic displays the basic principles in numbering. Look it over at your leisure, and note that there were always some 'exceptions to the rule':



Thank you, and good night!
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lockie
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« Reply #8 on: February 18, 2011, 09:20:55 PM »

Just interesting, which division this emblem belong to?

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Kyth
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« Reply #9 on: February 19, 2011, 12:08:28 AM »

Hi,

That's the Regimental insignia for Panzer Regt 3 (2nd Panzer Division).

Around the period of the Kursk offensive, 1943.
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frinik
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« Reply #10 on: February 19, 2011, 02:27:41 AM »



Looks like that tank hit a mine or was damaged by artillery fire....
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Kyth
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« Reply #11 on: February 19, 2011, 03:32:24 AM »

Frontal attacks tend to end up like that... Undecided
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lockie
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« Reply #12 on: February 19, 2011, 07:54:45 AM »

Thanks for the info, but still can't find the original insignia of that regiment Sad
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Kyth
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« Reply #13 on: February 19, 2011, 08:48:37 AM »

It appears to be based on the Habsburg Coat of Arms (the double-headed eagle of imperial Austria).
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frinik
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« Reply #14 on: February 19, 2011, 01:59:21 PM »



Hard to see well but it could also be the Hohenzollern( former German imperial family) coat of arms. Huh?
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Kyth
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« Reply #15 on: February 19, 2011, 02:18:02 PM »

Yes, that's right,

Lockie, you could base your emblem graphic on either of those 'two-headed eagles'.
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lockie
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« Reply #16 on: February 19, 2011, 02:50:36 PM »

I'd like to put it in  the game, but still can't find any good sample of emblem.

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Kyth
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« Reply #17 on: February 19, 2011, 03:10:01 PM »

The picture here makes a good start:

http://en.wikipedia.org/wiki/File:%C3%96sterreich-Wappen_(1934-1938).svg

You'll need to do a bit of image-editing, paste it on a 'shield', then size reduction, to around 128 x 128 pixels.
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lockie
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« Reply #18 on: February 19, 2011, 04:24:32 PM »

The picture here makes a good start:
Great sample! But I don't think it's appropriate to the original, cause inside insignia should be smth like a cross instead austrian flag.
Quote
You'll need to do a bit of image-editing, paste it on a 'shield', then size reduction, to around 128 x 128 pixels.
I know how to put in the emblem Wink
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Kyth
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« Reply #19 on: March 04, 2011, 12:26:23 PM »

Great sample! But I don't think it's appropriate to the original, cause inside insignia should be smth like a cross instead austrian flag.

The cross is from the Vienna Coat of Arms,

http://en.wikipedia.org/wiki/File:Wien_3_Wappen.svg
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