Kyth
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« Reply #20 on: October 15, 2012, 02:29:40 AM » |
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Unfortunately, there is a bug which I can't get over. When building destroyed, it's disappeared 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: //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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"What am I, chopped liver..?"
"Yes."
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frinik
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« Reply #21 on: October 15, 2012, 08:22:25 AM » |
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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 » |
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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_dWhere ' 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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"What am I, chopped liver..?"
"Yes."
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frinik
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« Reply #23 on: October 15, 2012, 11:23:21 AM » |
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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?
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Donken
Generalmajor
Posts: 460
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« Reply #24 on: October 15, 2012, 12:03:12 PM » |
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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? they have in here \data\k42\loc_rus\levels\LEVELS\obj_cfg\flora\trees.engcfg
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The real heroes are those that never came back.
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frinik
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« Reply #25 on: October 15, 2012, 12:54:23 PM » |
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That's what I suspected but they are missing from my obj_cfg files? Thanks Donken for the clarification.
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Kyth
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« Reply #26 on: October 15, 2012, 01:03:07 PM » |
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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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"What am I, chopped liver..?"
"Yes."
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lockie
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« Reply #27 on: October 15, 2012, 01:47:02 PM » |
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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 Snipers on the roof! My tank drown in concrete 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 » |
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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 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 » |
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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') 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.
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« Last Edit: October 15, 2012, 03:11:46 PM by Kyth »
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"What am I, chopped liver..?"
"Yes."
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lockie
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« Reply #30 on: October 15, 2012, 04:57:58 PM » |
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Why not use flag 0x10? If I use flag 0x10 the model becomes invisible. 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 » |
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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 » |
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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
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lockie
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« Reply #33 on: October 16, 2012, 12:48:02 AM » |
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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 Thanks to murkz for his patience at english
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« Last Edit: October 16, 2012, 01:52:55 AM by lockie »
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Kyth
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« Reply #34 on: October 16, 2012, 02:58:54 AM » |
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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: //тип объекта type = %OT_BUILDING%; //имя сетки mesh = housemd1;
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"What am I, chopped liver..?"
"Yes."
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Kyth
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« Reply #35 on: October 16, 2012, 06:06:57 AM » |
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What is that - Zevs? Release the Kraken!
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"What am I, chopped liver..?"
"Yes."
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frinik
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« Reply #36 on: October 17, 2012, 07:05:37 AM » |
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Or rather the Golem!
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lockie
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« Reply #37 on: October 17, 2012, 04:38:14 PM » |
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Or rather the Golem! 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 » |
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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 » |
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Now building-tank has one panzerschreck 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 PS Panther G is a best tank of the WWII! Well, at least in the SF mods At the "balance 1-2" - I'm the best! pps And a new unit to defend the Fatherland - Nebelwerfer (by Maleshkin).
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« Last Edit: October 19, 2012, 09:54:12 PM by lockie »
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