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Author Topic: New BT-7 tank - download.  (Read 7873 times)
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Kyth
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Posts: 2044


« on: October 26, 2013, 06:19:59 AM »

Greetings tankers!

Here's something new for you to try, if you've been following the earlier topic, you'll know what it is!  Grin



Get it here:

http://www.4shared.com/rar/trXhhPRv/BT7.html

or here:

https://drive.google.com/uc?export=download&id=0Bw-dX8HhpsH8VEJIeGZBT1dzRTA

Installation:

-  Activate using JSGME.

-  Then follow these steps carefully:

A. <Steel Fury main folder>\data\k42\loc_rus\config\matlib.engcfg:

   Add to matlib:

   BT7()
   {
      shader = editor;
      textures = bt7, bt7_bump, mudnburn;
      parent = TANK;

      diffuse = 1, 1, 1, 1;
      ambient = 0, 0, 0, 0;
      emissive = 0, 0, 0, 0;
      specular = 0.486275, 0.486275, 0.486275, 1;

      power = 32;
      detail_tscale = 0;
      detail_scale = 0;
      bump_scale = 0.4;
      fresnel = 0;


   }// end of BT7


B. <Steel Fury main folder>\data\k42\loc_rus\levels\LEVELS\common\common_res.engcfg:

   Add to tracks():

//bt7 tracks
bt7,TRACKS1,0.1,0.26,0.054,424,474,494,504,502,542,4608,0,0.75,0,0.02;
//


C. <Steel Fury main folder>\data\k42\loc_rus\levels\LEVELS\common\common_units.engcfg:

1. Add to units():

//BT-7 units
rkkau_bt7_x,i_techn,tech_cfg\bt7.engcfg,bt7_x,,3,0,,;
rkkau_bt7_y,i_techn,tech_cfg\bt7.engcfg,bt7_y,,3,0,,;
rkkau_bt7_z,i_techn,tech_cfg\bt7.engcfg,bt7_z,,3,0,,;
//


2. Add to groups():

//BT7 Groups
rkka_crew_bt7,100,0,rkkau_tleuten,1,rkkau_tankman,1,rkkau_tankman_p,1,,,,;
rkka_bt7_x,350,1.5,rkkau_bt7_x,1,rkka_crew_bt7,1,,,,,,;
rkka_bt7_y,350,1.5,rkkau_bt7_y,1,rkka_crew_bt7,1,,,,,,;
rkka_bt7_z,350,1,rkkau_bt7_z,1,rkka_crew_bt7,1,,,,,,;
rkka_platoon_ltnk1,0,2,rkka_ltank5,3,,,,,,,,;
//


3. Add to randoms():

//BT7 Random
rkka_ltank5,rkka_bt7_x,rkka_bt7_y,rkka_bt7_z,,;
//


4. Add to editor():

//BT7 Editor
rkka_platoon_ltnk1,txt_med_platoon_ltnk1_rkka,%SIDE_RUSSIAN%,txt_med_gr_ltanks_rkka,0,1,AAA,0x1f,tankl,tankl;
rkka_ltank5,txt_med_ltank5_rkka,%SIDE_RUSSIAN%,txt_med_gr_ltanks_rkka,0,1,AA,0x1f,tankl,;
//


D. <Steel Fury main folder>\data\k42\loc_rus\levels\LEVELS\common\anims.engcfg:

   Add to anims_human_spec():

//bt7anims
bt7_driver,driver_pose_t34,DriverDeath,driver_pose_t34,driver_pose_t34,driver_pose_t34,driver_pose_t34,driver_left,driver_right,driver_pose_t34;
bt7_loader,Driver,DriverDeath,Driver,Driver,Driver,Driver,driver_left,driver_right,stug3_loader_out;
bt7_gunner,Driver,DriverDeath,Driver,Driver,Driver,Driver,driver_left,driver_right,stug3_commander_out;
//


With the new entries above, the new tank should be compatible with any version of Steel Panzer Mod. If you run into any problems, please check your entries first, before posting!
 
Good luck and have fun!
« Last Edit: October 26, 2013, 11:04:19 AM by Kyth » Logged

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"Yes."
frinik
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Posts: 3145


« Reply #1 on: October 26, 2013, 11:36:52 AM »

Bravo! This is the way to go! Manually add new content into the game rather than fatten an already bloated JSGME. Kudos! Smiley
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lockie
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Posts: 2348



« Reply #2 on: October 26, 2013, 11:45:12 AM »

Great work!
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Lord_Haw-Haw
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Posts: 96


« Reply #3 on: October 26, 2013, 02:20:21 PM »

Nice release, perfect for the weekend, THANK YOU Smiley
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lockie
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Posts: 2348



« Reply #4 on: November 22, 2013, 07:47:28 PM »

There is a big problem with AI control of the BT-7 in case - crossing the river over the bridge. Almost in 90% BT-7 can't go over the bridge. Each time they jumped into the water, because of the high speed at the first shift Smiley
Suppose, same situation with BT-5, but I didn't check it out.
Well, may be it's true, coz to take a turn a driver had to apply an effort of the 40 kg on the control stick.
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Kyth
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Posts: 2044


« Reply #5 on: November 23, 2013, 12:49:18 AM »

There is a big problem with AI control of the BT-7 in case - crossing the river over the bridge. Almost in 90% BT-7 can't go over the bridge. Each time they jumped into the water, because of the high speed at the first shift Smiley

Try limiting the scripted speed to 10-15 km/h.

And if it's a platoon, set the formation to 'none'.

Also, the AI goes nuts if the enemy is shooting at it.
« Last Edit: November 23, 2013, 12:52:54 AM by Kyth » Logged

"What am I, chopped liver..?"

"Yes."
lockie
Generalfeldmarschall
*****
Posts: 2348



« Reply #6 on: November 23, 2013, 01:08:12 AM »

Try limiting the scripted speed to 10-15 km/h.
It was a first thing, which I made and it didn't help.
Code:
	ang_speed	=	15, 15, 45, 10;

Quote
And if it's a platoon, set the formation to 'none'.
It doesn't matter. I tried `column` and `none`.

Quote
Also, the AI goes nuts if the enemy is shooting at it.
Conditions were ideal - no enemy at all. I'm pretty sure this is because of the very powerful engine. Perhaps `transmission efficiency` should be decreased.
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Kyth
Generalfeldmarschall
*****
Posts: 2044


« Reply #7 on: November 23, 2013, 02:02:47 AM »

Try limiting the scripted speed to 10-15 km/h.
It was a first thing, which I made and it didn't help.
Code:
	ang_speed	=	15, 15, 45, 10;


No, I mean the speed in the movement script.

For example:

Quote
   ext, ai_setstate, 0, 0x1;
   ext, ai_move, wpoint01, false, -1, 10;
   ext, ai_move, wpoint02, false, -1, 10;
   ext, ai_move, wpoint03, false, -1, 10;
   ext, ai_move, wpoint04, false, -1, 10;
   ext, ai_setstate, 0x1, 0;

Mission files:
http://www.4shared.com/file/DXkRXPPE/bridge_ai.html

This is a short video of the results:

« Last Edit: November 23, 2013, 02:23:02 AM by Kyth » Logged

"What am I, chopped liver..?"

"Yes."
lockie
Generalfeldmarschall
*****
Posts: 2348



« Reply #8 on: November 23, 2013, 02:32:19 AM »

No, I mean the speed in the movement script.
For example:
Quote
   ext, ai_setstate, 0, 0x1;
   ext, ai_move, wpoint01, false, -1, 10;
   ext, ai_move, wpoint02, false, -1, 10;
   ext, ai_move, wpoint03, false, -1, 10;
   ext, ai_move, wpoint04, false, -1, 10;
   ext, ai_setstate, 0x1, 0;

Suppose, such speed will help to get over the bridge. Mine was 15km/h
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