+Monty CZ Posted November 18, 2010 Posted November 18, 2010 (edited) Hello all fellow modders, I simply wanted to add historicaly correct airbase to GermanyCE map and use it in one of my mod. I can do 3D models of RWY, buildings, hangars, lights, blastshields etc etc but I can´t make them show in the game. Where are supposed to be the targets and types ini (saved games mod folder or terrain folder?) Or I can provide all models for free use and trade it with somebody who would make me the basic ini I can populate :-) (it is LKPD Pardubice Airbase map here) Thanx in advance MontyCZ Edited November 18, 2010 by Monty CZ Quote
+Soulfreak Posted November 18, 2010 Posted November 18, 2010 targets and types ini goes into the mod/terrains/your terrain folder Maybe kevin knows more about that secret. Quote
+Gepard Posted November 18, 2010 Posted November 18, 2010 To make a new airbase is relativly simple, but time consuming, because we dont have a tool for terrainobject setting. Quote
+Monty CZ Posted November 18, 2010 Author Posted November 18, 2010 (edited) Thanx to Steve this is not true :-) http://combatace.com/topic/34895-wov-target-object-placement-interface-tool-wip/page__st__80 ok this was easy..wrong file destination Monty CZ Edited November 18, 2010 by Monty CZ Quote
+76.IAP-Blackbird Posted November 18, 2010 Posted November 18, 2010 Great Baseshape ;) I was there 1996 with my grandpa Quote
Wrench Posted November 18, 2010 Posted November 18, 2010 (edited) Looks Great!! Remember, the offsets for the buildings, fuel tanks, etc, even the parking slots, are based off a North/South orientation of the main runway (it being the 0,0 point). Of course, that assumes the runway was built with N/S in mind, like TKs, and the 0,0 point IS the center of field (regardless of lenght/width or taxiways, etc) Even with the STT, you may still have to physically fly over the target area, and 'hand measure' the offsets, and then recheck in-game. For some buildings, their "front face" if you will, is not where you think it might be. Once the objects placements are finalized, you can then rotate the runway's heading to whatever it should be, and the other objects will 'follow or get dragged along' keeping their placements. But once rotated, you can't add anything, as the offsets will be wrong. (however, if you rotate back to N/S orientation, you can. then, flip to whatever) edit: terrain objects, as you've figured out, get listed in the terains _targets and _types inis. Those go in the /Terrain folder (in this case, in the mods folder, /Terrains/GermanyCE). wrench kevin stein Edited November 18, 2010 by Wrench Quote
+Soulfreak Posted November 19, 2010 Posted November 19, 2010 Damn, now I´m interested in Airbase modding too.... Is there a tutorial somewhere how to make a "new" Air Base? Quote
+Monty CZ Posted November 19, 2010 Author Posted November 19, 2010 Damn, now I´m interested in Airbase modding too.... Is there a tutorial somewhere how to make a "new" Air Base? Hey it is not so easy :-( there are 3 different things you have to do 1) object placement - the easy part, when you add the new objects into "type.ini" and then add new airbase via "targets.ini" and if you are building new airbase which wasnt present on map before you have to flatten the terrain (dont know how, maybe in terrain editor) 2) add lights - there are usualy more lights than objects which has to be placed!!! 3) in airbase ini specify routes for planes, take off points, landing points...everything that the game needs to know so AI can use the airbase...I am scared of it!! :-( so maybe I did the first step but I dont know if I can walk all the way... Monty CZ Quote
+PureBlue Posted November 19, 2010 Posted November 19, 2010 Be careful, airbase modding gets pretty addictive The most time consuming part is placing groundobjects. Because you just can't get enough of it, and keep finding new things to add. I'm compiling a tutorial now for you all to get your feet wet. Stay tuned Quote
+Gepard Posted November 19, 2010 Posted November 19, 2010 When i made my 10 new airbases for WOE i made a special test terrain. Only one red airfield and only one blue airfield. So i was sure always to take of from the correct airfield and no somewhere in the Pampa. The most time consuming steps i found was the puzzling of the single parts together to get the airbase. After each singel set object i made a testflight only to see wheter the objects are at the correct place. If you set more objects it is difficult to find out which object is placed wrong and which correct. The light problem is not as big as you think. Military airfields have in wartime only few lights on. One line at the one side of the runway and one of the other. If i remember right it were only 7 or 8 lights neccessary. If you want to make a civil airfield with full lights, then i agree with you, that you has a problem. Take my 10 new airbases for WOE as example for airfield building. If you need help, send me a PM. Quote
+PureBlue Posted November 19, 2010 Posted November 19, 2010 (edited) Here's a quick tutorial to get started: It's not much different than what Gepard and Wrench explained here. Just get started and we can sort any problems on the way. HOWTO File: http://www.mediafire...993vvkg5vru945u\ I'll upload it on CA soon. (Here's the KB entry: http://combatace.com/topic/60610-how-to-create-an-airfield-from-scratch/) Edited November 19, 2010 by pureblue Quote
Wrench Posted November 19, 2010 Posted November 19, 2010 If you set more objects it is difficult to find out which object is placed wrong and which correct. oh, gods! don't I know that one! Actually, adding runway/taxi lights is exactly the same as adding any other 'object' to the base. What I haven't figured out, is the directionaly of the approach end lights (they change color on the stock runways, depending on which way you're facing). I've added taxi, runway lights to the stock runway3 a long time ago; you'll find it in many of my terrain mods. You just have to follow the 'basics' set on the other stock runway set ups. Here's the runway3 [LightSet001] LightOn=0.25 Color=0.25,0.88,0.25 Material=LightMaterial Height=0.5000 Size=0.2000 Directional=TRUE Direction=0 Prefix=ENPoint ENPoint001=40,660 ENPoint002=20,660 ENPoint003=0,660 ENPoint004=-20,660 ENPoint005=-40,660 ENPoint006=40,-660 ENPoint007=20,-660 ENPoint008=0,-660 ENPoint009=-20,-660 ENPoint010=-40,-660 [LightSet002] LightOn=0.25 Color=0.25,0.88,0.25 Material=LightMaterial Height=0.5000 Size=0.2000 Directional=TRUE Direction=180 Prefix=ENPoint ENPoint001=40,660 ENPoint002=20,660 ENPoint003=0,660 ENPoint004=-20,660 ENPoint005=-40,660 ENPoint006=40,-660 ENPoint007=20,-660 ENPoint008=0,-660 ENPoint009=-20,-660 ENPoint010=-40,-660 [LightSet003] LightOn=0.25 Color=0.88,0.25,0.25 Material=LightMaterial Height=0.5000 Size=0.2000 Directional=TRUE Direction=0 Prefix=ESPoint ESPoint001=40,660 ESPoint002=20,660 ESPoint003=0,660 ESPoint004=-20,660 ESPoint005=-40,660 ESPoint006=40,-660 ESPoint007=20,-660 ESPoint008=0,-660 ESPoint009=-20,-660 ESPoint010=-40,-660 ESPoint011=-20,-660 [LightSet004] LightOn=0.25 Color=0.88,0.25,0.25 Material=LightMaterial Height=0.5000 Size=0.2000 Directional=TRUE Direction=180 Prefix=ESPoint ESPoint001=40,660 ESPoint002=20,660 ESPoint003=0,660 ESPoint004=-20,660 ESPoint005=-40,660 ESPoint006=40,-660 ESPoint007=20,-660 ESPoint008=0,-660 ESPoint009=-20,660 ESPoint010=-40,-660 ESPoint011=-20,-660 [LightSet005] LightOn=0.25 Color=0.1755,0.275,0.858 Material=LightMaterial Height=0.5000 Size=0.1000 Directional=FALSE Prefix=TPoint TPoint001=45,-662 TPoint002=45,-640 TPoint003=45,662 TPoint004=45,640 TPoint005=191,600 TPoint006=172,580 TPoint007=190,565 TPoint008=210,585 TPoint009=-50,-640 TPoint010=-50,-660 TPoint011=320,480 TPoint012=305,495 TPoint013=295,455 TPoint014=280,470 TPoint015=425,370 TPoint016=410,385 TPoint017=400,350 TPoint018=385,360 TPoint019=465,-412 TPoint020=453,-425 TPoint021=-160,520 TPoint022=-185,520 TPoint023=384,15 TPoint024=384,-10 TPoint025=384,-100 TPoint026=-160,0 TPoint027=250,625 TPoint028=235,640 TPoint029=343,533 TPoint030=358,519 TPoint031=450,426 TPoint032=464,413 TPoint033=520,238 TPoint034=520,220 TPoint035=520,-64 TPoint036=520,-82 TPoint037=520,-219 TPoint038=520,-238 TPoint039=134,536 TPoint040=149,522 TPoint041=240,430 TPoint042=255,414 TPoint043=520,66 TPoint044=359,-520 TPoint045=345,-534 TPoint046=72,-660 TPoint047=117,-656 TPoint048=167,-622 TPoint049=194,-596 TPoint050=208,-579 TPoint051=247,-541 TPoint052=300,-490 TPoint053=296,-457 TPoint054=318,-471 TPoint055=-225,190 TPoint056=360,-429 TPoint057=390,-365 TPoint058=406,-381 TPoint059=405,-350 TPoint060=422,-367 TPoint061=410,-9 TPoint062=410,11 TPoint063=459,120 TPoint064=459,140 TPoint065=459,160 TPoint066=459,180 TPoint067=459,210 TPoint068=435,160 TPoint069=459,270 TPoint070=456,300 TPoint071=452,324 TPoint072=439,346 TPoint073=395,395 TPoint074=370,418 TPoint075=335,455 TPoint076=290,500 TPoint077=265,525 TPoint078=230,559 TPoint079=172,617 TPoint080=142,643 TPoint081=108,659 TPoint082=70,660 TPoint083=-70,660 TPoint084=-100,660 TPoint085=-130,650 TPoint086=-165,620 TPoint087=-184,580 TPoing088=-186,540 [LightSet006] LightOn=0.25 Color=0.88,0.88,0.88 Material=LightMaterial Height=0.5000 Size=0.1000 Directional=FALSE Prefix=RPoint RPoint001=-30,-630 RPoint002=-30,-580 RPoint003=-30,-550 RPoint004=-30,-500 RPoint005=-30,-450 RPoint006=-30,-400 RPoint007=-30,-350 RPoint008=-30,-300 RPoint009=-30,-250 RPoint010=-30,-200 RPoint011=-30,-150 RPoint012=-30,-100 RPoint013=-30,-50 RPoint014=-30,0 RPoint015=30,630 RPoint016=30,580 RPoint017=30,550 RPoint018=30,500 RPoint019=30,450 RPoint020=30,400 RPoint021=30,350 RPoint022=30,300 RPoint023=30,250 RPoint024=30,200 RPoint025=30,150 RPoint026=30,100 RPoint027=30,50 RPoint028=30,0 RPoint029=30,-630 RPoint030=30,-580 RPoint031=30,-550 RPoint032=30,-500 RPoint033=30,-450 RPoint034=30,-400 RPoint035=30,-350 RPoint036=30,-300 RPoint037=30,-250 RPoint038=30,-200 RPoint039=30,-150 RPoint040=30,-100 RPoint041=30,-50 RPoint042=30,0 RPoint043=-30,630 RPoint044=-30,580 RPoint045=-30,550 RPoint046=-30,500 RPoint047=-30,450 RPoint048=-30,400 RPoint049=-30,350 RPoint050=-30,300 RPoint051=-30,250 RPoint052=-30,200 RPoint053=-30,150 RPoint054=-30,100 RPoint055=-30,50 RPoint056=-30,0 [LightSet007] LightOn=0.25 Color=0.1755,0.275,0.858 Material=LightMaterial Height=0.5000 Size=0.1000 Directional=FALSE Prefix=TPoint TPoint001=-185,-550 TPoint002=-185,-500 TPoint003=-185,-450 TPoint004=-185,-400 TPoint005=-185,-350 TPoint006=-185,-300 TPoint007=-185,-250 TPoint008=-185,-200 TPoint009=-185,-150 TPoint010=-185,-100 TPoint011=-185,-50 TPoint012=-185,0 TPoint013=-185,50 TPoint014=-185,100 TPoint015=-185,150 TPoint016=-185,175 TPoint017=-165,-550 TPoint018=-165,-500 TPoint019=-165,-450 TPoint020=-165,-400 TPoint021=-165,-350 TPoint022=-165,-300 TPoint023=-165,-250 TPoint024=-165,-200 TPoint025=-165,-150 TPoint026=-165,-100 TPoint027=-165,-50 TPoint028=-165,50 TPoint029=-165,100 TPoint030=-165,150 TPoint031=-165,175 TPoint032=-75,-640 TPoint033=-115,-635 TPoint034=-130,-625 TPoint035=-150,-600 TPoint036=-75,-660 TPoint037=-115,-660 TPoint038=-135,-650 TPoint039=-160,-630 TPoint040=-181,-590 TPoint041=-159,-586 TPoint042=383,-60 TPoint043=383,60 TPoint044=383,105 TPoint045=454,15 TPoint046=459,40 TPoint047=435,40 TPoint048=435,90 TPoint049=435,120 TPoint050=435,140 TPoint051=435,200 TPoint052=435,230 TPoint053=435,270 TPoint054=430,315 TPoint055=420,340 TPoint056=380,380 TPoint057=355,400 TPoint058=320,440 TPoint059=275,485 TPoint060=249,510 TPoint061=215,542 TPoint062=-155,480 TPoint063=-155,430 TPoint064=-155,380 TPoint065=-155,330 TPoint066=-155,280 TPoint067=-155,230 TPoint068=-155,190 TPoint069=156,603 TPoint070=129,628 TPoint071=100,637 TPoint072=68,641 TPoint073=-70,639 TPoint074=-99,638 TPoint075=-121,634 TPoint076=-149,608 TPoint077=-163,575 [LightSet008] LightOn=0.25 Color=0.1755,0.275,0.858 Material=LightMaterial Height=0.5000 Size=0.1000 Directional=FALSE Prefix=TPoint TPoint001=435,-290 TPoint002=435,-240 TPoint003=435,-190 TPoint004=435,-140 TPoint005=435,-90 TPoint006=435,-40 TPoint007=435,-15 TPoint008=348,321 TPoint009=360,308 TPoint010=70,-640 TPoint011=110,-635 TPoint012=150,-605 TPoint013=175,-575 TPoint014=133,-536 TPoint015=148,-523 TPoint016=237,-640 TPoint017=252,-626 TPoint018=195,-565 TPoint019=230,-525 TPoing020=260,-498 TPoint021=282,-473 TPoint022=240,-429 TPoint023=254,-415 TPoint024=215,65 TPoint025=345,-414 TPoint026=428,-322 TPoint027=449,-333 TPoint028=459,-292 TPoint029=459,-239 TPoint030=459,-220 TPoint031=459,-190 TPoint032=459,-140 TPoint033=459,-90 TPoint034=459,-60 TPoint035=459,-40 TPoint036=459,-15 TPoint037=434,15 TPoint038=459,67 TPoint039=459,67 TPoint040=459,90 TPoint041=520,85 TPoint042=459,220 TPoint043=459,240 TPoint044=215,0 TPoint045=215,-65 TPoint046=-190,190 TPoint047=-278,245 TPoint048=-225,520 TPoint049=-278,490 [LightMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE RenderedInOrder=FALSE AlphaTestEnabled=TRUE CullMode=NO_CULL LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE FogEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA_ADD_DST NumTextureStages=1 TextureStage[01].TextureName=light.tga TextureStage[01].MipMap=TRUE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE you can see, it follows the same offset patter as other buildings and such the screenie is what it looks like wrench kevin stein Quote
+Piecemeal Posted November 20, 2010 Posted November 20, 2010 (edited) I was busy adding my Desert 3 Airfield mod to the four seasons terrain last September before I became sick, but I haven't done anything with it since. I for one can tell you how time consuming and sometimes boring it can be. But usually the results are worth the effort. Keep up the good work Monty. Edited November 20, 2010 by Piecemeal Quote
+Gepard Posted November 20, 2010 Posted November 20, 2010 This is the airfield lighting which i used in my 10 new airbases for WOE. Its wartime setting. Only lamps at the start and endposition of the runway. I think it is enough. Quote
Wrench Posted November 20, 2010 Posted November 20, 2010 absolutely agree! on a war footing, ALL bases would surely be blacked out. wrench kevin stein Quote
+Monty CZ Posted November 21, 2010 Author Posted November 21, 2010 (edited) I was manually populating and placing some objects - really time consuming Monty CZ Edited November 21, 2010 by Monty CZ Quote
Wrench Posted November 21, 2010 Posted November 21, 2010 (edited) oh, I LIKE those shelters! Yah, populating can be a real bitch! Now, multiply that by an ENTIRE map with 120 'empty' target areas -in this case, I emptied them to correct the items- retiling to move them to the geographicly correct positions...(including cities, ports, oilfields, airbases, military bases of all types...then add creating the front lines, movement routes and so on and on and on and on..... It no wonder Terrain Engineers go mad..... I think there's a post office nearby... wrench kevin stein Edited November 21, 2010 by Wrench Quote
+PureBlue Posted November 21, 2010 Posted November 21, 2010 Some days I'll be looking for something in my room and I come across these papers, full of coordinates and object names and drawings. Oh yeah, this was a year ago, when I was working on that naval base... And this, even older paper shows all those cities I'm supposed to populate... Then Santa (Swambast) came along Anyway, looking very good already Monty Quote
+Monty CZ Posted November 22, 2010 Author Posted November 22, 2010 hm it looks like I need to solve two things: 1) collision meshes for the hangars - I want to park aircraft in those shelters and I did collision mesh which is wery simple - it is only the rounded "grass" mesh without front (so it has hole where it supposed to be). But when I arrive to the front my wings fell off and engine start to smoke... 2) my buildings has no shadows and from the distance they looks like they dive under the terrain... Anybody knows something about that? Thanx Monty CZ Quote
+PureBlue Posted November 22, 2010 Posted November 22, 2010 (edited) 2) my buildings has no shadows and from the distance they looks like they dive under the terrain... For shadows, create an INI file named the same as the LOD. Inside this ini, define your lod distances and also you can have a shadow definition. (Format is similar to other lod ini files) The sinking problem, I've been looking for a cure for that too. Buildings, objects & (and even your flight w/ AI planes) ; placed on another FLATOBJECT (like a ramp or taxiway), start to sink under that flat object, as you move the camera away. I'm kind of suspecting zbuffer values. Airfield objects are defined with zbuffer=6 in stock files, and perhaps we should lower that? Got to try this tonight.. Edited November 22, 2010 by pureblue Quote
+Soulfreak Posted February 14, 2011 Posted February 14, 2011 Are you still working on that AirBase Monty? looked very nice so far! Quote
+Monty CZ Posted February 14, 2011 Author Posted February 14, 2011 Since I am not able to use that great object placement tool I gave up :-( If somebody wants to finish it I can send objects, ini, drawings... Monty CZ Quote
+Soulfreak Posted February 15, 2011 Posted February 15, 2011 Hmm, sad Monty, but that will be a good Airbase for a Red-Range I think.... Quote
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