+Wrench Posted July 31, 2014 Posted July 31, 2014 (edited) don't forget Stary's 3 track main station I had him build (the tracks run right through it!!) the train cars look EXCELLENT!!! Edited July 31, 2014 by Wrench Quote
+Monty CZ Posted August 4, 2014 Author Posted August 4, 2014 Actually this is the layout of trainstation based on real one from very small village. comparing to the previous do you think that is too dense? (trucks, walls, signal towers, fences missing but planned) this I call recon flight :-) Monty CZ 2 Quote
+Wrench Posted August 4, 2014 Posted August 4, 2014 no, I think it's about right. you've go the switch tracks to the sidings, one to a 'terminus'. I like it! Quote
+Monty CZ Posted August 5, 2014 Author Posted August 5, 2014 Ok I can call this finished layout of medium trainstation :-) Now it is easy to make the small one and the LARGE one Monty CZ 3 Quote
+Monty CZ Posted August 7, 2014 Author Posted August 7, 2014 Lets say that 10 different types of wagons would be enough :-) How to model them to affect campaign strategically - if I destroy 10 cars with tanks there is no tank platoon etc... Monty CZ 3 Quote
+JonathanRL Posted August 7, 2014 Posted August 7, 2014 (edited) How to model them to affect campaign strategically - if I destroy 10 cars with tanks there is no tank platoon etc... I am sorry, but that is not possible in my knowledge. I have wanted a similar function for quite some time. SF2 has a bad case of "easy, invisible logistics." Supply is given to the opposing forces over time, it is not "delivered". Edited August 7, 2014 by JonathanRL Quote
+Monty CZ Posted August 10, 2014 Author Posted August 10, 2014 (edited) So I will try to set the TargetValue= points to win the mission when succesfully atacked some train wagons... Monty CZ Edited August 11, 2014 by Monty CZ 2 Quote
+Monty CZ Posted August 11, 2014 Author Posted August 11, 2014 Today I destroyed something: can anybody help me to add smokestack effect to train engine (and I want to use groundobjects) Thank you Monty CZ Quote
Gatling20 Posted August 12, 2014 Posted August 12, 2014 I found this in the terrain_Types.INI of a WW2 terrain, which adds a smokestack to a train: [TargetType074]Name=TrainEngineFullName=LocomotiveModelName=TrainEngine.LOD............Effect=SmokeStackEffectEffectOffset=0,4.8,5.6 Quote
+Monty CZ Posted August 12, 2014 Author Posted August 12, 2014 unfortunately this is not working when UseGroundObject is set to TRUE types.ini [TargetType116] Name=trainengine_1 FullName=train steam engine ModelName=trainengine1.LOD TargetType=TRANSPORT Reported=FALSE ActiveYear=0 TargetValue=0 UseGroundObject=TRUE GroundObjectType=trainengine1 DamagePoint=50 ArmorValue=1.0 ArmorType=3 RepairRate=3.0 StartDetectChance=500 StartIdentifiedChance=400 IncreaseDetectChanceKey=0 MaxVisibleDist=5000.0 CollisionMesh=trainengine1.LOD DestroyedEffect=SmallExplosionEffect DestroyedModel= SecondaryChance=80 SecondaryEffect=VehicleFireEffect Effect=SmokeStackEffect EffectOffset=0.00,5.77,5.25 and from the data.ini [MissionData] NationName=Czechoslovakia ServiceStartYear=1935 ServiceEndYear=1945 GroundObjectRole=TRANSPORT Availability=VERY_RARE Exported=TRUE ExportStartYear=1942 ExportAvailability=VERY_COMMON [GroundObjectData] DamagedModel= DestroyedModel=trainengine1\trainengine1D.LOD DestroyedEffect=VehicleFireEffect EmptyMass=5580.00 Component[001]=Body [Sound] EngineSoundName= MovementSoundName= [DetectSystem] MaxVisibleDistance=6000 RadarCrossSection=1 [WeaponSystem] [MovementSystem] MaxRoadSpeed=0.000001 MaxOffRoadSpeed=0.000001 PowerAvailable=10.0 MaxTurnRate=0.0 MaxDeceleration=0.0 SuspensionConstant=0.0 [Body] MaxExtentPosition= 1.36, 5.37, 2.74 MinExtentPosition=-1.36,-5.49, 0.00 StructuralFactor=0.8 HasArmor=FALSE SystemName[001]=Engine [Engine] SystemType=ENGINE MaxExtentPosition= 0.67,-0.58, 1.27 MinExtentPosition=-0.67,-1.47, 0.20 ExhaustEmitterName=SmokeStackEffect ExhaustPosition=0, 5.69, 5.1255 ExhaustEmitterSize=1.0 Quote
Gatling20 Posted August 12, 2014 Posted August 12, 2014 Hmm... It works when the object is just a terrain object (like the GeneratorBuilding, or the train in the example above). And it works when the object is a GroundObject (like a ship). Maybe you need to create two different objects, one the train as a GroundObject which can move, and a second one with the train as a stationary terrain object (not using the line UseGroundObject=TRUE). Quote
Gatling20 Posted August 12, 2014 Posted August 12, 2014 (edited) On second thoughts, in a WW2 Pacific terrain I have, the following works in the terrain Types.INI to have stationary ships in port with smoke coming out of their funnels, so maybe it is the TargetType=Transport line for the trains which is the problem. I don't think I have ever seen that in a terrain Types.INI before. [TargetType120]Name=FletcherFullName=Fletcher Class DestroyerTargetType=NAVAL_BASEActiveYear=0DamagePoint=1000ArmorValue=0ArmorType=0TargetValue=500UseGroundObject=TRUEGroundObjectType=FletcherRepairRate=0.150StartDetectChance=50StartIdentifiedChance=0IncreaseDetectChanceKey=0MaxVisibleDist=15000.0DamagedModel=DestroyedEffect=ShipDestroyedEffectDestroyedModel=SecondaryEffect=MediumOilFireSecondaryChance=100ExhaustEmitterName=SmokeStackEffectExhaustPosition=0.0,-5.2,13.1ExhaustEmitterSize=1.0 Edited August 12, 2014 by Gatling20 Quote
+Wrench Posted August 12, 2014 Posted August 12, 2014 in the case of ships, it's really not required to have the effect named, as the ship's data ini will supply the information. That's just left over from 1stGens. I've have used several that don't have the statements, and still emit smoke when docked. ============= if the train is a moving object (ie: GroundObject), what about using the "WheeledVehicleDustEmitter", and setting it's position to the smokestack? Quote
+Monty CZ Posted August 12, 2014 Author Posted August 12, 2014 (edited) Train is GroundObject but not moving so that movement emmiter wont work. I will look at the ships closely ok I tried to change smokestack emitter to ExhaustEmitterName=ShipSmoke and it works now Thank you guys Monty CZ Edited August 12, 2014 by Monty CZ Quote
Wilches Posted August 12, 2014 Posted August 12, 2014 Train is GroundObject but not moving so that movement emmiter wont work. I will look at the ships closely ok I tried to change smokestack emitter to ExhaustEmitterName=ShipSmoke and it works now Thank you guys Monty CZ Please, show us the result!!! Quote
+Monty CZ Posted August 12, 2014 Author Posted August 12, 2014 Ok I am ready to pack beta to let you play with it and tell me if it is any use (I did my own effect for the train smoke - edited smokestack effect) Monty CZ 2 Quote
+Monty CZ Posted August 12, 2014 Author Posted August 12, 2014 Uploaded and awaiting approval. I put some more objects into it - LT-34 tank and light AAA unit Monty CZ Quote
+Monty CZ Posted August 15, 2014 Author Posted August 15, 2014 I learned some body modelling, because characterl lod I used before is dated 2003 - loong time with SF2 Monty CZ 1 Quote
+Monty CZ Posted August 16, 2014 Author Posted August 16, 2014 Some funny comparsion: 2 years ago I lost a lot of data for this mod and this is what I have today (hope it is better altough there is the same texture resolution) Monty CZ 5 Quote
+Monty CZ Posted August 25, 2014 Author Posted August 25, 2014 Just another layout with smaller station and more targets: Monty CZ 2 Quote
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