Jump to content

Recommended Posts


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 by Wrench

Share this post


Link to post
Share on other sites

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)

post-255-0-90050200-1407130331_thumb.jpg

this I call recon flight :-)

post-255-0-37075800-1407130345_thumb.jpg

Monty CZ

  • Like 2

Share this post


Link to post
Share on other sites

no, I think it's about right. you've go the switch tracks to the sidings, one to a 'terminus'.  I like it!

Share this post


Link to post
Share on other sites

Ok I can call this finished layout of medium trainstation :-)

post-255-0-42025400-1407275370_thumb.jpg

post-255-0-72478400-1407275405_thumb.jpg

 

Now it is easy to make the small one and the LARGE one

 

Monty CZ

  • Like 3

Share this post


Link to post
Share on other sites

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...

post-255-0-73563800-1407432714_thumb.jpg

Monty CZ

  • Like 3

Share this post


Link to post
Share on other sites

 

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 by JonathanRL

Share this post


Link to post
Share on other sites

So I will try to set the TargetValue= points to win the mission when succesfully atacked some train wagons...

post-255-0-59112400-1407729224_thumb.jpg

Monty CZ

Edited by Monty CZ
  • Like 2

Share this post


Link to post
Share on other sites

Today I destroyed something:

post-255-0-31196300-1407793267_thumb.jpg

 

can anybody help me to add smokestack effect to train engine (and I want to use groundobjects)

Thank you

Monty CZ

Share this post


Link to post
Share on other sites

I found this in the terrain_Types.INI of a WW2 terrain, which adds a smokestack to a train:

 

[TargetType074]
Name=TrainEngine
FullName=Locomotive
ModelName=TrainEngine.LOD
............
Effect=SmokeStackEffect
EffectOffset=0,4.8,5.6

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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).

Share this post


Link to post
Share on other sites

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=Fletcher
FullName=Fletcher Class Destroyer
TargetType=NAVAL_BASE
ActiveYear=0
DamagePoint=1000
ArmorValue=0
ArmorType=0
TargetValue=500
UseGroundObject=TRUE
GroundObjectType=Fletcher
RepairRate=0.150
StartDetectChance=50
StartIdentifiedChance=0
IncreaseDetectChanceKey=0
MaxVisibleDist=15000.0
DamagedModel=
DestroyedEffect=ShipDestroyedEffect
DestroyedModel=
SecondaryEffect=MediumOilFire
SecondaryChance=100
ExhaustEmitterName=SmokeStackEffect
ExhaustPosition=0.0,-5.2,13.1
ExhaustEmitterSize=1.0

Edited by Gatling20

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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 by Monty CZ

Share this post


Link to post
Share on other sites

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!!!

Share this post


Link to post
Share on other sites

Ok I am ready to pack beta to let you play with it and tell me if it is any use

post-255-0-65032300-1407869440_thumb.jpg

post-255-0-43154400-1407869452_thumb.jpg

 

(I did my own effect for the train smoke - edited smokestack effect)

 

Monty CZ

  • Like 2

Share this post


Link to post
Share on other sites

Uploaded and awaiting approval. I put some more objects into it - LT-34 tank and light AAA unit

Monty CZ

Share this post


Link to post
Share on other sites

I learned some body modelling, because characterl lod I used before is dated 2003 - loong time with SF2

post-255-0-30323600-1408140345.jpg

Monty CZ

 

  • Like 1

Share this post


Link to post
Share on other sites

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)

post-255-0-43322700-1408215610_thumb.jpg

Monty CZ

  • Like 5

Share this post


Link to post
Share on other sites

Just another layout with smaller station and more targets:

post-255-0-14947500-1409002269_thumb.jpg

post-255-0-70015700-1409002293_thumb.jpg

Monty CZ

  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..