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Currently working on implementing new campaign features in TSF. I must say; its easier then I expected. Most of the legwork is already done for OIB.

 

Of course, now one have to see if it actually works too :D

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Fallout 3 and NV completely disprove mutual exclusivity.

That's what I said "usually", d'oh ;)

 

But then again F3 is a Bethsoft release and they tried the "let the modders fix the broken game" model waaaayyy before Cliffs of Dover ever did :D

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Hmm, made an AGM-84 into the new WeaponDataType=7 Cruise Missile/ASM and edited/saved it via the weapon editor but the damn thing won't guide, just becomes a huge straight line bullet, no sea skimming etc?????

 

Any idea's?

 

Yes, manually edit the AGM-84's data.ini, and add the following lines:

 

SeaSkimming=TRUE

TerminalPopUp=TRUE

 

And that should do it.

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CarrierParkAnimationID=9[/b] hmmm?? I wonder if they go for a stroll round the deck when you are off on a mission.

 

That most likely tells the model to fold its wings, and/ore open its canopy, when parked on a carrier deck.

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Got a CVBG working in the desert campaigns after making the proper edits. Now, though, I can't get the enemy interested in attacking the ships at all. Usually before NA the first mission I got as a Navy fighter pilot was to CAP over the carrier station or intercept bombers coming in to lay smack on the ships I had added as scenery objects. I tried adding the new mission line for naval strike for the bombers but no luck just yet.

 

The existing 3rd party ships need to be upgraded now with whatever code will make them show up in single missions. After the CGN-35 retire date, all we get is Spruance-class DDs for escorts.

 

I'm working on fixing the stock decal issues i.e. innacurate tail codes or markings, absent decals, etc. I'll release those when finshed and then start working on some generic transitional skins and alternate or low-viz decals for those as well. AT work now, but I've got the weekend to do this and it shouldn't take me long.

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On third-party ship models, you can create a collison LOD by copying that model's first or main LOD, and then renaming it (utilizing the Third Wire naming convention, just to be safe).

 

For example, using the Ulyanovsk as a testbed, I came up with Ulyanovsk_COL.LOD. Ordnance no longer simplypasses right through it, without exploding.

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That most likely tells the model to fold its wings, and/ore open its canopy, when parked on a carrier deck.

 

 

when it places aircraft as parked, it plays that animation,

 

or if you really wanna see it, just make a Animation key and Map it to Animation 9.

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On third-party ship models, you can create a collison LOD by copying that model's first or main LOD, and then renaming it (utilizing the Third Wire naming convention, just to be safe).

 

For example, using the Ulyanovsk as a testbed, I came up with Ulyanovsk_COL.LOD. Ordnance no longer simplypasses right through it, without exploding.

 

Can't get it to work on my end. On the test ships, I made sure to set all the new data entries (DamageEffect=, SystemDamageEffect=, and CollisionMesh=), put in the copy-paste-renamed _COL.LOD, and did everything I could to try to sink the boat. No good, all weapons still pass through without exploding. I don't have the Ulyanovsk, but I tested this process on the Alvand, Anzac, Iowa, Lafayette, Leahy, Tico, Koni, Osa, Slava, and both Udaloys. I'll try third party carriers next.

 

 

According to some very sparse, vague tutorials I read online, some other games have stringent requirements for collision meshes. For example, ther can't be any holes or gaps in the mesh at all. Or it has to be one large object. Or a number elements attached together. Or all parts must be convex. Or each element/object has to have exactly one smoothing group which has to be different from all the other pieces. (Seriously?)

 

I tried making a custom LOD following these guidelines in different combinations, but it still didn't work. The best I could get was one lone instance in which I blanketed my target ship with clusterbombs. It set some fires-- but in the water running perpendicular to the ship's hull. Makes no sense. My original LOD and the test collision LOD had the same pivot, facing, and everything.

 

Sorry for the long post(s), but naval combat is kind of my "thing," and I'm getting frustrated that it's bugged and bringing my model making to a grinding halt.

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when it places aircraft as parked, it plays that animation,

 

or if you really wanna see it, just make a Animation key and Map it to Animation 9.

 

I just gave my F-4B the ability to fold it's wings using the animation ID.

 

img00001.JPG

 

The Phantom is phinally getting some proper love. Just need the drag chutes for the land based F-4s.

 

-Jeff

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Currently working on implementing new campaign features in TSF. I must say; its easier then I expected. Most of the legwork is already done for OIB.

 

Of course, now one have to see if it actually works too :D

Have you gotten AWACS to work properly?

 

Also, has anyone verified that off-map bases work on terrains other than IcelandNA? I placed one in my Israel campaign, but haven't seen the squadron yet. It might be too busy to see them right away...

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Have you gotten AWACS to work properly?

 

 

Define work properly?

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Here is what I added to the E-3A

 

[MissionData]

NationName=USAF

ServiceStartYear=1977

ServiceEndYear=2020

AircraftRole=TRANSPORT

AircraftCapability=DAY_AND_NIGHT

Availability=RARE

Exported=FALSE

PrimaryRoles=EARLY_WARNING

SecondaryRoles=NAVAL_SEARCH

NormalMissionRadius=9500.0

MaxMissionRadius=19500.0

Ceiling=147000.0

MinBaseSize=LARGE

 

[DetectSystem]

RadarType=AEW_SEARCH

RadarFamilyName=AEW

RangeUnit=NM

RadarAzimuthLimit=360

RadarElevationLimit=30

RadarSearchTime=1.0

RadarSearchRange=400

RadarSearchStrength=100

RadarSearchFreq=9.8

RadarSearchCW=TRUE

VisualBlindArc=

VisualRestrictedArc=

MaxVisibleDistance=8500.0

HasRWR=TRUE

RWRMinFreq=2.0

RWRMaxFreq=10.9

RWRCanDetectCW=FALSE

 

Now it shows up like the Hawkeye and give you a full 360 view. Now if I could get some voices to match.

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Now it shows up like the Hawkeye and give you a full 360 view. Now if I could get some voices to match.

 

It would be awesome to get some Darkstar or Cylon voices.

 

On the topic of CVBGs on stock terrains, here's some testing I've been doing, specifically with the stock Desert terrain:

 

1. I marked the terrain as NavalMap=TRUE in the ini.

 

2. I modified the Desert_Watermap.bmp with the green and yellow fleet area designations.

 

3. Testing with a stock carrier based plane (the F-4B_67) and single, random generated missions using multiple mission roles (SWEEP, CAP, CAS, STRIKE) without the mission editor, I got random placement of the USN CVBG (including off the shore of Paran) and random land-based targeting. All random fleet placements were outside of the boundaries set by the green box.

 

4. I repeated the test, but without a modified Desert_Watermap.bmp, and got the exact same behavior.

 

5. Marking the Desert.ini as NavalMap=FALSE, all aircraft went back to being based on land.

 

As an addendum, I ran a series of 5-7 missions with the Persian Gulf terrain and the watermap posted in the KB thread. The CVBG was placed in the fleet boundaries and spawned at nearly the same place every time, regardless of aircraft or time frame.

 

I don't know what I'm doing wrong, since PureBlue's terrain watermaps are working fine (IsraelME, VietnamSEA, Persischer Golf).

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seems there is poly limit per terrain mesh, that's why it looks cut (3D is complete "island")

 

there's something like auto-texturing, seems shader-based, dependant on slopes, height etc

 

do I have a cookie?:grin:

 

I'm fairly interested in your experimentation here. Good to see we can get something working already, even if it's a bit buggy. I'd really like to know if you map that terrain lod with a texture whether it will show that instead of what the game is generating...

 

Also we should start peicing together the steps needed to create a custom terrain so we can put a tutorial together.

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Have you gotten AWACS to work properly?

 

Nope. Also, everybody ignores the Task Forces.

 

Will try Daves trick once I am done with this.

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Now it shows up like the Hawkeye and give you a full 360 view. Now if I could get some voices to match.

 

Too bad the speech/wav files are no where to be found :blink:

 

EDIT: My bad, they're readily available.

Edited by PureBlue

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Too bad the speech/wav files are no where to be found :blink:

 

 

Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

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Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo

 

So sorry!! The CAT is there and I just missed it..

 

All speech files are extractable. :good: :good:

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thats my weekend project,

 

extract awacs voices, and record them over....

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On third-party ship models, you can create a collison LOD by copying that model's first or main LOD, and then renaming it (utilizing the Third Wire naming convention, just to be safe).

 

For example, using the Ulyanovsk as a testbed, I came up with Ulyanovsk_COL.LOD. Ordnance no longer simplypasses right through it, without exploding.

 

i wonderz if this would make flight decks work better?

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Tips to get 3rd party Carrier Mods, appear in single missions.

The trick is the Names file, it seems to be mandatory!

 

Add this line to the ship's ini, example

CVN75.ini:

Names=CVN75_names.ini

 

Create a CVN75_names.ini file fill it in per examples from stock carriers. Like so:

CVN75_names.ini:

Name=USS Harry S Truman

Number=75

Nation=USN

StartDate=1/1/1998

EndDate=2050

 

Add the following lines to the carriers _data.ini. Example:

CVN75_DATA.INI

[MissionData]

WarshipClass=AIRCRAFT_CARRIER

CarrierBaseSize=MEDIUM

CarrierNumSquadrons=2

Edited by PureBlue

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i just use the mission editor, select ground group, and choose CVN75 from drop down.

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TSF Lead here with some evening toughts about modding and his progress trying to apply new tech on old things.

 

post-14846-0-13548300-1331930035.jpg

 

Good things: The Task Forces actually seems to move. They certainly are not where they started.

 

Bad things: This has triggered no responce from the Air Forces who seem to keep ignoring that the Navy exists. While this is realistic, its not fun.

 

Question: How the hell can a naval unit in the middle of Helsinki be Unidentified?

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SZ: that dosen't really help us for all the other CV out there, do it??? To say nothing of DDs, DEs, CL/CAs we have that need updating to current standards.

Edited by Wrench

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Can't get it to work on my end. On the test ships, I made sure to set all the new data entries (DamageEffect=, SystemDamageEffect=, and CollisionMesh=), put in the copy-paste-renamed _COL.LOD, and did everything I could to try to sink the boat. No good, all weapons still pass through without exploding. I don't have the Ulyanovsk, but I tested this process on the Alvand, Anzac, Iowa, Lafayette, Leahy, Tico, Koni, Osa, Slava, and both Udaloys. I'll try third party carriers next.

 

 

Just tested it on the Udaloy, works fine for me.....or perhaps it was pulled down by a Russian Water-Tentacle! :grin:

 

img00028.JPG

Edited by Fubar512
  • Haha 1

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