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1 pointBy Damian Teo Join the 354th Bulldogs on a difficult mission over North Vietnam portrayed in this comic strip adventure!
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1 pointI Typicaly Try To Match My Types File View Distances To My Ground Objects View Distances When Creating Types Entries And Then Peer Into The Dll's For Reference Entries That Can Be Added For Instance. ========================================================================================= notes about view distances MaxVisibleDist= TW Defaults buildings 15000 bunkers 12000 small buildings 8000 hangers 12000 shelters 25000//20000/15000 towers 8000 runways 50000 minimum small 4000//2000 ========================================================================================= notes about shadows [Shadow] CastShadow=TRUE ShadowCastDist=2000 MaxVisibleDistance=100 is optimal for weapons [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=500 is optimal for ground objects [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=2000 is optimal for ground towers/buildings [Shadow] CastShadow=TRUE ShadowCastDist=100 MaxVisibleDistance=200 is optimal for ground objects small ie power cart/bomb trailer etc [Shadow] CastShadow=TRUE ShadowCastDist=3000 MaxVisibleDistance=3000 is optimal for large warships [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=2000 is optimal for medium warships/large cargo ships [Shadow] CastShadow=TRUE ShadowCastDist=500 MaxVisibleDistance=500 is optimal for small ships [Shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 is optimal for aircraft/seats/pilots/fixed aircraft attachments ========================================================================================= STRUCTURE LISTING DEFAULT Target Types Default TargetType=MISC TargetType=FUEL_STORAGE TargetType=HANGAR TargetType=TOWER TargetType=WINDSOCK TargetType=MEDIUM_RUNWAY TargetType=SMALL_RUNWAY TargetType=LARGE_RUNWAY TargetType=CITY_BUILDING TargetType=COMM_BUILDING TargetType=OIL_REFINERY TargetType=POWER_PLANT TargetType=COMMAND_BUILDING TargetType=WAREHOUSE TargetType=RADAR TargetType=CHEMICAL_WEAPONS_PLANT TargetType=AAA TargetType=EW_RADAR TargetType=SAM_RADAR TargetType=SAM_LAUNCHER TargetType=BRIDGE TargetType=WEAPON_FACTORY (POSSIBLE ADDITIONS LOCATED IN CAMPAIGN DLL) TargetType=NUCLEAR_POWER_PLANT TargetType=VEHICLE_FACTORY TargetType=AIRCRAFT_FACTORY TargetType=BIOLOGICAL_WEAPONS_PLANT TargetType=NUCLEAR_WEAPONS_PLANT TargetType=AMMO_STORAGE TargetType=RAIL_STATION TargetType=HARBOR TargetType=ARMY_BASE TargetType=NAVAL_BASE TargetType=HELI_PAD Target Types Setup xxx_TYPES.INI [TargetType#] Name= FullName= ModelName=(LOD) TargetType=SEE LIST ABOVE* ActiveYear= InactiveYear= ActiveDate= InactiveDate= TargetValue= UseGroundObject= GroundObjectType=SEE LIST BELOW* SetToGround= DamagePoint= ArmorValue= ArmorType= RepairRate= StartDetectChance= StartIdentifiedChance= IncreaseDetectChanceKey= MaxVisibleDist= CollisionMesh=(Airfield Objects)(_col.LOD) ZBufferOffset=(Airfields) FlatObject=(Airfields) DamagedModel= DestroyedEffect= DestroyedModel=(LOD) SecondaryChance= SecondaryEffect= Effect=(SmokeStacks) EffectOffset= AnimationID=(Radar Rotation ETC.) AnimationTime=(Time Rate EXE. ASR RADAR) GroundObjectRole=TANK GroundObjectRole=TROOP GroundObjectRole=APC GroundObjectRole=RECON GroundObjectRole=ARTILLERY GroundObjectRole=TRANSPORT GroundObjectRole=MOBILE_AAA GroundObjectRole=STATIC_AAA GroundObjectRole=MOBILE_SAM GroundObjectRole=STATIC_SAM GroundObjectRole=EW_RADAR GroundObjectRole=SAM_RADAR GroundObjectRole=COMMAND GroundObjectRole=CARGO_SHIP GroundObjectRole=PATROL_BOAT GroundObjectRole=WARSHIP SF2 GroundObjectRole Additions GroundObjectRole=LIGHT_AAA GroundObjectRole=AIRCRAFT_CARRIER GroundObjectRole=BATTLESHIP GroundObjectRole=CRUISER GroundObjectRole=DESTROYER GroundObjectRole=FRIGATE At Current Game Level GroundObjectType Is Being Defined By Folder Header Name Under GroundObject!!! Example: Name=Folder Heading GroundObjectType=Folder Heading Default List DestroyedEffect SmallTallStructureCollapse MediumShortStructureCollapse LargeShortStructureCollapse LargeTallStructureCollapse AmmoDumpExplosion SmallFire MediumOilFire LargeOilFire VehicleFireEffect SmallRocketGroundExplosion MediumRocketWaterHitEffect Default List SecondaryEffect SmallExplosionEffect MediumExplosionEffect LargeExplosionEffect MediumBombEffect LargeBombEffect VeryLargeBombEffect SmallFire MediumFire LargeFire VehicleFireEffect Default List DestroyedModels ASR_DESTROYED.LOD BARRACK1_DESTROYED.LOD BARRACK2_DESTROYED.LOD BUILDING1_DESTROYED.LOD BUILDING2_DESTROYED.LOD BUILDING3_DESTROYED.LOD BUNKER1_DESTROYED.LOD BUNKER2_DESTROYED.LOD COMMBUILDING1_DESTROYED.LOD CRANE_DESTROYED.LOD DRILLINGTOWER1_DESTROYED.LOD EOR_SHACK_DESTROYED.LOD FIRE_DEPT_DESTROYED.LOD FUELTANK1_DESTROYED.LOD FUELTANK2_DESTROYED.LOD FUELTANK3_DESTROYED.LOD GENERATORBUILDING1_DESTROYED.LOD GUARDTOWER1_DESTROYED.LOD HANGAR1_DESTROYED.LOD HANGAR2_DESTROYED.LOD HANGAR3_DESTROYED.LOD HQBUILDING1_DESTROYED.LOD ILS_SHACK_DESTROYED.LOD OILPUMP1_DESTROYED.LOD OILTANK1_DESTROYED.LOD SHACK1_DESTROYED.LOD SHELTERA_DESTROYED.LOD SHELTERB_DESTROYED.LOD TENT1_DESTROYED.LOD TOWER1_DESTROYED.LOD TOWER2_DESTROYED.LOD VBRIDGE1DEST.LOD VBRIDGE2DEST.LOD VBRIDGE3DEST.LOD VINDUSTRIAL1DEST.LOD VINDUSTRIAL2DEST.LOD VINDUSTRIAL3DEST.LOD VINDUSTRIAL4DEST.LOD VPOWER1DEST.LOD VPOWER2DEST.LOD VPOWER3DEST.LOD VTOWER1DEST.LOD WAREHOUSE1_DESTROYED.LOD WATERTOWER1_DESTROYED.LOD BRDM_DESTROYED.LOD CARGOSHIP_DAMAGED.LOD CARGOSHIP_DESTROYED.LOD JEEP_DESTROYED.LOD RADAR_DESTROYED.LOD SA-2_LAUNCHER_DESTROYED.LOD TANK_DESTROYED.LOD TANKER_DAMAGED.LOD TANKER_DESTROYED.LOD TRUCK_DESTROYED.LOD CRATER.LOD VERYSMALLCRATER001.LOD VERYSMALLCRATER002.LOD VERYSMALLCRATER003.LOD SMALLCRATER001.LOD SMALLCRATER002.LOD SMALLCRATER003.LOD MEDIUMCRATER001.LOD MEDIUMCRATER002.LOD MEDIUMCRATER003.LOD LARGECRATER001.LOD LARGECRATER002.LOD LARGECRATER003.LOD VERYLARGECRATER001.LOD VERYLARGECRATER002.LOD VERYLARGECRATER003.LOD ================================================================================================= Typical Example [TargetType313] Name=Chinook_HC_Mk1_Static FullName=HC Mk1 Chinook Supply Helo TargetType=MISC ActiveYear=1980 TargetValue=20 UseGroundObject=TRUE SetToGround=TRUE GroundObjectType=Chinook_HC_Mk1_Static RepairRate=0.555 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect=MediumExplosionEffect SecondaryEffect= SecondaryChance=0 (GroundObject) (Chinook_HC_Mk1_Static) Folder Chinook_HC_Mk1_Static_data.ini [MissionData] NationName=RAF ServiceStartYear=1980 ServiceEndYear=2020 GroundObjectRole=COMMAND Availability=COMMON Exported=FALSE [GroundObjectData] DamagedModel= DestroyedModel=MEDIUMCRATER003.LOD DestroyedEffect=MediumExplosionEffect EmptyMass=10500.0 Component[001]=Body [Sound] EngineSoundName= MovementSoundName= [DetectSystem] TargetType=AIR_AND_GROUND MaxVisibleDistance=8000.000000 RadarCrossSection=16.0 [WeaponSystem] TargetType=AIR_AND_GROUND [Body] ModelNodeName=ch-fus MaxExtentPosition=2.260,9.644,5.758 MinExtentPosition=-2.276,-7.935,0.000 HasArmor=FALSE ================================================================================================= There Are Multiple Effects And Variations You Can Add To Ground Objects Plus Lighting And Gas Extrusions Like Refinery Burn Off Valves And Anti-Collision Lighting. There Are Enough Destroyed Lod's Out There To Create Bombed Out Terrain Effects For Enhanced Terrain Mapping The Possibilties Are Indeed Massive And Input Time Extensive. ================================================================================================= More Examples [TargetType298] Name=AN_FPS-90 FullName=AN/FPS-6C/90 HF Radar TargetType=COMMAND_BUILDING ActiveYear=1957 TargetValue=200 UseGroundObject=TRUE GroundObjectType=AN_FPS-90 RepairRate=0.555 StartDetectChance=50 StartIdentifiedChance=10 IncreaseDetectChanceKey=10 MaxVisibleDist=15000.0 DestroyedEffect=LargeTallStructureCollapse SecondaryEffect= SecondaryChance=0 [TargetType134] Name=Floodlight12m FullName=Floodlight ModelName=Floodlight12m.lod TargetType=MISC ActiveYear=0 TargetValue=0 UseGroundObject=FALSE DamagePoint=0.010 ArmorValue=0.0 ArmorType=0 RepairRate=0.050 StartDetectChance=20 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=8000.0 DestroyedEffect= DestroyedModel= SecondaryChance=0 Effect=FloodLightEffect EffectOffset=0.00,0.01,12.00
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1 pointThings are still imported into the new shell and half of everything else is a mess. I'm working as fast as I can.
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1 pointAU-1 Corsair of USMC VMA-212 Ground Pounding, Korea 1951. (WIP: New lines, rivets, etc., for TMF AU-1/F4U Corsairs. Wrench's decals.)
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