
VonBeerhofen
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For those who found this thread direct download: https://rabartel.home.xs4all.nl/MembersLP/EAWPRO1.0_Basic.zip mirror and list of changes at Mark EAW's helpsite https://eaw.neocities.org/fxexe-patches EAWPRO installs over any official EAW version. Simply extract the .ZIP into the game folder where the EAW.EXE resides and allow overwrites. From there follow instructions regarding wrappers on Mark EAW's helpsite if necessary. VonBeerhofen
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3DZ Modelling and RS sequence (limited)
VonBeerhofen replied to MarkEAW's topic in EAW - Skinning, Modding, Add-ons
I referred to 'Its beyond me to do this alone'. This guy from Microprose indicated they had as much problems figuring out how to get the models working from scratch and that it took them a very long time to build them. It's not any different for me. VonBeerhofen -
3DZ Modelling and RS sequence (limited)
VonBeerhofen replied to MarkEAW's topic in EAW - Skinning, Modding, Add-ons
No shame in that Mark. I recall one of the Microprose modellers mention how they themselves were struggling with it and being under a deadline for a release got pretty stressed out too. VonBeerhofen -
3DZ Modelling and RS sequence (limited)
VonBeerhofen replied to MarkEAW's topic in EAW - Skinning, Modding, Add-ons
Learning 3DZ modelling needs a hands on approach and like anyone else who've mastered some of the arts, like Col. Gibbon or Rotton and others, you have to start building objects with the modelling package I send you long ago and start experimenting. If you have learned the tools in the package you can start gathering information about the R/S from the 3D modelling websites and from using other (free) 3D modelling programs. I've learned from a few fun programs like FSDS2, Blender and a few other programs, which ofcourse I had to learn too and I gathered what information I could find. After messing for 10+ years with all available programs in the package and working with my friend Mr Johnson on figuring things out we slowly learned how things worked by using spread sheets. Sadly Mr.Johnson was dismissed so I learned how to use the R/S after generating manually created R/S for app. 100+ polygons but started with seemingly easy models first, like my pyramid and church. Their creation alone took about 5 years and I spend almost every day experimenting with those to try and expand my knowledge. It"s like building cars from scratch, if you don't start building all you will have is an engine, frame, wheels and a bunch of useless tools. I told you before, there are no short cuts, sorry! VonBeerhofen -
Modified configuration menu with the 3 options: VonBeerhofen
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I think I cracked the computed gunsight from another EAW version. As a result of this I had to come up with a new plan to be able to switch between the 3 available modes and asign a new key in the keylist. The INI entry DisplayHUD was freed and no longer necessary and was turned into a bit switch which can control 8 different operations in the same way DisplayInfoSettings works. My intention is to allow real time control of the reticle's mode and perhaps even it's size and position. Sofar the selected mode rotates with each pressure of the new mode key but as usual things may change in the near future. You heard it first in the Combat Ace forums! VonBeerhofen
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This one is pretty funny I think. As I attacked an enemy base, a truck delivering a load of replacement pilot seats for enemy planes was shot to pieces and the pilot seats flew all over the place causing secondary impacts and creating havoc under the airfield personnel who tried to run away in all directions. 🤣 https://rabartel.home.xs4all.nl/test/Gallery/image/PilotSeats.jpg VBH
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In the background is a photographic horizon picture. Everything in the explosions are mixed animations of EAWPRO's enhanced FX set and due to it's endless possibilities still very experimental. It's so easy to swap drawings or change them, so I'm just having fun with the hundreds of animations I created. For instance, throw in a persons animation and they'll fly in every direction in an explosion. More realistic are animations of grass, bricks, soil or plane parts. In the bomb explosions it's predominantly smoke, fire and soil and an occasional generic piece of debris. Often multiple animations are triggered from an event which makes it all look different. The goal is to have extreme variation as opposed to the stock animations which are every time exactly the same and not distractive. VonBeerhofen
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In this screenie of a B17 bombing raid on an airfield you can see the new transparent version of the jagged edge explosion on the right. VonBeerhofen
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Here's a shot with the old jagged edges explosion overlayed on top of a screen shot of last night's online mission in the EAW Launchpad. Notice the red hot colored shrapnel and the old rusty version. These were both rusty before the changes to the sprites list, so there are now 8 different planehit animations of 8 frames instead of the stock planehit of just 2 large debris parts. So lots of stuff flying around when you explode💥 VonBeerhofen
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The EXE was tested on various operating systems and computers in online battles with Launchpad members and worked great. In the process of it's creation the no longer needed transparency link of the reticule, which is now under hardware management, was given to the only explosion animation which didn't have the feature and was showing jagged edges. Those are now gone and with the transparency in it looks pretty Impressive and realistic. VBH
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SimHQ old Historical Forum EAW Archive 2000-2008?
VonBeerhofen replied to MarkEAW's topic in EAW - General Discussions
What do you need to research Mark? I think you have all the collected information on EAW plus all my collected notes gathered since 2000. Perhaps you can help some players in the Gog and Steam forums as there doesn't seem to be much support at all. VBH -
Well things went horribly wrong when I noticed another sprite file got damaged so spend this weekend searching for answers. The sprite table was reorganized, something I already planned a long time ago but never got to it. The gunsight switch kept working great but plane damage kept showing an alien terrain tile being animated and a giant soldier in between the explosions and in desperation I decided to try the routine without an extra call I added to free up memory prior to loading the new reticule, i.e. I rolled back to what I believed was causing the first problem which made me add that call, as I was about to throw in the towel. Again it showed I should have done more testing but haste got the better of me as the sprite table still needed a complete overhaul. The reorganisation meant I had te relearn all the mess I made from mixing animations and improving what was there already. I crashed about 1000 planes on the runway and kept switching and taking pics to see if all was there. When the free up call was removed things finally went my way, and here's one shot which I liked and gives a small impression of the new animation order and one resized reticule. It's a bit small but it was just a test and in comparison an easy fix. Hope you like it. VonBeerhofen
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Scary moment adjusting to my new gunsight. VonBeerhofen
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It's now fully working in EAWPRO too. The problem was caused by the added transparency and (sadly) had to be removed and the original filename restored. I think I can give it PRO transparency in a similar manner as was done with these reticules, without the need of reserving memory. All which is needed is to add the word TRA to the filename and create a single link in the TRA list which will work for all reticules. Anyway that's how I see it, but that's for later. I also have a nice little instrument sprite for some of the bombers which don't have human controlled guns and have no need for a gunsight. It's now time to party 🥳 and move on to the next challenge! VonBeerhofen