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Author Topic: Let us do Containers  (Read 16567 times)

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max_thehitman

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Let us do Containers
« on: July 09, 2016, 08:32:15 PM »

I am asking for a little help from our new members (and old fans) and in return I will
provide some nice goodies for your game in the gift of new static-objects to
make your landscapes and maps look even better.
 That sounds good?
It´s very easy, you find me the model, and I do all the rest of the painting work.  ;)

What we now need for this game is "containers".
Yes, That is correct - Wood and metal shipping+factory containers.

We do not have them, except some small to medium sized boxes and some boxes covered with
some big blankets.

Here is a "HISTORY & DEVELOPMENT OF THE CONTAINER" - http://www.transportation.army.mil/museum/transportation%20museum/CONEX.htm

As most of us have discovered in some of our maps, we have tried placing many trucks and cars in
a factory yard so it looks like a vehicle factory, but when looking closer, the wheels on them dissappear.
Some objects contain many parts and when many of them are placed together (+40) some parts
start to dissappear.
Same thing with other models - too many parts on them.
So what to do?
We replace some of them with large wooden containers for a WW2 scene and with metal containers for
a more modern scene.

So I would like to suggest for us all to use a simple BLOCK rectangular shaped model.
A very simple design, its a box,
but with a good skin painted on it, it can look like a large wood container or a large metal container.

This would be suitable to be placed in ALL ship ports, near all factories, and near train stations !

At the moment I am counting 9,000+ 3d-static models we already have in our game,
but I may be missing many others from my collection, so I am asking for YOU to look into
your game static-objects and show me if you have any large containers in your game.
I could use them ! (if we dont have them, I will make some for us)

you can do something for me...
place a human model on the map and then look through your static-objects collection for
a 3d-model which would be a good candidate to be used as a Large container Rectangular Box.
About the size of a truck or a car would be great.
That is why using a human figure model is a good thing, so we can compare object sizes next to each other.

It must not be a model which is too big (like a house)
or too small, but the just the right size for it to be a nice Box container.

So,
Lets do some wood and metal containers !
Get this game looking even better.


DOWNLOAD ---Boxes and Mine mountains models -------------> https://www.mediafire.com/download/ci6c3tquxrtw345/Pack_Models_Rextextures_Boxes_mines_version2.7z

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version 2 boxes


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Dreamk

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Re: Let us do Containers
« Reply #1 on: July 09, 2016, 11:47:49 PM »

For ww2 air dropped containers, just a little patience (LESS than 2 weeks.....they are already exported - I am finishing the skins of the CLE containers - presently they use a temporary skin taken from the Aerial mine MkV - BTW if a skin artist would help to improve the fabric effect of the A4-A5 and A6 containers it would be great)


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vpmedia

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Re: Let us do Containers
« Reply #2 on: July 10, 2016, 12:17:20 AM »

The dissappearing 3d parts is caused by wrong mat file parameters

tfDoubleSide 1
tfShouldSort 1

Set them to 0 and wheels wont disappear. These thing have very heavy impact on the fps too
I had a Stuart tank mod (wflyer) which decreased the fps from 75 to 12 :)
The errror wasn't present in wflyer armor and artillery mods, only in vehicles.
What you can do is get Total Commander and do a string search (not a file search!) for the above mentioned wrong parameters and feed them into a listbox, from there you can drag all the files at once into a text editor (UltraEdit in my case) and do a find/replace. Keep in mind that transparent things need those parameters so exclude any glass*.mat etc from the process. I did this for my entire modpack of course so you need to check only the stuff you've added.

Since then I experienced similar issue caused by too many polygons in the 3d models. WW1 gun pit of Geezer&Mission Bug was the culprit, I still need to figure out a solution for those. Anything imported from the game TOW usually has too high polygon count, I wasn't able to use them in cities, as soon as I replaced a house on a map with TOW model the fps went down by 40-50%. I used stock Slovakia 3d models and CanonUK's buildings for the custom buildings I published.

Cheers
Istvan

max_thehitman

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Re: Let us do Containers
« Reply #3 on: July 10, 2016, 06:19:33 AM »

Thank you DreamK. Those look very good as they are. I will use them with much pleasure.
Can´t wait to use them on my airbase.

Thank you VPmedia. I was not aware of what you say. I will check on my vehicle packages for those parameters.
Sometimes little things make a huge impact on this game.
 Its like those light shine parameters on all models, some have way too much shine and some look perfect when
set to the correct values.

Here is a preview screenshot of something else that you guys can also use for your factories and seaports,
 to add more scenes to your maps.
It is a new selection of coal mounts and copper mining mounts, with winter versions and bombed+destroyed versions.
Retextured a little more and with proper shadows.
These are not the pyramid 3d-models, these are different and in a round shape. Very useful for many maps.


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Epervier

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Re: Let us do Containers
« Reply #4 on: July 10, 2016, 09:40:35 AM »

The dissappearing 3d parts is caused by wrong mat file parameters

tfDoubleSide 1
tfShouldSort 1

Set them to 0 and wheels wont disappear. These thing have very heavy impact on the fps too
If you are right ... then all Disc/Disc1/GearII in the new wheels by Jero are incorrect ... Right?
Because all have : tfDoubleSide 1
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Mick

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Re: Let us do Containers
« Reply #5 on: July 10, 2016, 11:38:58 AM »

... yep, you're right, Epervier ...  ;)

I just modified one plane (A20G) with tfDoubleSide 0 instead of 1 and no bug ...  8)

So it looks like we can turn all tfDoubleSide 1 into 0 in Jero's nuevo mod de ruedas without damage ...  ;)
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max_thehitman

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Re: Let us do Containers
« Reply #6 on: July 10, 2016, 11:52:00 AM »



That is strange.. I never noticed anything wrong with Jeros-mod airplane wheels
dissappearing.

Now this makes me wonder... should all object models have this same value written
in their files ?

tfDoubleSide 1
tfShouldSort 1


Many do not have this written in their files.

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Epervier

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Re: Let us do Containers
« Reply #7 on: July 10, 2016, 12:16:43 PM »

That is strange.. I never noticed anything wrong with Jeros-mod airplane wheels
dissappearing.
If I understand it also concerns fps game!
In my game I found 2265 files that can be involved!
Some have only: tfDoubleSide 1
Others have two lines  : tfDoubleSide 1 and tfShouldSort 1  :-X
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Mick

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Re: Let us do Containers
« Reply #8 on: July 10, 2016, 01:58:24 PM »

... may be we should wait until we know for sure what these two settings do (tfDoubleSide 1 and tfShouldSort 1) in a mat file ...  ;)
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SAS~GJE52

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Re: Let us do Containers
« Reply #9 on: July 10, 2016, 05:17:15 PM »

Ok.... so next question ...

how exactly do 'we' find out for sure what they do ?

G;
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max_thehitman

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Re: Let us do Containers
« Reply #10 on: July 10, 2016, 07:50:35 PM »

Ok.... so next question ...

how exactly do 'we' find out for sure what they do ?

G;

Ah yes, that´s the tricky part.
You just unscrew the lid off very slowly. That is the easy part.
The difficult part is getting to the wires inside the package without tripping a tilt switch,
a hidden wire, which if cut , interrupts a flow of current which then activates the detonator.
Next to it are a set of colored wires.
Red, blue, black and yellow.
Next you are only to cut the red wire. This will difuse the bomb.
I repeat, the red wire.
or
was it the blue wire?
I forget sometimes  :D

Don´t worry, I will figure this out,
or die in the process.

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SAS~Malone

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Re: Let us do Containers
« Reply #11 on: July 10, 2016, 10:59:58 PM »



                           :D
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