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Author Topic: Junks  (Read 7715 times)

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Greif11

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Re: Junks
« Reply #48 on: December 08, 2017, 01:25:18 PM »

Not stationary ------ static  :P

That is sample from my game static.ini

all work in 4.09 just need once 3 classes from my previous post

Quote
//===========================================================================
[***]
Title Garbage_of_war
//===========================================================================
[buildings.House$PanzerIII]
Title           PanzerIII
MeshLive        3do/Tanks/PzIIIJ/DMG/dead.him
MeshDead         3do/Tanks/PzIIIJ/DMG/dead.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24

[buildings.House$PanzerIII_2]
Title           PanzerIII_2
MeshLive        3do/Tanks/PzIIIJ_2/dead.him
MeshDead         3do/Tanks/PzIIIJ_2/dead.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24

[buildings.House$Voroshilovets_trailer_ZIS-3_DMG]
Title           Voroshilovets_trailer_ZIS-3_DMG
MeshLive        3do/Cars/Voroshilovets_trailer_ZIS-3/DMG/dead.him
MeshDead         3do/Cars/Voroshilovets_trailer_ZIS-3/DMG/dead.him
AlignToLand     1
AddHeightLive   0.0
AddHeightDead   0.0
Body            RockMiddle
Panzer          0.24

[buildings.House$T-34_1941]
Title           T-34_1941
MeshLive        3do/Tanks/T-34_1941/DMG/hier.him
MeshDead          3do/Tanks/T-34_1941/DMG/hier.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24

[buildings.House$Horch830D]
Title           Horch830D
MeshLive        3do/Cars/Horch830/DMG/dead.him
MeshDead        3do/Cars/Horch830/DMG/dead.him
AlignToLand     1
AddHeightLive   0.01
AddHeightDead   0.01
Body            RockMiddle
Panzer          0.24
 
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Mission_bug

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Re: Junks
« Reply #49 on: December 08, 2017, 01:30:50 PM »

Pete,that only3 classes need for mods folder to make Il to see him objects as static.
https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg


Okay Andrew, I will take a look at those, thank you very much, really appreciated. 8)


Please do not say "static" but say "stationary"!  ;)


I usually refer to anything used primarily for maps and that add their entries to the static.ini as static, usually those types of single mesh object, anything else as a stationary, confusing I think for most including me. :D


Wishing you all the very best, Pete. ;D
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Greif11

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Re: Junks
« Reply #50 on: December 08, 2017, 01:46:58 PM »

Quote
I usually refer to anything used primarily for maps and that add their entries to the static.ini as static, usually those types of single mesh object, anything else as a stationary, confusing I think for most including me.
That is somethyn new for you  ;) from now you can use multimesh him objects for maps ---every war has a lot of garbage along roads and &&&&
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Mick

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Re: Junks
« Reply #51 on: December 09, 2017, 12:42:59 AM »

Pete,that only3 classes need for mods folder to make Il to see him objects as static.
https://mega.nz/#!m0Vh1A6Y!cGXMVmRH8XtJEmWBQ2U0H3FV5f0PJJHgduh_UYl0KJg

... I have never seen such a beautiful HierHimStatic folder picture before ...!  :P
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SAS~Epervier

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Re: Junks
« Reply #52 on: December 09, 2017, 02:19:32 AM »

Not stationary ------ static
That is sample from my game static.ini
all work in 4.09 just need once 3 classes from my previous post
I didn't read it right!
I've never seen this Mod before.  o_O
Thank you very much !  ;)
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Mission_bug

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Re: Junks
« Reply #53 on: December 09, 2017, 04:18:42 AM »

Hello guys, unfortunately Andrew's classes do not seem to work for me, are they stand alone Andrew for anything you add or do they need your object adding to
those java classes?

I tried the normal static approach and just renamed the body mesh to dead:




Downside is that to make it look good would need a copy of the Junk flipped to make the internals.



Here I combined two parts but removed the life boat to keep it within a 3000 Polygon limit.


The first mesh shown is 1258 Polygon so if I had to stay within a limit of 3000 then I could do a copy and flip the normals
to make a internal wall and just have that as a object on its own. 


The sails with the life boat removed come in at 1496 polygon but the see through effect on those of the Alpha would not
be as noticeable so maybe leave that as it is and make a separate object of it and combine the two in a scene.


There could be variations using the hull semi submerged and the same for the sails used on their own.

Thoughts guys please, what to do?


Wishing you all the very best, Pete. ;D
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Greif11

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Re: Junks
« Reply #54 on: December 09, 2017, 05:25:29 AM »

That classes normally work in my game version 4.09 for other versions need revision.
Today i try to make destroyed submerged junk.
First all hooks must be removed and just one added. I meam ground base hook. Also smoke hook can be added but optionally.
Off course cargo and crew also removed.
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Re: Junks
« Reply #55 on: December 09, 2017, 06:36:41 AM »

Where might I find your " Garbage of war " ? They look great. :)
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Mission_bug

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Re: Junks
« Reply #56 on: December 09, 2017, 10:57:08 AM »

That classes normally work in my game version 4.09 for other versions need revision.
Today i try to make destroyed submerged junk.
First all hooks must be removed and just one added. I meam ground base hook. Also smoke hook can be added but optionally.
Off course cargo and crew also removed.


Okay Andrew, thank you very much for the clarification. ;)


Where might I find your " Garbage of war " ? They look great. :)


Mark, I found if I used those class files Andrew posted earlier with the entries above they show in BAT, take the classes out and they do not.

I would think the objects exist in BAT somewhere though as the images appeared in FMB window even with the classes removed, hope that helps.

It was a little experiment I tried because my object would also appear in FMB window but not on map, could be I did something wrong with my earlier
trials which is why I asked if the object I was trying needed adding to Andrew's classes.


Anyway:





I looked at the cargo and it is mainly a complete set of units so separating items to use as debris would be difficult.


Wishing you all the very best, Pete. ;D
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Greif11

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Re: Junks
« Reply #57 on: December 09, 2017, 12:07:51 PM »

In my 4.09 all works. That screens how it look in my variant.
Hier structure (3 meshes in hierarchy). https://www.mediafire.com/file/vlxfrrb3xfhb37b/00_Junk.7z
Static entry is :
Code: [Select]
[buildings.House$JunkD]
Title           JunkD
MeshLive        3do/Ships/JunkDead/dead.him
MeshDead        3do/Ships/JunkDead/dead.him
AlignToLand     1
AddHeightLive   0
AddHeightDead   0
Body            RockMiddle
Panzer          0.25






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Mission_bug

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Re: Junks
« Reply #58 on: December 10, 2017, 03:32:11 AM »

Thank you very much for the link Andrew, really appreciated. 8)


I tried it in a 4.10 and 4.12 install and the static worked providing I used the three class files you posted earlier. ;)


Without them the object appears in the FMB window but cannot be placed on the map.


Wishing you all the very best, Pete. ;D
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Greif11

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Re: Junks
« Reply #59 on: December 10, 2017, 07:32:45 AM »

Mick PLS clean your PM box.
Quote
Mick, that is another work from me - just for Your desktop (Aviation clock)
http://www.mediafire.com/file/nb1fsnx7d12f9ty/ClocX.7z
Unzip it somewhere and start ClocX.exe. Works on 64 bit versions of windows.
After start exe just browse in settings for another clock skins. Has some XMas surprizes.
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