New objects - tips, help, tutorials

Forum zum Thema Modding, um dort über "Neue Einheiten", Neue Objekte", "Modding Tools" usw zu diskutieren.
Benutzeravatar
JOSS[WildCat]
Hauptfeldwebel
Hauptfeldwebel
Beiträge: 467
Registriert: 08.02.2009, 21:34
Wohnort: Free UKRAINE!

Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

OK!
I have such 3d models...

Questions for the French and English .

1. Qu'est-ce que c'est?

Bild

camion chenille
Pays, le promoteur, l'année ......

2. What is this?

Bild


1932 school bus

Country, developer...

See school logo...
Bild
Benutzeravatar
GeorgiSchukow
Generalleutnant
Generalleutnant
Beiträge: 1438
Registriert: 11.03.2007, 21:10

Re: New objects - tips, help, tutorials

Beitrag von GeorgiSchukow »

To the second,I would say it's an old Renault bus,I will search about more possibilities!
Benutzeravatar
HunButyok
Leutnant
Leutnant
Beiträge: 561
Registriert: 20.06.2006, 05:47
Wohnort: Zalacsány

Re: New objects - tips, help, tutorials

Beitrag von HunButyok »

Citroen halftrack vehicle.... I like it very much.
The french Somua and Unique factory made some other halftrack vehicles for the french army.
In the new RCM will be Somua artillery tractor! ;)

Zis-42, C4P, Citroen.... one idea, three trucks.
Bild
Benutzeravatar
HunButyok
Leutnant
Leutnant
Beiträge: 561
Registriert: 20.06.2006, 05:47
Wohnort: Zalacsány

Re: New objects - tips, help, tutorials

Beitrag von HunButyok »

In RCM we found the way to make new trucks for other nations.

CITROEN 45, Polsky-Fiat 621L, ZIS-5, Fiat 601, Rába-AFi are the same trucks... :P

For example we will use for french trucks the original sudden 2 ZIS-5 trucks. Their color and their units are good to the french soldiers.

Zis-42, C4P, Citroen-Kegresse, Somua, Uniqe ar ethe same trucks too. :D
Bild
Benutzeravatar
JOSS[WildCat]
Hauptfeldwebel
Hauptfeldwebel
Beiträge: 467
Registriert: 08.02.2009, 21:34
Wohnort: Free UKRAINE!

Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

U can see Polish truks on http://www.tracks-n-troops.com/shop/ind ... page=index
Generally remake of the already existing units - the last case.
Bild
Zis
Bild
Fiat
Bild
Citroen

I am not saying that bad.
If there are no 3D models or unit differs slightly from the original - this is permissible.
At the time, in this case succeeded Russian unitmaker Hunter. His units are in HS.
His page (with download links) -- http://hussars.narod.ru/
Zuletzt geändert von JOSS[WildCat] am 11.03.2009, 15:19, insgesamt 2-mal geändert.
Bild
Benutzeravatar
JOSS[WildCat]
Hauptfeldwebel
Hauptfeldwebel
Beiträge: 467
Registriert: 08.02.2009, 21:34
Wohnort: Free UKRAINE!

Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

BTW All models from this catalog military12 http://www.battlefront.com/products/tow ... llery.html can be converted in 3ds max and then used in SS_mods...


And why don`t use 3d models from SS3?
Even hidden like static objects...
Bild
Bild
Benutzeravatar
Snaken
Newbie
Beiträge: 3
Registriert: 13.06.2008, 03:44

Re: New objects - tips, help, tutorials

Beitrag von Snaken »

hi very nice all the progress...
I have a question to add an image to the object editor, what are the dimensions of the image??
I want to try to make an object :D
thx!
Benutzeravatar
Last Soldier
Feldwebel
Feldwebel
Beiträge: 346
Registriert: 20.07.2007, 20:05

Re: New objects - tips, help, tutorials

Beitrag von Last Soldier »

look here: viewtopic.php?f=84&t=8190 - you can download sample image

i use 200x200 and 300x300 pix
Footage from the frontline on Youtube!
Benutzeravatar
Last Soldier
Feldwebel
Feldwebel
Beiträge: 346
Registriert: 20.07.2007, 20:05

Re: New objects - tips, help, tutorials

Beitrag von Last Soldier »

i found in russians forum other 3dsmax scene than J.W. Leonard, this is for buildings

camera 1 is for objects + shadows
camera 2 is for mask maybe

http://sust.wgames.eu/dokumenty/mod_too ... 0domov.max
Dateianhänge
3dscene.jpg
3dscene.jpg (39.62 KiB) 8260 mal betrachtet
Footage from the frontline on Youtube!
Benutzeravatar
Attila
Schütze
Schütze
Beiträge: 30
Registriert: 04.03.2009, 19:46
Wohnort: Budapest

Re: New objects - tips, help, tutorials

Beitrag von Attila »

Hi guys,
I need some help.
How can i edit and modify *.EDT files?
Benutzeravatar
JOSS[WildCat]
Hauptfeldwebel
Hauptfeldwebel
Beiträge: 467
Registriert: 08.02.2009, 21:34
Wohnort: Free UKRAINE!

Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

Attila hat geschrieben:Hi guys,
I need some help.
How can i edit and modify *.EDT files?
There are many different .EDT files...
For what? Units?
Bild
Benutzeravatar
Attila
Schütze
Schütze
Beiträge: 30
Registriert: 04.03.2009, 19:46
Wohnort: Budapest

Re: New objects - tips, help, tutorials

Beitrag von Attila »

I want to edit the "scheme"_edit.sue unpacked *.EDT files.I think i can set some important things for the scheme,ground types and so on.
Bild
Benutzeravatar
JOSS[WildCat]
Hauptfeldwebel
Hauptfeldwebel
Beiträge: 467
Registriert: 08.02.2009, 21:34
Wohnort: Free UKRAINE!

Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

*EDT files contains different info for EDITOR and game mini-map menu....
Aczactly no program for editing some of *EDT.
But are tutorals and own skill...

Tutoral about all *EDT files? No.
But step-by-step it possible.
What do U want edit first and where are problems?

From mzach info:
RHOMBS.EDT
Contains information on terrain tiles for a given texture scheme.

The state of a tile represent blending between two terrain tiles. Sudden Strike II has 12 different blending options as shown in the picture below.

(IMG:http://redirect.subnet.dk/pictures/textures.png)

The structure of RHOMBS.EDT:
CODE
type
TTerrains = packed record
count: integer;
terrain: array of packed record
name: array[1..32] of char;
default: integer;
offset: word;
count: integer;
values: array[byte] of byte
end
end;


In the following, an integer value is represented by 4 bytes. The first integer of RHOMBS.EDT represents the number of terrain structures that follow this value.

First entry of the terrain structure consists of a zero terminated string, max. 32 characters long. This name identifies the terrain. The editor then looks in the TERRAIN_ entries of EDITOR.LNG for a descriptive name. This descriptive name should also be present in the GROUNDTYPES file. This naming stuff is however rather uninteresting for understanding the terrain structure, so we'll move on.

default is an integer value and designates which terrain type that occupies the non-defined part of a blended tile. An example taken from the standard SS2 summer scheme. For grass, the default value is -1, which is interpreted as either itself or not defined. A blended ground tile is part ground, part grass, so the default value is 0, designating the first terrain. dry ground however consists of dry ground and ground, not grass, making the default value 4, designating the ground terrain. I'll stop here as you and everybody else probably got the idea by now.

Some examples:
Make a note that default value points to a texture in a zerobased array, which means that eg. SUMMER1 has the position 0 in such an array.
SUMMER1 grass dosen't blend, default value -1
SUMMER2 not used, but the default value is set to 0 anyway, meaning grass
SUMMER3 farmland blends to grass, default value 0
SUMMER4 asphalt blends to grass, default value 0
SUMMER5 ground blends to grass, default value 0
SUMMER6 dry ground blends to ground, hence default value 4
SUMMER7 in the summer scheme, water blends to grass, default value 0
SUMMER8 sand blends to grass as well, default value 0
BEACH1 grass dosen't blend, default value -1
BEACH2 not used, default value is set to 0 anyway, meaning grass
BEACH3 not used, default value is set to 0
BEACH4 not used, default value is set to 0
BEACH5 ground blends to grass, default value 0
BEACH6 not used, but they just left the value as 4 when they copied rhombs.edt from scheme1
BEACH7 water blends to sand, default value 7
BEACH8 sand blends to grass, default value 0
Hopefully you got it now. If you make a new tileset, it's entirely up to you to choose default texture, and how the textures blends.

offset, which is a word value (2 bytes), is easy explained, as it is the absolute offset in RHOMBS.RES where the graphic implementation of the terrain begins.

count is the number of tiles the terrain consists of, hence the number of bytes one will have to read into the values array, leaving the filepointer at the beginning of the next terrain structure.

values is an array of byte values, each defining the blending state of the graphic tiles found at offset in RHOMBS.RES.

Now we're getting somewhere. Obvious one could make a terrain with no more than 13 tiles, implementing the 13 possible blending states. But that would leave no room for texture variations like the ones observed while painting the same two squares within the editor.

The Sudden Strike II editor reads the tiles and sorts them after blending type, then it choose randomly between the tiles within the requested blending state.

As mentioned above does SS2 not require more than 13 tiles to define a set of terrain tiles. Above this, it is entirely up to you to decide how many variations a certain blending state should have. But the rule here that quality grows with quantity.
Bild
Benutzeravatar
Attila
Schütze
Schütze
Beiträge: 30
Registriert: 04.03.2009, 19:46
Wohnort: Budapest

Re: New objects - tips, help, tutorials

Beitrag von Attila »

Hi,
First of all,i need a program to open these .edt files,because i dont know what tool do i need to use.
Can you tell me exactly what can i do in these .edt files?
I think i can make somethings for groundtypes,like:
-paths
-explosiontypes
-dust (when a vehicle is going through dry ground or sand)
-snow effect (like when a vehicle going through shallow)
-colors on minimap
Do i have right? :D
Can i make a swamp witch will damage the vehicle in it or something?
Benutzeravatar
JOSS[WildCat]
Hauptfeldwebel
Hauptfeldwebel
Beiträge: 467
Registriert: 08.02.2009, 21:34
Wohnort: Free UKRAINE!

Re: New objects - tips, help, tutorials

Beitrag von JOSS[WildCat] »

U told about another files!
Its are in game_common.sue .*ani files.
Unpack by unsue.exe or WinUnpackers and by PCK editors see-edit-pack back...
Bild
Antworten

Zurück zu „Alles zum Thema Modding“