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This is our archive forum. It contains posts from 1999 to 2003. If you prefer, you may participate in our current COMBATSIM.COM Forum
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Author
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Topic: Teaser: Pacific terrain?
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Thomas AV8R Spann
Member
Member # 2732
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posted 06-22-2000 05:00 PM
What is Janes thinking??~!!!!With just a weeks worth of thier resources they probably could crank out a Pacific addon that would have made money for them. Look what Judge and AJ2K have done in such a short time! Unfortunately I think what happens is these big companies grow to big for there britches. They cant go after the money and projects that they once did. Hence our only new sims come from small and hungry upstarts that do want a few million dollars. Just my 2 cents, Judge, start your own company man. AV8R Oh, one other thought.... You know how you can shoot the rivers in WW2F and the water spews up? Can you applythose attributes to these new water textures? [This message has been edited by Thomas AV8R Spann (edited 06-22-2000).]
Posts: 965 | From: | Registered: Jan 2000 | IP: Logged
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Judge
Member
Member # 1634
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posted 06-23-2000 04:31 PM
Razer,Glad to have you on board, your work on SDOE is excellent!  You can have more than just new terrain textures, you can have entirely new terrain. Download the latest version of SQzip from the Downloads section of http://ww2f.dogfighter.com and extract the terrain.sqs archive. The terrain 3D models are stored in the J3T files. Similarly, the object model data for all the objects in the game are stored in the J3D/J3P model files in the ww2.sqs archives. Some sample screenshots that I took during testing are included below. The two plane subassemly screens show how the plane is broken into subassemblies, some having their own subassemblies (e.g. landing gear, empanage, flaps, ailerons). At the lowest level, each of these is composed of faces and vertices. S. [This message has been edited by Judge (edited 06-23-2000).]
Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999 | IP: Logged
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Razer
Member
Member # 930
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posted 06-23-2000 04:37 PM
cool, judge, if you want to get together and work on something just yell. I currently don't have net conn. at home after a move but DSL is going to be hooked up in 2 weeks. Then i'll be online a lot more and can do more work.. Someone may need to help me get off the ground but i'm a fast learner.. ICQ is 3114407 and Email is Razer@fshangar.com at night and Tony@ant.com during the day. If you ICQ me you'll need to let me know who you are before i add yea.. Raz
[This message has been edited by Razer (edited 06-23-2000).] [This message has been edited by Razer (edited 06-23-2000).]
Posts: 25 | From: | Registered: Nov 1999 | IP: Logged
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Thomas AV8R Spann
Member
Member # 2732
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posted 06-23-2000 04:49 PM
Judge,The ability to land on water is a good thing Perhaps adding an aircraft carrier is simple. Just make a texture that looks like a flat top and we have a basic carrier for our pacific theater. Then place some building textures on it, and we can "destroy" the carrier. Make a new carrier tower like it were a building, place it on the carrier texture. What do you think? AV8R
Posts: 965 | From: | Registered: Jan 2000 | IP: Logged
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Judge
Member
Member # 1634
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posted 06-23-2000 07:05 PM
The best way to do the carrier remains to be seen and depends on whether planes can land on ground objects or not. If they can't, then the carrier will have to be implemented as an extrusion of the terrain (in which case, yes it is a good thing that the planes can land on the "water"). If planes can land on ground objects, then the carrier can be implemented as a separate, movable, ground object which can be assigned waypoints and which can also be placed in the mission builder. Further testing will be required to see which is the better approach. In both cases, I don't know if implementing the catch wires is possible. If not, then it's going to have to be a really big carrier  S.
Posts: 440 | From: Vancouver, BC, Canada | Registered: Dec 1999 | IP: Logged
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Thomas AV8R Spann
Member
Member # 2732
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posted 06-24-2000 11:53 AM
I was thinking...A lifted up water texture to approximate a carrier's dimensions then lay a landing strip tile on top then put a carrier tower on the carrier. Crude, but should work. The fancy moving ship would be the next level of complexity, if its possible. AV8R
Posts: 965 | From: | Registered: Jan 2000 | IP: Logged
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Thomas AV8R Spann
Member
Member # 2732
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posted 06-26-2000 01:00 PM
Judge,Dont make me laugh. LOL I havent even figured out how to get damage graphics on a SHP to a DAM file yet. When I figure this out in a doable fashion I will be able to finish my Me262 project. Being able to change textures and adjust verticies is not even on my radar screen. But if I cant noodle up ideas for those with the talents and time and will to carry the flag forward, then I am contributing. Im still miffed as to why when I copied the sim.elb and ww2f.sqs files before importing Dietgers 109K that the changes went to my COPIES of these files with differnt names from the originals!!!! and not to those with the game defaulted names. Im wondering if theres more to this importing that what meets the eye. Keep up the good effort and be good. AV8R
Posts: 965 | From: | Registered: Jan 2000 | IP: Logged
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