#2039429 - 10/05/05 07:38 PM
Re: Game Objects.
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Joined: Aug 2005
Posts: 213
KillerBee
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Posts: 213
Knoxville, Tennessee
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Polak,
E-Mail Me at: vlkb331@tds.net
I'll give You the full scoop.
SEMPER FI!
331KillerBee
AKA 331KillerBee MARINE Avation Ordnance VMA-331 Bumblebees
MARINE AIR On Time Delivery
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#2039430 - 10/05/05 08:53 PM
Re: Game Objects.
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Joined: May 2001
Posts: 5,462
Polak
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New York, NY
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First, thanks KB for reply. Here is little something which can help us to make those pesky new airfields. The concept is this: to use FS scenery tool to place SF:P1 standard and custom objects on the background picture which then can be used to build roads and taxiways in Max. The program is: FSSC (Flight Sim Scenery Creator) freeware available here: web page Here I have already created the template with all Stock SF:P1 objects. I can use them by copy it and paste in nearly unlimited quantity. The footprint is needed to see if the object is fitting the background - the footprint can be shown "as is" in this program so bunching up and ovelaping hangars and barracks can be easily avoided. See .... Hangar 2 fits perfectly, but Hangar3 not. So new model maybe needs to be made for this purpose or better fit searched. Eventually when all is done thext file is produced as an output of the process: TEXT OUTPUT FROM FSSC PROGRAM:
[Macro] Name=Target[xxx].Type=Hangar2 X=-1002.15 Y=-2000.6 Rotation=270 File=D:\Leung Software\FS Scenery Creator\Macros\PARKING.API V1=10000 V2=100 Param0=200 Param1=200
[Macro] Name=Target[xxx].Type=Hangar3 X=-722.15 Y=-1312.6 Rotation=.1 File=D:\Leung Software\FS Scenery Creator\Macros\PARKING.API V1=10000 V2=100 Param0=100 Param1=200
************************************************* ALTERED TEXT OUTPUT FROM FSSC PROGRAM TO CONFORM SF:P1 TARGET.INI:
delete word [Macro] on the begining of each record ; enter sequential number of the targer instead of [xxx]; remove word "Name="; end result: Target[023].Type=Hangar2
use X=-722.15 Y=-1312.6 data to make line "Target[023].Offset=-722.15,-1312.6" - end result: Target[023].Offset=-722.15,-1312.6
use "Rotation=270" data to make line "Target[023].Heading=270"- end result: Target[023].Heading=270
delete rest of the lines from the records and so on.....
Target[024].Type=Hangar3 Target[024].Offset=602.239,223.195 Target[024].Heading=270
This is how to change it. With Notepad "Find and replace" not too much sweat, I hope. OK one may say ... let us see something done then. Time permiting something perhaps will be, but for now this is just to show the method which IMHO is pretty solid. There is more though. It is not just to make it all anew. This could be the "first truss" of the bridge to most of the FS airport sceneries. TBC....
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#2039432 - 10/05/05 09:23 PM
Re: Game Objects.
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Joined: Aug 2005
Posts: 213
KillerBee
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Posts: 213
Knoxville, Tennessee
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Polak, This is a Great Find! I do it the "Ole' fashioned" way. By hand editing them. I've been advocating a Tool for Target placement. It would have to read the TargetType.ini and "Base" Target.ini to generate and compile a "Target.ini". Location of Targets can be located by something much like the Mission Editor. Once this is done, Then you'll have a "Base Target.ini". Once this is done, a the program could read the Types.ini for the Type of Object to be placed winthin the Locations. Finally, it would compile a Target.ini for the said Terrain.
I'm not a Programer, But this is a Tool We all could use.
Also, Many Geound Objects, like City Buildings, are generic in shape. The only thing is the Textured assigned to it. One can conclude that the Textures can be Hex Edited just like Pilot .bmp's. Thus, one could have Many different Objects just by a matter of Painting using the same type .Lod.
BTW, I have alittle trick to placing Objects. E-Mail Me, and I'll tell you about it.
KB
AKA 331KillerBee MARINE Avation Ordnance VMA-331 Bumblebees
MARINE AIR On Time Delivery
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#2039433 - 10/05/05 09:37 PM
Re: Game Objects.
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Joined: May 2001
Posts: 5,462
Polak
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New York, NY
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Guys, there is perhaps MUCH more than meets the eyes This method above is just one approach of many, many possibilities ... and resources. Sure it requires some ironing, but eventually maybe the output can be made straight and exactly up to SF:P1 "colors". One thing though I hope WILL become hopefully easier. Making those apron and taxiway skirting lights. Later ....
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#2039434 - 10/05/05 11:58 PM
Re: Game Objects.
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Joined: Aug 2003
Posts: 1,158
MoonJumper
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D-CHOC
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#2039440 - 10/09/05 05:03 AM
Re: Game Objects.
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Joined: May 2001
Posts: 5,462
Polak
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New York, NY
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In this brief update of this project I finished with footprints and as a checkup I have quickly assembled some fictional cluster structure. As you can see ShelterB length needs some remeasuring, but generally: a. one can obtain from this method quite high precision of object placement, b. it is pretty simple, c. it is pretty fast (25 min for the above), d. finaly and most importantly IT WORKS! them as efficiently as possible - each component has own damage and destruction model. I also suggest that the concept of Object Libraries be established and developed according to various nature of targets, terrains, timeframe of action, etc. Once that is done and d/loaded, publishing and distribution of new targets could be as simple as posting text add ons to XXXX_TARGET.INI on this forum.
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#2039443 - 10/09/05 06:13 PM
Re: Game Objects.
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Joined: May 2001
Posts: 5,462
Polak
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Here is target we all can use. Originally I called it Hexagon and thought about is as some HQ of some fictional SuperPower. But on the second look looks just like an ... old state pen. May as well. Here is a "source" which (if you like it) can be appended to your _TARGETS.INI in any location of your choosing. Target[001].Type=HQBuilding1 Target[001].Offset=.35,99.4 Target[001].Heading=90 Target[002].Type=HQBuilding1 Target[002].Offset=85.75,49.8 Target[002].Heading=150 Target[003].Type=HQBuilding1 Target[003].Offset=-84.95,49.6 Target[003].Heading=30 Target[004].Type=HQBuilding1 Target[004].Offset=.05,-98.4 Target[004].Heading=270 Target[005].Type=HQBuilding1 Target[005].Offset=-85.15,-49.2 Target[005].Heading=330 Target[006].Type=HQBuilding1 Target[006].Offset=85.65,-49 Target[006].Heading=210 Target[007].Type=CityBuilding3 Target[007].Offset=61.15,106 Target[007].Heading=210 Target[008].Type=CityBuilding3 Target[008].Offset=-60.55,106 Target[008].Heading=150 Target[009].Type=CityBuilding3 Target[009].Offset=122.65,.5 Target[009].Heading=270 Target[010].Type=CityBuilding3 Target[010].Offset=-122.35,.5 Target[010].Heading=900 Target[011].Type=CityBuilding3 Target[011].Offset=60.65,-104 Target[011].Heading=330 Target[012].Type=CityBuilding3 Target[012].Offset=-60.85,-105.5 Target[012].Heading=30 Target[013].Type=oiltank1 Target[013].Offset=-.1,.05 Target[013].Heading=90 Target[014].Type=watertower1 Target[014].Offset=0,0 Target[014].Heading=90 Target[015].Type=ShelterA Target[015].Offset=-.05,45.6 Target[015].Heading=180 Target[016].Type=ShelterA Target[016].Offset=37.65,-24.6 Target[016].Heading=300 Target[017].Type=ShelterA Target[017].Offset=39.05,22.95 Target[017].Heading=240 Target[018].Type=ShelterA Target[018].Offset=-37.85,23.7 Target[018].Heading=120 Target[019].Type=ShelterA Target[019].Offset=-38.35,-22.4 Target[019].Heading=60 Target[020].Type=ShelterA Target[020].Offset=-.05,27.4 Target[020].Heading=90 Target[021].Type=ShelterA Target[021].Offset=.25,-26.3 Target[021].Heading=270 Target[022].Type=ShelterA Target[022].Offset=22.05,-15.6 Target[022].Heading=210 Target[023].Type=ShelterA Target[023].Offset=23.25,13.8 Target[023].Heading=150 Target[024].Type=ShelterA Target[024].Offset=-22.45,14.7 Target[024].Heading=30 Target[025].Type=ShelterA Target[025].Offset=-22.55,-13.2 Target[025].Heading=330 Target[026].Type=Obelisk1 Target[026].Offset=-92.15,.4 Target[026].Heading=90 Target[027].Type=Obelisk1 Target[027].Offset=-45.65,81.9 Target[027].Heading=90 Target[028].Type=Obelisk1 Target[028].Offset=45.35,80.9 Target[028].Heading=90 Target[029].Type=Obelisk1 Target[029].Offset=92.35,-.1 Target[029].Heading=90 Target[030].Type=Obelisk1 Target[030].Offset=44.35,-79.1 Target[030].Heading=90 Target[031].Type=Obelisk1 Target[031].Offset=-45.65,-79.6 Target[031].Heading=90 Target[032].Type=ShelterA Target[032].Offset=.25,-44.3 Target[032].Heading=0.1 and here is the pic:
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#2039445 - 10/22/05 02:41 AM
Re: Game Objects.
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Joined: May 2001
Posts: 5,462
Polak
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Pararel to today Bunyap's effort to provide you with targets to play with, I have too made some advances with FSSC adapatation as SF:P1 Target Placer Tool. As you perhaps can see above I have updated one of the earlier shot with latest small project which is some fictional industrial site counting approx over 150 elements. All stock and fully destroyable so some bombing excercise could arranged here too. Thanks to some progress in pretty quick, however still very "manual" FSSC->SF:P1 conversion method, this project took me no more than few hours to complete. I am off to try to place the background polygons with the site layout - it should look tad better when done.
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#2039446 - 10/22/05 02:56 AM
Re: Game Objects.
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Joined: Sep 2005
Posts: 224
sebablink
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