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I just want to see it's appearance in the game...:yep: |
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Revised floating-working bunker:
http://www.mediafire.com/download/gd...tillery_GR2.7z I think it looks much better now. :sunny: Please note also that now bunker, sandbags and ammo boxes should be liable to collision/damage, though I have not extensively tested this feature yet (new zones settings might require some fine-tuning for optimal results). Talking about it, can you please set two missions -one with a few stukas and a bunker, and the other one with an unarmed bunker at close range for deckgun shooting drills- and tell me what happens? I am especially curious to know if sandbags and ammo boxes are going to take damage. They are not especially important to this mod, but we might need for collisionable/damageable GR2 objects to be used with future mods, and I am a little afraid we will be forced to use dat objects instead due to the current GR2 Editor limitation that I said a few days ago :hmmm: Next task on my to-do list: the modified platform you have requested, better platform textures, and checking if we can link the platform directly to the bunker model (through Y bone) without loss of gun functionality. If that was possible, it would make your campaign updates a lot easier. :) |
Hi Vecko
Have you ever thought about being able to include a gramophone shufffler in TWOS. Peter |
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They look much better now, indeed...:yep: I'll test damage model later, I hope they wont sink...:D EDIT: And damage model looks and works really nice too... Sandbags and crates can be destroyed, explosion effects are there and even gun is blocked after enough damage is acumulated. :yep: Crippled unit/bunker will however stay alive which is better because it will not be removed from the game after save /reload...:yep: |
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Have you compared bunker's appearance with and without low resolution textures? I hope the small textures don't look too dull... Quote:
I set the ammo box zone as crytical, simulating that when boxes explode there's a chance that gun crew is killed and/or they have no ammunition available to fire. Not sure if this setting actually works though, as it might require being applied to special zone types. On an unrelated note, one of these days I need to import a bomb/torpedo/mine in a GR2 file and see if they work. Still wondering why Targor's fine mine model refused to explode on impact :hmmm: Quote:
P.S: the new platforms with better textures look very nice. More on them later ;-) |
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Shaking is barely noticeable... If you could come up with some platform shape which could look "natural" in both situations when bunker has to be placed closer and further away from the shoreline...:hmmm: That would be "direct hit"...:yep: |
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But if not, you are risking to invest a lot of hard work in something which will look strange and you may not like it... In my opinion, the best solution would be some kind of generic concrete platform extended at one end so I could use it regardless of bunker distance. I'm still struggling to come up with what would that shape look alike though, but I'm pretty much sure that it will look like last platform which I was asking from you...:yep: |
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However, I'll have to start placing bunkers in mission layer on their definite positions because my days off are slowly slipping away...:wah: Any later 3D models replacing or anything I'll do with text editor...:yep: |
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Hehe, bunker is not reported anymore like "warship" both by watch crew and hydrophone... Here's how, but don't ask me why...:) (probably because if all values are 0, the game will register it as 100% of rpm, engine pwr and speed, and therefore report it like "contact, moving fast"...)
http://s6.postimg.org/jykwi692p/Capt...2p/Capture.jpg Also, surface draught must have some value...Otherwise, there's high chance that game will spawn the unit submerged (remember deck awash ships in ports and convoys) ... |
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