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Anyway tomorrow I will finish adding boxes and spheres and you will check it.. |
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I did another test, copied cargos.dat from SH4 to SH5 and just added some new entries to the cargodef.cfg file. And it worked, SH 4 stuff appeared in game! It looks good with the GR2 ships, but not so hot with the imported ships, here's few pics to explain: http://i1231.photobucket.com/albums/...-28_114653.jpg SH 4 tanks in GR2-ship! Looks good, light affects them, everything is like it should be. http://i1231.photobucket.com/albums/...-28_114532.jpg And here imported dat ship with SH 4 tanks, light doesn't affect them, they are white, plain and quite ugly... Just like the guns and equiptments on imported ships... So not sure with this... Even if we could convert the whole SH 5 cargo.GR2 file to dat, it wouldn't still look very good in imported ships. Any good ideas? The positive thing is that we can easily now add more cargo to GR2 ships with separate .dat file and it should look just right! |
This is edited ship_cargo.zon file - http://rghost.ru/47076749
Boxes and spheres were added to all the cargo types.. Not tested the custom mission yet.. will do it a little later.. |
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By the way: have you seen any zone definition for ammo freights? Quote:
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EDIT: there is AmmoBunkerAbove zone.. maybe we could use it for the ammo freights :hmmm: |
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I think we need just for 3-4 zone types: one for flammables (like diesel fuel), one for explosives, one for general cargo, and possibly one for armored vehicles/artillery pieces. We can assign them different effects and different HP's, but they all should be destroyable, or cargo will stay on deck forever, no matter how much damage it takes :yep: |
@ Volodya
Today I had a look into SHIII external cargo files. These are the damage zones they use: Container, TrapContainer, WoodCrates, Disassembled Aircraft => Load SHIII (GWX Gold) zone settings: Code:
[Load] Code:
[Load] OilBarrels, SmallDrums => ExtCargoFuel SHIII zone settings: Code:
[ExtCargoFuel] Code:
[ExtCargoFuel] Truck, Jeep => CLoad SHIII zone settings: Code:
[CLoad] Code:
[CLoad] Tank, landing craft => HLoad SHIII zone settings: Code:
[HLoad] Code:
[HLoad] Soldiers => Troops SHIII zone settings: Code:
[Troops] Code:
[Troops] Moreover, SH5's cargo_truck (the one external cargo model which got a damage box in stock game), uses the ExternalStorage zone. SHIII zone settings: Code:
[ExternalStorage] Code:
[ExternalStorage] |
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http://i1231.photobucket.com/albums/...-28_115114.jpg This pic shows what I mean (it's the imported NAMC-ship). |
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Maybe we can adjust a bit their diffuse map (RGB and alpha channels) and their material settings, in order to make them to look lesser "washed out", but indeed this won't fix the lack of self illumination /shadows :hmm2: |
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This will not take much time.. Did I get you correctly? :06: |
create new zones in the zones.cfg. No reason to muck up existing ones. Adding new zones is really easy to do.
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What is the most updated version of the above file? |
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@ TDW
in case you are reading this post: do I need to apply any tweak for making fires and explosions to propagate from cargo to ship hull, or Fx Update will take care of it "by default"? |
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