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We really need to merge everyone's changes to the zones.cfg file and make a community zones.cfg file :hmmm: Maybe start a thread for it so people can find it and upload their changes to it there. Have post #1 reflect the newest version of the file so it's always updated. This will help prevent conflict and people using numbers/zones already defined. |
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If I add the new zones to FXUpdate's version of the file, creating a BARF compatible version from it won't be that difficult :hmm2: P.S: can you answer this question? :D http://www.subsim.com/radioroom/show...6&postcount=45 |
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Is it the same for explosions? When triggered, will they affect nearby boxes, or they are just a cosmetic feature? |
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Zones.cfg
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Per Trevally's update log: Update 22/04/2013 OHII V2.1 Updated the zones.cfg with the new one from TDWs "FX_Update_0_0_21_TheDarkWraith" - has the same date time stamp Update 12/05/2013 OHII V2.2 Nothing newer concerning zones.cfg Does anyone else use mods that I don't and has a newer zones.cfg? Code:
Accurate German Flags |
I found this type entry in the carriers:
[Equipment 38] NodeName=X07 LinkName=Lowres_Buffalo_GB,data\Air\Lowres_Buffalo \Lowres_Buffalo_GB.GR2 StartDate=19450101 EndDate=19451231 never seen X nodes before. These are specifying the aircraft on the carriers deck. |
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So... I have set several new zones for use with external cargo models. They are: Code:
225=ExtCargoExplA ExtCargoExplA: explosive cargo; ExtCargoExplB: as above, but with lower HP (for models composed by many small elements, like the barrels I have been working on in the last days); ExtCargoFlamA: flammable cargo (oil not included); ExtCargoFlamB: as above, but with lower HP; ExtCargoFuelA: oil cargo; ExtCargoFuelB: as above, but with lower HP; ExtCargoGenA: general cargo; ExtCargoGenB: as above, but with lower HP; ExtCargoVehicA: regular vehicles; ExtCargoVehicB: armored vehicles; Settings: Code:
[ExtCargoExplA] @ Volodya If you want to assign the new zone definitions to the stock cargo models, here is a merge of them with FX Update's Zone.cfg: :up: http://www.mediafire.com/?r25c8fcolhwj6iy |
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And I forgot to post these message yesterday (at first power outages, and then forgot :)) Quote:
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Moreover, I am trying to create new cargo models which will include many smaller elements (i.e. single crates, sacks or barrels) instead of merging them together as per stock cargo models. Each element will get its own damage box. It means that they will blow up singularly, and that damaging a single element will trigger a chain reaction, with fires/explosions spreading from one element to the nearby ones. In order to do it, I need for new zones anyway :yep: Quote:
FX Updates version FX Updates + Crew Damage Control version FX Updates + Crew Damage Control (Increased Flooding) version FX Updates + BARF version FX Updates + AST version Merging new zones with the above mods will be really easy, as we won't need to tweak their settings, but just to append our new zones at the end of their respective Zones.cfg files. I could do it right now, but it would be a pointless excercise as we will need to adjust the new settings anyway :03: |
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@ Rongel
Re. the problem of equipments looking poor when rendered on top of dat units, while digging into SHIII cargo models, I have discovered that they include a DynamicShadowCast controller which is absent from the SH4 cargo files that you sent me yesterday. Probably this controller won't work on SH5, but who knows, it could be worth a quick test. :hmm2: In addition, SHIII cargo use WaterReflection controllers as well, but IIRC it sure that they are ignored by SH5's engine. |
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