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So far it does not work in SH3 as it does in SH4 and SH5.
I know I had it working somehow in the past. Trying to duplicate it now. |
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Still taking SH5's Patroclus and Rawalpindi as an example, these are their entries in the British roster: AMCPatroclus.cfg: Code:
[UnitClass] Code:
[UnitClass] That means that each proxy-copy can have its own texture different from the one used on its parent unit, even if both ship classes are in the roster of the same nation. Also note that, unlike the example above, proxy-cloned units can have a different unit type than their parents; this is another level of customization that I forgot mentioning in my previous post. All of the above applies to SHIV and SH5. In SHIII though, things might bit more complicated than that... read Jeff's post below: Quote:
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Hi All, I have tried this over the last few days in many different flavors and I was unable to get this to work in SH3. Has anyone had any success with this? This would be a breakthrough. I've tried setting the model of a unit I know has the same model, then removing the original .dat file so I know its not using it. I just can't get the ship to show up. Perhaps only implemented in SH4 and SH5? I do see the 3DModelFileName entry in many cfg files in SH3, but they only reference their own model. Thanks. |
@Jeff
Any further ideas or programmes that could help optimize Sh3 and reduce memory usage? |
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I'm quite confident it doesn't work for SH3. The other approach we can use was suggested by Richard, it was to find similar 3d models in the dat files by looking at the hex and then reference just one of them (reference 1 id) instead of rendering the same model over and over again. |
I'll admit I don't recall how I had something like that working at one time.
I haven't been messing with it for awhile now also. But here's a thought I had while working on something else. Since SH3 Commander can move files and such around by dates? Why not remove Units that are not in Game at the start of the War and have Commander install them at the proper time? Also remove Units when needed? |
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It would be worth it for some. Maybe many. Right now I'm looking at doing something like Commander for SH5 and maybe allow it to work with SH4. |
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It would not be as full of things like SH3 Commander but IF, (And that's a big IF!) I may make it so one could write plugins to expand it.
It's just a concept at the moment. Not even WIP |
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http://www.subsim.com/radioroom/showthread.php?t=224584 http://www.subsim.com/radioroom/imag...aleun_Wink.gif http://brat01.mybb.by/viewtopic.php?id=178&p=4#p91293 "Hello comrades! I apologize for being lost. I have no free time at all. And there are no prerequisites for it to appear, rather the opposite. KSD Commander I can not support anymore. In principle, he would have worked independently. But the developers of IL2 BZS chopped off access to their server, which they once provided. I do not know what the reason is, to understand, to correspond with them is again a lot of time and not the fact that they will go to the meeting. I leave the link to the source code KSDCommander.https://yadi.sk/d/5vNE_vkt3UQu6p If there is someone who wants and can find and deploy a server, then everything will work again. Having source codes and desire it is possible and to develop the project. Everything is written in C # and the server part of the program requires a Windows server." |
I would NEVER do anything that required a server or logging in.
That may be needed for that program but I will not be going that way as I would not be working with those files. I don't program in C# but I will look at the source code. Thanks! |
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