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Miggy's Workbench
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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat May 21, 2016 2:46 pm    Post subject: Reply with quote

The gap is because it cant spawn a new set of particles until the old one has completely finished. I could decrease the amount and duration of the particles but then the cloud would be a lot smaller.

My first attempt was to attach the particle to a dummy muzzleflash in the art.ini but I couldn't get it to spawn anything.

The particlesystem or a muzzleflash needs to be very short otherwise you have the positioning problems like you saw with the flame tank you posted above.

Edit: A Bridge crossing from a new map I'm currently working on.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat May 21, 2016 3:57 pm    Post subject: Reply with quote

Mig Eater wrote:
The particlesystem or a muzzleflash needs to be very short otherwise you have the positioning problems like you saw with the flame tank you posted above.

yes, i also saw it on your gif when the train is moving around a corner.
That's why i suggested using an art.ini trailer.

art.ini
[TRNSMOKE]
Rate=900
End=5 ;much shorter than your current particlesystem duration
TrailerAnim=TRNCLOUD ;the single smoke cloud
TrailerSeperation=1 ;almost as fast as your particlesystem is spawning the clouds

rules.ini
[SmokeDumy]
Damage=0
ROF=1 ;i think 0 isn't faster than 1
Range=999
Speed=100
Projectile=Invisible
Warhead=DummyTargetWH
Anim=TRNSMOKE

With this,
-the ROF is faster than the TRNSMOKE duration. This way you get even multiple muzzle flash dummies running at the same time, thus a denser smoke.
-it's running constantly and also updating the spawn location much more frequently

Mig Eater wrote:
A Bridge crossing from a new map I'm currently working on.

very nice bridge art. I like how it fits to your concrete cliffs.
Only the water could be a tad better. It looks rather undetailed/unrealistic compared to your other assets. It's too bright and the texture also looks more like an opaque blue carpet than water
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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Sat May 21, 2016 4:48 pm    Post subject: Reply with quote

As tempting trailer tricks are, trailer logic is prone to lag due to creating multiple instances of same anim very often and immense overlap processes begin slow down game demanding the relevant anim used for trailer needing to be fairly short framed.

BTW, Declaring Rate=900 is redundant practice as game defaults to it unless said otherwise.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 22, 2016 9:56 am    Post subject: Reply with quote

I tried attaching the particle to a trailer & it spawned really smoothly with no gaps & no noticeable lag. The only problem is that when the train is moving the the smoke spawns from the middle of the train rather then the front. This is because its coming from the trailer which is "trailing" behind the firing point etc. I could make the train slower & move the FLH forward a bit to help alleviate the problem.

The "bridge" is actually a water variant of an urban cliff tunnel, the set also includes grass, pave, road & train versions. The water is one of the main reasons for changing to a new pal, the current one has a very few shades of blue, limiting the types/style of water I can make.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 23, 2016 7:14 am    Post subject: Reply with quote

I've added a loop of track to the new map (the one with the bridge) that goes around the edge of the whole map. In some parts it goes outside of the visible area, I'm having difficulties getting the train to consistently come back from off screen tho. I've tried various amounts & positions of waypoints without success. Any tips or suggestions?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 23, 2016 7:47 am    Post subject: Reply with quote

There are a few things to take care of
a) don't place waypoints outside the map. The train tries to move there and then vanishes like other map leaving units, even if the following waypoints in the script are inside the map again
A track course with only 2 train stations needs only 2 waypoints. In most cases it is not necessary to add more waypoints than you have train stations.
So keep the number of waypoints low.

b) if the next waypoint is on an island (surrounded by cliffs or water) with the track leading there outside the visible map (no land access in the visible part of the map), the train needs MovementZone=Fly
MovementZone=Fly is highly recommended as the default setting for trains. Gave me the least problems with pathfinding.

c) the tracks should be 2 or more cells away from the outer red map border. Maps should by default have 5 or more cells between the inner blue border and the outer red border, to avoid other problems like aircraft getting stuck. So there should be enough space for tracks too.

d) trains ignore most objects and simple crush through them, though TerrainTypes like trees placed on the track make a train stop at the last reachable waypoint.

Many infantry that got stuck moving (blocked path) on the tracks can make even a running train stop or get wagons disconnected. Quite an ugly bug which gives DTA a lot of disconnected trains in long matches.

Last edited by Lin Kuei Ominae on Mon May 23, 2016 7:55 am; edited 1 time in total

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 23, 2016 7:55 am    Post subject: Reply with quote

Thx, using MovementZone=Fly fix it.

Edit: Now that the locomotive is working I added 6 passenger cars which work fine except that they disappear when they go off the map, only the locomotive & one car returns >.>

Edit2: There seams to be a limit of 7 cars you can link together too?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 23, 2016 2:15 pm    Post subject: Reply with quote

not that i noticed
for tests i also created much, much longer trains (though i don't remember if i also let them move outside the map)

Make sure to give your wagons MovementZone=Fly as well.
Not that these get stuck outside the map due to their different pathfinding, where they can't find the train anymore.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 23, 2016 4:34 pm    Post subject: Reply with quote

The 7 car limit was because the end of the train was near to the second (end of loop) waypoint, moving the waypoint further away made all the cars move together.

I Added an extra bit of tack that comes back into the map in the middle of the section where the cars would disappear & it fixed the problem.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 24, 2016 9:29 am    Post subject: Reply with quote

Well I've had enough of trains for awhile...

So lets return to that dick shadow #Tongue As some guessed it was the Eiffel Tower, which is the centrepiece to a new map of Paris that I'm working on. It's made to the same scale as the units/infantry, resulting in a massive 30x30 structure with a hight of roughly a third of the map!

BTW this is very much a WIP, I used a freely available 3D model to see if it was possible to implement. I plan to use the model as a base & add more details & retexture it for the final version.


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G-E
General


Joined: 09 Feb 2015

PostPosted: Tue May 24, 2016 9:39 am    Post subject: Reply with quote

Wow, if you ever wanted units to feel small.... this is the way!
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Tue May 24, 2016 9:54 am    Post subject: Reply with quote

That... that... That's a very big building. O.O


Is it occupiable?  Very Happy
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue May 24, 2016 9:57 am    Post subject: Reply with quote

wow, that is really big  Surprised

I wonder if the higher levels can be made passable. e.g. a special dummy bridge overlay with a height of 30


Do you get trouble when scrolling upwards and only view the top part of the building? IIRC the game only shows/renders objects, whose center point is within something about 1.5*screen space. So for example on a 800x600 screen, any object outside a frame of 1200x900 (centered around the screen) would be not rendered.


P.S.: That Eiffel bolt must pack quite a punch. Twisted Evil
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 24, 2016 12:08 pm    Post subject: Reply with quote

It's not occupiable, damageable, or intractable in anyway.

I fixed the scrolling/rendering issues by cutting it up into multiple buildings, I also used an alpha image to fix the rendering limit for the shadow.

Edit: I've posted a full image of the tower in the D-day forum.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Wed May 25, 2016 5:38 am    Post subject: Reply with quote

Occupyheight=1000000000000
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 25, 2016 3:31 pm    Post subject: Reply with quote

In other news; I finished making the new terrain pal & used TMPShop to batch convert the files using the old pal to the new, the results were unfortunately pretty fugly. So I'll need to redo all 7,000 tiles in photoshop to keep the graphical quality at the same level I have now.

With this new pal tho I'll be able to create a larger variety of terrain, including the addition of desert and snow terrain within the temperate theatre! I look forward to making alpine maps with green valleys & snow topped mountains Smile
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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun May 29, 2016 5:04 pm    Post subject: Reply with quote

Remember the flags I made a few months ago? I'm currently redoing & greatly expanding the collection, with the plan to release them to the public once I'm finished.

Here is a list of the ones I have done so far (Edit, updated with ones I also planed to do), if there are any other flags that you are interested in post here and I'll add them to the to do list.

United Nations
America
Confederate
Canada (Red Ensign)
Canada
Mexico
Cuba
Panama
Chile
Argentina
Brazil

European Union
Britain
France
Netherlands
Belgium
Switzerland
German Empire (WW1)
German Empire (War Flag)
Germany (Nazi)
Germany (Nazi Naval Ensign)
Germany
East Germany
Austria
Kingdom of Italy
Italy
Spain
Portugal
Czechoslovakia
Slovakia
Poland
Poland (Crest)
Hungary
Romania
Bulgaria
Greece
Norway
Sweden
Finland
Denmark
Latvia
Lithuania
Ukraine
Soviet Union
Russia  

Japan
Japan (Naval Ensign)
Republic of China/Taiwan
Peoples Republic of China
Hong Kong
South Korea
North Korea
Philippines
Singapore
Vietnam
India
Pakistan
Australia
New Zealand

Iraq
Iran
Syria
Turkey
Saudi Arabia
Egypt
Israel
Palestine/Sudan/Jordan
Libya
Marocco
Algeria

GDI (TD)
Nod (TD)
Allied (RA1)
Soviet (RA1)
Allied (RA2)
Soviet (RA2)
Yuri
America (C&C Generals)
China (C&C Generals)
Global Liberation Army (C&C Generals)
Chequered Race
Rainbow (LGBT)
Jolly Roger (Pirate)
Remap House Colour
White Surrender
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Speeder
Commander


Joined: 03 Sep 2004
Location: Point Hope

PostPosted: Sun May 29, 2016 5:14 pm    Post subject: Reply with quote

Yuri?
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temp
Rocket Cyborg


Joined: 17 Oct 2015

PostPosted: Sun May 29, 2016 5:27 pm    Post subject: Reply with quote

What about Egypt? The second or third strongest country in middle east.
It has more soldiers, tanks , air crafts than any other country in middle east. But it doesn't have nuclear warheads and have only 4 submarines.
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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sun May 29, 2016 5:48 pm    Post subject: Reply with quote

LGBT is a very random choice. Transgender flag would be nice too. :V

Strange, but nice.
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Mechacaseal
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Joined: 29 Aug 2015

PostPosted: Sun May 29, 2016 5:56 pm    Post subject: Reply with quote

This thread is hilarious.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sun May 29, 2016 6:08 pm    Post subject: Reply with quote

Bulgaria?

Neutral
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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 30, 2016 9:25 am    Post subject: Reply with quote

@Speeder: Will do Smile

@temp: Sure, no need for the propaganda...

@Volgin: I'm still in a colourful mood after making pink, yellow & red tanks for D-day #Tongue Besides I have Nazi swastikas so it's good to have something at the other end of the social spectrum.
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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon May 30, 2016 12:48 pm    Post subject: Reply with quote

Surely there should be India / British Raj as well for their contribution. British Burma too perhaps. Maybe Panama for a Panama Canal map. I think Brazil sent soldiers to fight in Europe as well.

You could just do every country. #Tongue
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 30, 2016 1:15 pm    Post subject: Reply with quote

Not every country has a military force. (e.g. Liechtenstein) Wink
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon May 30, 2016 1:16 pm    Post subject: Reply with quote

Iraq ,Iran ,Israel /Palestine, Libya ? only these

Dont forget turkey,Algeria, Jordan, Syria, Sudan, Saudi Arabia, Qatar, Oman, Bahrain and Kuwait Very Happy
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 30, 2016 2:48 pm    Post subject: Reply with quote

I updated the list to include the ones I plan to make as well as the ones already finished. That should help reduce the suggestions.

I'm not going to make a flag for every country, that would take forever >.> The ones I have chosen are relevant to my projects or I see as being useful for other mods, so please make any suggestions with the same thoughts in mind.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon May 30, 2016 3:11 pm    Post subject: Reply with quote

Jordan and Syria then ? they had there fare share if post WW2 conflicts. dunno about turkey and Algeria
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon May 30, 2016 3:28 pm    Post subject: Reply with quote

Syria & Jordan are already in the list. Turkey & Algeria where important during WW2.
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Bu7loos
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Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Mon May 30, 2016 4:26 pm    Post subject: Reply with quote

Are you going to have future plans on extending the military all the way to mid 70's ? if so my country did participate into post WW2 wars as a minor Rear Echelon Voluntary defence force as far as I remember on both the Egyptian and Syrian fronts but that only happened after late 60's early 70's.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 31, 2016 9:46 am    Post subject: Reply with quote

I have no plans to extend D-day in to the 1970s & even if I did any new sides require a diverse selection of units from the 1930 & onwards in order to be feasible.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 19, 2016 1:46 pm    Post subject: Reply with quote

Here is a rough WIP of a new factory for the Czechoslovakian side, inspired by the Skoda factory at Plzen. Lot of detailing still to add & the textures are random ones I had at hand, I will make new custom ones from scratch for the final version.

I've also made new parachute anims for both infantry & vehicles. Along with this while colour I also have brown, green & camouflage variants. As well as D-day these parachutes will also be featured in Allied General's AGSA mod.


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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Jun 23, 2016 5:37 am    Post subject: Reply with quote

Sweet parachutes, do they wobble like the WW one?
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 23, 2016 10:53 am    Post subject: Reply with quote

Yes & flatten when on the ground.
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G-E
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Joined: 09 Feb 2015

PostPosted: Thu Jun 23, 2016 11:49 am    Post subject: Reply with quote

How did you do that? One long well-timed anim or something else?
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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Jun 23, 2016 1:05 pm    Post subject: Reply with quote

I wonder if other modders can ask the parachute? Mainly because of this:

The Full Remap Parachutes of the Soviets of the Intro.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jun 27, 2016 5:38 pm    Post subject: Re: Miggy's Workbench Reply with quote

Mig Eater wrote:
I've made a new type of terrain tile that can self LAT to any other terrain!

For those that dont know LAT tiles are used to connect the basic grass tiles to the four other types of terrain (rough grass, dark grass, sand & pavement, etc). The game/FA2 will automatically place the LAT tiles between the different types of terrain creating a smooth transition. Any new terrain and LAT tiles you add tho will have to be manually placed, which can take an agonisingly long time. This new tile design does away with the standard LAT system tho & replaces it with an incredibly simple design that I'm sure many have thought about in the past, but AFAIK I'm the first to implement.

So what did I do? Well instead of using the standard diamond/square tile shape I made some tiles like this:  



Which when put ingame:



While not as smooth looking as the standard LAT system it can be used to make multiple easy to use variants in minutes. I will be using this in D-day to make light & dark variants of the main grass, mud, sand & pavement terrain, maybe more.

If anyone is interested in making similar tiles for their mod? I'll write a tutorial with samples tiles.

While I wouldn't use this to replace most LAT systems, it'd definitely be useful for certain specific ones (take a tile texture that looks like bricks for example).
I tutorial for this would certainly be helpful; I especially wonder how you manage to add graphics outside of the cell in the first place, considering that both TMP Editor and TMP Builder don't allow this for as far as I know.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 28, 2016 12:46 pm    Post subject: Reply with quote

Quote:
How did you do that

I manually animated it, it's not that complex a shape so it wasn't very difficult.  

Quote:
I wonder if other modders can ask the parachute

Sorry but I made them for D-day & AGSA.

Quote:
I tutorial for this would certainly be helpful

I'm reluctant to make a tutorial as it seams I would first need to cover the basics of terrain editing before I can explain that new LAT tile & I dont have the time & energy to do so at the moment. For people who are experienced with terrain editing tho I posted the Z-data I used on the first page, with that you can recreate the new LAT tile.
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G-E
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Joined: 09 Feb 2015

PostPosted: Tue Jun 28, 2016 2:06 pm    Post subject: Reply with quote

Make the tutorial, and just add a disclaimer about the terrain editing stuff Smile
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Yar-Yulme
Civilian


Joined: 02 Jun 2015

PostPosted: Fri Jul 08, 2016 12:27 pm    Post subject: Reply with quote

Mig Eater wrote:
Remember the flags I made a few months ago? I'm currently redoing & greatly expanding the collection, with the plan to release them to the public once I'm finished.

Here is a list of the ones I have done so far (Edit, updated with ones I also planed to do), if there are any other flags that you are interested in post here and I'll add them to the to do list.
Can you make Soviet Republics flags?

And also first USSR navy flag, I just like this design.
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 11, 2016 1:24 pm    Post subject: Reply with quote

I have rendered most of the flags but the several days it took wore me out & I lost the will to convert them to shp. I will finish them in the near future tho but I wont add any more to the list.

Meanwhile in the D-day forum there is currently a discussion about civilian vehicles. This spurred me to make a voxel of a Bugatti Type 41 Royale, the largest & most luxurious car of the pre war era.


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 11, 2016 1:42 pm    Post subject: Reply with quote

Very nice detail and shape,
but where's the monkey driver? Smile
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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Jul 11, 2016 8:34 pm    Post subject: Reply with quote

Mig Eater wrote:
For people who are experienced with terrain editing tho I posted the Z-data I used on the first page, with that you can recreate the new LAT tile.

Mig Eater wrote:

Left is the main tile, every tile that will interact with these new LATs needs to use this Z-data, Right is the extra image.

So in other words, I need to edit all tiles which could possibly be placed next to the "LAT"?
Also, I was assuming that you found a way to somehow make the normal image go beyond the bounds of a cell, but I guess I was wrong. You're actually just using the extra image to achieve this?
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 11, 2016 9:32 pm    Post subject: Reply with quote

The normal image is by default bound to the cell size due to the tmp file format, providing only enough bytes for the tile, not more (e.g. 60x30 /2 = 900 Byte for a RA2 tile, 48x24 /2 = 576 Byte for a TS tile).
Any additional graphics/pixel outside the tile need to go into the extra graphics.
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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jul 12, 2016 8:14 am    Post subject: Reply with quote

Bittah Commander wrote:

So in other words, I need to edit all tiles which could possibly be placed next to the "LAT"?

Yes, the standard cell Z-data is to high & will render on top of the extra image of near by cells.

Bittah Commander wrote:

You're actually just using the extra image to achieve this?

Yes its just an extra image, the two edited Z-data is the trick to making it work.
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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 18, 2016 3:57 pm    Post subject: Reply with quote

Voxel of the first fighter plane to be built by Germany after WW2. It only reached prototype phase tho, the Luftwaffe instead chose to buy american aircraft. There will be more information about this plane & a few others in the next D-day news post.


vj101_3d.gif
 Description:
EWR VJ 101 C X-2
 Filesize:  556.92 KB
 Viewed:  4465 Time(s)

vj101_3d.gif



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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 11, 2017 9:56 am    Post subject: Reply with quote

I made a new version of the German Me-262 jet fighter for D-day, which I'll post along with some of its friends in the near future. I thought I'd post  before and after pics here tho as its a good example of my current level and that of 10 years ago. There are lots of other old voxels in D-day that could also do with a remake but I could easily spend a few years just updating them. I plan to slowly redo the ones the most in need & also some of the more iconic units at a low priority tho.

Current


New version

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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Tue Apr 11, 2017 10:19 am    Post subject: Reply with quote

Beautiful job as always, Mig. Smile

However, doesn't a VPL change for brighter colors suffice?

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Mig Eater
General


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 11, 2017 10:32 am    Post subject: Reply with quote

The VPL can only change the colours ingame, it cant fix missing &/or inaccurate detailing on a voxel #Tongue
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Deformat
Defense Minister


Joined: 17 Sep 2007
Location: Bucharest,Romania Posts:29240348568

PostPosted: Tue Apr 11, 2017 10:38 am    Post subject: Reply with quote

Mig Eater wrote:
The VPL can only change the colours ingame, it cant fix missing &/or inaccurate detailing on a voxel #Tongue


Actually, you're right, I wasn't paying attention to those fixed, smooth normals. #Tongue

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