Object help please

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tim1966
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Object help please

Post by tim1966 »

I've made a new object of my custom campaign. I have the object is 3sf format - 4 textures (normal, damaged etc etc) and an objects text with its data in. Its in a folder called objects - My Games/BBCBA/Tim1966_LRDG/Data/objects/desert. Its not showing up in the editor. I don't have any of the other desert objects in there or in the objects.txt file but they all show in the editor. Is it because its a 3sf file and not 4sf? I know untis automatically convert but do objects?

Any help appreciated.

Cheers

Tim
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
Merr
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Post by Merr »

tim,

Your Object and TXT should be in this folder ......... My Games/BBCBA/Tim1966_LRDG/objects/desert_tim1966

I changed the name "desert" to "desert_tim1966" to ensure your new object has it's own folder, otherwise using "desert" will override the original desert folder which means you won't be able to add any of the original desert objects.

Hope this helps.
pipfromslitherine
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Post by pipfromslitherine »

It would actually need to be in BBCBA\Campaigns\Tim1966\Objects\etc as everything is per-campaign.

Hope that helps!

Cheers

Pip
Merr
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Post by Merr »

pipfromslitherine wrote:It would actually need to be in BBCBA\Campaigns\Tim1966\Objects\etc as everything is per-campaign.

Pip
doh! .... yeah, thats what I meant to say :oops:

Pip ? .... On the next update to the STUB ENGINE docs, perhaps adding the new directory tree under OBJECTS would help too ... ie ;

Code: Select all

____OBJECTS
          |
          |__ MyObjects
                          Objects.txt
                          My_Object.s4f
                          My_Object.dds
or something like that.
pipfromslitherine
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Post by pipfromslitherine »

Good idea. I thought it already did - although I'm not sure it will all fit on one page then, goshdarnit! ;)

Cheers

Pip
tim1966
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Post by tim1966 »

Thanks for your help - fixed the problem. Now I have to work out how to make it destructable. Do the smoke and fire emitters for vehilces work on objects too?
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
pipfromslitherine
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Post by pipfromslitherine »

No - we didn't really make objects fully paid-up members of the world. Only so much time :(. I'm not sure you can actually make them destructable using the current scripting stuff.

I'll add the ability to remove and/or replace objects to the todo list, although it's somewhat complex as then they need to be saved out correctly etc - the current code assumes the object count and type is constant for a given map.

Cheers

Pip
junk2drive
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Post by junk2drive »

Tim, add this to your objects.txt

[cave]

HIDES
TERRAIN HeavyFortifications
FADE

[pillbox]

HIDES
TERRAIN HeavyFortifications
FADE

Or Lightfortifications depending on the level of protection you want.
junk2drive
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Post by junk2drive »

Where do the stock objects get their graphics from? EDIT see next post

I am trying to make corn_details.s4f "Standing Corn" have a cover value. I can get it into the editor but it does not have a graphic, just a black jumble.
Last edited by junk2drive on Tue Oct 12, 2010 1:59 pm, edited 1 time in total.
junk2drive
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Post by junk2drive »

Found it. Ground details.
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Post by junk2drive »

I have enough entries for corn_details to show as kunai in the editor in objects. I place it on the map and it shows kunai cover 45%. Save and exit.

Go to the battle or back to the editor and is shows open ground 30%

Any ideas?
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Post by junk2drive »

I tried changing tile too. C&P the Tiles folder to my campaign, edit the txt. Works in editor, not in game.
adherbal
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Post by adherbal »

IIRC you need to rename both the s4f file and the entry in the objects file, a name different from the original. Otherwise it'll replace with the original after reload.
junk2drive
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Post by junk2drive »

That seems to have done it. I wish I would have thought of that last night.

Thanks
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