Page 2 of 2

Posted: Mon Aug 16, 2010 12:46 am
by insidius
That Greyhound looks great.

Posted: Mon Aug 16, 2010 1:00 am
by junk2drive
I agree it looks good for this game. I would leave out the crewman to match the other units in the game. It's not like the game tracks crew damage as some other games do.

Posted: Mon Aug 16, 2010 10:22 pm
by tim1966
The Greyhound is available over at modders corner. I left the crewman in just cos I like him -I too like the model/toy look but my airfix models always had crews! The alpha channel didn't work for some reason - may have to try that again.

Posted: Mon Aug 16, 2010 10:23 pm
by Amaz_Ed
Nice work Tim ;)

Posted: Mon Aug 16, 2010 10:48 pm
by adherbal
The alpha channel didn't work for some reason
I'm not 100% certain it is supposed to work for unit models. Surely trees and damaged buildings use an alpha channel, so I was assuming units do too.

Posted: Mon Aug 16, 2010 10:49 pm
by pipfromslitherine
Hmmm - not sure we use the alpha channel in unit textures. If you want to remove the driver, just scale him to nothing (MAX allowing of course)?

Cheers

Pip

Posted: Tue Aug 17, 2010 9:32 am
by Amaz_Ed
Texture done.

Image
Image
Image

Posted: Tue Aug 17, 2010 5:40 pm
by tim1966
Looks great Ed - any chance of a desert texture too :wink:

Posted: Tue Aug 17, 2010 6:07 pm
by Amaz_Ed
Thanks, and yes. As soon as I understand what I am doing wrong with putting it in game I will look at creating a few variants, I'll add a machine gun for starters.

Posted: Wed Aug 18, 2010 12:00 pm
by Amaz_Ed
Image

Haven't finished anything yet. The original jeep is in game but I have to make icons for it. This one is the same jeep with just an mg added, I have yet to animate and figure out how to make the gun fire. When that's done I will make a desert texture.

Posted: Wed Aug 18, 2010 2:19 pm
by adherbal
The green seems a tad bit brighter and/or more saturated than the other allied vehicles. Other than that looks very clean.

Posted: Wed Aug 18, 2010 2:29 pm
by Amaz_Ed
It is a little, I'll change it.

Posted: Thu Aug 19, 2010 1:31 am
by jomni
How many people can a jeep hold? Might not be realistic if you can put a whole squad (or 12 men)?
Or it is not allowed to trasport in the game... just to recon.

Posted: Thu Aug 19, 2010 2:13 am
by insidius
Yeah, the jeep shouldn't be a transport (with the exception of maybe a mortar team or an MG team, but I don't know how you'd mod it to ONLY carry those units); it should be more of a recon only deal, but the 30cal is nice on the jeep against infantry.

Posted: Thu Aug 19, 2010 5:08 am
by Merr
First the kudos .... :D

tim1966 ... thank you for the M8 Greyhound!! Nice work.
Amaz ED .... thanks for working on the jeep!! Looking forward to it.

Now, onto the JEEP regarding .... transport or scout? Suggestion - Make two, one with MG one without.

Now, for the transport and how to write the code .... Well, a jeep can carry 5 guys (squad size in game) or 5 figures, but other players don't want this because they are calling it a full squad of at least 10 men.

So, here's what you do .... codewise ... below is a basic outline of what to do but it should work (in theory). I'm not a programmer but I've pulled out enough hair trying to understand how to code my sharpshooter that at least I can throw a penny in for my thoughts (ideas).

1. Squads.CSV - Add a new column at the end called " CanBeCarriedJeep" without the quotes.
2. Assign either a 0 (no can load) or a 1 (can load) value to all the units. (here is where the player decides who can fit in jeep transport).
3. In this folder (assuming you have this and should have this and it's contents) .... Documents\My Games\BBCBA\CAMPAIGNS\my_campain\Data\Battle\Scripts .... you will find the LOAD.BSF file.
4. Copy/paste the LOAD.BSF onto itself (same folder) and it will paste as LOAD - COPY.BSF
5. Rename LOAD - COPY.BSF to read the unit name ... eg Jeep_Transport.BSF
6. Open the Jeep_Transport.BSF file and add this code to the top ;

Code: Select all

include "$default.bsf"
7. Change this line of code ;

Code: Select all

canBeCarried = GetBaseAttrib(me, "CanBeCarried") ;
to read ;

Code: Select all

canBeCarried = GetBaseAttrib(me, "CanBeCarriedJeep") ;
8. Also, (to ensure no function duplicates), rename all the FUNCTIONS and any references to the new names .... eg change code function ;

Code: Select all

FUNCTION UNIT_LOAD(me, tilex, tiley, unit)
to read ;

Code: Select all

FUNCTION UNIT_LOADJEEP(me, tilex, tiley, unit)
I haven't tested this but in theory it should work.

Hope this helps

Rob

Posted: Thu Aug 19, 2010 8:13 am
by Amaz_Ed
I'm not a programmer
More of a programmer than I am from the look of it! ;)

I had been thinking about the possibility of using the jeep for moving units such as scouts, mortar teams and snipers, as well as for recon. This looks like being just the job. Thanks, I'll pm when you when I get it wrong.... :roll: