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Object help please
Posted: Sun Aug 29, 2010 8:56 pm
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
Posted: Mon Aug 30, 2010 1:15 pm
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.
Posted: Mon Aug 30, 2010 3:29 pm
by pipfromslitherine
It would actually need to be in BBCBA\Campaigns\Tim1966\Objects\etc as everything is per-campaign.
Hope that helps!
Cheers
Pip
Posted: Mon Aug 30, 2010 4:02 pm
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
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.
Posted: Tue Aug 31, 2010 1:52 am
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
Posted: Tue Aug 31, 2010 8:04 pm
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?
Posted: Tue Aug 31, 2010 9:41 pm
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
Posted: Fri Oct 01, 2010 1:41 am
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.
Posted: Tue Oct 12, 2010 12:56 pm
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.
Posted: Tue Oct 12, 2010 1:58 pm
by junk2drive
Found it. Ground details.
Posted: Wed Oct 13, 2010 4:13 am
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?
Posted: Wed Oct 13, 2010 12:52 pm
by junk2drive
I tried changing tile too. C&P the Tiles folder to my campaign, edit the txt. Works in editor, not in game.
Posted: Wed Oct 13, 2010 2:18 pm
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.
Posted: Wed Oct 13, 2010 2:28 pm
by junk2drive
That seems to have done it. I wish I would have thought of that last night.
Thanks