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Author Topic: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)  (Read 161707 times)

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WindWpn

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #240 on: July 05, 2013, 11:24:04 AM »

Question regarding Sounds.  Should the sas_sound_01.sfs archive be updated to load the prs and wav files in the new "my_samples", "my_presets" file structure for 4.12?  I am seeing log errors where prs and wav files are not found because the game is looking in "my_..." and if not found there, it is loading the game defaults (or are the game "defaults" the sas sounds because the sas sfs archive uses the samples/presets original folder naming convention?).

Attempting to get my 4.12 sounds working well and am nearly there, but there are some things to clear up.  This consideration per the sas sounds raised my attention given that one log error reported is:
Code: [Select]
[11:08:34 PM] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not found
and this prs is in the SAS sfs archive.

~S~
wind
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #241 on: July 05, 2013, 01:36:30 PM »

Just an observation:

 in 4.12, Iv noticed that the shells are not so large and quite a few less of them while ejecting from the planes. Looks much nicer than before. Thanks TD or who ever! :)
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Wulfy

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #242 on: July 05, 2013, 01:37:32 PM »

From lower particle effects ;)
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BravoFxTrt

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #243 on: July 05, 2013, 01:39:49 PM »

I like it.
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Atoka220

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #244 on: July 06, 2013, 09:48:03 AM »

You could try to "combine" it into a single game folder, but "on it" in terms of running Ultrapack based on 4.12, no, that's pending the next UP release.

Best regards - Mike

and the il-2 selector?
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SuperEtendard

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #245 on: July 06, 2013, 11:41:34 AM »

Thanks for the release, its a great modact, with a lot of great features  ;)

I have a bug to report:
Sometimes when i minimize the game with the 'Windows key', and then click to enter the game, it shows the presentation screen for some time and then the game CTD.

 Other thing, did you change the effects like the previus Modact, or you left the original 4.12 ones?

Thanks
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yeikov

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #246 on: July 06, 2013, 06:35:08 PM »

Hello,

What .mat filename (in #SAS/STS/gui) do I need to use to customize my splash screen? I've been trying every possible combination without success, even the name which appears in the stock GUI classes does not seem to work... (gui/wide_background_[locale].mat)

Thanks!
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SAS~Storebror

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #247 on: July 07, 2013, 01:25:51 AM »

Should the sas_sound_01.sfs archive be updated to load the prs and wav files in the new "my_samples", "my_presets" file structure for 4.12?
(...)
This consideration per the sas sounds raised my attention given that one log error reported is:
Code: [Select]
[11:08:34 PM] Tried to load preset my_presets/sounds/weapon.mgun_15_dual.prs but file is not foundand this prs is in the SAS sfs archive.
Hi WindWpn,
It's strange that you see this error log entry since usually it ain't there unless you explicitely enable sound debugging.
Let me try to clarify this: No, there's no need to reflect the "my_samples", "my_presets" folder structure in the SAS Modact. The sounds and presets in the Modact SFS files reflect the basic game folder structure and that's just fine. They overwrite the default game sounds and presets just like it used to be in game versions prior to 4.12.
The "my_samples" and "my_presets" folders are just there for online gameplay on servers which have crt checks enabled, but still set the flag that permits users to use custom sounds and presets. In that case, while the game must not be touched in any other way, the clients still can use their custom sounds and presets from these two distinctive folders.
However even in that case the log line, as stated above, only appears when there's a debug flag set.
This flag per default is unset in the release version of 4.12 (you don't happen to be running a beta or RC version, don't you?).
You can manually set the flag in your conf.ini in the [game] section by setting "DebugSounds=1" (note that by default this value doesn't exist so it defaults to "0").

and the il-2 selector?
It's compatible with any game version.

Sometimes when i minimize the game with the 'Windows key', and then click to enter the game, it shows the presentation screen for some time and then the game CTD.
Sounds interesting, never heard of that before.
In either case you should show us your log.lst and initlog.lst contents when the game crashed, usually there should be something useful in there in case of a CTD.

did you change the effects like the previus Modact, or you left the original 4.12 ones?
"Change the effects like the previus Modact"? Please explain.
Regarding effects this modact is quite like the previous one, it doesn't touch them unless you enable the effects mod in JSGME.

What .mat filename (in #SAS/STS/gui) do I need to use to customize my splash screen?
The mats are defined in the "gui" folder, so you can create you own custom splash screen mod e.g. by placing new mats in a folder like "#SAS/MyNiceCustomSplashScreens/gui".
The mat names are "background<C>.mat" and "wide_background<C>.mat" without locale. "<C>" is a counter value, Modact 5 ships with 15 splash screens integrated (0 through 14) but you can define more if you like. In order to use less than 15 splash screens you have to create dummy ".mat" files since the game will automatically pick up as many splash screens as it can find, so at least 15 are always there.

Best regards - Mike
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yeikov

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #248 on: July 07, 2013, 01:34:53 AM »

Ah now I see, thanks for the detailed explanation!  ;)
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Mission_bug

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #249 on: July 07, 2013, 02:29:25 AM »

Hello Mike, I posted a log a while ago because I was having a problem with I-16s exploding in the 4.12 taxi demonstration mission and I could not figure out what was going on, well it would appear to be an objects problem.

I had removed what few mods I had added to ModAct 5.11 so thought it must be a problem with ModAct itself, wrong. :-[

The first thing I always add to a new ModAct game are are maps and objects.  I have not had much time lately to investigate further until yesterday when a comparrison of stock 4.12 and Modact 5.11 showed a difference in the size of the camouflage net hangers, WTF. ???



I tried various aircraft but all gave the same result, it was only when I actually moved the stationary planes outside the net hanger and tried the mission again without a problem that I realised it could be the hanger itself. :'(

Looks like TD have altered the size and my adding the older objects sfs files had reverted back to the original objects, hence BOOM. :o

Sorry to have even thought your lovely mod activator could have been to blame, I hang my head in shame and will severely chastise myself for having not tried harder to find the problem before posting.  ;)

Wishing you all the very best, Pete. ;D
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lantanido

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #250 on: July 07, 2013, 04:27:14 AM »

Thanks boys! Great work  ;D
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SAS~Boomer

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Re: SAS Mod Activator v5.1 for 4.12m (18-Jun-13)
« Reply #251 on: July 07, 2013, 04:39:31 AM »

Looks like TD have altered the size and my adding the older objects sfs files had reverted back to the original objects, hence BOOM. :o

when adding older SFS Files,specifically objects you must use the older static.ini to be able to use those older objects etc.
you would also need to then add the "new 4.12 objects Static.ini info" into your older static.ini you use for your older SFS Files you add

https://www.sas1946.com/main/index.php/topic,35419.0.html

Code: [Select]

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////  start 4.12 Objects
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


//===========================================================================
[***]
Title North Africa
//===========================================================================

[buildings.House$tobruk_mosque]
Title           Tobruk_Mosque
MeshLive        3do/Buildings/Tobruk/Mosque/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Mosque/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.30

[buildings.House$bank_AA]
Title           Tobruk_Bank_AA
MeshLive        3do/Buildings/Tobruk/Bank_AA/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_AA/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

[buildings.House$bank_Office]
Title           Tobruk_Bank_Office
MeshLive        3do/Buildings/Tobruk/Bank_Office/Live/Live.sim
MeshDead        3do/Buildings/Tobruk/Bank_Office/Dead/Dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.55

//===========================================================================
[***]
Title Med
//===========================================================================

[buildings.House$arc]
Title Roman_arc
MeshLive 3do/Buildings/Med/arc/live/live.sim
MeshDead 3do/Buildings/Med/arc/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.7

[buildings.House$column1]
Title Column_1
MeshLive 3do/Buildings/Med/column1/live/live.sim
MeshDead 3do/Buildings/Med/column1/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column2]
Title Column_collapsed
MeshLive 3do/Buildings/Med/column2/live/live.sim
MeshDead 3do/Buildings/Med/column2/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column3]
Title Column_2
MeshLive 3do/Buildings/Med/column3/live/live.sim
MeshDead 3do/Buildings/Med/column3/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column4]
Title Column_2_collapsed
MeshLive 3do/Buildings/Med/column4/live/live.sim
MeshDead 3do/Buildings/Med/column4/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$column5]
Title Column_2_collapsed_2
MeshLive 3do/Buildings/Med/column5/live/live.sim
MeshDead 3do/Buildings/Med/column5/dead/dead.sim
AlignToLand     0
Body            RockMiddle
Panzer          0.5

[buildings.House$olive_tree_1]
Title Olive_tree_1
MeshLive 3do/flora/Olive_Tree01/live/live.sim
MeshDead 3do/flora/Olive_Tree01/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$olive_tree_2]
Title Olive_tree_2
MeshLive 3do/flora/Olive_Tree02/live/live.sim
MeshDead 3do/flora/Olive_Tree02/dead/dead.sim
AlignToLand 0
Body WoodSmall
Panzer 0.2

[buildings.House$romanway1]
Title Romanway_1
MeshLive  3do/Buildings/Med/romanway1/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway1/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway2]
Title Romanway_2
MeshLive  3do/Buildings/Med/romanway2/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway2/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway3]
Title Romanway_3
MeshLive  3do/Buildings/Med/romanway3/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway3/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$romanway4]
Title Romanway_4
MeshLive  3do/Buildings/Med/romanway4/mono/mono.sim
MeshDead  3do/Buildings/Med/romanway4/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


[buildings.House$crater1_summer]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_summer]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Summer/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_winter]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_winter]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Winter/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater1_desert]
Title Crater_1_Summer
MeshLive  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater1_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0

[buildings.House$crater2_desert]
Title Crater_2_Summer
MeshLive  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
MeshDead  3do/Buildings/Med/Crater2_Desert/mono/mono.sim
AlignToLand     1
Body            RockMiddle
Panzer          5.0


//PLATES

//===========================================================================
[***]
Title GroundPlate
//===========================================================================

[buildings.Plate$GroundParking]
Title           Parking
Mesh            3do/airfield/ground/Parking/mono.sim

[buildings.Plate$GroundParkingLarge]
Title           Parking
Mesh            3do/airfield/ground/ParkingLarge/mono.sim

[buildings.Plate$GroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/ground/ParkingSide/mono.sim

[buildings.Plate$GroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/ground/ParkingCorner/mono.sim

[buildings.Plate$GroundRunway]
Title           Runway
Mesh            3do/airfield/ground/Runway/mono.sim


[buildings.Plate$GroundRunwayLong]
Title           Runway
Mesh            3do/airfield/ground/RunwayLong/mono.sim

[buildings.Plate$GroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/ground/RunwayEnd/mono.sim

[buildings.Plate$GroundTaxi]
Title           Taxi
Mesh            3do/airfield/ground/Taxi/mono.sim

[buildings.Plate$GroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/ground/TaxiLong/mono.sim

[buildings.Plate$GroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/ground/TaxiEnd/mono.sim

[buildings.Plate$GroundTurn]
Title           Turn
Mesh            3do/airfield/ground/Turn/mono.sim

[buildings.Plate$GroundHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandLarge/mono.sim

[buildings.Plate$GroundHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandMedium/mono.sim

[buildings.Plate$GroundHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/ground/HardstandSmall/mono.sim


//===========================================================================
[***]
Title WinterGroundPlate
//===========================================================================

[buildings.Plate$GroundWinterParking]
Title           Parking
Mesh            3do/airfield/groundWinter/Parking/mono.sim

[buildings.Plate$GroundWinterParkingLarge]
Title           Parking
Mesh            3do/airfield/groundWinter/ParkingLarge/mono.sim

[buildings.Plate$GroundWinterParkingSide]
Title           ParkingSide
Mesh            3do/airfield/groundWinter/ParkingSide/mono.sim

[buildings.Plate$GroundWinterParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/groundWinter/ParkingCorner/mono.sim

[buildings.Plate$GroundWinterRunway]
Title           Runway
Mesh            3do/airfield/groundWinter/Runway/mono.sim

[buildings.Plate$GroundWinterRunwayLong]
Title           Runway
Mesh            3do/airfield/groundWinter/RunwayLong/mono.sim

[buildings.Plate$GroundWinterRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/groundWinter/RunwayEnd/mono.sim

[buildings.Plate$GroundWinterTaxi]
Title           Taxi
Mesh            3do/airfield/groundWinter/Taxi/mono.sim

[buildings.Plate$GroundWinterTaxiLong]
Title           Taxi
Mesh            3do/airfield/groundWinter/TaxiLong/mono.sim

[buildings.Plate$GroundWinterTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/groundWinter/TaxiEnd/mono.sim

[buildings.Plate$GroundWinterTurn]
Title           Turn
Mesh            3do/airfield/groundWinter/Turn/mono.sim

[buildings.Plate$GroundWinterHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandLarge/mono.sim

[buildings.Plate$GroundWinterHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandMedium/mono.sim

[buildings.Plate$GroundWinterHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/groundWinter/HardstandSmall/mono.sim


//===========================================================================
[***]
Title ConcretePlate
//===========================================================================

[buildings.Plate$ConcreteConnect]
Title           Connect
Mesh            3do/airfield/Concrete/Connect/mono.sim

[buildings.Plate$ConcreteHangar]
Title           Hangar
Mesh            3do/airfield/Concrete/Hangar/mono.sim

[buildings.Plate$ConcreteRunway]
Title           Runway
Mesh            3do/airfield/Concrete/Runway/mono.sim


[buildings.Plate$ConcreteRunwayLong]
Title           Runway
Mesh            3do/airfield/Concrete/RunwayLong/mono.sim

[buildings.Plate$ConcreteRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Concrete/RunwayEnd/mono.sim

[buildings.Plate$ConcreteTaxi]
Title           Taxi
Mesh            3do/airfield/Concrete/Taxi/mono.sim

[buildings.Plate$ConcreteTaxiLong]
Title           Taxi
Mesh            3do/airfield/Concrete/TaxiLong/mono.sim

[buildings.Plate$ConcreteTurn]
Title           Turn
Mesh            3do/airfield/Concrete/Turn/mono.sim

[buildings.Plate$ConcreteParkingLarge]
Title           Taxi
Mesh            3do/airfield/Concrete/ParkingLarge/mono.sim

[buildings.Plate$ConcreteHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandLarge/mono.sim

[buildings.Plate$ConcreteHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Concrete/HardstandMedium/mono.sim


//===========================================================================
[***]
Title BlankPlate
//===========================================================================

[buildings.Plate$BlankParking]
Title           Parking
Mesh            3do/airfield/Blank/Parking/mono.sim

[buildings.Plate$BlankParkingLarge]
Title           Parking
Mesh            3do/airfield/Blank/ParkingLarge/mono.sim

[buildings.Plate$BlankParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Blank/ParkingSide/mono.sim

[buildings.Plate$BlankParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Blank/ParkingCorner/mono.sim

[buildings.Plate$BlankRunway]
Title           Runway
Mesh            3do/airfield/Blank/Runway/mono.sim

[buildings.Plate$BlankRunwayLong]
Title           Runway
Mesh            3do/airfield/Blank/RunwayLong/mono.sim

[buildings.Plate$BlankRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Blank/RunwayEnd/mono.sim

[buildings.Plate$BlankTaxi]
Title           Taxi
Mesh            3do/airfield/Blank/Taxi/mono.sim

[buildings.Plate$BlankTaxiLong]
Title           Taxi
Mesh            3do/airfield/Blank/TaxiLong/mono.sim

[buildings.Plate$BlankTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Blank/TaxiEnd/mono.sim

[buildings.Plate$BlankTurn]
Title           Turn
Mesh            3do/airfield/Blank/Turn/mono.sim

//===========================================================================
[***]
Title PCPPlate
//===========================================================================

[buildings.Plate$PCPParkingLarge]
Title           Parking
Mesh            3do/airfield/PCP/ParkingLarge/mono.sim

[buildings.Plate$PCPConnect]
Title           Connect
Mesh            3do/airfield/PCP/Connect/mono.sim

[buildings.Plate$PCPHangar]
Title           Hangar
Mesh            3do/airfield/PCP/Hangar/mono.sim

[buildings.Plate$PCPRunway]
Title           Runway
Mesh            3do/airfield/PCP/Runway/mono.sim

[buildings.Plate$PCPRunwayLong]
Title           Runway
Mesh            3do/airfield/PCP/RunwayLong/mono.sim

[buildings.Plate$PCPRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/PCP/RunwayEnd/mono.sim

[buildings.Plate$PCPTaxi]
Title           Taxi
Mesh            3do/airfield/PCP/Taxi/mono.sim

[buildings.Plate$PCPTaxiLong]
Title           Taxi
Mesh            3do/airfield/PCP/TaxiLong/mono.sim

[buildings.Plate$PCPTurn]
Title           Turn
Mesh            3do/airfield/PCP/Turn/mono.sim

//===========================================================================
[***]
Title Pac_GrPlate
//===========================================================================

[buildings.Plate$Pac_GrParking]
Title           Parking
Mesh            3do/airfield/Pac_Gr/Parking/mono.sim

[buildings.Plate$Pac_GrParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Gr/ParkingLarge/mono.sim

[buildings.Plate$Pac_GrParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Gr/ParkingSide/mono.sim

[buildings.Plate$Pac_GrParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Gr/ParkingCorner/mono.sim

[buildings.Plate$Pac_GrRunway]
Title           Runway
Mesh            3do/airfield/Pac_Gr/Runway/mono.sim

[buildings.Plate$Pac_GrRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Gr/RunwayLong/mono.sim

[buildings.Plate$Pac_GrRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Gr/RunwayEnd/mono.sim

[buildings.Plate$Pac_GrTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/Taxi/mono.sim

[buildings.Plate$Pac_GrTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Gr/TaxiLong/mono.sim

[buildings.Plate$Pac_GrTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Gr/TaxiEnd/mono.sim

[buildings.Plate$Pac_GrTurn]
Title           Turn
Mesh            3do/airfield/Pac_Gr/Turn/mono.sim

[buildings.Plate$Pac_GrHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandLarge/mono.sim

[buildings.Plate$Pac_GrHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandMedium/mono.sim

[buildings.Plate$Pac_GrHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Gr/HardstandSmall/mono.sim

//===========================================================================
[***]
Title Pac_SandPlate
//===========================================================================

[buildings.Plate$Pac_SandParking]
Title           Parking
Mesh            3do/airfield/Pac_Sand/Parking/mono.sim

[buildings.Plate$Pac_SandParkingLarge]
Title           Parking
Mesh            3do/airfield/Pac_Sand/ParkingLarge/mono.sim

[buildings.Plate$Pac_SandParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Pac_Sand/ParkingSide/mono.sim

[buildings.Plate$Pac_SandParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Pac_Sand/ParkingCorner/mono.sim

[buildings.Plate$Pac_SandRunway]
Title           Runway
Mesh            3do/airfield/Pac_Sand/Runway/mono.sim

[buildings.Plate$Pac_SandRunwayLong]
Title           Runway
Mesh            3do/airfield/Pac_Sand/RunwayLong/mono.sim

[buildings.Plate$Pac_SandRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Pac_Sand/RunwayEnd/mono.sim

[buildings.Plate$Pac_SandTaxi]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/Taxi/mono.sim

[buildings.Plate$Pac_SandTaxiLong]
Title           Taxi
Mesh            3do/airfield/Pac_Sand/TaxiLong/mono.sim

[buildings.Plate$Pac_SandTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Pac_Sand/TaxiEnd/mono.sim

[buildings.Plate$Pac_SandTurn]
Title           Turn
Mesh            3do/airfield/Pac_Sand/Turn/mono.sim

[buildings.Plate$Pac_SandHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandLarge/mono.sim

[buildings.Plate$Pac_SandHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandMedium/mono.sim

[buildings.Plate$Pac_SandHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Pac_Sand/HardstandSmall/mono.sim


//===========================================================================
[***]
Title DesertGroundPlate
//===========================================================================

[buildings.Plate$DesertGroundParking]
Title           Parking
Mesh            3do/airfield/Desert/Parking/mono.sim

[buildings.Plate$DesertGroundParkingLarge]
Title           Parking
Mesh            3do/airfield/Desert/ParkingLarge/mono.sim

[buildings.Plate$DesertGroundParkingSide]
Title           ParkingSide
Mesh            3do/airfield/Desert/ParkingSide/mono.sim

[buildings.Plate$DesertGroundParkingCorner]
Title           ParkingCorner
Mesh            3do/airfield/Desert/ParkingCorner/mono.sim

[buildings.Plate$DesertGroundRunway]
Title           Runway
Mesh            3do/airfield/Desert/Runway/mono.sim

[buildings.Plate$DesertGroundRunwayLong]
Title           Runway
Mesh            3do/airfield/Desert/RunwayLong/mono.sim

[buildings.Plate$DesertGroundRunwayEnd]
Title           RunwayEnd
Mesh            3do/airfield/Desert/RunwayEnd/mono.sim

[buildings.Plate$DesertGroundTaxi]
Title           Taxi
Mesh            3do/airfield/Desert/Taxi/mono.sim

[buildings.Plate$DesertGroundTaxiLong]
Title           Taxi
Mesh            3do/airfield/Desert/TaxiLong/mono.sim

[buildings.Plate$DesertGroundTaxiEnd]
Title           TaxiEnd
Mesh            3do/airfield/Desert/TaxiEnd/mono.sim

[buildings.Plate$DesertGroundTurn]
Title           Turn
Mesh            3do/airfield/Desert/Turn/mono.sim

[buildings.Plate$DesertHardstandLarge]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandLarge/mono.sim

[buildings.Plate$DesertHardstandMedium]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandMedium/mono.sim

[buildings.Plate$DesertHardstandSmall]
Title           Hardstand
Mesh            3do/airfield/Desert/HardstandSmall/mono.sim



//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// RAILS
///////////////////////////////////////////////////////////////////////////////////////////////////////////////

[buildings.Plate$RailVokzalPlatform]
Title           VokzalPlatform
Mesh        3do/Buildings/Rail/Vokzal/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeft]
Title           VokzalRailLeft
Mesh            3do/Buildings/Rail/Vokzal/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLine]
Title           VokzalRailLine
Mesh            3do/Buildings/Rail/Vokzal/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRight]
Title           VokzalRailRight
Mesh            3do/Buildings/Rail/Vokzal/RailRight/mono.sim

[buildings.Plate$RailVokzalSquare]
Title           VokzalSquare
Mesh            3do/Buildings/Rail/Vokzal/Square/mono.sim



[buildings.Plate$RailVokzalPlatformW]
Title           VokzalPlatformWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Platform/mono.sim

[buildings.Plate$RailVokzalRailLeftW]
Title           VokzalRailLeftWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLeft/mono.sim

[buildings.Plate$RailVokzalRailLineW]
Title           VokzalRailLineWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailLine/mono.sim

[buildings.Plate$RailVokzalRailRightW]
Title           VokzalRailRightWinter
Mesh            3do/Buildings/Rail/Vokzal_W/RailRight/mono.sim

[buildings.Plate$RailVokzalSquareW]
Title           VokzalSquareWinter
Mesh            3do/Buildings/Rail/Vokzal_W/Square/mono.sim

//===========================================================================
[***]
Title Masking Nets
//===========================================================================



[buildings.House$AirdromeMaskingnetMid]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_mid.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1

[buildings.House$AirdromeMaskingnetBig]
Title           Airdrome_Maskingnet
MeshLive        3do/Buildings/Airdrome/Maskingnet/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet/dead_big.sim
Body            WoodMiddle              // FIXME: need special type 'Cloth'
Panzer          0.1



[buildings.House$AirdromeMaskingnetMidW]
equals buildings.House$AirdromeMaskingnetMid
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_mid.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_mid.sim

[buildings.House$AirdromeMaskingnetBigW]
equals buildings.House$AirdromeMaskingnetBig
MeshLive        3do/Buildings/Airdrome/Maskingnet_W/live_big.sim
MeshDead        3do/Buildings/Airdrome/Maskingnet_W/dead_big.sim


As you can see above in the 4.12 static.ini info for the Nets (at the bottom) ,that the new nets actually have new names
designating them Mediterranean Nets with MED and BIG in there names so they are in fact new nets
rather than old nets just being altered

Hope this helps
Cheers
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