Test low-poly toys in BMS4..
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Textures ID:
Firmly Reserved for stock DB:
Everything below 4400 (too much fragmented to be practical for use)
4900 to 5199
7900 to 8099
9998 RESERVED RTT
9999 RESERVED RTTSo to start with … I may propose you
Free slots: From 4400 to 4899
From 5200 to 7899
From 8100 to 9997
…
Theater builders should ask for some slots depending on their estimated needs (for instance 50 or 100 slots) … the 3rd party DB leader will be in charge to allocate those slots to each of them according to what is available.
Up to you to define a who is that leader who will define and manage the available slots and who will keep me advised about those slots allocations so I can keep the main texture allocation Excel sheet up to date to avoid any conflicts.Please open a dedicated thread for initial coordination.
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CT allocation:
Not easy.
But lest say that we can imagine that stock DB will probably not go above 8000 (about twice what it is now).
I don’t know if code has a CT limitation. You will have to ask coders about it.But you may perform some test by increasing the DB beyond 10000 and see what happens. If is works, you know that you have at least from 8000 to 10000 available.
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Parent allocation
We are at 4000, same as above, we can consider that 8000 is a reasonable maximum for the stock DB (maybe it will never go up to that amount, but no guaranty either that it will never go beyond).
So you may consider the same as above. Anything above 8000 is “yours”. However, here also, we need coders to know if/what is the maximum parent allocation authorized by the code (it is probably not unlimited).
I am not sure that our BMS coders knows the answer. I think that anyone having the SP4 code and some C++ knowledge can read the original code and try to find the answer. -
DJ Thanks for free Texture ID list.
I think theater DB modders can choose their favorite free Texture IDs independently, unless they want share common models/skins.
[Edit] i don’t think theater DB modders need TEX/CT/Parent number coordination - all new stuff are add-ons of core BMS and have independent DB.
Honestly my primary concern is to handle all XML data and some key files in Art, Sim and Campaign folders… leave a safe space between core BMS stuff and grouped, theater-specific stuff. ALL 3d and data stuff are readily linked up and handled at higher-number section. If it works, theater-specific stuff can be transferred to any new BMS with minimal workload.
I’ll test my idea and report back.
[Edit ] I see you are giving more numbers!
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Alright, good news, i confirm my trick works.
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transferring a lot of models and skins to new BMS is easy. done in minutes.
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transferring a lot of XML and related data to new BMS is easy. it takes tens minutes.
The key is you’ve to do it right for once, and save new XML data properly for next BMS.
aircraft type items need more attention.
- new ac ACD files should have a higher number, leave space for BMS new ac. just change their numbers in ACD file.
- for sim\acdata\ actypes.lst file, i add placehoder fm.dat from 182-190, update total count. and add some copies of fm.dat named 182.dat - 190.dat.
192
.
.
f4m
aj37
q5ii
182
183
184
185
186
187
188
189
190
at36
k8in this way, i go back to ACD edit page, can re-direct new ac ACD to use new fm.dat.
then the new ACD data can link to fm properly - and independent of core BMS change.PS - current BMS fm count at 181. if next BMS fm count at 189 for example, you can cut the txt part from 190 to the end of your fm.dat, attach to the end of new bms actypes.lst, update total count, all ACD-fm links remains unchanged and working. you may increase the dummy fm.dat to 250 or more, to create a safer distance.
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to make all new ac working, follwoing files should be edited, with higher numbers. all attach to the end of content.
\art\dgft\userids.id (all new data attach to the end of content)
DF_AC_AT36 22000
\art\main\textids.id (all new data attach to the end of content)
TXT_AT36 700
\art\main\unit.irc (all new data attach to the end of content)
[ADDTEXT] TXT_AT36 “A/T-36 Halcon”
\campaign\save\te-planes.lst ( for better order in selection list, you have to change order manually)
// AT-36
1 2 60 3 22000 700 10092\campaign\save\validac.dat (all new data attach to the end of content)
2 6 3 3 60 255 255 255
for ground and naval vehicle/units, trick is the same, use higher numbers. write down their specific numbers, and fill in teunit lst. you may prepare the new unit data in a txt in advance, then paste to new teunit.lst in next BMS. all done in seconds.
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two old toys in latest Kurile mod.
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Just on Tactical Engagement, right?
A pure Cold War campign is very much needed…
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Just on Tactical Engagement, right?
yes.
A pure Cold War campign is very much needed…
well,
for f102, you need cold war korea, europe, vnam, aegean area mod.
for f106, you need cold war korea, alaska, iceland mod.of course both can be deployed to Kurile, fight along with F-4 and early F-15A.
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For theater DB modders:
BMS 4.35 falcon4. *** XML files. - 19
ACD - ac fm and sensor - 186 (Last number)
CT - main record - 3800
DDP - 201
FCD - 1193
FED - 18998
ICD - IR sensor - 61
OCD - object - 639
PDX - 30452
PHD - 742
RCD - radar - 123
RKT - rocket - 27
RWD - RWR sensor - 62
SSD - squadron store - 97
SWD - SimWeapon - 360
UCD - unit - 581
VCD - vehicle - 422
VSD - visual field - 16
WCD - weapon - 697
WLD - hardpoint - 557 -
Thanks to BMS team, now TacRefDB is in XML format and can be edited with text editor.
the following example is the last (615) item, Zu-23.
check the red lines…TacRefData Num= XXX, once you add one item, number +1.
classtable 709 is zu-23 CT index
mssile parent record is for SA-2/3/4/6/11/17 type vehicle to load missiles > missile CT index.
Name - item name
PicName - pointer to show the item, pic stored in Art\TacRData, 16 bit tge. only point to default BMS art\tacrdata folder.
<tacrefdata num=“615”><maindata><categoryid>8200</categoryid>
<subcategoryid>8250</subcategoryid>
<classtable>709</classtable>
<parentrecord>0</parentrecord>
<zoomadjust>0</zoomadjust>
<offseth>0</offseth>
<offsetv>0</offsetv>
<missileparentrecord>0</missileparentrecord>
<name>ZU-23</name>
<picname>ZU23</picname></maindata>
<categorydata num=“0”><categorytitle>General Information</categorytitle>
<categorydescription>Type: Towed AAA
Origin: Russia
Mfg: State Factories
Crew: 5
IOC: 1964</categorydescription></categorydata>
<categorydata num=“1”><categorytitle>Dimensions</categorytitle>
<categorydescription>Length: 15ft
Height: 6ft
Weight: 2,094lbs
Width: 6ft</categorydescription></categorydata>
<categorydata num=“2”><categorytitle>Guns</categorytitle>
<categorydescription>Type: Twin AA gun
Barrels: 2
Caliber: 23mm
Effective Range: 2,734yrds
Fire Rate: 3rds/sec
Rounds Carried: 100
Penetration: 12mm
Fire control: Optical
Muzzle Velocity: 3,182ft/sec
Elevation: 90?
Traverse: 360?</categorydescription></categorydata>
<categorydata num=“3”><categorytitle>Weapons</categorytitle>
<categorydescription>- 23mm AAA- 23mm AAA</categorydescription></categorydata>
<descriptiondata>The ZU-23 is a towed anti-aircraft gun that can double as an anti-tank weapon as well. Its performance against aircraft is seriously limited by its complete lack of radar or any other targeting system. As a result, it is only useful against low-flying aircraft in good weather. The same problem affects it when used against ground targets. Since visible targeting is the only option, even a simple smokescreen can render it useless.</descriptiondata>
<rwrdata><index>0</index>
0
<searchtone>0</searchtone>
<locktone>0</locktone>
<name>No Radar</name></rwrdata></tacrefdata>
To add your new toy in Tac reference, say, a cargo type ac C-123, the simplest way is
searching for similar item like C-130, copy that part, attach to the end of XML, and rename its Num, classtable, Name, etc. for adding a T-14 tank, copy and paste a T-72 tank part, rename and job done. text content can be done later.in this way, you can quickly add basic entries and show them in tac reference page, and they’ll be sorted correctly, but at the bottom of list.
BTW at first i try to make default and new items/names in alphabetical order, but later i realize … Putting all new item tac data together is the best way for theater DB modders.
again, the key is Num. start your new item with higher Num like= 800 or 1000. once you finish adding all items, you got a transferable text. When next BMS out with growing TacRef data, just paste your text and done the job - no duplication. of course be sure to use higher numbers for CT records first…the numbers are used in TacRef Classtable. - 23mm AAA</categorydescription></categorydata>
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gracias
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fixing missing ac canopy glass bug.
https://www.mediafire.com/file/1wjlrps8ucalo5e/ccc_lowpoly_21-0331.zip/file
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Low poly toys test on 4 carriers.
Ranger, Midway, Tarawa, and IWo Jima.
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Some more navy tests for vnam …
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yes the atmosphere is great now, remind me of Janes’ USNF’97…sampans and junks.
of course we still miss the big rocks in Halong bay.
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file maintenance, updated zip.
https://www.mediafire.com/file/thwwku5rdi06muw/ccc_lowpoly_21-0525.zip/file
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yes the atmosphere is great now, remind me of Janes’ USNF’97…sampans and junks.
of course we still miss the big rocks in Halong bay.
When a pupil, my old “Professor” M. Jagger taught me at school so:
“You can’t always get all what you want”,Great add, and immediately useful too. As your usual, dear ccc.
With best compliments and regards.
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two toys in vnam mod…
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Hello,
nice additions !
Since like me, you look to have an interest for oddities, here is some suggestions !
XF-108 “Rapier”:
NR-349 “Retaliator”:
AH-56 “Cheyenne”
Chengdu J-9-VI-II
I’m sure you will like them !
Radium