Dutch2 Posted April 27, 2020 Posted April 27, 2020 (edited) I’m sure at Yugramedia they did there best in making buildings, but I find it very strange and real immersion breaker to find these intact houses at the front line. So who can damage the buildings at the Arras map? Edited May 16, 2020 by Dutch2
jollyjack Posted April 30, 2020 Posted April 30, 2020 More precise bombing ? .. (kidding) . SYN_vander had posted some damage effecting tool somewhere. Maybe that has an effect, but i haven't tried it sofar.
Dutch2 Posted April 30, 2020 Author Posted April 30, 2020 9 hours ago, jollyjack said: More precise bombing ? .. (kidding) . SYN_vander had posted some damage effecting tool somewhere. Maybe that has an effect, but i haven't tried it sofar. Were is that tool for showing damaged buildings.
DD_Arthur Posted April 30, 2020 Posted April 30, 2020 Two confused Dutchmen. Wasn't that a Rock Hudson and Doris Day movie?
Dutch2 Posted May 1, 2020 Author Posted May 1, 2020 (edited) 9 hours ago, DD_Arthur said: Two confused Dutchmen. Wasn't that a Rock Hudson and Doris Day movie? Haha, your right on this, but we do our best in writing down in the English language. Edited May 1, 2020 by Dutch2
jollyjack Posted May 1, 2020 Posted May 1, 2020 13 hours ago, Dutch2 said: Were is that tool for showing damaged buildings. I tried to find the link, maybe PM syn_vander? Could be that since the damage modelling has changed that it's out dated?
SYN_Vander Posted May 1, 2020 Posted May 1, 2020 (edited) Here it is: If you want this to affect quick missions etc then use this to modify the template file for Arras located in /data/template Edited May 1, 2020 by SYN_Vander 1
Dutch2 Posted May 1, 2020 Author Posted May 1, 2020 9 hours ago, SYN_Vander said: Here it is: If you want this to affect quick missions etc then use this to modify the template file for Arras located in /data/template But what If use PWCG, does this means I have to convert every mission generated by PWCG.
SYN_Vander Posted May 2, 2020 Posted May 2, 2020 10 hours ago, Dutch2 said: But what If use PWCG, does this means I have to convert every mission generated by PWCG. I don’t know if Pat is using his own template or the default template. Maybe just try changing the default template. Be aware that it will probably be overwritten with each update.
Pea_Shooter Posted May 2, 2020 Posted May 2, 2020 (edited) As a test regarding this thread I just used two Cooper bombs to destroy a small house while flying in a PWCG generated mission in Arras. More bombs required for bigger buildings. Edited May 2, 2020 by Pea_Shooter
Dutch2 Posted May 2, 2020 Author Posted May 2, 2020 mmm, I now see this is more a part of the mission editor and not a mod to put in damaged buildings permanently, which I do prefer more.
SYN_Vander Posted May 2, 2020 Posted May 2, 2020 Try this then. Backup your Arras_ALL.Group file in your \data\Template directory and remove it. Unzip the file in the attachment to \data\Template and rename to Arras_ALL.Group Arras_ALL_destroyed.zip 1
Dutch2 Posted May 2, 2020 Author Posted May 2, 2020 (edited) 1 hour ago, SYN_Vander said: Try this then. Backup your Arras_ALL.Group file in your \data\Template directory and remove it. Unzip the file in the attachment to \data\Template and rename to Arras_ALL.Group Arras_ALL_destroyed.zip 153.19 kB · 4 downloads I did a quick test in Quick Mission but sorry but no effect, Arras city is still intact. Edited May 2, 2020 by Dutch2
SYN_Vander Posted May 3, 2020 Posted May 3, 2020 21 hours ago, Dutch2 said: I did a quick test in Quick Mission but sorry but no effect, Arras city is still intact. Pity. It means QMB is not using the template folder for it's default scenery.
Dutch2 Posted May 3, 2020 Author Posted May 3, 2020 28 minutes ago, SYN_Vander said: Pity. It means QMB is not using the template folder for it's default scenery. I do not know if this is being implemented in your campaign “Kaiserschlacht” but strangely here I did see the damaged buildings. I think this modification if working in all game modes, is another step to reduce the FC sterility.
SYN_Vander Posted May 3, 2020 Posted May 3, 2020 2 hours ago, Dutch2 said: I do not know if this is being implemented in your campaign “Kaiserschlacht” but strangely here I did see the damaged buildings. I think this modification if working in all game modes, is another step to reduce the FC sterility. Yes I used my tool to destroy the buildings and used it in the Kaiserschlacht missions. Just as I use it in my Easy Mission Generator missions: https://sites.google.com/view/il2-great-battles-emg/
Dutch2 Posted May 5, 2020 Author Posted May 5, 2020 (edited) Thats only for mission builders here is my method for the ARRAS map is permanent in, QM, campaign, PWCG and I think even in the (who knows) future FC career mode. Edited May 24, 2020 by Dutch2
Beebop Posted May 19, 2020 Posted May 19, 2020 Following SYN_Vanders instructions I replaced the 'Arras_ALL.Group' with the renamed Arras_ALL_destroyed file and populated a Deathmatch map and saved in in Multiplayer > dogfight but even in the ME nothing was destroyed. Does this not work on a dogfight map? Does this not work for making map templates that you can load and populate?
SYN_Vander Posted May 19, 2020 Posted May 19, 2020 15 hours ago, Beebop said: Following SYN_Vanders instructions I replaced the 'Arras_ALL.Group' with the renamed Arras_ALL_destroyed file and populated a Deathmatch map and saved in in Multiplayer > dogfight but even in the ME nothing was destroyed. Does this not work on a dogfight map? Does this not work for making map templates that you can load and populate? What do you mean with "populated a Deathmatch map" ? Did you create your own mission using the Arras_ALL_destroyed group?
Beebop Posted May 19, 2020 Posted May 19, 2020 Yes. I created a new Deathmatch Arras map then using the replaced Arras_ALL Group in data >Templates populated the map. Once complete I went into Ortho View and saw that none of the cities had destroyed buildings.
SYN_Vander Posted May 19, 2020 Posted May 19, 2020 Perhaps the file I provided is not correct? Will have to look at this later when I have time.
jollyjack Posted September 26, 2020 Posted September 26, 2020 Just curious: any findings yet? Was just planning to install it .. 1
jollyjack Posted October 5, 2020 Posted October 5, 2020 (edited) PS i just did the installation as described above, and it seems a lot of buildings are ALREADY destroyed. I take it that this is correct, and has nothing to do with any damage setting for the buildings. Now am i stupid LoL? I did some additional bombing, but nothing extra seems to be destroyed, only a few crater blobs appeared in the ground ... Edited October 5, 2020 by jollyjack
SYN_Vander Posted October 5, 2020 Posted October 5, 2020 3 hours ago, jollyjack said: PS i just did the installation as described above, and it seems a lot of buildings are ALREADY destroyed. I take it that this is correct, and has nothing to do with any damage setting for the buildings. Now am i stupid LoL? I did some additional bombing, but nothing extra seems to be destroyed, only a few crater blobs appeared in the ground ... I can confirm that the default Arras template now has most buildings destroyed already. My tool will ignore blocks that already have damage, so I had to first in the editor remove all damage (select all blocks in group 'cities', then click on remove button under damage...and wait). Then I exported the group to a file and applied damage, imported back into the mission and it still works fine. On 5/19/2020 at 11:56 PM, Beebop said: Yes. I created a new Deathmatch Arras map then using the replaced Arras_ALL Group in data >Templates populated the map. Once complete I went into Ortho View and saw that none of the cities had destroyed buildings. See my reply to post above.
jollyjack Posted October 5, 2020 Posted October 5, 2020 (edited) Ah, explains a lot, thnx Bob. I'll have a look at your Utility first. That *.csv file asked for, is that an existing one? (Benieuwd trouwens of je daarmee gelijk onze stormschade tuinschutting kan repareren ?. ) PS The original Arras Group show no damage for Arras City. I exported the Cities group from the Arras_ALL group first BTW. Below a flyby and the utility inflicted damage set to 50%, a perfect tool! ..... Only the rubble now seems to be missing ... Edited October 5, 2020 by jollyjack
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