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Do incapacitations count as a soldier's kills?

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ScnelleMeyer

Rep: 191.3
votes: 18


PostPosted: Sat Feb 17, 2018 7:05 pm Post subject: Re: Having some problems porting a vehicle back into CC3. Reply with quote

This is also a way used by "ArmeeGruppeSud" on CSO forums. - This might be part of the reason for Hicks initial vehicle confusion?

"Here is the trick I have used in DOF2 to add extra gun graphics in CC3.

Say you have several guns of medium size you want in game.
Use, for example, g76mmAT graphic.

What you do is make all 4 g76mmAT hull graphics blank (znh, nnh, zsh, nsh).

This is now the basis for as many guns as you like, which will all use this shadow.

Then make graphics for all the guns only with the "turret" graphics only (znt, nnt, zst, nst).

In the vehicles text, put "g76mmAT" in the 1st graphics slot for all the guns and have the other gun name (g105FH) in 2nd graphics slot see pic "03".

You must change the "0" to "1" in this slot (pic "04")

The attached zip contains gun graphics done this way.
Not accurate detail images of weapons, but look OK in game.

Was originally going to wait until the 2nd Release of Der Ost Front before sharing this neat trick.

I am sure Scott2978 will like this move.

Note that the g88AT shadow/graphic base is used for 4 different guns:
88Pak, 128PaK, 128FK and 100BS3.

This same trick is can also be used to make lots of turretless vehcile graphics all using one shadow/wreck."
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ScnelleMeyer

Rep: 191.3
votes: 18


PostPosted: Sun Feb 18, 2018 4:59 pm Post subject: Re: Having some problems porting a vehicle back into CC3. Reply with quote

Unfortunately Mafi didnt have any info on the Wheader file format, but still I have made
some promising progress on my little investigation into CC3 vehicles and wrecks:

1. I Added in a new wreck graphic to Wreck.zfx and hex edited the Wheader file to make the game use it. I now think the game can use as many wreck graphics as there are vehicle slots.

2. I have added a new, unique vehicle name to the list contained in the WHeader file. And used this unique vehicle name in the Vehicles.txt and teams.txt to make a new vehicle that works in game.

Meaning you can use the correct vehicle name for your graphics files when modding.
-This also might mean that more turreted vehicles could be added - up to the limit of 128 as stated in the Workbook.
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Hicks

Rep: 31.6
votes: 2


PostPosted: Mon Feb 19, 2018 2:48 am Post subject: Re: Having some problems porting a vehicle back into CC3. Reply with quote

Must... resist... adding... more units :D

Thank you for looking into this with such depth. Here's to another decade of tinkering! Smile
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