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Building coding question
Posted: Tue Aug 05, 2008 4:35 pm
by benpark
I have two factory models that I'm finishing up for passing on to Stridor for inclusion into the MM.
One question- how many infantry positions should a structure like this have? It's 2 stories, and I'm deciding how large it will be.
These two parts are "modular" so that they can be abutted with either the same model or the alternate version (with smokestack) to create a large factory complex that can house many squads when put together (think Red Barricades).
A city block type structure is next on the agenda, and is underway.

RE: Building coding question
Posted: Tue Aug 05, 2008 4:36 pm
by benpark
Second one...

RE: Building coding question
Posted: Tue Aug 05, 2008 7:37 pm
by Stridor
Ben,
For any single model 2 is the max # squads. That = 6 mount points. I would put 3 on the 1st floor and 3 on the second floor.
Regards
S.
RE: Building coding question
Posted: Tue Aug 05, 2008 7:40 pm
by Erik Rutins
Until a future release when we add support for more mount points, I would suggest any large building be done modularly so that you can "assemble" it from smaller sections and thus allow more squads to be in there.
RE: Building coding question
Posted: Wed Aug 06, 2008 2:32 pm
by Biffa
My factory pack is almost ready for inclusion into the MM, question is when do you guys want it? I'm only asking because, well I know I promised to have it ready for today, which is will be [:o] but... counts hours left.
Deadline today - 3 factory buildings and the machine that goes ping, as originally promised but I'm pretty free atm and can continue to finish off a few other terrain projects that just need a bit of extra work or I can save them for the next update.
Let us know, close of play Friday would be great but I'll take your directions on it, I don't want to hold anyone up.
This is where I am atm (doesn't include the machine that goes ping...):

RE: Building coding question
Posted: Wed Aug 06, 2008 2:43 pm
by benpark
Those are fantastic.
If you take requests...whip up something destroyed and city like- a crumbling 2-3 story city block, a smashed European town hall, destroyed car etc. I can't seem to do it. Modeling anything beyond 4 standing walls is still beyond my skills.
RE: Building coding question
Posted: Wed Aug 06, 2008 5:02 pm
by benpark
Or smash one of these 3 models up.
RE: Building coding question
Posted: Wed Aug 06, 2008 7:28 pm
by Mraah
SAF and Ben,
I don't know why I didn't do this before ...
I'm going to build a 3D database of SAF_Biffa's real estate pack, including an msz and bmp.
Then I'm going to follow Stridors directions on how to include them into MM.
With any luck and trial and error, I should be able to finally make a JSGE compatible download of SAF's real estate pack so we can simply activate it and be on our merry way ... [:)] ... hopefully ... I say because Stridor isn't online now so any questions will have to wait till then.
Rob
RE: Building coding question
Posted: Wed Aug 06, 2008 7:35 pm
by benpark
I've been thinking as I'm finishing up a bunch of models- would a naming convention help as far as floors to squad ratios?
It's tough to know when placing a model on the map how many squads it can hold as far as coding goes. Something like "GerHaus1(1-1)" meaning- model name(squad capacity-floors)? I'm not sure what naming conventions we have to look out.
RE: Building coding question
Posted: Wed Aug 06, 2008 7:42 pm
by Mraah
Ben,
That's a good idea ... I don't know if it can take the parentheses () ... so maybe a reverse order ...
GerHaus1-1_1
GerHaus1-1_2
GerHaus1-1_3
etc.
You'll have to ping it off Stridor and see [:)].
Rob
EDIT NOTE .... Perhaps GerHaus1_1-1_1 ... eh, too long.
RE: Building coding question
Posted: Wed Aug 06, 2008 9:15 pm
by Stridor
Biffa,
Gorgeous work as always! [&o]
Don't hurry with the models. Once you have finished then if you could provide a link to your whole kit n caboodle collection (including you real-estate pack) then I (or Rob) will download it, and make it workable with the MM. If you want to see finished maps incorporating your models, that will be the quickest and easiest way to do that.
I agree that there should now be a naming convention wrt structures which house infantry mount points.
Two issues.
1. The graphics engine uses model mount points to graphically depict squad position inside buildings
2. The game rules use the building type attribute to know how the exact details of the structure.
These don't have to sync.
It is possible to define a tree as Heavy / 2 squads / 3 stories. This would allow 2 squads to mount it, but because there are no mount points defined all the squads will be overlaid at the 0,0,0 origin model point.
Now the MM could have an external file which defines building types for you, but that is extra work and I prefer the BT data to be inferable from the file name itself.
So a naming convention is a good idea, but not necessarily enforceable. I propose the following:
ModelName.mod ---> none
ModelName_(fox).mod ---> foxhole
ModelName_(trch).mod ---> trench
ModelName_(hvy-2-3).mod ---> heavy 2 squads 3 stories
ModelName_(lgt-1-1).mod ---> light 1 squad 1 story
The reason why I propose this system is because it is an easy way to algorithmically strip the data out of the name and auto load the Building Type tag directly in the MM. You would still have the option to change it if you wanted.
Regards
S.
RE: Building coding question
Posted: Wed Aug 06, 2008 10:39 pm
by benpark
I'm having trouble with loading the models I've done to a test map. I get the blue screen in the scene editor. I've attached a 1mb file with all of 'em if someone could see where I'm going wrong, I'd be relieved. I've enclsed an .XML with all of the info for easy cut and paste. My eyes are starting to bug outta my head.
RE: Building coding question
Posted: Thu Aug 07, 2008 12:47 am
by Mraah
Ben,
I'm going to have a look ...
Are you trying to get them to work with Map Maker or just work altogether?
Rob
RE: Building coding question
Posted: Thu Aug 07, 2008 12:51 am
by benpark
No, in the scene editor to test the mount points. I made a test map, added the models to my mod folder (Benpark), and added the lines in the .xml to the media .xml in the test map folder. I think it's a typo or something odd with the models themselves.
RE: Building coding question
Posted: Thu Aug 07, 2008 12:54 am
by Mraah
Ben,
Real quick ... I found a problem in your resources XML.
<resource id="3storyUrbn" filename="Media/Mods/Benpark/3storyUrbn" />
EDIT NOTE : See next post for fix (I thought it was an X file but it's a DDS)

RE: Building coding question
Posted: Thu Aug 07, 2008 1:04 am
by Mraah
Wait, that suppose to be a DDS right, my bad ....
Try this :
<resource id="3storyUrbn.dds" filename="Media/Mods/Benpark/3storyUrbn.dds" />
Or, whatever your resource ID is in this file should match the same ID in the media file for the map.
Anyway, it needs the DDS on the filename for sure.
RE: Building coding question
Posted: Thu Aug 07, 2008 1:06 am
by benpark
Good catch. I'll try it.
What are you using to edit the .xml files? That looks modern compared to my old text editor.
RE: Building coding question
Posted: Thu Aug 07, 2008 1:10 am
by Mraah
I'm using XML NotePad 2007 ... free from windows website
here's the link or you can Google XML NOTEPAD 2007 ...
http://www.microsoft.com/downloads/deta ... laylang=en
RE: Building coding question
Posted: Thu Aug 07, 2008 1:46 am
by benpark
I changed the xml, and I'm still getting the blue screen. Must be something wrong with the models. I'll look at em again in a bit.
RE: Building coding question
Posted: Thu Aug 07, 2008 1:47 am
by Mraah
Ben,
I imported your X models into MS3D ... the 3Story X file won't load ... perhaps yet another problem! All the rest load fine.
Didn't you have this problem before ... I can't remember what the fix was.
Rob