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Author
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Topic: Airfields in terrains?
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charmstar Pilot
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posted 06-03- 03:12 PM
I'm curious if anybody has added an airfield to a terrain yet? I've just been looking at terrains, and am curious how the airfields work. Here is what I've found so far: There is an airfields directory, which has a subdirectory for each terrain. Within the subdirectory, there is an .sm for each airfield, numbered 1-Y and an airfields.sm, which contains only the airfields 1-Y as file references. Each airfieldY.sm has a model called XairfieldY where X is the first letter of the terrain name, and Y is the number of the airfield. For instance, the first africa airfield is called "aairfield1". This model has obData "airfieldY Runway" followed by ( obFormation ()) obFormation ()) obFormation)). Does anybody know what obFormation is? There is also a model called "AFYOrigin" (Y=airfield number), and it has property: (obData "airfieldY Origin" (targetRadius 5000)). I guess targetRadius is the target radius, and it varies from airfield to airfield. :-) There is also a group which seems to contain each tile of the runway. The runways vary between 4 and 16 tiles it seems. Usually the name format is: "airfieldY#Z where Z is a number starting from 0 and incrementing. Some Dover airfields have duplicate names though, which is confusing. There are also references to all of the structures which would be found on the airfield. There are also a varying number of models (usually 2 or 3) with names like "airfieldYbombtarget1". The properties for these models are: (obHidden) (obNoCollide) (obClass 'bombtarget). I guess these define the targets the AI shoots for on a bombing mission? Well, that seems to be how the airfields are laid out. Now how do they fit into the terrains? In a terrain directory there is a subdirectory which the name of each terrain. Within those subdirectories is 1 .sm file with the name of the terrain. That .sm file contains a few things. First, it has a group with 400 tiles, with names like, "terrain#X". Underneath that is a model called, "airfields", with no properties. Underneath that is a file reference to the first airfield, like /.airfields/africa/airfield1.sm. Under that is a group of models called things like "airfieldYPlug#Z". The property for these models is (obTileID 'Z) where Z is a tile number, like 234. I guess this is how a group of say 16 tiles from an airfield.sm are plugged into 4 tiles in a terrain.sm. One confusing thing for me here is that I saw some airfields with 4 tiles plugged into 2 tiles in the terrain (a 2:1 ratio), and some with 16 plugged into 4 (a 4:1 ratio). Why is that? This layout seems the same for towns as well. OK, now how do the airfields get their names? One thing I found is that in the missionseditor directory, there are subdirectories for each terrain. Within these directories is 1 terrain.sm file. The .sm file contains a number of models, with names like "airfieldY". These models have properties: (obProto 'CAirfield) (obName "Valetta Field";./airfields/africa/airfield1.sm) for instance. I believe the 'CAirfield and the 'CTown classes are those with the properties mentioned in sections 6.3.4 and 6.3.5 in the OpenPlane document, but I'm not sure. Well, that is all I understand about the airfields so far. Does anybody know more about how the airfieldplug thing works, how orientation of fields is set, and how the obFormation property works? Also, is the missionseditor directory the only place an airfield's "friendly" name is defined? cheers, charm IP: Logged |
Laika 801 Pilot
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posted 06-03- 04:06 PM
NO - I dont know anything, so I cant help you here. But please Mr. - tell me what to hell are you doing there (or planing to do ??). Secret project eh ?  LK IP: Logged | |