PDA

View Full Version : Simple New Objects to improve variety of targets and immersion



Tater-SW-
12-01-2004, 12:48 PM
I think there are some objects that would really help make the game better, and a few are already created, they just are not available as "objects" to place in FMB. I'm sticking to object ALREADY MADE and in game, that could be slightly modified to make something useful.

1. Supply dump objects. The current Cargo loadout for the transport planes is already made, and with a little work would be a GREAT ground object. Take the object (shown):
http://members.spinn.net/~merrick/Stuff/Screens/cargo.jpg
and turn it into:
http://members.spinn.net/~merrick/Stuff/Screens/cargo2.jpg

Ideally, this should be an object with red/blue distinction so that you can have missions to "destroy supply dump."



2. Take the EXISTING large tree, and make a copy, lighten it in color a little to match large forests, and stretch it to 2x its current height, while making it wider at the same time. That would give an object we could place to mark the forst edge so you don't clip it on low-level attacks.


3. Variant small shipping. Make landing craft with no troops. Make "trawlers" with sails down (at anchor they should have sails up anyway, so static sailing ship objects should have no sails). Make half sunk static merchant ships that cannot be sunk. All objects mentioned exist as damage models, and I'm sure crew can be removed from landing craft.


4. Take a existing running pilot or soldier fleeing a truck and make it an object we can place. A few troops here and there would make it more immersive.


5. Make the existing gas/oil tanks and drums have a side (red/blue) so they can be selected as targets. Attacking fuel depots was common.


6. Allow us to place the existing damaged models of static planes to represent aircraft graveyards and previous damage.


7. (slight modification of an object) Make a new object by taking the wooden bridge/causeway object and reduce its height. Also, remove the railing on 1 side. Scale up the width a little, too. We now have a primitive wharf/pier.


8. Take the large forest object (stacked poly thing) and make a FMB object that is a 0.5km x 0.5km blob (not a square, some rough irregular shape). That would allow us to make soem forest go right to water without having to change maps, or place 1 million palm trees.

9. Use the camo-tarped train cars to make objects that have the camoed equipment, but NOT the train car. BEFORE:
http://members.spinn.net/~merrick/Stuff/Screens/traincar.jpg

AFTER:
http://members.spinn.net/~merrick/Stuff/Screens/tarped_supplies.jpg


tater

Tater-SW-
12-01-2004, 12:48 PM
I think there are some objects that would really help make the game better, and a few are already created, they just are not available as "objects" to place in FMB. I'm sticking to object ALREADY MADE and in game, that could be slightly modified to make something useful.

1. Supply dump objects. The current Cargo loadout for the transport planes is already made, and with a little work would be a GREAT ground object. Take the object (shown):
http://members.spinn.net/~merrick/Stuff/Screens/cargo.jpg
and turn it into:
http://members.spinn.net/~merrick/Stuff/Screens/cargo2.jpg

Ideally, this should be an object with red/blue distinction so that you can have missions to "destroy supply dump."



2. Take the EXISTING large tree, and make a copy, lighten it in color a little to match large forests, and stretch it to 2x its current height, while making it wider at the same time. That would give an object we could place to mark the forst edge so you don't clip it on low-level attacks.


3. Variant small shipping. Make landing craft with no troops. Make "trawlers" with sails down (at anchor they should have sails up anyway, so static sailing ship objects should have no sails). Make half sunk static merchant ships that cannot be sunk. All objects mentioned exist as damage models, and I'm sure crew can be removed from landing craft.


4. Take a existing running pilot or soldier fleeing a truck and make it an object we can place. A few troops here and there would make it more immersive.


5. Make the existing gas/oil tanks and drums have a side (red/blue) so they can be selected as targets. Attacking fuel depots was common.


6. Allow us to place the existing damaged models of static planes to represent aircraft graveyards and previous damage.


7. (slight modification of an object) Make a new object by taking the wooden bridge/causeway object and reduce its height. Also, remove the railing on 1 side. Scale up the width a little, too. We now have a primitive wharf/pier.


8. Take the large forest object (stacked poly thing) and make a FMB object that is a 0.5km x 0.5km blob (not a square, some rough irregular shape). That would allow us to make soem forest go right to water without having to change maps, or place 1 million palm trees.

9. Use the camo-tarped train cars to make objects that have the camoed equipment, but NOT the train car. BEFORE:
http://members.spinn.net/~merrick/Stuff/Screens/traincar.jpg

AFTER:
http://members.spinn.net/~merrick/Stuff/Screens/tarped_supplies.jpg


tater

Von_Zero
12-01-2004, 01:13 PM
Good point.
a little observation:
#2: i think i saw a thing like this on Netwings, but Oleg said he didn't like the way it looked on hills, iirc.
#7: i think there already is something like that, not very sure the number, but i'll look.

Tater-SW-
12-01-2004, 01:34 PM
The #2 thing was in reference to my idea for a single poly forest side view. he said they actualkly have it made, but didn't like the way it looked. I think he thought I wanted that on ALL forests, when all I wanted was the object to place in the FMB. Since I wouldn't place it on a hill, it wouldn't look ugly http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

As for #7, there is just the wooden bridge object. It is about twice as tall as the concrete quay object, and has rails on both sides. Remove 1 rail, drop the height of the posts. We can make all kinds of stuff then.

(I added two more images above, BTW)

tater

Bearcat99
12-01-2004, 06:12 PM
Paintable objects.... like signs ranging from small enough to go on a door to big enough to go across a hangar... with poles and without.

3.JG51_BigBear
12-01-2004, 06:20 PM
Cool suggestions. I wonder how much of a FPS hit we would experience with the addition of soldiers running around. The other changes and additions seem like they would have an insignificant affect on performance.

Tater-SW-
12-01-2004, 08:39 PM
The ideas should have zero performance impact. They are all simply new objects to place. We have oil drums, if added we'd then have a pile of crates as an object. The tree is just a new tree. The troop object I suggest doesn't move, BTW, though it certainly could, they have animation modelled. I was simply talking about static guys to have standing around that you can see when you take off.

tater

Wolkenbeisser
12-02-2004, 05:00 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Tater-SW-:

5. Make the existing gas/oil tanks and drums have a side (red/blue) so they can be selected as targets. Attacking fuel depots was common.


tater <HR></BLOCKQUOTE>

This is the one - excellent idea!

BM357_Hawki
12-05-2004, 07:36 PM
Lets hope that maybe just maybe they will let us use Gmax to build our own objects that can be downloaded as object packs. For example download skins download object packs.

I understand that UBI wants to keep their programming closed up but I think they are missing some of the best features of a 3d game by not including an SDK for building objects.

Tater-SW-
12-09-2004, 10:43 AM
A very simple crated aircraft object:
http://members.spinn.net/~merrick/Stuff/crated_aircraft.jpg

COvered piles of supplies (note the beached merchant that would be easy to do by making a static object out of an existing merchant in sunk state (indestructable))
http://members.spinn.net/~merrick/Stuff/supply_dump_tiny.jpg

tater

Tater-SW-
12-10-2004, 01:54 PM
How about something like the quay object, but instead of concrete, make it look like wood/logs whatever.

Also, we have the large mountain object in the FMB, how about a flat object with standard green terrain as the texture. Have it be a slightly irregular rectangle shape, a few meters wide, and a few 10s of meters long. This would allow us to extend land into the water as needed for ports. A 1 poly object, using an existing texture. Here it is:
http://members.spinn.net/~merrick/Stuff/Maps/landobject.jpg


Make a another version of the idea above, but make it an irregular shape 100 meters or more across. Perhaps as big as the mountain object in footprint. Design it in such a way that you can get different shapes by combining and rotating them (say three sided, with one side being a concave arc, and 1 side being a convex arc, the last side jagged but more or less straight). This would allow us to build a little island for the test runway objects for better immersion.

tater

Tater-SW-
12-15-2004, 08:43 AM
Some RL supplies:
http://www.history.navy.mil/photos/images/g40000/g40796.jpg


tater

Zeus-cat
12-15-2004, 10:19 AM
Some of what you are asking for can alraedy be done.

You can sink ships by placing static ships in areas where it is impossible to place moving ships. Then use a submerged sub or enemy tanks or artillery to destroy it. They sink part way and stop. I've done it myself in the torpedo bomber campaign I created and it looks good. I even added fuel drums and destroyed them to make an oil slick around the sunken ship. It takes a little work to place the ship in an area where it sinks just enough. I'll post a photo or a link when I get home.

You can't destroy static aircraft in the FMB, but you can destroy the dummy Japanese aircraft that are in the objects list. There are 4 or 5 of these (I think they are around object 400). Place them on the map and then activate the destroy object feature on the toolbar in FMB. I think you select the object and then do a right mouse click to destroy it. Once destroyed, the Japanese markings are not visible so these planes work for any nationality.

You can place fuel trucks inside the big fuel storage tanks, but they are not always destroyed when the tank blows up. It would be nice if these tanks had a side as you mentioned. The same for factories and a few other buildings. Its tough to do bombing missions when buildings are not legitimate targets.

I would like to see more ships too. Crates would also be nice.

Zeus-cat

Tater-SW-
12-15-2004, 10:56 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Zeus-cat:
Some of what you are asking for can alraedy be done.

You can sink ships by placing static ships in areas where it is impossible to place moving ships. Then use a submerged sub or enemy tanks or artillery to destroy it. They sink part way and stop. I've done it myself in the torpedo bomber campaign I created and it looks good. I even added fuel drums and destroyed them to make an oil slick around the sunken ship. It takes a little work to place the ship in an area where it sinks just enough. I'll post a photo or a link when I get home. <HR></BLOCKQUOTE>

I tried this, they even sink on dry land for me. I tried the dry cargo ship and sea truck. A small amount of the superstructure stays visible if you park them along the coast right at the edge of the sea. That isn't enough. Are some other ships better?


tater

crazyivan1970
12-15-2004, 11:03 AM
TRENCHES!!! I WANT TRENCHES!! To me it`s one of the important ones. Maybe in BOB perhaps http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

Tater-SW-
12-15-2004, 11:15 AM
Yeah, a simple slit trench object would be cool. You could do the troops thing, just make the damaged version without the troops sticking out.

tater

p1ngu666
12-15-2004, 11:59 AM
nice ideas http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

did u know ram b24s dropped supplies to poles at warsaw (where ever stalin stopped the army :| )

flew from italy, then over city very very low, with flaps and gear down to drop supplies to poles. very dangous cos everything germans had, fired back..

Tater-SW-
12-15-2004, 12:27 PM
Did you know the most common transport planes flying over "the Hump" into China/Burma were C-46s and C-87s? The latter is a cargo variant of the B-24.

tater

Tater-SW-
10-20-2005, 09:02 AM
Another be object idea (I already posted before someplace):

Take one of the water tank towers and remove the water tank. Instant Oil rig, useful for Dutch East Indies, and for the oil field areas of the Soviet Union. Make them red/blue/neutral so they can be targets.

tater

|CoB|_Spectre
10-22-2005, 01:29 PM
*Bump!* Let's don't let this thread get buried, Tater has got some great stuff here and it's not stuff that would require a lot of manhours to do. I'd rather have stuff like the shipping crates, that I can put in any mission, than all the historical buildings and palaces in the object viewer that I'll never use. Generic items are what the mission builder needs. How many missions will you build with the Aloha tower when Honolulu already has one there?

Nimits
10-22-2005, 03:02 PM
We desparately need some troop targets for PF. The whole point of CAS in the SW Pacific (where the number of IJA tanks on alot of these islands could be counted on the one's fingers) was to neutralize MG nests, mortars, etc. At least place the current mortars in the static objects list, so we can assign them a side (as targets).

turnipkiller
10-22-2005, 04:33 PM
Those big steel anti-tank obstacles for beach maps, and one of the RAF fuel bowsers with the 3 booms on it would be neat. And I hate to flog a dead horse, but making the lights timeable for on/off would be nice. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif


[QUOTE]Originally posted by Tater-SW-:
A very simple crated aircraft object:
http://members.spinn.net/~merrick/Stuff/crated_aircraft.jpg

How would you like to find a couple of those crates under your Christmas tree this year? http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

avimimus
10-24-2005, 11:32 AM
I know I have said this before but:
- Small river boats (for crossing the volga).
- Most importantly Barges. They were more commonly found targets than trucks on the western front.

The more static targets, the more immersive the mud-moving. This is Il-2 after all (not supposed to be a high-altitude dogfighting sim), it would be good to see us have our day.

Chuck_Older
10-24-2005, 12:08 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Nimits:
We desparately need some troop targets for PF. The whole point of CAS in the SW Pacific (where the number of IJA tanks on alot of these islands could be counted on the one's fingers) was to neutralize MG nests, mortars, etc. At least place the current mortars in the static objects list, so we can assign them a side (as targets). </div></BLOCKQUOTE>

Place a red or blue siren next to your MG nest, or better yet, inside the foxhole

Tater-SW-
10-24-2005, 12:33 PM
Barges would be great, agreed. They are slightly more complicated than a new 6 poly crate object, but yeah, a worthwhile addition for sure.

Another easy to add object(s) would be some of the bridges from the map maker's software that we don't seem to have in the FMB. They have smaller metal frmae bridges, for example.

Somone else suggested making a larger sized camo net to cover larger bombers.

How about they make a few simple boxes. 6 polygons each. Sizes would be (width, height, length) 1x1x2m, 0.5x1x4m, 2x2x4m, etc. Then ask the community for a few different skin suggestions for each.

Say 4 varieties for each simple box.

For the 0.5mx1mx4m, one might be logs, another might be a stone wall, a third could be a hedge texture, a 4th would be a line of crates. 1 6 poly object created, 4 new FMB objects in a heartbeat. A 5th would be concrete as a new wall type.

You get the idea, we could have many new possibilities with so very little modelling work. Heck, I could model a rectangular box. The more creative types might well come up with some great ideas for alternate textures on such a box (yes, allowing them to be skinned would be best, but assume that that is too much coding work vs just making a simple box).

The idea would be that you'd want the most possible use from the fewest alternate textures.

Another new type of object would be to take a straight section of the revetments, and give them to us as sections. Build your own revetment.

tater

Jetbuff
10-24-2005, 05:17 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Chuck_Older:
Place a red or blue siren next to your MG nest, or better yet, inside the foxhole </div></BLOCKQUOTE>
Unfortunately, siren boxes are indestructible. Try it yourself.

|CoB|_Spectre
10-25-2005, 03:21 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Tater-SW-:
Another new type of object would be to take a straight section of the revetments, and give them to us as sections. Build your own revetment.
tater </div></BLOCKQUOTE>

In the same vein, a low profile straight berm, slightly shorter than the modeled soldier's chin, in a dirt texture could be used for shielding men and equipment. Presently we have only the low-profile sandbag object. Texture overlays of log, stone, sand, coral, or grass would provide even greater flexibility.

|CoB|_Spectre
10-31-2005, 04:08 PM
*Bump*

nsu
11-01-2005, 04:08 AM
here are my IL2 boxes, but Oleg says he do not need it! http://forums.ubi.com/images/smilies/cry.gif

http://people.freenet.de/flugshow_oppenheim/3dsmaxKisten/IL2%20Boxes.jpg


Gruß NSU http://forums.ubi.com/groupee_common/emoticons/icon_cool.gif

Miki40
11-01-2005, 04:49 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content">Originally posted by Von_Zero:
Good point.
a little observation:
#2: i think i saw a thing like this on Netwings, but Oleg said he didn't like the way it looked on hills, iirc.
#7: i think there already is something like that, not very sure the number, but i'll look. </div></BLOCKQUOTE>

Ma... da bine graiesti mai feciorasule!

IAFS_Painter
11-01-2005, 07:06 AM
A variant on the theme - just the ability to re-skin objects would be nice.

For example, we'll be flying over Kent in BoB?
A number of small railway stations had the same basic design, but were built from local materials (eg. flint, brick)

From a game point of view, these are identical models, except for the skin.

|CoB|_Spectre
11-01-2005, 02:45 PM
NSU wrote:
"here are my IL2 boxes, but Oleg says he do not need it!"

Oleg may not play the game anymore, but we need it. There's no flight model, no concerns about accuracy because we can't find a detailed photo of the crate...just some boxes of various sizes would be a big help.

Tater-SW-
11-01-2005, 03:27 PM
While skinable objects would be a "holy grail," it is just not going to happen. Picking a few objects already in the game (or simple 6 poly boxes as I suggested), then turning the texture void over to the skinner community for a while IS very possible, and easy.

Take a handfull of fairly generic objects from the FMB, maybe add a couple. Hand them over community, then accept a % of them as new object textures.

tater