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June 29th, 2005, 07:21 PM
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Join Date: May 2005
Location: Texas
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Re: non moving train cars.
The icon always centers on the turret. If the turret (or gun in this case) is depicted in the correct spot, the hull will be off-center, sometimes by a wide margin. The only way to fix it is to put the gun in the wrong spot.
I once changed the aav7 to use a turret and it was partially out of the hex because the turret is so off-center.
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June 29th, 2005, 07:48 PM
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Corporal
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Location: Indiana
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Re: non moving train cars.
No, you can fix it using the sp fix function of shp edit without moving the gun.
Just move the crosshairs around until its right.
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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June 30th, 2005, 04:47 AM
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Join Date: Jun 2005
Location: 40km from the old frontline
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Re: non moving train cars.
Quote:
No, you can fix it using the sp fix function of shp edit without moving the gun.
Just move the crosshairs around until its right.
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That will displace the centerpoint of the icon in the hex. But AFAIK this centerpoint must be the same for both turret and body, i.e. the common rotation axis, otherwise your turret will end up wandering all over the roof of your vehicle.
Or is there a way to use SHPed to offset (dynamically) the turret axis from the vehicle rotation axis?
I know there is an 'offset' value in the SPfix module, that I never saw used.
If someone knows about that, I think that feature could come in handy
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July 7th, 2005, 09:12 PM
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Corporal
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Join Date: Jun 2005
Location: Indiana
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Re: non moving train cars.
Quote:
PlasmaKrab said:
Quote:
No, you can fix it using the sp fix function of shp edit without moving the gun.
Just move the crosshairs around until its right.
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That will displace the centerpoint of the icon in the hex. But AFAIK this centerpoint must be the same for both turret and body, i.e. the common rotation axis, otherwise your turret will end up wandering all over the roof of your vehicle.
Or is there a way to use SHPed to offset (dynamically) the turret axis from the vehicle rotation axis?
I know there is an 'offset' value in the SPfix module, that I never saw used.
If someone knows about that, I think that feature could come in handy
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I have not had a problem using sp fix..
in fact, I have moved alot of the ID flags on top of the vehicles so you can actually see the vehicle Icon when you have the id flags on. 
__________________
"The enemy has demanded surrender at discretion, otherwise, the garrison are to be put to the sword...if the fort is taken.
I have answered their demand with a cannon shot, and our flag still waves proudly over the wall.
I shall never surrender or retreat."
Lt. Col. William Barrett Travis- The Alamo-1836
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July 8th, 2005, 03:48 AM
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Sergeant
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Join Date: Jun 2005
Location: Slovakia
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Re: non moving train cars.
I forgot one icon! It will be nice to have Abrams with TUSK upgrade (grill armor in the rear, ERA at the sides, etc...)
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July 8th, 2005, 04:13 AM
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Re: non moving train cars.
Nothing undoable... except possibly that awful black slat pack under the engine exhaust. Slat is a bugger to figure, since it is mostly vertical.
Should give it a try, the thing will look like a Magach-Abrams Frankenstein tank! 
Oh, and 3-tone center-europe camo version as well... 
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July 8th, 2005, 04:52 AM
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Private
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Join Date: Jul 2005
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Re: non moving train cars.
Err, Laurent, do you mean Panzer or pachyderm?
cheers
Luke
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July 18th, 2005, 11:45 AM
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Re: new icons: tusk
Quote:
I forgot one icon! It will be nice to have Abrams with TUSK upgrade (grill armor in the rear, ERA at the sides, etc...)
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Here it comes!
Sorry, I know I have promised a center-europe camoed variant, but after much reflection (2, 3 sec or so  ) I decided it was much bother for a non-existing thing altogether.
Now if someoneabsolutely craves for it or it appears it could come up IRL any time, just pass on the info, I'll add it here. Or edit it yourself, for what it takes...
This one is a shortly crash-built version with the various TUSK elements (ERA, slat pack, armored MG post, OHWS) added on the existing desert-tan Abrams A2, which is largely good enough as is.
Could have posted it a week ago, were it not for the reflection over EURCENT camo or not... 
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August 6th, 2005, 04:28 AM
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Problem with WinSPMBT vs of ShpEdit
Just thought I would have a go at modifying some .shp files. It has been a whilce since I have done this, but.
I checked that the right pallette was loaded, imported a 24 bit bmp file, converted, but when I went to find bignew.shp, it was not there. I did a check with Find, and nothing....
However, I seem to have made a new .shp file, entitled newshp.shp, which contains only one image, the one I uploaded, but the pallette seems to be inverted. All I can say is WTF....
Any advice?
cheers
Luke the perplexed. 
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August 21st, 2005, 04:23 PM
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Corporal
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Join Date: Aug 2005
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Re: new icons: tusk
Great job PlasmaKrab,
Does anyone know how much this changes the armour ratings on th M1?
Is it HEAT or Reactive?
I want to add this as a CS vehicle using the new CS M1s.
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