Model units
Moderators: Balthagor, Legend, Moderators
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- Brigadier Gen.
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Re: Model units
IL-2 Shturmovik (ID 10053)
To add to the file:
DEFAULT.PICNUMS
2807, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2807, , , , , , 0.00062,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2807, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2807, , , , , , 0.00062,
UGBITS NO
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- Brigadier Gen.
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Re: Model units
N1K Kyofu (ID 9715)
To add to the file:
DEFAULT.PICNUMS
2808, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2808, , , , , , 0.00062,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2808, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2808, , , , , , 0.00062,
UGBITS NO
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- Brigadier Gen.
- Posts: 885
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Re: Model units
La-5FN Lavochkin Type 39 (ID 9723)
To add to the file:
DEFAULT.PICNUMS
2809, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2809, , , , , , 0.00064,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2809, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2809, , , , , , 0.00064,
UGBITS NO
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Last edited by russ1000 on May 02 2018, edited 1 time in total.
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- Brigadier Gen.
- Posts: 885
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Re: Model units
La-7 Lavochkin (ID 9730)
To add to the file:
DEFAULT.PICNUMS
2810, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2810, , , , , , 0.00064,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2810, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2810, , , , , , 0.00064,
UGBITS NO
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- Brigadier Gen.
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Re: Model units
P1000 (ID )
To add to the file:
DEFAULT.PICNUMS
1120, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1120, , , , , , 0.00092,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
1120, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1120, , , , , , 0.00092,
UGBITS NO
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- Brigadier Gen.
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Re: Model units
FUG-63 (ID 1309 ), PSzH-IV FUG APC (ID 414 ),OT-66 Fug?? OT-65 (ID 1298 )
To add to the file:
DEFAULT.PICNUMS
2811, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2811, , , , , , 0.00092,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2811, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2811, , , , , , 0.00092,
UGBITS NO
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- Brigadier Gen.
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Re: Model units
M728 Combat Engineer Vehicle (CEV) (ID 362)
To add to the file:
DEFAULT.PICNUMS
2812, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2812, , , , , , 0.00092,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2812, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2812, , , , , , 0.00092,
UGBITS NO
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- Brigadier Gen.
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Re: Model units
Combat Engineer (ID 365)
To add to the file:
DEFAULT.PICNUMS
2814, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2814, , , , , , 0.00092,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2814, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2814, , , , , , 0.00092,
UGBITS NO
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- Brigadier Gen.
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Re: Model units
P107 Half-Track Infantry (ID 262)
To add to the file:
DEFAULT.PICNUMS
2815, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2815, , , , , , 0.00092,
UGBITS NO
To add to the file:
DEFAULT.PICNUMS
2815, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2815, , , , , , 0.00092,
UGBITS NO
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- Lieutenant
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Re: Model units
Some of these models may be the answer I have been looking for with the Dornier series for example, using an allied bomber pic. However, I do not like blank thumbnails(it looks sooo moddy) and notice the picnum line has TWO added numbers of the same
ie
2815 at the front of the line and 2815 at the end. The thumbnail has to be identified from somewhere, is it one of those numbers at the front or near the end?
2815, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2815, , , , , , 0.00092,
ie
2815 at the front of the line and 2815 at the end. The thumbnail has to be identified from somewhere, is it one of those numbers at the front or near the end?
2815, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2815, , , , , , 0.00092,
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- General
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Re: Model units
The first value is the picnums entry. It is the one you call for in the .unit file. It is also the one associated with the small 64x64 pixel UGBITS picture (or thumbnail). The second value calls the mesh. For the most part these are the same but you can have multiple picnums entries calling the same mesh.SteamSupreme wrote: ↑Jun 25 2018 Some of these models may be the answer I have been looking for with the Dornier series for example, using an allied bomber pic. However, I do not like blank thumbnails(it looks sooo moddy) and notice the picnum line has TWO added numbers of the same
ie
2815 at the front of the line and 2815 at the end. The thumbnail has to be identified from somewhere, is it one of those numbers at the front or near the end?
2815, 15, , , , -1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, , , , 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2815, , , , , , 0.00092,
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- Lieutenant
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Re: Model units
OK I THINK get it now, the 64x64 pixel UGBITS picture (or thumbnail) is NOT controlled by a separate number in the line or anywhere else, ...Nerei wrote: ↑Jun 25 2018The first value is the picnums entry. It is the one you call for in the .unit file. It is also the one associated with the small 64x64 pixel UGBITS picture (or thumbnail). The second value calls the mesh. For the most part these are the same but you can have multiple picnums entries calling the same mesh.
therefore if I use one of these models, adding it to the DEFAULT.PICNUMS list, and changing it in the DEFAULT.UNITS to match, I cannot have it call on one of the pre-existing UGBITS pictures for a thumbnail?
I guess I should ask this question instead, how to set up a UGBITSx.png file to have correct thumbnails on it?
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- General
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Re: Model units
Yes basically the value of the first number, the picnum, decides what part of what UGBITS sheet to load. In theory there might be an offset value but I doubt there is and given that BG has repeats it seems quite unlikely.
Your option appears to be to either create your own 64x64 pixel picture and inserting it at the right point in the right UGBITS sheet, copy an existing one to the right location or accept there is no icon.
To create the UGBITS picture you first need to figure out what UGBITS image file it goes on. UGBITS1.png goes from 0 to 255. UGBITS2 goes from 256 to 511 UGBITS, UGBITS3 from 512 to 767 etc. If there is no file you can just create an empty, transparent 1024x1024 png file and give it the appropriate name. For 2815 that would be last entry on UGBITS10 so if you use that entry you would place your picture at the bottom right on that UGBITS picture. For entries like say 2810 you just count 5 tiles of 64x64 pixels to the left. UGBITS entries go left to right top to bottom. You probably want to have some sort of guide to help you align your images.
Your option appears to be to either create your own 64x64 pixel picture and inserting it at the right point in the right UGBITS sheet, copy an existing one to the right location or accept there is no icon.
To create the UGBITS picture you first need to figure out what UGBITS image file it goes on. UGBITS1.png goes from 0 to 255. UGBITS2 goes from 256 to 511 UGBITS, UGBITS3 from 512 to 767 etc. If there is no file you can just create an empty, transparent 1024x1024 png file and give it the appropriate name. For 2815 that would be last entry on UGBITS10 so if you use that entry you would place your picture at the bottom right on that UGBITS picture. For entries like say 2810 you just count 5 tiles of 64x64 pixels to the left. UGBITS entries go left to right top to bottom. You probably want to have some sort of guide to help you align your images.
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- Lieutenant
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Re: Model units
Thank you, now I have some place to start. The math almost sounds a bit trial and error, however UGBITS10 duplicated from say Ubits1 and seeing which image actually appears from it in the section you described is a way to proceed!Nerei wrote: ↑Jun 25 2018 Yes basically the value of the first number, the picnum, decides what part of what UGBITS sheet to load. In theory there might be an offset value but I doubt there is and given that BG has repeats it seems quite unlikely.
Your option appears to be to either create your own 64x64 pixel picture and inserting it at the right point in the right UGBITS sheet, copy an existing one to the right location or accept there is no icon.
To create the UGBITS picture you first need to figure out what UGBITS image file it goes on. UGBITS1.png goes from 0 to 255. UGBITS2 goes from 256 to 511 UGBITS, UGBITS3 from 512 to 767 etc. If there is no file you can just create an empty, transparent 1024x1024 png file and give it the appropriate name. For 2815 that would be last entry on UGBITS10 so if you use that entry you would place your picture at the bottom right on that UGBITS picture. For entries like say 2810 you just count 5 tiles of 64x64 pixels to the left. UGBITS entries go left to right top to bottom. You probably want to have some sort of guide to help you align your images.
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- General
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Re: Model units
If you plan to use multiple models my suggestion would be to renumber them.
Personally I would take say UGBITS13 and start with renaming the first model 3072, the next one 3073, then 3074 etc. That way you do not have to figure out where say 2917 or 2679 are on a given UGBITS sheet. You simply start from the top left corner and work from there.
I recommend using UGBITS13-16 as they cover range 3072-4095 which is a modder only range just the avoid the admittedly unlikely event that BG suddenly decides to use them.
You can get away with just changing the first number in the default picnums entry but personally I recommend also renaming the mesh to the same new picnum value (e.g. changing UNIT2815.x to UNIT3072.x) and naturally calling that mesh instead.
I mainly suggest this as regional textures are called by the picnum value not the mesh ID so if you use this with any models with regional textures they cease to function. No idea if that will be an issue for you but it is not much work and I like to keep things consistent.
Personally I would take say UGBITS13 and start with renaming the first model 3072, the next one 3073, then 3074 etc. That way you do not have to figure out where say 2917 or 2679 are on a given UGBITS sheet. You simply start from the top left corner and work from there.
I recommend using UGBITS13-16 as they cover range 3072-4095 which is a modder only range just the avoid the admittedly unlikely event that BG suddenly decides to use them.
You can get away with just changing the first number in the default picnums entry but personally I recommend also renaming the mesh to the same new picnum value (e.g. changing UNIT2815.x to UNIT3072.x) and naturally calling that mesh instead.
I mainly suggest this as regional textures are called by the picnum value not the mesh ID so if you use this with any models with regional textures they cease to function. No idea if that will be an issue for you but it is not much work and I like to keep things consistent.