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Chuck_Owl
Feb-07-2014, 15:09
Hello everyone!

Another quick question.

I want to re-create an airfield for an upcoming movie project I'm currently working on. However, I think the airfields we already have in the standard map feel a bit "empty". I have seen in some movies some crewmen on the ground fixing aircraft, or some aircraft in maintenance with the cowlings removed and everything. Where are these models in the object editor? I've been looking for quite a while, now, and I can't find these kind of objects...

1lokos
Feb-07-2014, 18:28
For start look in Static > Enviroment

For vehicles Static > Vehicles, same for Artillery, Planes,...

Here are some objects grouped

http://jimeez.weebly.com/airfields-and-enviroment.html
http://jimeez.weebly.com/flak.html
http://jimeez.weebly.com/aircraft.html

Sokol1

bolox
Feb-08-2014, 01:40
also, make sure you have the line 'SpawnHumans=1' in your conf.ini ([core] section)- this will enable crew to be seen.
There aren't that many humans (and no separately placeable human objects- they are all attached to objects/vehicles), but you will get the hang of it playing around.


Also making multiple selections and saving to a file of groups of objects in a mini 'diorama' and then reusing them by pasting this file into missions can help save time. (alt select box with mouse, then right click and you should get copy/paste options)

Salmo
Feb-08-2014, 07:34
.... There aren't that many humans (and no separately placeable human objects- they are all attached to objects/vehicles), ......

Um .... errr .... You won't find human figures in the FMB, but there is a way to place humans ....

1. Place a static object where you want the human & save the mission.
2. Open the mission file in a text editor & find the line corresponding to the static object.
3. Replace the static objects name with Stationary.Humans.FieldKitchen_UK_Passenger_2

There are dozens of human objects. TF is working on getting these into FMB for you ...

https://imagizer.imageshack.us/v2/800x500q90/837/1st4.jpg
https://imagizer.imageshack.us/v2/800x500q90/32/csex.jpg

1lokos
Feb-08-2014, 11:58
Salmo,

Nice trick, thank you.

Sokol1

No601_Swallow
Feb-08-2014, 18:22
:woohoo:

Brilliant!



There are dozens of human objects. TF is working on getting these into FMB for you ...


TF - the present that just keeps giving!

[One of our mission designers will have to change his trousers...]

nacy
Aug-19-2014, 05:56
There are dozens of human objects.

There are dozens of human objects. Or find the list?
http://i39.servimg.com/u/f39/18/08/15/97/pilote10.jpg (http://servimg.com/image_preview.php?i=457&u=18081597)

1- Stationary.Humans.FieldKitchen_UK_Passenger_2
2- ?
3- ?
4- ?
5- ?
6- ?
7- ?
8- ?
9- ?
10- ?

LARRY69
Aug-28-2014, 16:32
http://i1364.photobucket.com/albums/r739/larry691/humens_zps851e7eba.png~original
Um .... errr .... You won't find human figures in the FMB, but there is a way to place humans ....

1. Place a static object where you want the human & save the mission.
2. Open the mission file in a text editor & find the line corresponding to the static object.
3. Replace the static objects name with Stationary.Humans.FieldKitchen_UK_Passenger_2

There are dozens of human objects. TF is working on getting these into FMB for you ...

https://imagizer.imageshack.us/v2/800x500q90/837/1st4.jpg
https://imagizer.imageshack.us/v2/800x500q90/32/csex.jpg

Hi Salmo,

Thanks... it works!:thumbsup:

There are other ones than "FieldKitchen-Humans"??? f.ex the "Oil_cards"...?

Larry69

nacy
Aug-28-2014, 18:50
Bonne chance avec les Humans dans Cliffs Of Dover.

Humans.Soldier_BMW_R71_Driver
Humans.Soldier_BMW_R71_Gunner
Humans.Soldier_Sdkfz_7_Driver1
Humans.Soldier_Sdkfz_7_Driver2
Humans.Soldier_Sdkfz_7_passanger1
Humans.Soldier_Sdkfz_7_passanger2
Humans.Soldier_Sdkfz_7_passanger3
Humans.Soldier_Sdkfz_7_passanger4
Humans.Soldier_Fordson_N_Driver_1
Humans.Soldier_FIAT_OCI_708_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_2
Humans.Soldier_FIAT_SPA_TL_37_Driver_3
Humans.Soldier_Kubelwagen_Driver_1
Humans.Soldier_Kubelwagen_Driver_2
Humans.Soldier_Horch_830_B1_Driver_1
Humans.Soldier_Horch_830_B1_Driver_2
Humans.Soldier_Horch_108_open_Driver_1
Humans.Soldier_Horch_108_open_Driver_2
Humans.Soldier_Horch_108_open_Passenger_1
Humans.Soldier_Horch_108_open_Passenger_2
Humans.Soldier_Horch_108_open_Gunner
Humans.Soldier_SdKfz_222_Gunner
Humans.Soldier_PaK_35_36_Gunner_1
Humans.Soldier_PaK_35_36_Gunner_2
Humans.Soldier_10_5_cm_LeFH_18_Gunner_1
Humans.Soldier_10_5_cm_LeFH_18_Gunner_2
Humans.RRH_Gunner_1
Humans.RRH_Gunner_2
Humans.Soldier_40mm_2pdr_AT_Gun_Gunner_1
Humans.Soldier_40mm_2pdr_AT_Gun_Passenger_1
Humans.Soldier_Beaverette_III_Driver_1
Humans.Soldier_Beaverette_III_Gunner_1
Humans.Soldier_AEC_Regent_II_Driver_1
Humans.Soldier_AEC_Regent_II_Passenger_1
Humans.Soldier_AEC_Regent_II_Passenger_2
Humans.Soldier_Austin_7_Driver_1
Humans.Soldier_Austin_7_Passenger_1
Humans.Soldier_Austin_10_Tilly_Driver_1
Humans.Soldier_Austin_10_Tilly_Passenger_1
Humans.Soldier_MG_TA_Driver_1
Humans.Soldier_MG_TA_Passenger_1
Humans.60cm_Flakscheinwerfer_Gunner_1
Humans.150_cm_Flakscheinwerfer_gunner1
Humans.150_cm_Flakscheinwerfer_gunner2
Humans.Em_4m_R(H)34_Gunner_1
Humans.Em_4m_R(H)34_Gunner_2
Humans.Em_4m_R(H)34_Gunner_3
Humans.Gulaschkanone_passenger_1
Humans.Gulaschkanone_passenger_2
Humans.Gulaschkanone_passenger_3
Humans.Gulaschkanone_passenger_4
Humans.Gulaschkanone_passenger_5
Humans.Gulaschkanone_passenger_6
Humans.HeavyBombLoadingCart_passenger_1
Humans.Kdo_Hi_Ger35_passenger_1
Humans.Kdo_Hi_Ger35_passenger_2
Humans.Kdo_Hi_Ger35_passenger_3
Humans.Kdo_Hi_Ger35_passenger_4
Humans.Ladder_passenger_ger_1
Humans.Ladder2_passenger_ger_1
Humans.Ladder2_passenger_ger_2
Humans.Ladder2_passenger_ger_3
Humans.Ladder2_passenger_ger_4
Humans.Portable_Siren_ger_passenger
Humans.SdKfz_9_GER1_Transport_passenger_1
Humans.SdKfz_9_GER1_Transport_passenger_2
Humans.Balloon_winch_ger_passenger_1
Humans.Soldier_Bedford_OXA_Driver
Humans.Soldier_Bedford_OXA_Gunner1
Humans.Soldier_Bedford_OXA_passanger2
Humans.Soldier_Bedford_OXA_passanger3
Humans.Soldier_Bren_Carrier_Driver
Humans.Soldier_Bren_Carrier_Gunner
Humans.Soldier_Bren_Carrier_Passenger
Humans.Soldier_Sdkfz_251A_Driver
Humans.Soldier_Sdkfz_251A_Gunner
Humans.Soldier_Sdkfz_251A_passanger1
Humans.Soldier_Sdkfz_251A_passanger2
Humans.Soldier_Sdkfz_251A_passanger3
Humans.Soldier_Zwillingssockel36_Gunner
Humans.Soldier_Flak38_Gunner
Humans.Soldier_Flak37_Gunner_1
Humans.Soldier_Flak37_Gunner_2
Humans.Soldier_Flak37_Driver_1
Humans.Soldier_Flak37_Driver_2
Humans.Soldier_Flak30_Gunner
Humans.Soldier_Flak28_Gunner_1
Humans.Soldier_Flak28_Gunner_2
Humans.Soldier_Unic_P107_Driver_1
Humans.Soldier_Unic_P107_Passenger_1
Humans.Soldier_Unic_P107_Passenger_2
Humans.90_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_2
Humans.FieldKitchen_UK_Passenger_1
Humans.FieldKitchen_UK_Passenger_2
Humans.FieldKitchen_UK_Passenger_3
Humans.FieldKitchen_UK_Passenger_4
Humans.FieldKitchen_UK_Passenger_5
Humans.FieldKitchen_UK_Passenger_6
Humans.HeightFinder_UK_Gunner_1
Humans.JP3_Generator_Passenger_1
Humans.JP3_Generator_Passenger_2
Humans.JP3_Generator_Passenger_3
Humans.Ladder1_UK_passenger_1
Humans.Ladder1_UK_passenger_2
Humans.Ladder1_UK_passenger_3
Humans.Soldier_FORD_G917_Driver
Humans.Soldier_FORD_G917_Passanger
Humans.Soldier_Sdkfz104_Driver_1
Humans.Soldier_Sdkfz104_Driver_2
Humans.Soldier_Sdkfz105_Gunner
Humans.Soldier_Krupp_L2H43_Driver_1
Humans.Soldier_Krupp_L2H43_Driver_2
Humans.Soldier_Krupp_L2H43_Gunner
Humans.Soldier_Krupp_L2H43_pak_Driver_1
Humans.Soldier_Krupp_L2H43_pak_Driver_2
Humans.Soldier_Krupp_L2H43_passenger_1
Humans.Soldier_Krupp_L2H43_passenger_2
Humans.Soldier_Krupp_L2H43_passenger_3

LARRY69
Aug-29-2014, 08:29
..oh! many thanks!:)

best regards
LARRY69

ATAG_Snapper
Aug-29-2014, 11:41
Thread stickied. :salute:

implicit A
Aug-29-2014, 13:11
usefull. great news again, I enjoy making form scratch alive airfield, unfact there not totally "historical" like some little sweet scenery in Fsx called Emma airfield with birds sounds and so on.
I've made from scratch Beauvais-nivillé Airfield in Picardy France, from wwii pictures . But despair we don't have yet a Fw 190 to put on. ;-)

I have problem to match the Ai runway with the one i draw on scenery so AI land and take off not on the right runway ... but it looks alive. That's what i love with QMB



11307

No601_Swallow
Sep-03-2014, 06:27
It's not a problem to add your own runways in the FMB, if you're creating your own airfield on top of the existing one (there's lots of info in the link in my sig.). For more details about runways in particular, see: http://www.tangmerepilots.co.uk/NewForum/viewtopic.php?f=65&t=14815 (http://www.tangmerepilots.co.uk/NewForum/viewtopic.php?f=65&t=14815).

But I don't know if the AI will use them. I suspect not. Hmm! I wonder...

92 Sqn. Philstyle (QJ-P)
Sep-03-2014, 08:33
But I don't know if the AI will use them. I suspect not. Hmm! I wonder...

In my experience the AI do use them.

implicit A
Sep-03-2014, 12:25
thanks for the usefull links :thumbsup:

ATAG_Monkeynut
Sep-04-2014, 04:25
I've just bought a book 'Battle of Britain Airfields' that has contemporary maps of the British airfields. They are pretty small, but big enough to see correct runway placement and where buildings were, if not what type. Might be useful to someone, pm me if you want a scan of any if them.

J99_Hunger
Oct-06-2014, 05:45
Hey Guys,

I just saw this picture by Larry and asked myself how I can get the engine-cover removed. Does anyone know that?


http://i1364.photobucket.com/albums/r739/larry691/4b65c403-df47-4c1a-9bcd-6f3c9659665d_zps16d8c2e9.png~original

Salmo
Oct-13-2014, 07:44
Hey Guys, I just saw this picture by Larry and asked myself how I can get the engine-cover removed. Does anyone know that?

http://i1364.photobucket.com/albums/r739/larry691/4b65c403-df47-4c1a-9bcd-6f3c9659665d_zps16d8c2e9.png

You need to edit the aircraft mesh file.

LARRY69
Oct-13-2014, 14:48
You need to edit the aircraft mesh file.

no no no..., it was made not that way. I edited nothing:no:

I put some small static object exactly(!) on the right place, so they touch (!) the cover of the spitfire. when I start the mission the covers remove without the whole plane explode. with the spitfire it works fine. Hurricanes it dosen`t !?! Why??? I don`t know! other planes I dont try it yet.

http://i1364.photobucket.com/albums/r739/larry691/3_zps22cc6aed.png~original

http://i1364.photobucket.com/albums/r739/larry691/2_zpsc008d0cb.png~original

http://i1364.photobucket.com/albums/r739/larry691/1_zps685ca8e7.png~original

LARRY69

ATAG_Lolsav
Oct-13-2014, 15:06
Awsome Larry, even the way you got to find a way to show the spit engine (too bad about hurricane - have you tryed to place the man on a diffrent position?)

LARRY69
Oct-13-2014, 16:27
... nothing helps:ind:

The Hurricane looks like that:sobbing:

http://i1364.photobucket.com/albums/r739/larry691/1-4_zps9aa4c71d.jpg~original

Salmo
Oct-16-2014, 05:43
no no no..., it was made not that way. I edited nothing:no:

I put some small static object exactly(!) on the right place, so they touch (!) the cover of the spitfire. when I start the mission the covers remove without the whole plane explode. with the spitfire it works fine. Hurricanes it dosen`t !?! Why??? I don`t know! other planes I dont try it yet.

http://i1364.photobucket.com/albums/r739/larry691/3_zps22cc6aed.png~original

http://i1364.photobucket.com/albums/r739/larry691/2_zpsc008d0cb.png~original

http://i1364.photobucket.com/albums/r739/larry691/1_zps685ca8e7.png~original

LARRY69

Now that's damn interesting #$%^&&* ?????? Looks like you static object is causing a "collision" with the engine cover at spawn-time & the game itself is changing the engine cover mesh from visible to invisible. Very clever indeed. Unfortunately, the hurricane is too sensitive for this technique, & instead of just change engine cover visibilty, the damage model causes the entore engine & nose to fall off :(

mayday
Oct-17-2014, 18:23
Nacy has put a Stationary ini file here with the extra objects (figures) in it. I downloaded it thinking it would be on the lines of IL2 ie find the games stationary ini and merge them. I don't know if that's what needs to be done but anyway I can't try because I can't find the game stationary ini file. Anyone help me out please.

Grey
Nov-15-2014, 16:06
Awesome!

Fletcher
Nov-28-2014, 04:02
There are dozens of human objects. Or find the list?
http://i39.servimg.com/u/f39/18/08/15/97/pilote10.jpg (http://servimg.com/image_preview.php?i=457&u=18081597)

1- Stationary.Humans.FieldKitchen_UK_Passenger_2
2- ?
3- ?
4- ?
5- ?
6- ?
7- ?
8- ?
9- ?
10- ?

This is awesome!
can someone tell me how to find the two Pilots in stationary.ini? Placing all the other humans worked fine for me, but still no look with the Pilots...

LARRY69
Nov-28-2014, 08:25
Hi Fletcher!

there are no Pilots in the FMB.

I create a small Mission on the FMB only for that shot. I jumped out of a RAR plane and the pilot landed there where you can see it, only for a few seconds without the `chut on the ground. then I made the screenshot.
Thats all.

Larry69

Fletcher
Nov-28-2014, 10:40
Hi Larry,

thank you very much for your post. Hopefully there will be Pilots in the future like in IL-2 DBW Mod

ATAG_Lolsav
Nov-28-2014, 11:18
Thats why Larry compositions are so unique. It takes a lot of trial and error to get the perfect screenshot. Good job Larry, much appreciated! :thumbsup:

Grey
Dec-19-2014, 16:28
Has anyone tried this with Germans?

I didn't put those guys in neither, just downloaded a airfield template and it came in.


it's not a good screenshot, but it's something

http://i.imgur.com/i6JllDd.jpg

BOBC
Jan-04-2017, 15:21
If you are making an accurate movie do note the groundcrew are wrong, British army did not service RAF and German Army did not service Luftwaffe.

CoD has no RAF or Luftwaffe groundcrew that I have seen as yet in stills.

Probably the biggest error of all in CoD.

Does anyone know how to correct this ?

Will this be fixed in next MOD ?

BOBC

SD_MBen
Jan-18-2017, 19:14
Bonne chance avec les Humans dans Cliffs Of Dover.

Humans.Soldier_BMW_R71_Driver
Humans.Soldier_BMW_R71_Gunner
Humans.Soldier_Sdkfz_7_Driver1
Humans.Soldier_Sdkfz_7_Driver2
Humans.Soldier_Sdkfz_7_passanger1
Humans.Soldier_Sdkfz_7_passanger2
Humans.Soldier_Sdkfz_7_passanger3
Humans.Soldier_Sdkfz_7_passanger4
Humans.Soldier_Fordson_N_Driver_1
Humans.Soldier_FIAT_OCI_708_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_2
Humans.Soldier_FIAT_SPA_TL_37_Driver_3
Humans.Soldier_Kubelwagen_Driver_1
Humans.Soldier_Kubelwagen_Driver_2
Humans.Soldier_Horch_830_B1_Driver_1
Humans.Soldier_Horch_830_B1_Driver_2
Humans.Soldier_Horch_108_open_Driver_1
Humans.Soldier_Horch_108_open_Driver_2
Humans.Soldier_Horch_108_open_Passenger_1
Humans.Soldier_Horch_108_open_Passenger_2
Humans.Soldier_Horch_108_open_Gunner
Humans.Soldier_SdKfz_222_Gunner
Humans.Soldier_PaK_35_36_Gunner_1
Humans.Soldier_PaK_35_36_Gunner_2
Humans.Soldier_10_5_cm_LeFH_18_Gunner_1
Humans.Soldier_10_5_cm_LeFH_18_Gunner_2
Humans.RRH_Gunner_1
Humans.RRH_Gunner_2
Humans.Soldier_40mm_2pdr_AT_Gun_Gunner_1
Humans.Soldier_40mm_2pdr_AT_Gun_Passenger_1
Humans.Soldier_Beaverette_III_Driver_1
Humans.Soldier_Beaverette_III_Gunner_1
Humans.Soldier_AEC_Regent_II_Driver_1
Humans.Soldier_AEC_Regent_II_Passenger_1
Humans.Soldier_AEC_Regent_II_Passenger_2
Humans.Soldier_Austin_7_Driver_1
Humans.Soldier_Austin_7_Passenger_1
Humans.Soldier_Austin_10_Tilly_Driver_1
Humans.Soldier_Austin_10_Tilly_Passenger_1
Humans.Soldier_MG_TA_Driver_1
Humans.Soldier_MG_TA_Passenger_1
Humans.60cm_Flakscheinwerfer_Gunner_1
Humans.150_cm_Flakscheinwerfer_gunner1
Humans.150_cm_Flakscheinwerfer_gunner2
Humans.Em_4m_R(H)34_Gunner_1
Humans.Em_4m_R(H)34_Gunner_2
Humans.Em_4m_R(H)34_Gunner_3
Humans.Gulaschkanone_passenger_1
Humans.Gulaschkanone_passenger_2
Humans.Gulaschkanone_passenger_3
Humans.Gulaschkanone_passenger_4
Humans.Gulaschkanone_passenger_5
Humans.Gulaschkanone_passenger_6
Humans.HeavyBombLoadingCart_passenger_1
Humans.Kdo_Hi_Ger35_passenger_1
Humans.Kdo_Hi_Ger35_passenger_2
Humans.Kdo_Hi_Ger35_passenger_3
Humans.Kdo_Hi_Ger35_passenger_4
Humans.Ladder_passenger_ger_1
Humans.Ladder2_passenger_ger_1
Humans.Ladder2_passenger_ger_2
Humans.Ladder2_passenger_ger_3
Humans.Ladder2_passenger_ger_4
Humans.Portable_Siren_ger_passenger
Humans.SdKfz_9_GER1_Transport_passenger_1
Humans.SdKfz_9_GER1_Transport_passenger_2
Humans.Balloon_winch_ger_passenger_1
Humans.Soldier_Bedford_OXA_Driver
Humans.Soldier_Bedford_OXA_Gunner1
Humans.Soldier_Bedford_OXA_passanger2
Humans.Soldier_Bedford_OXA_passanger3
Humans.Soldier_Bren_Carrier_Driver
Humans.Soldier_Bren_Carrier_Gunner
Humans.Soldier_Bren_Carrier_Passenger
Humans.Soldier_Sdkfz_251A_Driver
Humans.Soldier_Sdkfz_251A_Gunner
Humans.Soldier_Sdkfz_251A_passanger1
Humans.Soldier_Sdkfz_251A_passanger2
Humans.Soldier_Sdkfz_251A_passanger3
Humans.Soldier_Zwillingssockel36_Gunner
Humans.Soldier_Flak38_Gunner
Humans.Soldier_Flak37_Gunner_1
Humans.Soldier_Flak37_Gunner_2
Humans.Soldier_Flak37_Driver_1
Humans.Soldier_Flak37_Driver_2
Humans.Soldier_Flak30_Gunner
Humans.Soldier_Flak28_Gunner_1
Humans.Soldier_Flak28_Gunner_2
Humans.Soldier_Unic_P107_Driver_1
Humans.Soldier_Unic_P107_Passenger_1
Humans.Soldier_Unic_P107_Passenger_2
Humans.90_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_2
Humans.FieldKitchen_UK_Passenger_1
Humans.FieldKitchen_UK_Passenger_2
Humans.FieldKitchen_UK_Passenger_3
Humans.FieldKitchen_UK_Passenger_4
Humans.FieldKitchen_UK_Passenger_5
Humans.FieldKitchen_UK_Passenger_6
Humans.HeightFinder_UK_Gunner_1
Humans.JP3_Generator_Passenger_1
Humans.JP3_Generator_Passenger_2
Humans.JP3_Generator_Passenger_3
Humans.Ladder1_UK_passenger_1
Humans.Ladder1_UK_passenger_2
Humans.Ladder1_UK_passenger_3
Humans.Soldier_FORD_G917_Driver
Humans.Soldier_FORD_G917_Passanger
Humans.Soldier_Sdkfz104_Driver_1
Humans.Soldier_Sdkfz104_Driver_2
Humans.Soldier_Sdkfz105_Gunner
Humans.Soldier_Krupp_L2H43_Driver_1
Humans.Soldier_Krupp_L2H43_Driver_2
Humans.Soldier_Krupp_L2H43_Gunner
Humans.Soldier_Krupp_L2H43_pak_Driver_1
Humans.Soldier_Krupp_L2H43_pak_Driver_2
Humans.Soldier_Krupp_L2H43_passenger_1
Humans.Soldier_Krupp_L2H43_passenger_2
Humans.Soldier_Krupp_L2H43_passenger_3

Hi,
Where does the Stationary.rar download go?
Many thanks if you can help.

SD_MBen
Jan-19-2017, 19:27
Bump.

Does anybody know anything about this?

Many thanks if you can help!

Ben

LARRY69
Jan-20-2017, 16:57
Hallo SD-MBen,

Hope I can help you (poor english)

http://i1364.photobucket.com/albums/r739/larry691/2017-01-20%2022_33_38-D__Eigene%20Dateien_Documents_1C%20SoftClub_il-2%20sturmovik%20cliffs%20of%20dover%20-%20MOD_mis_zpszvwh6yic.jpg~original

1. place a static object somewhere on the map in the FMB. It dosen`t matter what it is. Save it.
2. then go out of the game, in the mission file.
3. Then replace the static name of the object and put the Human name instead.(Picture above Nr 2)
4. Save the changes, and go ingame again. Take a look.
(Nr 3. in the picture is the place on the map, and Nr 4. is the altitude of the object. Some Humans are in the ground! Set hstart 1.0 first, then you can see them!)

cheers

Larry

SD_MBen
Jan-22-2017, 10:21
Hi Larry69,
Many thanks for this, I will certainly give it a go.

SD_MBen

Nephilim
Jan-24-2017, 18:50
For start look in Static > Enviroment

For vehicles Static > Vehicles, same for Artillery, Planes,...

Here are some objects grouped

http://jimeez.weebly.com/airfields-and-enviroment.html
http://jimeez.weebly.com/flak.html
http://jimeez.weebly.com/aircraft.html

Sokol1

Those links are dead, any idea where else to find it?


.... Just found it on M4T

TWC_Mackers
Apr-24-2017, 12:47
Now that's damn interesting #$%^&&* ?????? Looks like you static object is causing a "collision" with the engine cover at spawn-time & the game itself is changing the engine cover mesh from visible to invisible. Very clever indeed. Unfortunately, the hurricane is too sensitive for this technique, & instead of just change engine cover visibilty, the damage model causes the entore engine & nose to fall off :(

The covers are on the floor under the nose. The collision has knocked them off and they are resting under the engine.

This is simply superb :stunned:

Poltava
Sep-02-2017, 07:12
Bonne chance avec les Humans dans Cliffs Of Dover.

Humans.Soldier_BMW_R71_Driver
Humans.Soldier_BMW_R71_Gunner
Humans.Soldier_Sdkfz_7_Driver1
Humans.Soldier_Sdkfz_7_Driver2
Humans.Soldier_Sdkfz_7_passanger1
Humans.Soldier_Sdkfz_7_passanger2
Humans.Soldier_Sdkfz_7_passanger3
Humans.Soldier_Sdkfz_7_passanger4
Humans.Soldier_Fordson_N_Driver_1
Humans.Soldier_FIAT_OCI_708_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_2
Humans.Soldier_FIAT_SPA_TL_37_Driver_3
Humans.Soldier_Kubelwagen_Driver_1
Humans.Soldier_Kubelwagen_Driver_2
Humans.Soldier_Horch_830_B1_Driver_1
Humans.Soldier_Horch_830_B1_Driver_2
Humans.Soldier_Horch_108_open_Driver_1
Humans.Soldier_Horch_108_open_Driver_2
Humans.Soldier_Horch_108_open_Passenger_1
Humans.Soldier_Horch_108_open_Passenger_2
Humans.Soldier_Horch_108_open_Gunner
Humans.Soldier_SdKfz_222_Gunner
Humans.Soldier_PaK_35_36_Gunner_1
Humans.Soldier_PaK_35_36_Gunner_2
Humans.Soldier_10_5_cm_LeFH_18_Gunner_1
Humans.Soldier_10_5_cm_LeFH_18_Gunner_2
Humans.RRH_Gunner_1
Humans.RRH_Gunner_2
Humans.Soldier_40mm_2pdr_AT_Gun_Gunner_1
Humans.Soldier_40mm_2pdr_AT_Gun_Passenger_1
Humans.Soldier_Beaverette_III_Driver_1
Humans.Soldier_Beaverette_III_Gunner_1
Humans.Soldier_AEC_Regent_II_Driver_1
Humans.Soldier_AEC_Regent_II_Passenger_1
Humans.Soldier_AEC_Regent_II_Passenger_2
Humans.Soldier_Austin_7_Driver_1
Humans.Soldier_Austin_7_Passenger_1
Humans.Soldier_Austin_10_Tilly_Driver_1
Humans.Soldier_Austin_10_Tilly_Passenger_1
Humans.Soldier_MG_TA_Driver_1
Humans.Soldier_MG_TA_Passenger_1
Humans.60cm_Flakscheinwerfer_Gunner_1
Humans.150_cm_Flakscheinwerfer_gunner1
Humans.150_cm_Flakscheinwerfer_gunner2
Humans.Em_4m_R(H)34_Gunner_1
Humans.Em_4m_R(H)34_Gunner_2
Humans.Em_4m_R(H)34_Gunner_3
Humans.Gulaschkanone_passenger_1
Humans.Gulaschkanone_passenger_2
Humans.Gulaschkanone_passenger_3
Humans.Gulaschkanone_passenger_4
Humans.Gulaschkanone_passenger_5
Humans.Gulaschkanone_passenger_6
Humans.HeavyBombLoadingCart_passenger_1
Humans.Kdo_Hi_Ger35_passenger_1
Humans.Kdo_Hi_Ger35_passenger_2
Humans.Kdo_Hi_Ger35_passenger_3
Humans.Kdo_Hi_Ger35_passenger_4
Humans.Ladder_passenger_ger_1
Humans.Ladder2_passenger_ger_1
Humans.Ladder2_passenger_ger_2
Humans.Ladder2_passenger_ger_3
Humans.Ladder2_passenger_ger_4
Humans.Portable_Siren_ger_passenger
Humans.SdKfz_9_GER1_Transport_passenger_1
Humans.SdKfz_9_GER1_Transport_passenger_2
Humans.Balloon_winch_ger_passenger_1
Humans.Soldier_Bedford_OXA_Driver
Humans.Soldier_Bedford_OXA_Gunner1
Humans.Soldier_Bedford_OXA_passanger2
Humans.Soldier_Bedford_OXA_passanger3
Humans.Soldier_Bren_Carrier_Driver
Humans.Soldier_Bren_Carrier_Gunner
Humans.Soldier_Bren_Carrier_Passenger
Humans.Soldier_Sdkfz_251A_Driver
Humans.Soldier_Sdkfz_251A_Gunner
Humans.Soldier_Sdkfz_251A_passanger1
Humans.Soldier_Sdkfz_251A_passanger2
Humans.Soldier_Sdkfz_251A_passanger3
Humans.Soldier_Zwillingssockel36_Gunner
Humans.Soldier_Flak38_Gunner
Humans.Soldier_Flak37_Gunner_1
Humans.Soldier_Flak37_Gunner_2
Humans.Soldier_Flak37_Driver_1
Humans.Soldier_Flak37_Driver_2
Humans.Soldier_Flak30_Gunner
Humans.Soldier_Flak28_Gunner_1
Humans.Soldier_Flak28_Gunner_2
Humans.Soldier_Unic_P107_Driver_1
Humans.Soldier_Unic_P107_Passenger_1
Humans.Soldier_Unic_P107_Passenger_2
Humans.90_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_2
Humans.FieldKitchen_UK_Passenger_1
Humans.FieldKitchen_UK_Passenger_2
Humans.FieldKitchen_UK_Passenger_3
Humans.FieldKitchen_UK_Passenger_4
Humans.FieldKitchen_UK_Passenger_5
Humans.FieldKitchen_UK_Passenger_6
Humans.HeightFinder_UK_Gunner_1
Humans.JP3_Generator_Passenger_1
Humans.JP3_Generator_Passenger_2
Humans.JP3_Generator_Passenger_3
Humans.Ladder1_UK_passenger_1
Humans.Ladder1_UK_passenger_2
Humans.Ladder1_UK_passenger_3
Humans.Soldier_FORD_G917_Driver
Humans.Soldier_FORD_G917_Passanger
Humans.Soldier_Sdkfz104_Driver_1
Humans.Soldier_Sdkfz104_Driver_2
Humans.Soldier_Sdkfz105_Gunner
Humans.Soldier_Krupp_L2H43_Driver_1
Humans.Soldier_Krupp_L2H43_Driver_2
Humans.Soldier_Krupp_L2H43_Gunner
Humans.Soldier_Krupp_L2H43_pak_Driver_1
Humans.Soldier_Krupp_L2H43_pak_Driver_2
Humans.Soldier_Krupp_L2H43_passenger_1
Humans.Soldier_Krupp_L2H43_passenger_2
Humans.Soldier_Krupp_L2H43_passenger_3

I am populating an airfield as we speak, but the figures I've tried so far only have upper bodies :stunned: Which in the list above are full figures? Anyone knows?

♣_Spiritus_♣
Sep-02-2017, 12:02
Poltava, all of them are full figures, so I suspect you need to adjust the Z-offset to raise the humans up.

Z-offset will move an object up or down. So some of the smokes you can adjust to make it look like the factory chimneys are churning. Or cranes are moving shipping containers... so on.

:thumbsup:

Poltava
Sep-02-2017, 14:57
Poltava, all of them are full figures, so I suspect you need to adjust the Z-offset to raise the humans up.

Z-offset will move an object up or down. So some of the smokes you can adjust to make it look like the factory chimneys are churning. Or cranes are moving shipping containers... so on.

:thumbsup:

Silly me! :getaway: That's what you get when you're rookie just fresh from old IL-2.

But how do you perform that Z adjustment? If I go to "properties" for one of these half-men I just get the general Objects Menu.

Sorry about being such a noob ...

1lokos
Sep-02-2017, 15:24
FMB Z-Offset parameter is translated to "hstart" in mission code:

http://i1364.photobucket.com/albums/r739/larry691/2017-01-20%2022_33_38-D__Eigene%20Dateien_Documents_1C%20SoftClub_il-2%20sturmovik%20cliffs%20of%20dover%20-%20MOD_mis_zpszvwh6yic.jpg~original

Since the Humans don't appear in FMB, hence you can't adjust Z-Offset there, you need adjust the parameter manually in mission code - 4 in the above picture.
I guess that 0 put then at ground level.

Poltava
Sep-02-2017, 17:45
Thanks!!! That did it! (As long as they are designated "nn" when it comes to what side they belong to.)

The system isn't completely transparent:

Humans standing need the value of 0.8
Humans kneeling 0.3
Humans sitting down on their b*tt 0.0

Hunter1
Jan-06-2018, 16:39
where to put the stationary.ini file i have download ? Thank you in advance

madshepherd
Sep-17-2018, 20:43
Can someone confirm if this Human z-offset system is still working ?

I have tried this offset (0.80) :- Static32 Stationary.Humans.FieldKitchen_UK_Passenger_4 gb 188226.69 258378.14 0.80

and several others but human always turns up (the same ) waist high .

And although the original object was a hand Siren when i right click / properties / over human (in Mission builder ) he shows up as a Blenheim Bomber ::faint:

thanks

LARRY69
Sep-18-2018, 01:27
Hallo madshepherd,

No, the z-offset funktion is not working with the humans. You have to change that manuely in the documents folders / missions.

Larry

madshepherd
Sep-18-2018, 19:18
Hi
Larry

thanks for your reply

I had been altering the lines in the Docs / Mission folder

however, having checked again over the previous posts on this, i found that i had failed to put in this ----> /hstart

prior to "offset " .

Now working fine set at 0.80 :clap:

thanks again

madshepherd
Sep-19-2018, 08:52
Hi
Larry
they have turned out quite good ;;)

https://i.imgur.com/gihpHXN.gif https://i.imgur.com/8CPrvmo.gif https://i.imgur.com/mXs19jp.gifhttps://i.imgur.com/vlO35Wz.gif https://i.imgur.com/9OHEUZR.gif


;;)

thee_oddball
Jan-02-2019, 19:39
while in 3D mode holding the F4 key down and sliding the mouse forwards and backwards no longer raises or lower objects, I can see the H number changing but it goes right back to 0, is there a new method for this besides editing text files?

Bonditaria
Jan-03-2019, 12:22
37806

Check the value "zoffset" in the object properties.

The method you mention still works for Smokes, but some things changed a few releases ago.

You can still edit the text files but this FMB option is now shown for objects that can be raised.

SD_MBen
Mar-17-2019, 14:29
Hi
Larry
they have turned out quite good ;;)

[spoiler] https://i.imgur.com/mXs19jp.gif


;;)
Hi Larry,
Is it possible that we can have this as a "Menu" ("Single Mission", "Campaign" etc.) screen in v4.312 instead of the "Stuka" screen??
Many thanks if you can help.
Ben

LARRY69
Mar-17-2019, 15:05
Hi SD-MBen,

I have to admit, It`s not one of mine! Sorry. I can`t give permission.:ind:
Thanks,


Larry

SD_MBen
Mar-19-2019, 12:14
Edited.

mayday
Mar-21-2019, 08:04
Airfield features, planes, vehicles etc.
Not my own work by any means.
They go in your il-2 sturmovik cliffs of dover - MOD/Blitz - "Missions" folder.

Link: http://www.mediafire.com/file/nma9dset95zds3x/Airfields.7z/file

SD_Ben I can't figure out how to use this. Do you copy and paste the text into a mission's MIS file? Thanks.

LARRY69
Mar-21-2019, 08:19
SD_Ben I can't figure out how to use this. Do you copy and paste the text into a mission's MIS file? Thanks.

+1 ..same here. No chance to bring it ingame.:dazed:

1lokos
Mar-21-2019, 08:51
mayday

Extract the folder "airfields" for inside:

...Documentos\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single"Create a new folder with number"\Airfields

- Don't extract the files inside "airfields" folder but the whole folder, if extract only objects for "\Single" folder will result in weird names in Single Missions selection.

- The new folder in "create a new folder with number (e.g. 1)" will avoid that "Airfield" folder appear inside Single Missions selection screen.

Then in FMB, go to desired airfield, e.g. Hawkinge, mouse right click on screen in middle of runway for bring up "Past from file" button.

Click in the button and select from the folder "airfields" the file "hawkinge1939", a large group of objects will appear over Hawkinge.

Issues I have found:

- In an test the placement result a bit odd*, with planes and vehicles in middle of runway. Will be need replace some manually.

For move all the objects as group, press and hold ALT and drag a box around then. I try rotate then, but this result in just mirror the placement 180º...

- Unless for make movies no much reason for use that big number of objects in an airfield, because objects that are not very close to player is barely visible, resulting in something that are taxing the system (PC) without benefit.

EDIT - Sample of result:

https://i.postimg.cc/RNZckw6D/Clo-D-Hawkinge-objects.jpg (https://postimg.cc/RNZckw6D)

* This collection of objects was done in early CloD ~ 2011, perhaps the posterior maps changes - a "dumb down" process, in the desperate attempt to increase FPS, that broken "spline roads", is the cause of this placement issue.

SD_MBen
Mar-21-2019, 09:59
mayday

Extract the folder "airfields" for inside:

...Documentos\1C SoftClub\il-2 sturmovik cliffs of dover\missions\Single"Create a new folder with number"\Airfields

- Don't extract the files inside "airfields" folder but the whole folder, if extract only objects for "\Single" folder will result in weird names in Single Missions selection.

- The new folder in "create a new folder with number (e.g. 1)" will avoid that "Airfield" folder appear inside Single Missions selection screen.

Then in FMB, go to desired airfield, e.g. Hawkinge, mouse right click on screen in middle of runway for bring up "Past from file" button.

Click in the button and select from the folder "airfields" the file "hawkinge1939", a large group of objects will appear over Hawkinge.

Issues I have found:

- In an test the placement result a bit odd*, with planes and vehicles in middle of runway. Will be need replace some manually.

For move all the objects as group, press and hold ALT and drag a box around then. I try rotate then, but this result in just mirror the placement 180º...

- Unless for make movies no much reason for use that big number of objects in an airfield, because objects that are not very close to player is barely visible, resulting in something that are taxing the system (PC) without benefit.

* This collection of objects was done in early CloD ~ 2011, perhaps the posterior maps changes - a "dumb down" process, in the desperate attempt to increase FPS, that broken "spline roads", is the cause of this placement issue.
On looking at these features again I can see that 1lokos is right.
They were old files that I had to hand from a 2011 download!
Consequently I have withdrawn those files with regards to specific Airfields and have just used those files that can be placed anywhere!
Apologizes to all.
Ben

mayday
Mar-21-2019, 10:58
SD_MBen and 1lokos. Thanks for your answers.

1lokos
Mar-21-2019, 15:14
They were old files that I had to hand from a 2011 download!
Consequently I have withdrawn these files with apologizes to all
Sorry Chaps.


I think this groups was made by a guy nickname Ajay. They have issues - due CloD issues, but are useful, if you want populate Hawking in similar way will need spend hours in FMB.

For example, are cargo in trucks, this mean zoom in FMB (PITA) until see truck and position cargo and set Z off-set - e..g. 0.7 meters.

Use then maybe require in move some objects, but just it.

Grouped objects can be separated by press an hold ALT and RIGHT mouse button and draw a box around then.

After set then appropriately, press and hold ALT and LEFT mouse button and draw a box around then.

Then select the group - click over any object and right click on screen to bring up the button for save then as now object for future use.

SD_MBen
Mar-21-2019, 15:51
I think this groups are made by a guy nickname Ajay, they have issues - due CloD issues, but are useful, if you want populate Hawking in similar way will need spend hours in FMB.

For example, are cargo in trucks, this mean zoom in FMB (PITA) until see truck and position cargo and set Z off-set - e..g. 0.7 meters.

Use then maybe require in move some objects, but just it.

Grouped objects can be separated by press an hold ALT and RIGHT mouse button and draw a box around then.

After set then appropriately, press and hold ALT and LEFT mouse button and draw a box around then.

Then select the group - click over any object and right click on screen to bring up the button for save then as now object for future use.
Reading 1lokos's excellent post I have decided to re-submit a few airfield features like aircraft and vehicles that can be placed anywhere!
Install to your Documents/ 1C SoftClub/ il-2 sturmovik cliffs of dover - MOD/Blitz "Missions" folder.
To move hold down the [Alt] key and select in a square with your mouse.

Link: http://www.mediafire.com/file/rsfghj32s8ek528/Airfields.7z/file

mayday
Mar-21-2019, 19:13
Reading 1lokos's excellent post I have decided to re-submit a few airfield features like aircraft and vehicles that can be placed anywhere!
Install you your Documents/ 1C SoftClub/ il-2 sturmovik cliffs of dover - MOD/Blitz - Missions folder.
Link: http://www.mediafire.com/file/rsfghj32s8ek528/Airfields.7z/file
Thank you. Great stuff!

SD_MBen
May-04-2019, 03:52
A set of RAF airfield bases. (Tangmere, Manston, etc.).
This is not my work, I cannot find the guy who did them but I am sure he will give his permission.
If he can get in touch with me I will give him full credit here and in the ReadMe.

Installation is in the ReadMe.
Link: http://www.mediafire.com/file/rsfghj32s8ek528/Airfields.7z/file

Erpr.Gr.210_Mölders
Oct-01-2019, 08:17
Is there a way to rotate horizontally an object editing the mission file?

/hstart is for the height up/down...any command for the horizontal plane too? ( sample: something like /wstart )

1lokos
Oct-01-2019, 10:16
Not sure about what you are asking (/wstart)... :D

But Numpad keys 4 and 6 allow rotate objects, 7 and 8 in small steeps.

If the objects are grouped, they are rotated individually inside group, resulting in a misaligned group.

Erpr.Gr.210_Mölders
Oct-01-2019, 16:02
Not sure about what you are asking (/wstart)... :D

But Numpad keys 4 and 6 allow rotate objects, 7 and 8 in small steeps.

If the objects are grouped, they are rotated individually inside group, resulting in a misaligned group.

Yep I know this ( thanks for your reply somehow! )

What I was meaning is this...for example...within the static objects there are available some 8.8 cm shells but they are all placed by default in a vertical position...I'n curious to know if there is the chance, in some way, to rotate them horizontally instead ( I have used " w " as " width " as like the actual " h " stands for " height " )

Pienoir
Jan-02-2020, 01:34
Bonne chance avec les Humans dans Cliffs Of Dover.

Humans.Soldier_BMW_R71_Driver
Humans.Soldier_BMW_R71_Gunner
Humans.Soldier_Sdkfz_7_Driver1
Humans.Soldier_Sdkfz_7_Driver2
Humans.Soldier_Sdkfz_7_passanger1
Humans.Soldier_Sdkfz_7_passanger2
Humans.Soldier_Sdkfz_7_passanger3
Humans.Soldier_Sdkfz_7_passanger4
Humans.Soldier_Fordson_N_Driver_1
Humans.Soldier_FIAT_OCI_708_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_1
Humans.Soldier_FIAT_SPA_TL_37_Driver_2
Humans.Soldier_FIAT_SPA_TL_37_Driver_3
Humans.Soldier_Kubelwagen_Driver_1
Humans.Soldier_Kubelwagen_Driver_2
Humans.Soldier_Horch_830_B1_Driver_1
Humans.Soldier_Horch_830_B1_Driver_2
Humans.Soldier_Horch_108_open_Driver_1
Humans.Soldier_Horch_108_open_Driver_2
Humans.Soldier_Horch_108_open_Passenger_1
Humans.Soldier_Horch_108_open_Passenger_2
Humans.Soldier_Horch_108_open_Gunner
Humans.Soldier_SdKfz_222_Gunner
Humans.Soldier_PaK_35_36_Gunner_1
Humans.Soldier_PaK_35_36_Gunner_2
Humans.Soldier_10_5_cm_LeFH_18_Gunner_1
Humans.Soldier_10_5_cm_LeFH_18_Gunner_2
Humans.RRH_Gunner_1
Humans.RRH_Gunner_2
Humans.Soldier_40mm_2pdr_AT_Gun_Gunner_1
Humans.Soldier_40mm_2pdr_AT_Gun_Passenger_1
Humans.Soldier_Beaverette_III_Driver_1
Humans.Soldier_Beaverette_III_Gunner_1
Humans.Soldier_AEC_Regent_II_Driver_1
Humans.Soldier_AEC_Regent_II_Passenger_1
Humans.Soldier_AEC_Regent_II_Passenger_2
Humans.Soldier_Austin_7_Driver_1
Humans.Soldier_Austin_7_Passenger_1
Humans.Soldier_Austin_10_Tilly_Driver_1
Humans.Soldier_Austin_10_Tilly_Passenger_1
Humans.Soldier_MG_TA_Driver_1
Humans.Soldier_MG_TA_Passenger_1
Humans.60cm_Flakscheinwerfer_Gunner_1
Humans.150_cm_Flakscheinwerfer_gunner1
Humans.150_cm_Flakscheinwerfer_gunner2
Humans.Em_4m_R(H)34_Gunner_1
Humans.Em_4m_R(H)34_Gunner_2
Humans.Em_4m_R(H)34_Gunner_3
Humans.Gulaschkanone_passenger_1
Humans.Gulaschkanone_passenger_2
Humans.Gulaschkanone_passenger_3
Humans.Gulaschkanone_passenger_4
Humans.Gulaschkanone_passenger_5
Humans.Gulaschkanone_passenger_6
Humans.HeavyBombLoadingCart_passenger_1
Humans.Kdo_Hi_Ger35_passenger_1
Humans.Kdo_Hi_Ger35_passenger_2
Humans.Kdo_Hi_Ger35_passenger_3
Humans.Kdo_Hi_Ger35_passenger_4
Humans.Ladder_passenger_ger_1
Humans.Ladder2_passenger_ger_1
Humans.Ladder2_passenger_ger_2
Humans.Ladder2_passenger_ger_3
Humans.Ladder2_passenger_ger_4
Humans.Portable_Siren_ger_passenger
Humans.SdKfz_9_GER1_Transport_passenger_1
Humans.SdKfz_9_GER1_Transport_passenger_2
Humans.Balloon_winch_ger_passenger_1
Humans.Soldier_Bedford_OXA_Driver
Humans.Soldier_Bedford_OXA_Gunner1
Humans.Soldier_Bedford_OXA_passanger2
Humans.Soldier_Bedford_OXA_passanger3
Humans.Soldier_Bren_Carrier_Driver
Humans.Soldier_Bren_Carrier_Gunner
Humans.Soldier_Bren_Carrier_Passenger
Humans.Soldier_Sdkfz_251A_Driver
Humans.Soldier_Sdkfz_251A_Gunner
Humans.Soldier_Sdkfz_251A_passanger1
Humans.Soldier_Sdkfz_251A_passanger2
Humans.Soldier_Sdkfz_251A_passanger3
Humans.Soldier_Zwillingssockel36_Gunner
Humans.Soldier_Flak38_Gunner
Humans.Soldier_Flak37_Gunner_1
Humans.Soldier_Flak37_Gunner_2
Humans.Soldier_Flak37_Driver_1
Humans.Soldier_Flak37_Driver_2
Humans.Soldier_Flak30_Gunner
Humans.Soldier_Flak28_Gunner_1
Humans.Soldier_Flak28_Gunner_2
Humans.Soldier_Unic_P107_Driver_1
Humans.Soldier_Unic_P107_Passenger_1
Humans.Soldier_Unic_P107_Passenger_2
Humans.90_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_1
Humans.150_cm_SearchLight_Gunner_2
Humans.FieldKitchen_UK_Passenger_1
Humans.FieldKitchen_UK_Passenger_2
Humans.FieldKitchen_UK_Passenger_3
Humans.FieldKitchen_UK_Passenger_4
Humans.FieldKitchen_UK_Passenger_5
Humans.FieldKitchen_UK_Passenger_6
Humans.HeightFinder_UK_Gunner_1
Humans.JP3_Generator_Passenger_1
Humans.JP3_Generator_Passenger_2
Humans.JP3_Generator_Passenger_3
Humans.Ladder1_UK_passenger_1
Humans.Ladder1_UK_passenger_2
Humans.Ladder1_UK_passenger_3
Humans.Soldier_FORD_G917_Driver
Humans.Soldier_FORD_G917_Passanger
Humans.Soldier_Sdkfz104_Driver_1
Humans.Soldier_Sdkfz104_Driver_2
Humans.Soldier_Sdkfz105_Gunner
Humans.Soldier_Krupp_L2H43_Driver_1
Humans.Soldier_Krupp_L2H43_Driver_2
Humans.Soldier_Krupp_L2H43_Gunner
Humans.Soldier_Krupp_L2H43_pak_Driver_1
Humans.Soldier_Krupp_L2H43_pak_Driver_2
Humans.Soldier_Krupp_L2H43_passenger_1
Humans.Soldier_Krupp_L2H43_passenger_2
Humans.Soldier_Krupp_L2H43_passenger_3



Hello mate

Is this the complete list of human objects, or is there more?

Cheers

Erpr.Gr.210_Mölders
Jan-02-2020, 05:36
Hello mate

Is this the complete list of human objects, or is there more?

Cheers

They should be all as far as I know ;)

Bonditaria
Jan-05-2020, 08:43
They should be all as far as I know ;)

All Humans in Cliffs of Dover can be seen here in a thread with screenshots of each Human, this may help choosing characters for your scenes!

https://theairtacticalassaultgroup.com/forum/showthread.php?t=32271

Edit:

ATAG_Noofy has kindly made an optimized pdf available to download with all the Humans screenshots in it, only 9.5 MB! In this case all that is needed is a decent representation of the general character attitude, and the filename. 40 times compression does not harm the purpose of this document graphic wise, but download time is reduced...

https://mega.nz/#!V09RmQ6T!JXC1HFmzevrWJbxARNBBJi-UZeux142MenT5IlpjQYc

:thumbsup: