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Sean O'Connor's Games • View topic - Japanese troops???

Japanese troops???

Real time World War II combat simulation

Graphic Design...

Postby Paolo Sforza » Sat Oct 01, 2005 10:55 am

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Re: Graphic Design...

Postby Sean OConnor » Sat Oct 01, 2005 11:12 am

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Japanese Graphics...

Postby Paolo Sforza » Sat Oct 01, 2005 3:04 pm

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Re: Re-equipped Italians (on a page about the Japanese)???

Postby Luca Morandini » Sun Oct 02, 2005 3:56 pm

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Italians 1944-45 on Allied Side

Postby daehttub_2000 » Mon Oct 03, 2005 5:13 am

I don't think it would be historically accurate to have an allied Italian force.

The Allies used the Italians largely as labor for logistics support for the allied forces. The terrain and the fighting (especially around Monte Cassino) often required mules and manual carrying of supplies and wounded. Not a very mechanized friendly war -- which is why the Germans were able to hold out for so long despite being vastly outnumbered in armor, planes, artillery, men, etc.

It would be interesting to try to represent a brief abortive attempt by the Italians to resist the Germans after the "suprise" Italian surrender to the Allies. However, the Germans quickly smashed any resistance. Italy was just too poor of a country to properly equip it's army. The Italian tanks really need to be fixed. The main guns on the M14 was the 47mm and the early versions of the tanks could actually be penetrated by rifle fire. At the start of the desert campaign, the Italian tanks were incapable of knocking out the Matilda tank.

Sean, I'll try to get around to updating the armor penetration stats based on the websites I've found (and correct for the "effective" armor thickness taking into account the angle of the armor).
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Re: Italians 1944-45 on Allied Side

Postby Sean OConnor » Tue Oct 04, 2005 7:32 am

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Re: Japanese Graphics...

Postby Sean OConnor » Tue Oct 04, 2005 9:07 am

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Re: Japanese Ranks, Insignia and Various Flags.

Postby Sean OConnor » Tue Oct 04, 2005 9:51 am

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Japanese units, graphics data and other info now available..

Postby Paolo Sforza » Wed Oct 05, 2005 12:27 am

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Postby Sean OConnor » Wed Oct 05, 2005 9:18 am

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Postby Paolo Sforza » Wed Oct 05, 2005 12:54 pm

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Postby Sean OConnor » Wed Oct 05, 2005 1:03 pm

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Postby Paolo Sforza » Wed Oct 05, 2005 2:36 pm

This is great Sean,

No you're right I didn't mean Dynamic Link Libraries (I have DLLs on the brain the moment!), I meant they (the .txt) just look like plain text config files. Du-h! Thanks for pointing me to the link - I will look at help.

On turrets - sorry, yes, it's not only offset front to back (or vice versa), but also left to right (again, vice versa). Typical huh? Nice to know there is a way of doing this. By-the-way, does it matter whether the hulls or turrets are an even or odd number of pixels wide? I know the sprite is 40X40 - I mean the viewable area. What I'm trying to get at is what is the axis of rotation - the point between the 20 and 21 pixel across and the same down? So if a turret is odd pixels wide, won't it look odd when rotating about any axis? Ditto for hulls rotating if odd wide or long.
I never thought ever be considering the point between pixels!

Cheers.
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Postby Sean OConnor » Wed Oct 05, 2005 3:54 pm

It's all done with maths so I don't think it matters if the .bmp file is an even number of pixels across. Even if it did though it won't matter as we're only talking about a single pixel.

I'll edit the program to accept a "TurretPixelsLeft=" entry in the text files too.
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