Categories
GWUT and AI tweaks Models and textures

Texture pack for Rapota s models

Texture pack for Rapota’s AH64, AGM114F Interim Hellfire textures/GWUT, TADS and camo for infantry/pilots included.

Categories
Cockpit models and instruments Models and textures

Rapota MOD PACK

Hello everyone it’s been a long time sorry
I made a lot of things and took a rest.

I put together all my production models and texture files this time.
I decided to upload it as the 2019 edition.

It may not work even if you install it,
It is recommended that you copy and install the whole machine folder.

Please let me know if there is a problem with installation.
I would like to correspond as much as possible.

Categories
Campaigns and missions Maps Models and textures

Poland map + Airfields+ City buildings

Here’s brand new map for EECH

Like I described before – it’s located at Polish / Slovakian border.

Installation on fresh installed 1.16.1

1. SET IN EECH.INI CBAR=2500 !
2. DELETE 1 file -> graphics/textures/general/diffuse.tga

Categories
Flight model and physics

Dynamics config files (1.16.0)

Categories
Flight model and physics

Dynamics config files (1.16.1)

Categories
Speech and sounds

EECH / EEAH game soundtrack

Author: Alex Cabel

Genre: electronic techno

Categories
Speech and sounds

Aero Elite game soundtrack

Source: Aero Elite: Combat Academy (PS2 game)

Genre: instrumental rock

Categories
Utils and modding tools

3D export-import utils

The 3D data exporter allows to export all of existing EECH 3D data and textures into set of LWO, LWS and TGA files.

After executables will be extracted into \COHOKUM\3DDATA directory,  run EE_EXP.EXE.

The directory _OBJECTS (mind the underscore) will be created along with all the 3D data.

Textures will be placed in C:\TEXTURES directory (where C is the drive where the game is installed). Some textures has several mipmap levels. Each mipmap level is two times (linearly) less than the previous. For example:

  • COLOUR_PASS.TGA
The biggest texture (64×64 pixels). LWO files refer to it. Zeroth mipmap level.
  • COLOUR_PASS@1.TGA
The first (after zeroth) mipmap level (32×32 pixels)
  • COLOUR_PASS@2.TGA
The second level (16×16)
  • COLOUR_PASS@3.TGA
The third (8×8)
  • COLOUR_PASS@4.TGA
The fourth (4×4)
  • COLOUR_PASS@5.TGA
The smallest one (only 2×2 pixels)

Windows Explorer is not a good tool for browsing in 10837 textures, 9442 objects and 2761 scenes. Try something different, like Far.

Warning! Extracting takes relatively much time (about 5-10 minutes). Be patient!

Exporter problems

Created objects and scenes are not 100% accurate. About 98% of information is used.

The following problems (unused information) are known:

  • Objects:
    All surfaces are exported as two sided
  • Scenes:
    Displacement animation

On exporting a log file eeexplog.txt will be created. That file holds details of these problems.

For details and suggestions please address to developers mail list.

Importing of objects

It is possible to modify existing objects and use them back in Enemy Engaged. It is also possible to import completely new objects (via scenes import, below).

For every object you need to know its name. Every LWO file created by the exporter starts with a 4 digit hexadecimal number. This number is the unique name of the object. You need to place a file with this name and EEO extension into \COHOKUM\3DDATA\OBJECTS directory (note: no underscore). The existing object will be replaced with the provided one. (For complete scenes import, it is lightly different.)

The only thing left is to create EEO files. You need a LWO EEO converter for this purpose. The depicted converter is a command-line utility. The name of the program file must be LWO2EEO.EXE. You need to run it as LWO2EEO file_in.LWO file_out.EEO.

The converter has many limitations. If the converter reports something, it means there is a misunderstanding between the converter and LWO file. Send a message to the developers mail list with the file attached to help solving converter issues.

Coverter allowance

  • import of polygons
    limitations:

    • polygons must be either lines or planar
    • object must be of one piece: no parts (even if modeler allows it).
    • surfaces

limitations:

    • all of the polygons for each surface must be either lines or planar
    • some surfaces are treated as two-sided (depending on the scene)
  • surface attributes (color, alpha, luminosity, reflectivity, specularity)
  • texture / luminosity texture support (both vertex mapping and discontinuous vertex mapping)
  • textures filtering, mipmapping, U/V wrapping
  • limited support of texture and liminosity texture animation (only existing animation is supported)
  • extra compatibility with Blender (under testing)

This converter is valid only for EECH v1.10+.

Importing of scenes

It is possible to replace existing scenes and add completely new ones.

To replace the scene it is required to create separate directory inside \COHOKUM\3DDATA\OBJECTS directory (note: no underscore) and put EES and, optionally, EEO files there. EES file must have the name of the scene. Names of original scenes are available using exporter. Every LWS file created by the exporter starts with a 4 digit hexadecimal number, and the name of the scene is everything, goes after the first underscore (for example, file 0001_AH64D_APACHE_LONGBOW.LWS describes scene named AH64D_APACHE_LONGBOW and file AH64D_APACHE_LONGBOW.EES should be used to modify this scene).

Scene describes composition of object, thus objects’ file names are found inside. Those files are divided in two parts:

  • Original objects
    Those object names are 4 digit hexadecimal number and they exist in the original game
    Those objects may look dissimilar to original objects with those names
    Those objects are expected to be found in \COHOKUM\3DDATA\OBJECTS directory, otherwise original objects will be used
  • Completely new objects
    Those objects names do not allow to correlate with original object (any valid combination of letters, digits and other characters may be used, for example, normal English words)
    Those objects are expected to be found in the same directory where a new scene resides (it’s a subdirectory of \COHOKUM\3DDATA\OBJECTS directory)
    Those objects must exist, because no “original” objects may be used instead of them

The only thing left is to create EES files. You need a LWS EES converter for this purpose. The depicted converter is a command-line utility. The name of the program file must be LWS2EES.EXE. You need to run it as LWS2EES file_in.LWS file_out.EES.

The converter has many limitations. If the converter reports something, it means there is a misunderstanding between the converter and LWS file. Send a message to the developers mail list with the file attached to help solving converter issues.

Converter allowance

  • Objects hierarchy
    limitations

    • Only one root object supported
  • LODs
  • Collision object
    limitations

    • No more then one collision object is allowed
  • Collision flag for subobjects
  • Shadow object
    limitations

    • No more then one shadow object is allowed
    • Either a real shadow object or shadow approximation is allowed
  • Keyframe animation
    limitations

    • No displacement animation
  • Named objects
  • Cameras with keyframe animation
  • Point lights
  • Links to other scenes
Categories
Models and textures

Airfields

Categories
Speech and sounds

Co-pilot and Betty sounds for US side