full listing of known 3DZ action codes?

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Shreck
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full listing of known 3DZ action codes?

Post by Shreck »

Howdy all,I have lost my list...and I couldnt find the info in a search here or at simhq :!:
so,would someone point me in the right direction,or post the entire list here?
thanks :D
Shreck
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Moggy
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Post by Moggy »

My list is HERE. I suspect there's a more recent version.
VonBeerhofen

Post by VonBeerhofen »

Actioncodes are slotspecific and activated by a certain event or keypressure

129 1 night/day switch Fleetdefender?
129 0-5 parachute unfold
131 to 134 subcodes 0 to 5 Wheeltrack animation from M1TP2 simmilar to EAW's code 147: plane elements visible until engine on, then brief random flashes in EAW with long intervals. On groundobjects invisible element till plane leaves the tile.
More testing shows that code 131 0 behaves the same as prop on, add the same line with 131 1 and the element starts shimmering, being switched on/off in rapid succession. Could this be an even more realistic prop model? When seen on a groundobject, the element becomes fully visible and shimmering and rotation stops when seen from a certain angle.
Code 131 0 followed by 132 1 has the same result as above but shimmering seems to be less rapid
Code 131 0 followed by 131 1 same as previous
Code 132 0 results in the brief flashing of the element in large intervals. The viewing angle seems to play a role here too. Element remains visible from cockpit.
Code 132 0 followed by 131 1 results in the brief flashing of the element in large intervals. The viewing angle seems to play a role here too.
Code 132 0 followed by 132 1 same as previous
Code 132 1 followed by 132 0 same as previous
Code 131 1 followed by 132 0 same as previous
Code 131 1 followed by 131 0 looks static with a very brief disappearing of the element at a certain point in it's rotational stage (can't say if this is due to my videocard)
Code 132 1 followed by 131 0 same as previous
Subcode 0 or 1 in the first line seem to determine visabillaty of the element before startup, multiple elements switch at the same moment as the others.
In mouseview the element remains static depending on the state when leaving the plane and gets visible at a certain viewing angle.
All tests done with rotating prop insertion, the action was simply added to the element's rotation.
135
136 Ordnance rack tubes fire weapon 1
137 Ordnance rack tubes fire weapon 2
138 Ordnance rack tubes fire weapon 3
139 Ordnance rack tubes fire weapon 4
140 0/1 props 4 engine outer? (G)/ Ordnance rack tubes fire weapon 5
141 0/1 props 4 engine outer? (E)
142 0/1 props 4 engine inner/2 engine (G)
143 - props 1 engine/2 engine (F)/4 engine (E)
143 0 props - triangular scetions for running engnies (not visible when switched off)
143 1 props - prop blades at start up and switch off and still
143 2 props - PAW type lines for software rendering
144 Ordnance Me110 cannonpac (20mm) The gun pack doesn't appear in the game or as part of the available gunnery for this plane.
145 0/1 undercarriage mid tailwheel and gear well open/close P51(F)
146 0/1/2? pilot picture - uninjured/injured
147 1/2/3 cycles through panels when engine on. only used in V1
148 1 wing outer undamaged (F)(E)
148 0 wing outer damaged/detached (R) Left landing gear well?
149 1 wing outer undamaged (G) Right landing gear well?
149 0 wing outer damaged/detached (L)
150 (PAW-only) code for the right horizontal tailplane, top and bottom and the right elevator (?).
151 0/1 left undercarriage raised/lowered (F) gearwell open P51
152 0/1 right undercarriage raised/lowered (G) gearwell closed P51
153 0-** (draws the nose art on 1st plane etc. P***C.3DZ)
153 along with codes 155 and 157) is a gunflash code in the PP51DV.3DZ file.
153 to 158 Muzzle flashes in Demo version
154 1 = muzzleflashes cockpitwingview inner
155 1 =
156 1 = muzzleflashes cockpitwingview middle
158 1 = muzzleflashes cockpitwingview outer
160 according to Borges in cockpit (bullethole?)
Crashin' Jack

Post by Crashin' Jack »

At one time I was trying to compile a complete list of ALL codes; the following is what I ended up with (VBH has just added a lot to this -- thanks mate!):



The following is derived from a thread posted in 2001, with Moggy, Geo, Charles, Muas, Captain Kurt, Alatriste, Alessandro, and Pretzel participating. There is some additional info added from 2002, but I don't know who posted in that thread.


Element Codes (from Cord's CAM tutorial):
1 Single-colored Line
(data syntax: Node # 1, Node # 2, Color Index in the P####TEX.TPC)
2 Insertion Point / “Hardpoint” for bombs / drop tanks
(data syntax: Index in the LOADOUT.DAT file, Node #)
3 Single-colored Polygon
(data syntax: Total number of Nodes, Node #1, Node #, [...],Color Index in the P####TEX.TPC)
4 Multiple-colored Polygon
(data syntax: Total number of Nodes, Node # 1, Color Index # 1, Node Nr. 2, etc.)
5 Textured Polygon
(see the above example Element - this is the most common Element Type in 3DZ files)
6 Textured Polygon with Transparency Information
(e.g. cockpit windows; data syntax is the same as of a polygon type 5 - in addition to the texture information of the P####TEX.TPC file the Transparency Information is scanned from the P####TRA.TPC file and applied to the texture pixels accordingly...)


Ordinance Loads:

The actual codes are fixed in WEAPONS.DAT:
Description Image
00 Nothing Nil
01 Simple Mount Nil
02 Simple Mount Nil
03 Internal Nil
04 Rocket Tube M10 x3
05 Rocket rail HVAR x3
06 Rocket rail HVAR x5
07 Rocket rail 60 lb x1
08 Rocket rail 60 lb x2
09 Rocket rail 60 lb x 4
0a Rocket tube WGr21 x1
0b Rocket tube WGr21 x2
0c Rockets R4M rack
0d Gun pod *20mm gun pod
0e Twin gun pod *Twin gun pod
OF Gun pod *37mm gun pod
These last three were added into WEAPONS.DAT by Charles for ECAPanel use - the 20mm and Twin 20mm pods 3DZs were already in EAW, and Paulo created the 37mm pod 3DZ. I can't readily find a missing code positon for another gun pod there, though, so maybe it was left out of the release version of EAW.

The actual hardpoint codes are used to attach separate 3dz files to the main F file.
Armament/ordinance codes for attaching underwing bomb loads and weapons stores are:
EAW convention code numbers in the 3DZ files is:
0. Inner bomb bay
1. Inner left wing
2. Inner right wing
3. Centreline
4. Outer left wing
5. Outer right wing
Can actually code these up to 9, but use only 5 at one time.

10 attachment code for P.3DZ (prop)
15 attachment code for gunsight (Z.3dz) to cockpit (V.3dz)
(I also have a reference to the X.3DZ for this code)
The rest of the cockpit 3dz's (U,W,Y,Z) seem to automatically attach themselves to the V.3dz
25 attachment code for A.3DZ
26 attachment code for B.3DZ
27 attachment code for C.3DZ
28 attachment code for E.3DZ
29 attachment code for G.3dz

For the following, 0=element appears and 1=element disappears

codes 136, 137, 138, 139 - these are used in the ordnance rack/tubes 3dz files and relate to elements which appear/disappear when the "fire weapon" command is issued.

The only codes I can expand a bit on are these ones for 4 engined bombers : -
140 = Engine No. 4 - 0=on, 1=off
141 = Engine No. 1 - 0=on, 1=off
142 = Engine No. 3 - 0=on, 1=off
143 = Engine no. 2 - 0=on, 1=off
If inserting the props into the wing 3dz's (As in the b-24 and b-17) you need to use the correct insert data to get them to run and shut down properly. Here are the correct codes for the insert section : -
2 4 = No. 2 prop
2 6 = No. 1 prop
2 5 = No. 3 prop
2 7 = No. 4 prop.


140 0/1 props 4 engine outer? (G.3dz)
141 0/1 props 4 engine outer? (E.3dz)
142 0/1 props 4 engine inner/2 engine (G.3dz)
143 - props 1 engine/2 engine (F.3dz)/4 engine (E.3dz)
143 0 props - triangular scetions for running engines
143 1 props - prop blades at start up and switch off and still
143 2 props - PAW type lines for software rendering
144 20mm gun pack in the Me-110. However this doesn't appear in the game.
145 1 undercarriage mid position ? (F.3dz)
= OR =
145 / 1 - Tailwheels and its doors in planes which have retractable tailwheel (and I seem to remember that this code covers the nose wheel in Me262, too). I dont remember 145 / 0 in any plane. ?

146 0/1 pilot picture - uninjured/injured
I think that some planes can have another code (146 / 2?) for the canopy when the pilot has bailed out, but I'm not sure.

147 1/2/3 cycles through panels when engine on. only used in V1
148 1 wing outer undamaged (F.3dz)(E.3dz)
148 0 wing outer damaged/detached (R.3dz)
149 1 wing outer undamaged (G.3dz)
149 0 wing outer damaged/detached (L.3dz)
151 0/1 undercarriage raised/lowered (F.3dz)
152 0/1 undercarriage raised/lowered (G.3dz)

Code 153.
As far as I can understand this code is the mechanism to display individual nose art to a formation of B17´s or B24´s.
I think it works like this:
The xxxxxc.3DZ file has 18 equal elements which are a part of the aircraft fuselage.
This file points to the xxxxxn.TPC texture file where all the individual nose art are drawn.
The elements section of the xxxxxc.3DZ file, after conversion to .txt, appear like this:
153 0 ... (draws the nose art on 1st plane)
153 1 ... (draws the nose art on 2nd plane)
153 2 ... (draws the nose art on 3rd plane)
.
.
.
153 17 ... (draws the nose art on 18th plane)

Gun flash codes for the W file are 153, 155, 157. Gun flash codes for the V file are 154, 156, 158.

And finally, this comes from Chompy:


INSERT Section codes
2 4 = prop for left engine in twins, No. 2 engine in 4 engine bombers
2 5 = prop for right engine in twins, No. 3 engine in 4 engine bombers
2 6 = prop for No. 1 engine in 4 engine bombers
2 7 = prop for No. 4 engine in 4 engine bombers

2 0 = wing landing gear that does not fold
2 1 = wing landing gear that folds to the left when viewed from behind
2 2 = wing landing gear that folds to the right when viewed from behind
2 3 = same as 2 1 above
2 4 = gear rotates around the X axis like a prop (as it uses the prop insert codes)

1 1 = rearwards retracting gear - can be used in nose (262) and wings (110g)
1 2 = gear that retracts to the right
1 3 = as 1 2 above
1 4 = gear rotates about the Y axis.

The points and elements must have codes as well. These indicate which INSERT number the normals and points are attributed to.
For example :-

In the NORMALS section in the F column -
0 indicates that the normal is connected to NO insert data (this covers most normals)
1 indicates that the normal is connected to I000.
2 indicates that the normal is connected to I001
3 indicates that the normal is connected to I002
etc. etc.

Likewise in the POINTS section in the b column -
0 indicates the point is connected to NO insert data (this covers most points)
1 indicates the point is connected to I000.
2 indicates the point is connected to I001.
3 indicates that the point is connected to I002.
etc. etc.

In the Header, the PARTS section shows how many different components there are in the 3dz. If for example, there was a main aircraft structure, an inserted left gear, an inserted right gear and an inserted nose gear, there would be 4 PARTS.

Note that some single engine fighters have I000 4 2 .... indicating that they intended to insert a prop, but there are no 1's in the Normal F column, or 1's in the Points b column. The developers must have decided to hardpoint the props in, and left the Insert section there.

==================================================================


I'm missing the insertion codes for 0 - *, which cause rotational movements in both the X as well as Y axis simultanously, haven't tested if all (1 to 7) can be used but O 4 certainly is available and very usefull for irratic movements on shadowreplacements.
Don't see the newly discovered action 131 and 132 of which a description here:

131 to 134 subcodes 0 to 5 Wheeltrack animation from M1TP2 simmilar to EAW's code 147: plane elements visible until engine on, then brief random flashes in EAW with long intervals. On groundobjects invisible element till plane leaves the tile.
More testing shows that code 131 0 behaves the same as prop on, add the same line with 131 1 and the element starts shimmering, being switched on/off in rapid succession. Could this be an even more realistic prop model? When seen on a groundobject, the element becomes fully visible and shimmering and rotation stops when seen from a certain angle.
Code 131 0 followed by 132 1 has the same result as above but shimmering seems to be less rapid
Code 131 0 followed by 131 1 same as previous
Code 132 0 results in the brief flashing of the element in large intervals. The viewing angle seems to play a role here too. Element remains visible from cockpit.
Code 132 0 followed by 131 1 results in the brief flashing of the element in large intervals. The viewing angle seems to play a role here too.
Code 132 0 followed by 132 1 same as previous
Code 132 1 followed by 132 0 same as previous
Code 131 1 followed by 132 0 same as previous
Code 131 1 followed by 131 0 looks static with a very brief disappearing of the element at a certain point in it's rotational stage (can't say if this is due to my videocard)
Code 132 1 followed by 131 0 same as previous
Subcode 0 or 1 in the first line seem to determine visabillaty of the element before startup, multiple elements switch at the same moment as the others.
In mouseview the element remains static depending on the state when leaving the plane and gets visible at a certain viewing angle.
All tests done with rotating prop insertion, the action was simply added to the element's rotation.
The lightning was tested on a few systems and seems to work fine.

Later research showed that the effect would also be generated using code 132 only but I'm not entirely finnished researching yet.

VonBeerhofen
===========================================================================
Hi Guys!

there always seems to be two action codes which are forgotten, in fact I'd forgotten them too.

136-0/1 and 137-0/1 for the rockets showing under the wing and fired rockets.



Col. Gibbon
VonBeerhofen

Post by VonBeerhofen »

Here's some forgotten or unknown bit about rotation:

0 0 =None
0 1 =gear rotates right to left around Z axis
0 2 =gear rotates left to right around Z axis
0 3 =None?
0 4 = (Helo) Prop/gear rotates right to left around Z axis

You never know when it comes in handy.

VBH
Shreck
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Post by Shreck »

thank you all,this is exactly what I was looking for... :!:
Shreck
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Moggy
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Post by Moggy »

Any reason why this thread couldn't be copied to The Erk's Mess for all to read?
Pobs
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Post by Pobs »

Moggy,

not that I can think of....


cheers,


Pobs
Shreck
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Post by Shreck »

actually,this needs to be added to the WIKI as well....
Shreck
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Moggy
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Post by Moggy »

I'll move it to the Erk's Mess here.
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