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Posted
On 9/22/2026 at 8:47 PM, pagsab said:

Mue's programme is great, but as its name implies, it lets one view LOD files rather than edit them.  I think it could have helped me locate the prop textures on the bitmaps had I been more familiar with it, but I used 'seat of the pants' techniques instead as I did when repainting the planes' markings.  Proper 3D model editing is currently beyond me. 

are you trying to change the appearance of the prop while parked or in flight?

when parked teh prop is a part of the skin. however, when that fan starts spinning it is "skinned" by a seperate tga.

ex.thumb.jpg.4d4aa35a0a7a0669372e317446223dc0.jpg

you want to control what it looks like in flight, you need to adjust teh tga, not the model

and the prop tga shows up along with the skin on model

exe.thumb.jpg.0124a6c94621f9832056de5be66e8827.jpg

the tga is the circley part

Posted

In an early experiment to see whether using the static seaplane models would work at all, I tried putting them into a cloned Fokker Eindecker folder in FE2 itself.  The result was that the entire engine block span disconcertingly around the vertical axis, clearly due to the rotary engine code in the Fokker files.  After that, it was a relief when my SF2 conversions showed up with just a static prop.  The only similar glitch I have encountered is that the Macchi M.41 tail fin pivots up and down like a railway signal when the rudder is used, but this is far less of a problem.

If I can get the Supermarine Walrus and my reduced scale EuroWW2 terrain to work in FE2 rather than just SF2, a long term hope is to create an enhanced North Sea terrain including the relevant coasts, in which seaplanes, airships, Zeppelins and big biplane bombers can fly to simulate the many maritime and strategic bombing missions which took place across the North Sea in WW1.

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