Wrench Posted October 14 Posted October 14 So, in theory then, even 3rd party models that have a number of flaws could be 'repaired' (like catch or cast shadow) and made better (can't think of a better term)? Off the top of my head, we have several aircraft (and ground/terrain objects) that have serious shadow issues, like not casting when told too, or oddly shaped or the famous Tractor Beam (tm). Things like misaligned pivots or rotating items (tires, props, etc). That could really be a game changer for a LOT of old mods that the Author isn't around any more 5
Sundowner Posted October 15 Posted October 15 My personal view of that "tool (?)" would not make it for general release, but just for known 3ds max current SF2 modders. I think if the "whole world" so to speak to get their hands on it, it would only be a matter of time before the TW models would be showing up on Turbosquid etc but under another name ...if you get what I mean, 5 1
Wrench Posted October 15 Posted October 15 Ant, that's what I think too. Piracy is just TOO easy. But, like you said, for legit 3d modders, who want to fix abandonware models, yeah. 5
snapper 21 Posted October 15 Posted October 15 Can I ask a theoretical question on this, if an existing airplane model had a turret facing the wrong way could it be fixed? Cheers Snapper21
daddyairplanes Posted October 15 Posted October 15 5 hours ago, Wrench said: Ant, that's what I think too. Piracy is just TOO easy. But, like you said, for legit 3d modders, who want to fix abandonware models, yeah. well we could use some youngblood in the modding realm. and this is a way to bring folks in. it would just mean a little extra work from the admins approving to verify that someone didnt say take one of ravenclaw's models, change names and twist one item 180 degrees the old heads amongst us would be fine, as we'd probably show off how we took said original model (and give the credit) and twisted a part to be accurate to a different era. not just claim it to be new
gerwin Posted October 16 Posted October 16 On 10/15/2026 at 1:33 PM, Sundowner said: My personal view of that "tool (?)" would not make it for general release, but just for known 3ds max current SF2 modders. I think if the "whole world" so to speak to get their hands on it, it would only be a matter of time before the TW models would be showing up on Turbosquid etc but under another name ...if you get what I mean, That is what I am thinking of doing. I will also make two variants. One that reads unobfuscated LOD v0, v1 and v5. Another version reads all versions. The simpler variant will be able to open 95% of the user made aircraft, except some LOD v2 variants made with the feb 2010 3DSmax exporter. Yesterday I had to work on the animation importing again. LOD format stores animations fragmented, as in every frame has the position/rotation key stored, even if there was originally only a starting point-key and end-point key. I am trying the options to reduce superfluous animation keys. Other then that I did everything possible to retain the data stored in the LOD. There are no "unknowns" left in the LOD handling. I also added a bonus script to change textures from bmp to jpg or dds, or the other way around. The importer is aimed at 3DSmax 2009 32-bit. I tested it briefly in 3DSmax 8 (2005) but the importer runs out of memory there. At this point I could make it a 3DSmax-version agnostic exporter too, but I haven;t thought about it much, because I am content with 3DSmax 2009. I am not at home in Blender either. On 10/15/2026 at 12:40 AM, Wrench said: So, in theory then, even 3rd party models that have a number of flaws could be 'repaired' (like catch or cast shadow) and made better (can't think of a better term)? Off the top of my head, we have several aircraft (and ground/terrain objects) that have serious shadow issues, like not casting when told too, or oddly shaped or the famous Tractor Beam (tm). Things like misaligned pivots or rotating items (tires, props, etc). That could really be a game changer for a LOT of old mods that the Author isn't around any more Exactly. Repair and improve. As well as making aircraft variants, or adding distance-lods for framerate unfriendly models. 1
yakarov79 Posted October 16 Posted October 16 On 10/15/2026 at 1:33 PM, Sundowner said: My personal view of that "tool (?)" would not make it for general release, but just for known 3ds max current SF2 modders. I think if the "whole world" so to speak to get their hands on it, it would only be a matter of time before the TW models would be showing up on Turbosquid etc but under another name ...if you get what I mean, That's the point exactly. And... before the modder gets hype on the new tool....well, this also gives others access to said modder's files too... So I guess it should be some kind of general agreement between all and every. Or there will be a lot of bad blood 19 hours ago, daddyairplanes said: well we could use some youngblood in the modding realm. i consider myself a youngblood in the modding community here... 19 hours ago, daddyairplanes said: and this is a way to bring folks in. yes and no. We all know why. Can we go to the modder round table with this? But it is up to gerwin. 4
gerwin Posted October 16 Posted October 16 3 hours ago, yakarov79 said: Can we go to the modder round table with this? But it is up to gerwin. Let me know what comes out of that. If need be I will consider keeping things to myself. I don't have THAT much time invested in making 3D models from scratch, so not too much at stake for me personally. For some other modders here it is a different matter. 2 2
daddyairplanes Posted October 16 Posted October 16 (edited) 4 hours ago, yakarov79 said: i consider myself a youngblood in the modding community here... well, you werent here when the dark majick was written like Other Kevin but you've been addin mods for over a decade now. face it. youre middle aged blood Edit: fuck, my first mod was 2012. does that mean im old? Edited October 16 by daddyairplanes 3
Erik Posted October 17 Posted October 17 I wouldn't say old but you possibly could be showing signs of wear. When asked who shit themselves, Kevin pictured below, has mastered the look of not me. 7
daddyairplanes Posted October 17 Posted October 17 i would not wear such a hat sir! anyone behind me gets to be blinded by teh glare off my bald spot 1
Sundowner Posted October 17 Posted October 17 It's the "new" and unknown folks that I'd be very cautious of, trust has to be earned as we all know. Anybody who knows me only has to ask for a max file and I willingly give it to them because they usually explain what they want to do with it, but above all I trust them and expect them to remember where it came from in the first place. You won't get this by making it available to everyone and his dog. New blood "playing" and doing ini stuff is one thing, giving them the whole bag of sweets is another. 5
torno Posted October 18 Posted October 18 The reality is that people should learn to build their own models, as was the case for me. Creating your model to your own liking is the single best incentive I know of.They simply have to learn. I have received word from members of the site who have found my models on other websites as free downloads, I never gave my permission, and those models originated from this site.There are excellent tools created to help with the creation of textures and maps for this simulator; another issue is LOD piracy.and they already exist, and there are people using them.I hope my message, as rendered by the translator, is understood. 6
gerwin Posted Friday at 01:11 AM Posted Friday at 01:11 AM (edited) My other project with AI Assistance. Shaping up nicely now. When the roads placement is done (halfway there), then the tilemap is done as far as AI assistance is concerned. I will tile the rest manually. Then I have quite a bit of manual texture work to do, though it looks fine already, in game. The terrain is 66% of real size. currently at 245 tile textures (256x256px). Besides the planning map, the second image is some internal-usage data image. Edit: updated planningmap, with actual texture colors and more airfields. Edited Friday at 05:15 PM by gerwin 4
gerwin Posted Friday at 05:02 AM Posted Friday at 05:02 AM (edited) Screenshots, TW F-14A over Iraq / MiG-29 over different shades of sand, gravel and salt. Edited Friday at 05:06 AM by gerwin 12
Wrench Posted Friday at 05:53 PM Posted Friday at 05:53 PM Having been fiddling with salt marshes the last few days (Libya & Tunisia), I can say WOW!!! I like your tiles!!!! Can you show a close up of the Gravel tiles??? Those would be very handy to have for many parts of North Africa. The salt pans look really good, too!!! 1
gerwin Posted Friday at 06:12 PM Posted Friday at 06:12 PM (edited) 1 hour ago, Wrench said: Having been fiddling with salt marshes the last few days (Libya & Tunisia), I can say WOW!!! I like your tiles!!!! Can you show a close up of the Gravel tiles??? Those would be very handy to have for many parts of North Africa. The salt pans look really good, too!!! The in-game screenshot with F-15A I already made earlier shows mostly gravel, with some sand area on the right. In the foreground of the earlier MiG-29 screenshot is Sabkha = salt-flat. Also used for coast. These particular tiles have "novalogic-style" transitions and cannot be used directly as replacement for the 25%/50%/70% transition tiles in stock strike fighters terrain. But tile textures are one thing, I tried to make it so that the terrain has lots of transitions from one texture-type to the other. As you can see in the planning map as well. Edited Friday at 06:55 PM by gerwin 4
gerwin Posted Friday at 07:38 PM Posted Friday at 07:38 PM Terrain Tile Building Block Methods.pdf Here is a pdf summary of the different terrain tile methods. Advantages / disadvantages / considerations. 2 2
MAF1247 Posted Saturday at 02:14 PM Author Posted Saturday at 02:14 PM (edited) On 10/22/2026 at 10:02 PM, gerwin said: Screenshots, TW F-14A over Iraq / MiG-29 over different shades of sand, gravel and salt. WOW! Impressive, you managed to make the tile transition much smoother compared to the original maps. Finally it doesn't look like squared separated terrain! Edited Saturday at 05:54 PM by Wrench PLEASE!!! Do NOT respond to posts with the images still attached!!! 1
whiteknight06604 Posted Saturday at 05:10 PM Posted Saturday at 05:10 PM On 10/15/2026 at 4:33 AM, Sundowner said: My personal view of that "tool (?)" would not make it for general release, but just for known 3ds max current SF2 modders. I think if the "whole world" so to speak to get their hands on it, it would only be a matter of time before the TW models would be showing up on Turbosquid etc but under another name ...if you get what I mean, I've already seen ripped Third Wire models on a pirate site unfortunately. 1
Wrench Posted Saturday at 05:56 PM Posted Saturday at 05:56 PM Yeah, well, that's been going on since 2004. The only way to stop it, is to find those responsible, and put them up against the wall and shoot them. Then leave their bodies out as a warning to others... 1
gerwin Posted yesterday at 03:17 AM Posted yesterday at 03:17 AM (edited) 13 hours ago, MAF1247 said: WOW! Impressive, you managed to make the tile transition much smoother compared to the original maps. Finally it doesn't look like squared separated terrain! You can fly it now. Alpha Release is available. I prepared targets and routes and such, so there should be plenty to shoot at. As usual, the package is uploaded to my own website https://www.gb-homepage.nl/ Edited yesterday at 03:18 AM by gerwin 1
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