+76.IAP-Blackbird Posted February 10, 2012 Posted February 10, 2012 So here is a pic of the part I would like to "remove" circled in red! The green circles are strange white triangles, which apear when you use a SF1 LOD in SF2, not all not everywhere, but still there. Who made this cockpit? I`m using this pit for the Su-7 series, the early variants doesnt hat this projector, refering to my books Quote
+Stary Posted February 10, 2012 Posted February 10, 2012 looks like SS-45-1-100-OS gun sight camera the pit is by Boopidoo from his Su-15 Flagon, right? Quote
+76.IAP-Blackbird Posted February 10, 2012 Author Posted February 10, 2012 I think yes, I realy have no idea were i have it from?! but seems its Boopidoos, mybe if he read it here, could he take a look on those triangles? Quote
Fubar512 Posted February 10, 2012 Posted February 10, 2012 Those triangles are telling you "upgrade to Windows 7" Quote
+76.IAP-Blackbird Posted February 10, 2012 Author Posted February 10, 2012 As a student I have acces to the newest OS "legal" .. I think I have to :D awaiting my new Internet cable connection 64.000 I was wrong about the Projector, seems all version had it except the "U", so where is wrench Quote
+Stary Posted February 10, 2012 Posted February 10, 2012 isn't this pit borrowed from Kukulinos&Team S-105??? Quote
Silverbolt Posted February 10, 2012 Posted February 10, 2012 Good point Stary, i recall some years ago Kukulino (which is missed) asked boopido permission to modificate his Su-15 Cockpit and turn into a Su-7 one. Quote
+76.IAP-Blackbird Posted February 10, 2012 Author Posted February 10, 2012 Than it`s ok, When this mod is released, I will credit all I know ;) but who knows the ini entries to remove the projector? Quote
Silverbolt Posted February 10, 2012 Posted February 10, 2012 Than it`s ok, When this mod is released, I will credit all I know ;) but who knows the ini entries to remove the projector? Blackbird, i think you may find some answers here http://combatace.com/topic/24668-su-7-cockpit/ have you checked this thread? Quote
Wrench Posted February 10, 2012 Posted February 10, 2012 I'm right here ... a bit late, but here nonetheless. Yes, as said before, the 'white triangels' (or squares or panels or cylinders) are DX9 aritifacts in SF2. They tend to vanish with DX10, for the most part . Other times, the offending mesh must be moved. you do it basically, like we do to remove external aircraft part, but in the cockpit ini. how I do it, to keep it simple naming-wise, is call the items 'move1', 'move2', etc. (btw, you can see how it works on the 3W O-1E mod I uploaded last year -- i moved the living daylights around on Kess's Yak pit, to create the cessna(ish) pit you add a new 'insturment' that'll be the move statements: ///VARIOUS MOVES AND SUCHLIKE Instrument[024]=Move1 Instrument[025]=Move2 Instrument[026]=Move3 Instrument[027]=Move4 Instrument[028]=Move5 Instrument[029]=Move6 Instrument[030]=Move7 Instrument[031]=Move8 Instrument[032]=Move9 Instrument[033]=Move10 Instrument[034]=Move11 Instrument[035]=Move12 Instrument[035]=Move13 Instrument[036]=Move14 Instrument[037]=Move15 Instrument[038]=Move16 then, since the Yak-3 pit came with the OUT file, it was easy to ID the necessary components to move... [Move1] Type=AIRSPEED_INDICATOR NodeName=Canopy MovementType=POSITION_Y Set[01].Position=-99 Set[01].Value=0 Set[02].Position=-99 Set[02].Value=1 [Move2] Type=AIRSPEED_INDICATOR NodeName=Frontframe MovementType=POSITION_Y Set[01].Position=-99 Set[01].Value=0 Set[02].Position=-99 Set[02].Value=1 [Move3] Type=AIRSPEED_INDICATOR NodeName=xAussenhaut MovementType=POSITION_Y Set[01].Position=-99 Set[01].Value=0 Set[02].Position=-99 Set[02].Value=1 [Move4] Type=AIRSPEED_INDICATOR NodeName=HandradBase01 MovementType=POSITION_Y Set[01].Position=-99 Set[01].Value=0 Set[02].Position=-99 Set[02].Value=1 [Move5] Type=AIRSPEED_INDICATOR NodeName=HandradBase MovementType=POSITION_Y Set[01].Position=-99 Set[01].Value=0 Set[02].Position=-99 Set[02].Value=1 [Move6] Type=AIRSPEED_INDICATOR NodeName=needle_alt10000 MovementType=POSITION_Y Set[01].Position=-99 Set[01].Value=0 Set[02].Position=-99 Set[02].Value=1 [Move7] Type=AIRSPEED_INDICATOR NodeName=Gunsightframe MovementType=POSITION_Y Set[01].Position=0.06 Set[01].Value=0 Set[02].Position=0.06 Set[02].Value=1 [Move8] Type=AIRSPEED_INDICATOR NodeName=SightGlass MovementType=POSITION_Z Set[01].Position=-0.06 Set[01].Value=0 Set[02].Position=-0.06 Set[02].Value=1 [Move9] Type=AIRSPEED_INDICATOR NodeName=Mainpanel MovementType=POSITION_Y Set[01].Position=0.06 Set[01].Value=0 Set[02].Position=0.06 Set[02].Value=1 [Move10] Type=AIRSPEED_INDICATOR NodeName=Gearswitch MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move11] Type=AIRSPEED_INDICATOR NodeName=RSidePanel MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move12] Type=AIRSPEED_INDICATOR NodeName=LSidePanel MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move13] Type=AIRSPEED_INDICATOR NodeName=Gunsightframe MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move14] Type=AIRSPEED_INDICATOR NodeName=Gunsightholder MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move15] Type=AIRSPEED_INDICATOR NodeName=Gunsight MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 [Move16] Type=AIRSPEED_INDICATOR NodeName=SightGlass MovementType=POSITION_Z Set[01].Position=-9 Set[01].Value=0.0 Set[02].Position=-9 Set[02].Value=1.0 unfortunately, we don't have OUT for boopi's Flagon pit, so some work with the hex editor to 'search' or 'find' the node/mesh name is in order. Here's where knowing aircraft components (real life) or even best-guess as to the name comes in handy.... in this case, my best guess would be 'gunsight' ... find and write down all the node names, then start moving them off one at a time. Sometimes, the parent WILL move the child mesh; sometimes not. Be prepared to spend several hours experimentating. have fun! (insert evil grin _HERE_) Quote
+Stary Posted February 10, 2012 Posted February 10, 2012 mesh names (and textures names) are usually somehere near the 2/3 of LOD file if that helps (at least used in editable SF1 format) Quote
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