Jump to content

Recommended Posts

Hmm, made an AGM-84 into the new WeaponDataType=7 Cruise Missile/ASM and edited/saved it via the weapon editor but the damn thing won't guide, just becomes a huge straight line bullet, no sea skimming etc?????

 

Any idea's?

 

PAS It's awesome watching the Kiev etc shooting them down!

Edited by ianh755

Share this post


Link to post
Share on other sites

Could You explain? I always would like a Vietnam Campaign with escorts!

 

You simply add them onto the Task Force in the Campaign file. One may need to convert the Task Force itself into SF2: NA standard, but just adding the escorts is cut and paste.

Share this post


Link to post
Share on other sites

Because modders are fundamentally a liability. Remember that we are not the target audience.

Share this post


Link to post
Share on other sites

Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions... :good:

Edited by Brain32

Share this post


Link to post
Share on other sites

Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions... :good:

 

or the other way around :spiteful:

Share this post


Link to post
Share on other sites

Ian: do it manyually, via a direct data ini edit. The WepEd won't change it.

Share this post


Link to post
Share on other sites

Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions... :good:

Well in-app DLC businessmodel and modding are usually mutually exclusive, so go figure. Do remember that when the DLC and autopatcher was introduced, was when all the .lods were magically locked away in objectcat2 all of a sudden.

Share this post


Link to post
Share on other sites

Found this in the IcelandNA_targets.ini

 

[TargetArea048]

Name=Leuchars Air Base

Position=977269.0,118917.7

ActiveDate=0

Location=3

Alignment=FRIENDLY

OffMapAirBase=TRUE

 

 

Cool :cool:

 

(Of course, I had to change mine to "RAF Leuchars" :grin: )

Share this post


Link to post
Share on other sites

first in SF2NA custom map is here:

 

post-8911-0-11269500-1331850918.jpg

 

of course land mesh doesn't show somehow yet :this:

Share this post


Link to post
Share on other sites

Well in-app DLC businessmodel and modding are usually mutually exclusive, so go figure. Do remember that when the DLC and autopatcher was introduced, was when all the .lods were magically locked away in objectcat2 all of a sudden.

 

Fallout 3 and NV completely disprove mutual exclusivity.

Share this post


Link to post
Share on other sites

I have changed few parameters (Radar & guns to check, missiles to add, but I'm not able - help needed) added numbers, I'm adding names and maybe patches and the whole Coontz Class (10 ships) are in use for vietnam duty escorts .....

 

 

post-5138-0-18024600-1331851917.jpgpost-5138-0-09362600-1331851920.jpg

 

 

 

..... as it's from YAP maybe we could upload when finished without lod file?

 

:good:

Share this post


Link to post
Share on other sites

seems there is poly limit per terrain mesh, that's why it looks cut (3D is complete "island")

 

post-8911-0-65779500-1331852337.jpg

post-8911-0-53257400-1331852348.jpg

post-8911-0-51704200-1331852357.jpg

post-8911-0-18331400-1331852366.jpg

 

there's something like auto-texturing, seems shader-based, dependant on slopes, height etc

 

do I have a cookie?:grin:

  • Like 1

Share this post


Link to post
Share on other sites

do I have a cookie?:grin:

 

Nope, you get the entire pack :good::drinks:

 

 

there's something like auto-texturing, seems shader-based, dependant on slopes, height etc

 

 

Wait, so texturing is not done in max at all?

Share this post


Link to post
Share on other sites

Wait, so texturing is not done in max at all?

dunno, I put simple green and orange texture from heightmap onto it, to my suprise ingame mesh looks like you see on screens above, notice those rocky surfaces on steep slopes.

 

edit:

seems there is no collisionmesh so far... will digg

Edited by Stary

Share this post


Link to post
Share on other sites

As for the mesh limitation, did you try cutting parts of the main mesh into smaller ones, then linking them together in hierarchy like cockpit meshes for example and THEN calling them out in data.ini?

Share this post


Link to post
Share on other sites

Wrench - Cheers dude, did it manually and everythings groovy! Although the Kiev's 30mm CIWS manages to knock 90% of the missiles out of the sky if launched simultaneously but that drops to 50% if ripple fired with about a 1-2 second gap between missiles.

Share this post


Link to post
Share on other sites

As for the mesh limitation, did you try cutting parts of the main mesh into smaller ones, then linking them together in hierarchy like cockpit meshes for example and THEN calling them out in data.ini?

yes but max crashes on export, reason unknown, I tried to keep around 20000 polys per part

 

 

edit:

of course when things are getting really interesting I have to go out for few days :this: will be back around Sunday, have fun guys!:good::drinks:

Edited by Stary

Share this post


Link to post
Share on other sites

yes but max crashes on export, reason unknown, I tried to keep around 20000 polys per part

 

Yup, exporter is limited to 5000 polys per mesh, otherwise it crashes..

 

edit:

of course when things are getting really interesting I have to go out for few days :this: will be back around Sunday, have fun guys!:good::drinks:

 

Ahh too bad, cu buddy :drinks:

Share this post


Link to post
Share on other sites

5000? not 50000? Hmmm must check.The worst thing I'll have access to only XP/Dx9 old system next days, geeez talk about bad luck!

Share this post


Link to post
Share on other sites

Yeah 5000 I remember that because that was one of my first mistakes when I started 3d modeling, fortunately Capun straightened me out... :good:

Share this post


Link to post
Share on other sites

Umm data linking.....merely is having a line added.....

 

AvailableModes=SEARCH,TWS,STT,ACM

RangeUnit=NM

RangeSetting[1]=25

RangeSetting[2]=50

RangeSetting[3]=100

RangeSetting[4]=200

RangeSetting[5]=400 <-------------------------

 

You always have an AWACS airborne so it gives the perception that it is data linking.

Share this post


Link to post
Share on other sites

These are new to the FlightEngine.ini, I think:

 

[backgroundSceneClip]

FarClipDistance=80000.0

NearClipDistance=3000.0

 

[ForegroundSceneClip]

FarClipDistance=14000.0

NearClipDistance=0.45

 

[insideSceneClip]

FarClipDistance=250.0

NearClipDistance=0.01

 

 

Share this post


Link to post
Share on other sites

What we could use is for someone to write a 3rd party cat extractor.

 

I'm with ya on that.

Share this post


Link to post
Share on other sites

seems we can kiss our sorry terrain modding a**es goodbye babe!

 

Im gonna wait till we learn more before I chime in cause I feel a long angry rant coming on. Once TK gets the new patch out and the bugs are fixed I think we should start asking for some real answers. I had started a thread on TK's forums about establishing a knowledge base on the third wire forum for terrain builders- to get familiar with the new terrain engine. I'd really welcome you guys to go to that thread and lobby for for a new terrain engine knowledge base.

Share this post


Link to post
Share on other sites

can't find it Icarus

Share this post


Link to post
Share on other sites

×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..