+ianh755 Posted March 15, 2012 Posted March 15, 2012 (edited) 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 March 15, 2012 by ianh755
+JonathanRL Posted March 15, 2012 Posted March 15, 2012 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.
+Julhelm Posted March 15, 2012 Posted March 15, 2012 Because modders are fundamentally a liability. Remember that we are not the target audience.
+Brain32 Posted March 15, 2012 Posted March 15, 2012 (edited) Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions... Edited March 15, 2012 by Brain32
+Stary Posted March 15, 2012 Posted March 15, 2012 Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions... or the other way around
Wrench Posted March 15, 2012 Posted March 15, 2012 Ian: do it manyually, via a direct data ini edit. The WepEd won't change it.
+Julhelm Posted March 15, 2012 Posted March 15, 2012 Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions... 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.
+Baltika Posted March 15, 2012 Posted March 15, 2012 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 (Of course, I had to change mine to "RAF Leuchars" )
+Stary Posted March 15, 2012 Posted March 15, 2012 first in SF2NA custom map is here: of course land mesh doesn't show somehow yet
eraser_tr Posted March 15, 2012 Posted March 15, 2012 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.
+paulopanz Posted March 15, 2012 Posted March 15, 2012 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 ..... ..... as it's from YAP maybe we could upload when finished without lod file?
+Stary Posted March 15, 2012 Posted March 15, 2012 seems there is poly limit per terrain mesh, that's why it looks cut (3D is complete "island") there's something like auto-texturing, seems shader-based, dependant on slopes, height etc do I have a cookie? 1
+Brain32 Posted March 15, 2012 Posted March 15, 2012 do I have a cookie? Nope, you get the entire pack there's something like auto-texturing, seems shader-based, dependant on slopes, height etc Wait, so texturing is not done in max at all?
+Stary Posted March 15, 2012 Posted March 15, 2012 (edited) 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 March 15, 2012 by Stary
+Brain32 Posted March 15, 2012 Posted March 15, 2012 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?
+ianh755 Posted March 15, 2012 Posted March 15, 2012 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.
+Stary Posted March 15, 2012 Posted March 15, 2012 (edited) 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 will be back around Sunday, have fun guys! Edited March 15, 2012 by Stary
+Brain32 Posted March 15, 2012 Posted March 15, 2012 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 will be back around Sunday, have fun guys! Ahh too bad, cu buddy
+Stary Posted March 15, 2012 Posted March 15, 2012 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!
+Brain32 Posted March 15, 2012 Posted March 15, 2012 Yeah 5000 I remember that because that was one of my first mistakes when I started 3d modeling, fortunately Capun straightened me out...
+Dave Posted March 16, 2012 Posted March 16, 2012 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.
TurtleHawk Posted March 16, 2012 Posted March 16, 2012 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
Icarus999 Posted March 16, 2012 Posted March 16, 2012 What we could use is for someone to write a 3rd party cat extractor. I'm with ya on that.
Icarus999 Posted March 16, 2012 Posted March 16, 2012 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.
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