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Hey Folks,

 

actually I´m working on a new cockpit for the A6 intruder. I´m am almost done with all the new textures, an I´m trying to update the avionics.

 

It´s working already, but i got a problem with the TVSCREEN, for the WALLEYE boms etc. There is a pretty ugly white space arround the screen and I´m unable to get rid of it. I tryed it for dys, now im out of ideas. Maybe you guys can help.

 

I attached the images, and the modified avionics.ini

 

Best,

F

 

 

 

[TextureData]

RadarTexture=cockpit\A-6A_radar.bmp

RWRTexture=cockpit\A-6A_RWR.bmp

 

 

 

 

[AvionicsData]

AvailableModes=GROUND_MAP,TERRAIN_AVOIDANCE

RangeUnit=NM

RangeSetting[1]=5

RangeSetting[2]=10

RangeSetting[3]=20

RangeSetting[4]=40

RangeSetting[5]=80

RadarPosition=

MaxElevationAngle=15

MinElevationAngle=-45

MaxAzimuthAngle=57

ScanPattern[1].BarElevation[1]=2.0

ScanPattern[1].BarElevation[2]=-2.0

ScanPattern[1].ScanRate=60

ScanPattern[1].ScanBeamAngle=6.0

ScanPattern[1].ScanArc=40

GroundMapRangeSetting=1,2,3,4,5

GroundSearchStrength=75

TerrainAvoidanceRangeSetting=2,3

ClearanceDistance=152.4

StartRangeSetting=3

 

[RadarDisplay]

FadeImageIntensity=0.3

ImageFadeTime=0.30

SweepIntensity=0.4

StrobeIntensity=0.6

ElevationScale=100

NoiseLevel=0.1

PPIArc=40

GroundReturnFadeTime=2.0

NoiseLevel=0.1

HorizonBarSize=0

HorizonBarTexture=RadarHorizon.tga

HorizonBarGapSize=0.19

HorizonBarIntensity=0.30

MapBackgroundLevel=0.2

MapHighlightLevel=0.6

 

[RadarDisplayGround_Map]

Symbol[01]=PPI_SWEEP

Symbol[02]=HORIZON_LINE

 

[RadarDisplayTerrain_Avoidance]

Symbol[01]=PPI_SWEEP

Symbol[02]=HORIZON_LINE

 

[RWR]

Type=TEWS

AirSearchTexture=RWR_Unknown.tga

AirTrackTexture=RWR_Unknown.tga

AirLockTexture=RWR_Unknown.tga

GroundSearchTexture=RWR_Unknown.tga

GroundTrackTexture=RWR_Unknown.tga

GroundLockTexture=RWR_Unknown.tga

MissileActivityTexture=RWR_Missile.tga

PriorityTexture=RWR_Priority.tga

SearchSize=0.20

TrackSize=0.20

LockSize=0.20

SearchFlash=FALSE

TrackFlash=TRUE

TrackFlashRate=0.5

LockFlash=TRUE

LockFlashRate=0.1

TrackSound=RWRTrackSound.wav

LockSound=RWRLockSound.wav

FlashActivityOnLaunch=TRUE

ThreatLibraryFile=TRAM90_RWR.lst

 

[RWRTrackSound]

Priority=HIGH

3DSound=FALSE

Looped=TRUE

NumBuffers=1

 

[RWRLockSound]

Priority=HIGH

3DSound=FALSE

Looped=TRUE

NumBuffers=1

 

 

[TVDisplayData]

UseRadarTexture=TRUE

DisplayLimitLeft=3

DisplayLimitRight=150

DisplayLimitTop=3

DisplayLimitBottom=150

ApplyFilter=TRUE

FilterMaterial=DTVFilterMaterial

OverlayTexture=

 

 

[DTVFilterMaterial]

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=FALSE

CullMode=NO_CULL

LightEnabled=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0.000000

PriorityLevel=1

BlendOp=MODULATE

NumTextureStages=1

TextureStage[01].TextureName=cockpit\GreenTVFilter.bmp

TextureStage[01].MipMap=TRUE

TextureStage[01].FilterEnabled=FALSE

TextureStage[01].StageColorOp=TEXTURE

TextureStage[01].StageAlphaOp=DIFFUSE

 

 

 

 

 

 

 

[HUD]

HUDMaterial=HUDMaterial

HUDColor=0.18,1.0,0.48,0.7

BoresightOffset=0.0,0.0

ViewportTopLeft=-0.09,-0.080

ViewportBottomRight=0.09,0.220

GunBoresightAngle=0

//RocketBoresightAngle=-2 // stock LAU-3

RocketBoresightAngle=0 // stock LAU-10

 

[HUDMaterial]

EffectShaderName=fltHUD.fx

DepthBufferCheck=FALSE

DepthBufferWrite=FALSE

RenderedInOrder=FALSE

AlphaTestEnabled=TRUE

CullMode=NO_CULL

LightEnabled=FALSE

UseLightLevel=FALSE

SpecularEnabled=FALSE

EmissiveEnabled=FALSE

FogEnabled=FALSE

AmbientColor=1.000000,1.000000,1.000000,1.000000

DiffuseColor=1.000000,1.000000,1.000000,1.000000

ZBufferOffset=0

PriorityLevel=1

BlendOp=BLEND_SRC_ALPHA

NumTextureStages=1

TextureStage[01].TextureName=

TextureStage[01].MipMap=FALSE

TextureStage[01].FilterEnabled=TRUE

TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE

TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE

 

[HUDFont]

TextFontName=Arial

TextSize=10

TextBold=TRUE

 

[HUDModeNav]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_AttitudeBars

Symbol[03]=HUD_HeadingScaleNAV

Symbol[04]=HUD_AirspeedText

Symbol[05]=HUD_AltitudeText

Symbol[06]=HUD_LaserTarget

Symbol[07]=HUD_SpeedScale

Symbol[08]=HUD_AltScale

Symbol[09]=

 

[HUDModeAG]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_AttitudeBars

Symbol[03]=HUD_HeadingScale

Symbol[04]=HUD_AirspeedText

Symbol[05]=HUD_RadarAltText

Symbol[06]=HUD_LaserTarget

Symbol[07]=HUD_CCIP

Symbol[08]=HUD_MavSeeker

Symbol[09]=HUD_SpeedScale

Symbol[10]=HUD_AltScale

Symbol[11]=HUD_RADALT_IndexMark

Symbol[12]=

 

[HUDModeAA]

Symbol[01]=HUD_FlightPath

Symbol[02]=HUD_AttitudeBars

Symbol[03]=HUD_HeadingScale

Symbol[04]=HUD_AirspeedText

Symbol[05]=HUD_AltitudeText

Symbol[06]=HUD_LCOS

Symbol[07]=HUD_SRMSeeker

Symbol[08]=HUD_SpeedScale

Symbol[09]=HUD_AltScale

Symbol[10]=

 

[HUD_FlightPath]

SymbolType=FLIGHTPATH_MARKER

ImageFilename=cockpit\hud\A-7E_flightpath.tga

ImageSize=0.032

 

[HUD_AttitudeBars]

SymbolType=ATTITUDE_BARS

ImageFilename=cockpit\hud\A-7E_attitude_bars%d.tga

ImagePosition=0.0,0.0

ImageSize=0.18

StepInterval=5

StepHeight=0.25

 

[HUD_HeadingScale]

SymbolType=HEADING_SCALE

ImageFilename=cockpit\hud\A-7E_Heading_Index.tga

ImagePosition=0.0,-0.028

ImageSize=0.012

ScaleImageFilename=cockpit\hud\A-7E_heading_scale.tga

ScaleImagePosition=0.0,-0.042

ScaleImageSize=0.08

Scale=20.0

TextPosition=0.0,-0.060

HorizontalAlignment=CENTER

VerticalAlignment=CENTER

ScaleTextInterval=10

ScaleTextUnit=10

ScaleTextPosition=0.0,-0.050

ScaleTextFormat=%02.0f

DisplayUnit=DEG

 

[HUD_HeadingScaleNAV]

SymbolType=HEADING_SCALE

ImageFilename=cockpit\hud\A-7E_Heading_Index.tga

ImagePosition=0.0,0.136

ImageSize=0.012

ScaleImageFilename=cockpit\hud\A-7E_heading_scale.tga

ScaleImagePosition=0.0,0.122

ScaleImageSize=0.08

Scale=20.0

TextPosition=0.0,-0.060

HorizontalAlignment=CENTER

VerticalAlignment=CENTER

ScaleTextInterval=10

ScaleTextUnit=10

ScaleTextPosition=0.0,0.114

ScaleTextFormat=%02.0f

DisplayUnit=DEG

 

[HUD_AirspeedText]

SymbolType=AIRSPEED_TEXT

TextPosition=-0.085,0.156

HorizontalAlignment=LEFT

VerticalAlignment=CENTER

TextFormat=%.0f

DisplayUnit=KNOTS

 

 

[HUD_AltitudeText]

SymbolType=ALTITUDE_TEXT

TextPosition=0.085,0.156

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

TextFormat=%.0f

DisplayUnit=FEET

UseThousandsSeparator=TRUE

 

 

[HUD_RadarAltText]

SymbolType=RADAR_ALT_TEXT

TextPosition=0.085,0.156

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

TextFormat=%.0f

DisplayUnit=FEET

MaxValue=19999

UseThousandsSeparator=TRUE

 

 

[HUD_PitchText]

SymbolType=FLIGHT_PATH_TEXT

TextPosition=0.095,0.108

HorizontalAlignment=RIGHT

VerticalAlignment=CENTER

TextFormat=%.0f

DisplayUnit=DEG

 

[HUD_CCIP]

SymbolType=CCIP

LaserRanging=TRUE

FallLineImage=cockpit\hud\A-7E_FallLine.tga

ImageSize=0.100

 

[HUD_LCOS]

SymbolType=LCOS

ImageSize=0.100

FallLineImage=cockpit\hud\A-7E_FallLine_AA.tga

//ImagePosition=0.0,0.00

 

[HUD_Guncross]

SymbolType=IMAGE

ImageFilename=cockpit\hud\A-10A_guncross.tga

ImageSize=0.025

 

[HUD_LaserTarget]

SymbolType=TD_LASER

ImageFilename=cockpit\hud\A-7E_laser_target.tga

ImageSize=0.020

 

[HUD_MavSeeker]

SymbolType=TD_EO

ImageFilename=cockpit\hud\A-7E_laser_target.tga

ImageSize=0.020

 

[HUD_SRMSeeker]

SymbolType=TD_HEAT

ImageFilename=cockpit\hud\A-7E_SRM_Seeker.tga

ImageSize=0.050

ImagePosition=-0.0,0.010

 

[HUD_SpeedScale]

SymbolType=IMAGE

ImageFilename=cockpit\hud\A-7E_SPD_Scale.tga

ImageSize=0.09

ImagePosition=-0.077,0.088

 

[HUD_AltScale]

SymbolType=IMAGE

ImageFilename=cockpit\hud\A-7E_ALT_Scale.tga

ImageSize=0.09

ImagePosition=0.077,0.088

 

[HUD_RADALT_IndexMark]

SymbolType=IMAGE

ImageFilename=cockpit\hud\A-7E_RADALT_MARK.tga

ImageSize=0.026

ImagePosition=0.078,0.164

post-71573-0-55842800-1334316803.jpg

post-71573-0-63808700-1334316814.jpg

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[TVDisplayData]

UseRadarTexture=TRUE

DisplayLimitLeft=3

DisplayLimitRight=150<------------------------------------------------------------------------

DisplayLimitTop=3

DisplayLimitBottom=150<------------------------------------------------------------------------

ApplyFilter=TRUE

FilterMaterial=DTVFilterMaterial

OverlayTexture=

 

It's these two here - they tell the TV display how far left/right & up/down to display so it's 150 too high and 150 too far right with the figures above. Try 3(same as Left/Up) instead which should centre it and then fine tune it if it's too large by increasing all 4 sets of numbers which will squash the image to fit the screen.

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A question, is that based on ThirdWire's WOV A-6A cockpit?

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Thanks for the reply,

 

i tried to play with theses numbers many times, the only thing i can influence with that is the picture behind the overlayed texture. With your suggested numbers the image will disappear, as you can see in the attached image. For the attached image i had these options:

 

 

 

 

[TVDisplayData]

UseRadarTexture=TRUE

DisplayLimitLeft=3

DisplayLimitRight=3

DisplayLimitTop=3

DisplayLimitBottom=3

ApplyFilter=TRUE

FilterMaterial=DTVFilterMaterial

OverlayTexture=<br class="Apple-interchange-newline">

[color=#1C2837][size=2]A question, is that based on ThirdWire's WOV A-6A cockpit?[/size][/color]

 

Yes it is.

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Yes it is.

 

OK, then just to remind everybody that ThirdWire's LOD files and (unedited) textures are protected by International Copyright law, and thus cannot be uploaded here for distribution, as that violates said laws and our own rules. We have a zero-tolerence policy in place regarding that...

 

As long as the textures have been modded from their stock form, they are fair game, but again, no copyrighted model files may be uploaded.

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DisplayLimitRight=150

DisplayLimitBottom=150

 

Are the Values causing the offset,

 

try increasing them to say 200/256? for both right and bottom?

 

i dont rememberr if the value is offset from the right, or allowed distance from the left

(ie 150 Px from the left side to the right, and 150 px from the top to the bottom), or opposite of that.

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I'm surprised someone hasn't built a new one already. It's a favorite aircraft to be made flyable. There's a lot of advances that a new A-6 pit could take advantage of. The new VDI screen in the TW F-14 looks cosmetically like a DIANE display if not in functionality. Heck, since animated switches are possible, the BN could be modeled as a giant mode switch and when bombs are selected, he could lean over and put his head against the attack scope.

 

Then we wouldn't have the issue of copywritten material.

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DisplayLimitRight=150

DisplayLimitBottom=150

 

Are the Values causing the offset,

 

try increasing them to say 200/256? for both right and bottom?

 

i dont rememberr if the value is offset from the right, or allowed distance from the left

(ie 150 Px from the left side to the right, and 150 px from the top to the bottom), or opposite of that.

 

Unfortunitally no effect with your values.(256) --> see screenshot

post-71573-0-88761900-1334327734.jpg

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try this:

 

 

[TextureData]

RadarTexture=cockpit\A-6A_radar.bmp

RWRTexture=cockpit\A-6A_RWR.bmp

RadarTextureSize=256

 

[TVDisplayData]

TVDisplayTextureSize=256

Edited by The Trooper

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Wasn't there a 3rd party A-6A with a cockpit from a long while back (freeware not Razbam)?

 

Never quite understood why TK made the A-6 AI only in SF2, he has the cockpit model made already, why take it out?

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try this:

 

 

[TextureData]

RadarTexture=cockpit\A-6A_radar.bmp

RWRTexture=cockpit\A-6A_RWR.bmp

RadarTextureSize=256

 

[TVDisplayData]

TVDisplayTextureSize=256

 

sorry, no effect , this seems to be impossible to solve :(

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Right on, Eraser. Maybe it was people whining about the lack of lockable ground radars. It couldn't have been a licensing thing which is why the Lockheed F-104 got removed from flyable.

 

Grumman for the last decade has been begging people to use their aircraft in games, which is a big change from the late 80's and early 90's when they were producers of the hottest carrier-based planes. When the Tomcat was king, Grumman was pretty fascist about licensing it. Part of the reason there weren't many A-6 and F-14 sims in that decade was because Grumman charged pretty heavy. Now, they're willing to give it away practically.

 

Alas, there aren't too many pit builders around and even though the A-6 is a popular airplane, they have other projects. I'm patient, though. I think we'll still by flying Strike Fighters long after TK is making tablet games.

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Nice work fr3ds3n!

Looking really nice. :good:

 

OK, then just to remind everybody that ThirdWire's LOD files and (unedited) textures are protected by International Copyright law, and thus cannot be uploaded here for distribution, as that violates said laws and our own rules. We have a zero-tolerence policy in place regarding that...

 

As long as the textures have been modded from their stock form, they are fair game, but again, no copyrighted model files may be upload

 

Wow..... where did that come form?

I believe that fr3ds3n already said that he is creating all new textures & never once mentioned anything about including ThirdWire lods?

 

I read fr3ds3n’s first post as an honest newcomer who's making what looks like a fantastic mod & just asking for a little help.

 

Strange thing is that if anybody wants to get their hands on the WOV Intruder cockpit lod’s along with all relevant textures, there are plenty of mods hosted by Combat Ace that include them already. :secret:

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I won´t give up, but if anyone still has some ideas, don´t hesitate to support me to bring the a6 back to 2k grin.gif

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Wow..... where did that come form?

I believe that fr3ds3n already said that he is creating all new textures & never once mentioned anything about including ThirdWire lods?

 

He clearly stated in the very first post in this thread that it was a "new" cockpit, and that he was creating "new" textures for it.

 

Hey Folks,

 

actually I´m working on a new cockpit for the A6 intruder. I´m am almost done with all the new textures, an I´m trying to update the avionics.

 

 

Now, I will chalk that up to being an issue with syntax and the difference in language.

 

Strange thing is that if anybody wants to get their hands on the WOV Intruder cockpit lod’s along with all relevant textures, there are plenty of mods hosted by Combat Ace that include them already. :secret:

 

Rest assured, that if we find a download with Thirdwire LOD files in it, it will be deleted, and that member's status will be reviewed.

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i think this is a 3d node or UV Mapping issue.

 

Nice work fr3ds3n!

Looking really nice. :good:

 

 

 

Wow..... where did that come form?

I believe that fr3ds3n already said that he is creating all new textures & never once mentioned anything about including ThirdWire lods?

 

I read fr3ds3n’s first post as an honest newcomer who's making what looks like a fantastic mod & just asking for a little help.

 

Strange thing is that if anybody wants to get their hands on the WOV Intruder cockpit lod’s along with all relevant textures, there are plenty of mods hosted by Combat Ace that include them already. :secret:

 

when asked if it was based off the Thirdwire LODs, he said "Yes it is".

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Now, I will chalk that up to being an issue with syntax and the difference in language.

 

Yeah, I think he just meant "new" as in new textures & ini changes. :grin:

 

Rest assured, that if we find a download with Thirdwire LOD files in it, it will be deleted, and that member's status will be reviewed.

 

There are a few out there, most been up for ages when WOV came out & lod’s were we automaticley extracted along with any other files you wanted.

I'm sure any 3D files would have been included out of ignorance or zipped up along with any other unnecessarys when making a package with no bad intentions.

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Just a little update. I made some new textures for the pilot panel. But I´ve still the problem with the white, right aligned stroke around the TVSCREEN. The strange thing ist that stroke is also visible at the horizont screen (marked in the screenshots).

 

Maybe this can help.

 

 

Best

F

post-71573-0-49279300-1334397624.jpg

post-71573-0-36823200-1334397801.jpg

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extract the A-10 cockpit data from sf2 europe and compare

 

How can I extract the a-10.ini from the main file?

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How can I extract the a-10.ini from the main file?

 

If you don't have it yet than, download the SF2 cat extractor from here on the TW site:

http://thirdwire.com...loads_tools.htm

 

Than after installing, run it and browse to the ObjectData014.cat in your game's main installation/Objects directory.

You can extract either the whole cat containts or just the files you need. The application extractx the files under your user/Saved Games/Thirdwire/Extracted files directory.

Edited by logan4

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The Razbam intruder has a DIANE lookalike screen for the radar. It fits exactly.

I moved and resized the pop-up radar so it exactly superimposes the cockpit version, so when you switch of the cockpit ironwork, the radar is still there. It's very useful for final run-in to target.

I also superimposed some HUD data on the Radar screen, because so did DIANE.

The only problem with HUD data on the radar is that, due to the Head-shake feature, it jiggles against the cockpit image.

If someone can figure out how to remove the Head-shake feature, one could do some interesting stuff.

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