Do335 382 Posted March 19, 2015 Is the game engine case sensitive? And if not, should I change it in LODViewer? Hi mue, the game is not, as the missing hitbox I've had are all from Thirdwire default datas. Share this post Link to post Share on other sites
10107 768 Posted March 21, 2015 Well...this has been a long time coming for sure. Thanks for the excellent tool. It replaces what I was using and with the added ability to X Y Z map the surface of the object has greatly eased many problems that we suffered here for years. Can you look at added a zoom feature to the skin sometime in the future? Thanks again. 1 Share this post Link to post Share on other sites
Eole 1,032 Posted March 21, 2015 Mue using your tools now for everything : meshes hiding, cockpit editing, skinning, decals placing, planes placing on CV deck and I found a function that will be useful : Could you add to your program the ability to copy the x,y,z coordinates under the mouse pointer into the clipboard ? In advance thank you. Share this post Link to post Share on other sites
+76.IAP-Blackbird 3,557 Posted March 28, 2015 @ Mue, is it possible to make some gamechanges like increasing the number of avaible animationslots for the LOD`s? Share this post Link to post Share on other sites
+denissoliveira 1,319 Posted March 30, 2015 How do you see DLC in lod-viewer Share this post Link to post Share on other sites
+russouk2004 6,958 Posted March 30, 2015 (edited) when u install dlc the game packs lods into relevant cats so I assume you look at them as you would with normal stock a\c? weird some show some dont j6 opens f104 wont I had to browse the a\c in main thirdwire folder Edited March 30, 2015 by russouk2004 Share this post Link to post Share on other sites
+Coupi 4,388 Posted March 30, 2015 Yeah!!! When LOD visual work is needed... LODview by mue is your friend! Share this post Link to post Share on other sites
+denissoliveira 1,319 Posted April 1, 2015 This set up this way: D:/simulador de voo/Strike Fighters 2 can not open all Do not open the dlc example mirageIIIO. says: could not load LOD file Share this post Link to post Share on other sites
Wrench 9,847 Posted April 1, 2015 ALL lods, including those from DLCs are in objectdata002 Share this post Link to post Share on other sites
Wrench 9,847 Posted April 5, 2015 here's an odd idea that come to me the other day... with the x/yz now available, I'm wondering of our naval engineers could "look" at some of the older ships, that while having the gun mounts, nothing is actually shoot from them. Even if the turrets don't move, could the guns be "mounted"??? We have soooooooooooooooooooo many of the older ship models that could be 'tweeked' to have something functioning, sort of 'faked' in. just a thought... 1 Share this post Link to post Share on other sites
KJakker 901 Posted April 5, 2015 You have to assign an axis to a node via "YawModelNodeName=" and "PitchModelNodeName=" in order of the guns to train and elevate in place. If you don't they just spin around the center ship. Missile you can get away with only the "YawModelNodeName=" in some cases because of the "IndependentPitchMovement=TRUE" entry. What we need to do what you want is an "IndependentYawMovement=TRUE" which does not exist. If it did I would have fixed so many things. I wish that LODViewer had the "Import Geometry" of "POF Constructor Suite 2" for Freespace 2 modding. Share this post Link to post Share on other sites
Do335 382 Posted April 5, 2015 What happens if one assigns the yaw and pitch node to the same one?..... Share this post Link to post Share on other sites
KJakker 901 Posted April 6, 2015 What happens if one assigns the yaw and pitch node to the same one?..... The whole object will yaw and pitch. Here is a deliberate example... 2 Share this post Link to post Share on other sites
Do335 382 Posted April 6, 2015 OK thanks KJakker, it's good that it still moves and shoots, usable for some Brit carrier's AA guns that lack a separate pitch node (and hey infantry squads). Share this post Link to post Share on other sites
Wrench 9,847 Posted April 6, 2015 wow! cool! so, NELSON now has 16" AAA guns!!! thanks for answer guys! Share this post Link to post Share on other sites
KJakker 901 Posted April 7, 2015 wow! cool! so, NELSON now has 16" AAA guns!!! thanks for answer guys! The USN actually made AA shells for its 16" guns by using a mechanical time fuze with the HC Mark 13 round. As far as I know they were never used in combat but they did have them. Share this post Link to post Share on other sites
jeanba 1,920 Posted April 7, 2015 The Yamato had a similar system and used it, but not for a very long time Share this post Link to post Share on other sites
+mue 715 Posted April 8, 2015 Ok, after the change of the thirdwire homepage I was afraid that the pc games may disappear. So I purchased First Eagles 2 and some DLCs as long as they are still available. And that gave me the opportunity to add FE2 and DLC support to the LODViewer. Version 0.5 changelog: -reads SF1 and FE2 cat files-reads DLC files-copy 3D coordinates to clipboard (press key 'c' while the 3D view window has the focus)-case insensitive hitbox node names LODViewerUpdateV0.5.zip 12 Share this post Link to post Share on other sites
Do335 382 Posted April 8, 2015 Ran outta likes today, so THANK YOU mue. 1 Share this post Link to post Share on other sites
+Veltro2k 6,351 Posted April 8, 2015 Mue this is a bit off topic, but have you any Idea why in the Ga me, when you play a bomber mission it only generates two bombers, yours and a wingman, and can this be changed ? Share this post Link to post Share on other sites
Eole 1,032 Posted April 8, 2015 Thank you Mue outstanding update. Share this post Link to post Share on other sites
+Coupi 4,388 Posted April 8, 2015 Many thanks Mue!!! Share this post Link to post Share on other sites
lauro rafael 23 Posted April 9, 2015 Woooooooooooooooooooooooooooooooooowwwwww, now we can see the DLC's Thank you very very much!!! Share this post Link to post Share on other sites
+Veltro2k 6,351 Posted April 10, 2015 Mue this is a bit off topic, but have you any Idea why in the Ga me, when you play a bomber mission it only generates two bombers, yours and a wingman, and can this be changed ? I guess not Share this post Link to post Share on other sites