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Showing most liked content on 07/28/2023 in Posts

  1. 6 points
    It's already there: View->Show Pivot Points of Selected Nodes (or via the icon in the toolbar) Regarding adding edititing functionalities: I don't plan to implement any of that.
  2. 6 points
    So, what you're saying is " can you make us a tool for hacking other folks work?" Why not just get max or blender and make your own.
  3. 4 points
    Messerschmitt Bf-109E-10W - IV./JG 77, Luftwaffe, 1940
  4. 4 points
    Interesting choice of words regarding how people make their models, I seriously think its about time you start to make some "real" models yourself instead of just moaning about not having the means to hack/pirate other folks work. This place seems to be rife with folks that just want the quick fix solution nowadays.....the real mod makers are getting fewer and fewer or just going "underground" so to speak.
  5. 4 points
    as the name says lod-viewer So it is a viewer, not an editor!!! It is a tool to make skinning / modding easier. It is not for editing or reworking someones models. Just my 2 cents.
  6. 3 points
    Well... i totally didnt get carried away and started "reworking" the TODs with the Vietnam mod after about a week or so of testing different stuff i have finally come up with something im ready to show off theres still some issues like floating buildings but its not noticeable (its because i created a single lod for each texture) and smooth shading issue im not sure how to fix that ive tried everything i could think of Performance wise? not hit at all from what ive noticed Heres the Results!
  7. 3 points
    Checking the length of the queue at the Mc's.
  8. 3 points
    I guess contacting the mod author is just too passe. I mean if you can do it via Ini I don't mind, but actually doing that to a virgin model doesn't sound right. I mean there are some honest applications for it, but I don't see why the mod author could at least fix the problem rather than somebody coming in and modding it. Granted there's the issue of the mod author not communicating, but realistically "fixing" it and the CombatAce Agreement kinda defeats itself in some ways too. It's a touchy subject.
  9. 2 points
    later when the float Spits arrive, they will be pining for something. cant quite remember what....
  10. 2 points
    Going back to the basics on how to fix a nagging problem: uninstall it and reinstall it. Maybe something got skewed somehow. We'll see how that goes.
  11. 2 points
    Second post in this thread shows how to remove a mesh from an aircraft with an .ini edit, just remember that all linked meshes will disappear with it.
  12. 2 points
    I didn't understood why the pictures were so dark. I thought "C'mon it was 1948, they knew how to take a photograph back then" ( / what's wrong with them !?! xD) And while I was studying the fading of the green paint on black and white pictures, my brain did its daily effort and I realised : the Spitfires had been repaint in NATO camo colors, dark grey / dark green / PRU blue. I used these values : Dark grey / Basalt Grey : hexa 575D64 Dark green / Yellow Olive : hexa 453F2F PRU blue : hexa 5C7A82 If you have more reliable values for these colors please tell me ! (the tail is in lighter olive green on purpose)
  13. 2 points
  14. 2 points
    More to come with the new Typhoon.
  15. 2 points
  16. 1 point
    Some more pics Basically, it is still in the design of interactive logic and screens. After the basic interface is designed, it needs to be polished to ensure that it appears in front of everyone's eyes with the highest possible quality.
  17. 1 point
    considering that 98.6% of all modelers are looooooooooooooooooooooooooooooooooooooooooooooooooooooooong gone from the community. I can see what he's saying, but disagree with the reasoning. Sometimes, a house can't be fixed, and has to be torn down and rebuilt. Same with the models. There are literally dozens, if not hundreds, of them ranging back to the early 2000s that no ini edits will fix. NEW BUILDS are required.
  18. 1 point
    I don't know if this old skin conversion is useful for you... Mi-24 Nigeria - SF1 DAT Mods - CombatACE
  19. 1 point
    It doesn't bother me since it's not on the level of clicky cockpits of say, DCS. So if it's not in English I'll survive by pressing buttons and seeing what happens.
  20. 1 point
    Some more WIP thing I want to ask everyone's opinion, J-20 is a Chinese bird, so I incorporated a lot of Chinese pictographs into the cockpit design, which is obviously not the English that everyone is familiar with, is it okay for everyone?
  21. 1 point
  22. 1 point
  23. 1 point
  24. 1 point
  25. 1 point
    This is awesome! Because, now, I have this kind of chaff around the ships (I do not remember what happened on this screenshot btw):
  26. 1 point
  27. 1 point
    next PR UK base... RAF Fairford.
  28. 1 point
    Working on "Chrome Raptor" (skin work only), actually I think its real coating should be more like a mirror, just because the position of the photographer makes it look white But it seems that SF2 can't set the texture independently for some areas of the texture to have independent Glossiness/Reflection settings? So I've chosen to draw it white for now, what do you guys think?
  29. 1 point
  30. 1 point
    uploaded and waiting admin approval. all TW based.....
  31. 1 point
    Removing a part from a plane Basically, you are telling the game that a certain part represents the destroyed version of another part. So it doesn't show until the part is destroyed. Then you assign it to a part that doesn't exist, so that part never gets destroyed so the part you named never shows. Use Mue's LOD viewer to find the name of the part. Any parts attached to this part (indented beneath it in the list) will also be removed. Create a component under [AircraftData] - make sure its numbered correctly Create a component definition and make up a name for the fictitious part Add the name of the part you want to remove Example: This removes the gunner from the DFW, but leaves the machine gun. If you want to remove the gun, then the DestroyedNodeName should be Tailgun_Stand [AircraftData] EmptyMass=1027.0 EmptyInertia=2483.3,3916.1,5536.5 ReferenceArea=41.52 ReferenceSpan=13.27 ReferenceChord=1.68 CGPosition=0.00,0.00,0.00 OnGroundPitchAngle=14.0 UseMetricUnit=TRUE DefaultArmorType=WOOD DefaultArmorThickness=25 Component[001]=Fuselage Component[002]=TopWingLeft Component[003]=TopWingRight Component[004]=TopWingMidLeft Component[005]=TopWingMidRight Component[006]=TopWingTipLeft Component[007]=TopWingTipRight Component[008]=BottomWingLeft Component[009]=BottomWingRight Component[010]=BottomWingMidLeft Component[011]=BottomWingMidRight Component[012]=BottomWingTipLeft Component[013]=BottomWingTipRight Component[014]=Tail Component[015]=LeftStab Component[016]=RightStab Component[017]=VertTail Component[018]=Nose Component[019]=Remove <-- Add component [Remove] <-- Component name must match ModelNodename=Empty <-- this can be any word you want DestroyedNodeName=gunner <-- this is the name of the part you want to remove DetachWhenDestroyed=TRUE HasAeroCoefficients=FALSE


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