jtin
-
Content count
553 -
Joined
-
Last visited
Posts posted by jtin
-
-
Looks great... people milling around is a nice touch
-
.dds is its own image format - no idea how the game handles it as I haven't upgraded to series 2 yet, but several programs like paint.net and photoshop (plugin: http://developer.nvidia.com/object/photoshop_dds_plugins.html )should be able to handle it.
-
does your out file list any of the textures?
-
Try clicking the checkered box button on your materials
-
Pureblue, if you still have the original light model, you could try adding a "light" onto it via self illuminated material applied onto an additional mesh. (I think this is the way to do it... but can't get it working with my own model :/)
Should have an effect like DO's CVN-75 lights
-
Delete/backup aircraftobject.ini in your objects folder. Versions for earlier game versions will do that to your controls.
-
My condolences to his family and friends...
RIP
-
Looks great :) F-15SE looks like a slim raptor
-
-
What should it look like?
I noticed that you can assign a bitmap to the opacity parameter but it looks like its using a scale of black to white and would require an additional texture...? Isn't self-illumination just the "glow" of the texture?
Ah just saw some of the objects have .inis - was under the impression that all their stuff was in the terrain_types.ini - all clear now :)
-
I've got a lighthouse model with 2 .tgas, one for the railing (LHrailing.tga) and one for the rotating light (LHlight.tga)
In max, the .tgas show up (although the alphas show up as black in the viewport and white in the renderer - is this normal?)
but in game both .tgas are missing
The .OUT file confirms that the references are being exported...
LighthouseStem [128 polys, 384 verts (decal)] '01 - Default'Railing [128 polys, 384 verts (decal)] '02 - Default'
LightRoom [24 polys, 72 verts (decal)] '01 - Default'
Top [270 polys, 810 verts (decal)] '01 - Default'
Light [32 polys, 96 verts (decal)] '03 - Default', AnimationID: 1
Num Nodes: 5
Total: (582 polys, 1746 verts)
Mesh Max: (270 polys, 810 verts)
3 Materials:
( 1) 01 - Default:
lighthouse.bmp
( 2) 02 - Default:
LHrailing.tga
( 3) 03 - Default:
LHlight.tga
3 Textures:
lighthouse.bmp
LHrailing.tga
LHlight.tga
Points
Extents
but it's not showing... why?
On another note, is there a way to have shadows show up on terrain objects?
-
If you're a student (I think most colleges should have a contact), over at students.autodesk.com they've added 3ds Max 2010 (6 month license) to their lineup of free educational downloads (also available are a plethora of programs such as Inventor, Maya, AutoCAD, etc)
-
I had in mind more that there would be hits and kills - your plane would actually go down. The main problem I see with no damage is that people and AI are still gonna be flying and fighting whereas IRL, they're vectored back to base once they're 'dead' (is this right?)
-
How would you set it up so that locks count as a kill - or is this MP only?
I'm thinking it might be easier just to take out the damage effects and leave the missiles the way they are so that the AI can handle it and people can't 'cheat' in MP.
-
Great angle on that first shot, EricJ
It is the autobahn...
-
Looks like the airbase is coming along nicely :)
I'd be willing to contribute some simple stuff (with my meager modeling skills - still learning)
Would this be of use?
-
Gotcha (nice skin btw)
What about the LODs? On the second level, landing gear, cut out shapes, small bulges, etc should be removed, right?
And anything on ground objects?
-
That's weird... didn't have any CTDs (Strike assigns you the enemy runway - found it would CTD without any runways) but if you're already fixing it, go right ahead. :yes:
-
Nothingness (Testbed Terrain)
This is a terrain of simply, nothing.
Why is this useful? Without all the objects and tiles it needs to load, it helps to minimize loading times. This is particularly useful in skinning (decal positioning), model testing, and target placement (which then can be copy-pasted to other maps). It includes two airfields (enemy and friendly) and two target areas, WITHOUT targets.
**For this reason, it is recommended that missions using this terrain either be RECON, SWEEP, STRIKE, or CAP.**
-
Submitter
-
Submitted08/16/2009
-
Category
-
-
Sometimes a custom resolution that may not be available through the menu options is desirable, for instance 1280x720 for filming videos.
To get this resolution, open up Options.ini in the root folder and look under [GraphicsOptions]
[GraphicsOptions]
DisplayDeviceID=0
DisplayWidth=1680
DisplayHeight=1050
DisplayDepth=32
AspectRatio=1.600000
...
Note that the aspect ratio can be found by dividing the width by the height (i.e. 1280/720 = 1.7777...)
-
This is gonna be a looooooooong day...
-
Title says it all... what's the general target for polycounts in both aircraft and groundobject models?
There is a little bit on it in the exporter notes, but as I understand it, are those a bit outdated and conservative by today's standards?
-
What are your texture graphics settings? Looks as if either what FC said, the trees are stressing your graphics card, or that the engine might be resizing the trees, resulting in the lower quality.
-
Screenshot Thread
in Thirdwire: Strike Fighters 1 Series - General Discussion
Posted
Looks amazing as usual... but what are skyraiders doing bombing Taiwan? :)