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Everything posted by Heck
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People who kill unarmed victims are cowards. Pure and simple. People who swear to God after killing someone are the biggest sinners of all. No matter what their religion. Terrorists are the biggest IDIOTS OF ALL! Terrorism never has the desired effect. The biggest terror campaigns in history all failed to cow the target populations. The moment you announce to the world you're a terrorist, you're announcing to all the world that you're a moron.
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Turn and bite its own tail. Much prefer this without the head rest.
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WW2 WIPs Thread
Heck replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
SF2 WW2 becomes more awesome by the moment. CombatAce. The best team of modders ever. At least in my book. -
Thanks for all your hard work, Quack. I hope you can find a work around for that one mesh issue. But even if you can't these skins take a great model to a whole new level. Great stuff.
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Rest in Peace.
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Many times, I fly this sim just for the fun of virtual flying. I honestly can't say that about any other sim I own. It takes a lot of control inputs just to get a decent loop, just as it was, back in the day. I know I'm a geek, but I am addicted to the flying in this sim. In a few minutes, I'll be trying to see if I can do a tail slide. But first... Out for a spin. Literally. A nice slow climb. Listening to the creak. Dangling on a prop.
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Well... That's just funky...
Heck posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I'm working on a different decal system for my Navy F-4s in SF2 Vietnam on a full 5 merged install. I have 8 decals on the fuselage_p mesh, which seems to be the maximum decals per mesh these days. If I have the object detail settings set to high in the options, all 8 decals show up, but I get no bump mapping, of course. When I set the object detail settings to unlimited, I get bump mapping, but the last decals on the mesh, the bunos, disappear. Is there any ini setting that can be changed to have both? I realize it might be a limitation imposed by my 1 gig Nvidia 610 graphics card, but I was just wondering... -
Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I'd love to have them. Thanks! -
I don't usually fly this bus, but I'm trying to get used to it.
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Strike Fighters 2 Screenshots
Heck replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
A decal project: -
Oh, it was a loop, Lima. Almost brushed the wheels on the ground pulling out, but that's what stunting is for! One of my favorite stupid stunts in the sim is picking out some French ville, and then spinning down over the Church steeple, to see how low I can pull out.
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Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Pukin Dogs 65 version 2. With a tip of the hat to you, Swordsman. Thanks. -
Those are beautiful, Quack. Your attention to the small details makes your skins perfect. Looking forward to these, since I love flying the 28. Thanks for your hard work.
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SF2 NAA FJ-3M Fury (Ver.2)
Heck replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Download, folks! Download! This baby redefines sex plane! -
Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for your encouragement, Swordsman. It'll be a slow process, given real life issues at the moment (getting married toward the end of this summer, etc.) but I'm determined to finish it, because I do like the results and ease of use of this kind of scheme. Now to find a better Pukin dog for my Pukin Dog 65, I don't like the way it turned out. -
Strike Fighters 2 Screenshots
Heck replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Another masterpiece. Thanks to all involved. -
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Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
What I'm attempting to do involves the use of the Squadronlist.ini and the modified decals ini posted above to put more markings on my SF2 Vietnam Navy Phantoms, ala Mytai's way of doing it. I'm adding squadrons to the list: Vf-114 66, Vf-143 65, etc., and adding information to the decals, such as carrier name, stripes, best of the west/east, etc. Again, ala Mytai. I've run into a few problems: 1) The disappearing bunos mentioned above, if you use unlimited object textures, 2) Some of the decal information can't be placed in its historically correct position because of decal stretching, which distorts them at certain view angles, and 3) I suck as a graphic artist. So, if any true graphic artist wants to take the decal.ini posted above and run with this idea, please do. I'll continue to putter with mine, but I'm sure someone with talent will provide results better than mine: So. this is essentially a modified stock scheme, where you'll chose one of TK's skin choices, and a squadron, and wind up with different decals for different periods of time, if the squadron in question changed their markings. I'm also using 256X256 size decals, like TK's originals, so people with older systems (like I once had) should be able to use them without issues. -
Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks, Cocas. I'll just flly using high texture settings. In this case I'd rather have the decals than the bump map. At least the whole mesh doesn't disappear any more, like it used to when you overloaded a mesh. -
Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Just tried setting it to 3. Same thing happens. When I use high texture settings for objects, the bunos are there, but when I set unlimited textures, they disappear. Gotta have something to do with the amount of texture memory my video card has, or something similar. It seems like the sim is reading the bump map as if it's a decal, and in this instance it's overloading the mesh. -
Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hope you post them when you're finished, I'd love to have them. -
The young aviator, he went a stunting... Sunday morning. Visiting Papa et Mama...
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Well... That's just funky...
Heck replied to Heck's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Below is my modified decal.ini. What I've done is combine the nationname and squadronname decals on Navy planes to free two decal slots on the fuselage_p mesh, so I can add the two squadron stripe (as I call them) decals, which contain stripes, best of the east/west callouts, carrier name, etc. As I said, this scheme works perfectly (although I am a lousy artist ), when I've selected high in the options ini for object textures. As soon as I select unlimited for object textures, the two last decals on the fuselage_p mesh disappear, which happen to be the bunos in this case. Used to be that the mesh would become invisible if you had too many decals on it; now the offending decals are dropped off. It has to be that the bump map is acting as a decal, and has priority in the sim hierarchy if you select unlimited textures, so it's dropping the bunos. Unless someone knows of something else that might be causing it to happen. [Decal001] MeshName=fuselage_P DecalLevel=0 DecalFacing=RIGHT FilenameFormat=InsigniaFuseR Position=4.63,-0.167 Rotation=0.0 Scale=1.85 DecalMaxLOD=3 [Decal002] MeshName=fuselage_P DecalLevel=0 DecalFacing=LEFT FilenameFormat=InsigniaFuseL Position=4.63,-0.167 Rotation=0.0 Scale=1.85 DecalMaxLOD=3 [Decal003] MeshName=wing_left_outer DecalLevel=0 DecalFacing=TOP FilenameFormat=InsigniaWingL Position=-4.241,-0.94 Rotation=40.0 Scale=2.5 DecalMaxLOD=3 [Decal004] MeshName=wing_right_outer DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=InsigniaWingL Position=4.241,-0.94 Rotation=40.0 Scale=2.5 DecalMaxLOD=3 [Decal005] MeshName=wing_left_inner DecalLevel=0 DecalFacing=TOP FilenameFormat=InsigniaWingL Position=-4.241,-0.94 Rotation=40.0 Scale=2.5 DecalMaxLOD=3 [Decal006] MeshName=wing_right_inner DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=InsigniaWingL Position=4.241,-0.94 Rotation=40.0 Scale=2.5 DecalMaxLOD=3 [Decal007] MeshName=wing_left_outer DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=InsigniaWingR Position=-4.241,-0.94 Rotation=-40.0 Scale=2.5 DecalMaxLOD=3 [Decal008] MeshName=wing_right_outer DecalLevel=0 DecalFacing=TOP FilenameFormat=InsigniaWingR Position=4.241,-0.94 Rotation=-40.0 Scale=2.5 DecalMaxLOD=3 [Decal009] MeshName=wing_left_inner DecalLevel=0 DecalFacing=BOTTOM FilenameFormat=InsigniaWingR Position=-4.241,-0.94 Rotation=-40.0 Scale=2.5 DecalMaxLOD=3 [Decal010] MeshName=wing_right_inner DecalLevel=0 DecalFacing=TOP FilenameFormat=InsigniaWingR Position=4.241,-0.94 Rotation=-40.0 Scale=2.5 DecalMaxLOD=3 [Decal011] MeshName=vertical_stabilizer DecalLevel=0 DecalFacing=RIGHT FilenameFormat=FinFlashTiltedR Position=-4.95,1.48 Rotation=0.0 Scale=1.80 DecalMaxLOD=2 [Decal012] MeshName=vertical_stabilizer DecalLevel=0 DecalFacing=LEFT FilenameFormat=FinFlashTiltedL Position=-4.95,1.48 Rotation=0.0 Scale=1.80 DecalMaxLOD=2 [Decal013] MeshName=rudder DecalLevel=0 DecalFacing=RIGHT FilenameFormat=RudderStripes Position=-7.00,1.61 Rotation=0.0 Scale=1.5 DecalMaxLOD=3 [Decal014] MeshName=rudder DecalLevel=0 DecalFacing=LEFT FilenameFormat=RudderStripes Position=-7.00,1.61 Rotation=0.0 Scale=1.5 DecalMaxLOD=3 [Decal015] MeshName=splitter_plate_left DecalLevel=3 DecalFacing=LEFT FilenameFormat=kill Position=5.995,-.141 Rotation=00.0 Scale=0.75 DecalMaxLOD=2 [Decal016] MeshName=vertical_stabilizer DecalLevel=1 DecalFacing=RIGHT FilenameFormat=F4_SqTailR Position=-5.05,1.2 Rotation=0.0 Scale=5.25 DecalMaxLOD=4 [Decal017] MeshName=vertical_stabilizer DecalLevel=1 DecalFacing=LEFT FilenameFormat=F4_SqTailL Position=-5.05,1.2 Rotation=0.0 Scale=5.25 DecalMaxLOD=4 [Decal018] MeshName=fuselage_P DecalLevel=1 DecalFacing=LEFT FilenameFormat=F4_SQSTRIPEL Position=0.050,0.200 //Position=0.550,0.200 Scale=6.5 DecalMaxLOD=3 [Decal019] MeshName=fuselage_P DecalLevel=1 DecalFacing=RIGHT FilenameFormat=F4_SQSTRIPER Position=0.050,0.200 //Position=0.550,0.200 Scale=6.5 DecalMaxLOD=3 [Decal020] MeshName=fuselage_P DecalLevel=1 DecalFacing=LEFT FilenameFormat=SqName Position=-1.6,0.33 Rotation=0.0 Scale=2.2 DecalMaxLOD=2 [Decal021] MeshName=fuselage_P DecalLevel=1 DecalFacing=RIGHT FilenameFormat=SqName Position=-1.6,0.33 Rotation=0.0 Scale=2.2 DecalMaxLOD=2 [Decal022] MeshName=fuselage_front DecalLevel=2 DecalFacing=LEFT FilenameFormat=USNFighterNum Position=7.88,-0.35 Rotation=0.0 Scale=0.84 DecalMaxLOD=2 [Decal023] MeshName=fuselage_front DecalLevel=2 DecalFacing=RIGHT FilenameFormat=USNFighterNum Position=7.88,-0.35 Rotation=0.0 Scale=0.84 DecalMaxLOD=2 [Decal024] MeshName=rudder DecalLevel=1 DecalFacing=RIGHT FilenameFormat=F4_SqTailR Position=-5.05,1.2 Rotation=0.0 Scale=5.25 DecalMaxLOD=4 [Decal025] MeshName=rudder DecalLevel=1 DecalFacing=LEFT FilenameFormat=F4_SqTailL Position=-5.05,1.2 Rotation=0.0 Scale=5.25 DecalMaxLOD=4 [Decal026] MeshName=flap_inner_right DecalLevel=2 DecalFacing=TOP FilenameFormat=USNFighterNum Position= 2.08,-1.48 Rotation=-13.0 Scale=0.70 DecalMaxLOD=2 [Decal027] MeshName=flap_inner_left DecalLevel=2 DecalFacing=TOP FilenameFormat=USNFighterNum Position=-2.08,-1.48 Rotation=13.0 Scale=0.70 DecalMaxLOD=2 [Decal028] MeshName=gear_door_front_outer_1 DecalLevel=2 DecalFacing=BOTTOM FilenameFormat=USN2Num Position=0.0,7.10 Rotation=0.0 Scale=0.30 DecalMaxLOD=2 [Decal029] MeshName=fuselage_P DecalLevel=2 DecalFacing=RIGHT FilenameFormat=USNF4BuNo Position=-2.94,0.64 Rotation=0.0 Scale=1.5 DecalMaxLOD=2 [Decal030] MeshName=fuselage_P DecalLevel=2 DecalFacing=LEFT FilenameFormat=USNF4BuNo Position=-2.94,0.64 Rotation=0.0 Scale=1.5 DecalMaxLOD=2 -
You're right, Ojcar. My data.inis were using the wrong blendop. Go here guys: http://combatace.com/files/file/10563-alternatice-solid-objects-setting-for-fe-tiles-by-jan-tuma/
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I think it's the way .tgas are used in Jan Tuma's tiles. Everything else: buildings, fences, etc., show up correctly, but cows and phone poles show up as white background pictures, not tgas. Don't know why. I have a Nvidia 610 1 gig card with the latest drivers, updated last night, so it's not just an ATI problem. I tried creating a new tga, based on Jan's elements in Gimp, but the problem is still there with the new tga. It has something to do with the fact that all Jan's terrain elements are covered by the same large tga, I think: buildings, cows, poles, fences, etc., so I'm not sure what the solution is, if any. For now, I'll just ignore it, since I don't like the stock terrains, even with the many enhancements, but that's just my preference.