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Laton

+MODDER
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Posts posted by Laton


  1. Nice looking crate - I may have a go at one if I can get references.

     

    Just got out of hospital after getting my appendix removed last week and the new baby still hasn't arrived. :boredom:

     

    With FE2 out I'll keep working away on a few things but they won't be quick releases.


  2. Gr. Viper: I'm not sure about new textures, so far I haven't found the texture files for the crash LOD's. TK may be able to tell you. It should mean that we can make our own better crash models though.

     

    Quack: I don't think so. Its something people have been asking TK for for some time.

     

    Bandy: I'll have a look if I have time, my wife & I are expecting our 2nd baby any day now :grin: so I'm killing a bit of time at the moment.

     

    If you or anyone else wants to have a play with the AircraftCrashSmokeEmitter.ini

     

    EmissionRate=0.050000

    EmissionVolume=1.000000,1.00000,0.00000

    RadialVelocity=500.0

    RadialVelocityDeviation=1.50000

     

    ParticleSizeTableType=TABLE

    ParticleSize[01].Time=0.000000

    ParticleSize[01].Value=1.50000

    ParticleSize[02].Time=0.3500000

    ParticleSize[02].Value=3.000000

    ParticleSize[03].Time=1.0000000

    ParticleSize[03].Value=5.000000

    ParticleSize[04].Time=3.0000000

    ParticleSize[04].Value=7.000000

     

    Are the lines to mess around with


  3. Hi guys,

     

    Taking a look at the new _data.ini files in FE2 the callouts for the new crashed aircraft models are now there.

     

    If you want debris for 3rd party aircraft all you need to do is add two lines to the individual aircraft _data.ini file

     

    E.g for my SVA.5 the SVA5_DATA.INI file currently has a section that looks like this

     

    [AircraftData]

    EmptyMass=655

    EmptyInertia=738.0,582.2,1213.5

    ReferenceArea=21.6

    ReferenceSpan=9.10

    ReferenceChord=1.48

    CGPosition=0.00,0.00,0.00

    OnGroundPitchAngle=15.5

    DefaultArmorType=WOOD

    DefaultArmorThickness=26

    Component[001]=Fuselage

    Component[002]=TopWingLeft

    Component[003]=TopWingRight

     

    If you add a few lines:

     

    [AircraftData]

    DestroyedModel=AlbatrosD3_destroyed.LOD <------------------ add this

    DestroyedEffect=VehicleFireEffect <------------------and this

    EmptyMass=655

    EmptyInertia=738.0,582.2,1213.5

    ReferenceArea=21.6

    ReferenceSpan=9.10

    ReferenceChord=1.48

    CGPosition=0.00,0.00,0.00

    OnGroundPitchAngle=15.5

    DefaultArmorType=WOOD

    DefaultArmorThickness=26

    Component[001]=Fuselage

    Component[002]=TopWingLeft

    Component[003]=TopWingRight

     

     

    You'll get the destroyed & burning aircraft whenever one crashes.

     

    Other choices are:

     

    DestroyedModel=RE8_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=AlbatrosD3_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=DFW-CV_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=FokkerD7_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=Salmson2_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=SPAD_XIII_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=AEG_GIV_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=Camel_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

    DestroyedModel=FokkerDR1_destroyed.LOD

    DestroyedEffect=VehicleFireEffect

     

     

    Just pick which model you like and add it in. There is some doubling up, for instance the Strutter uses the RE8 destroyed LOD.

     

    If an effect you like better for crashed aircraft comes along later you can also change the effect name to reflect that.

     

    ETA: If you want a different crash effect try unzipping the attached file into your effects folder. You'll also need to change the DestroyedEffect=VehicleFireEffect line

    to read DestroyedEffect=AircraftCrashEffect

     

    You should get this:

     

    crash.jpg

     

    Also if you change

     

    DestroyedEffect=VehicleFireEffect to read

    DestroyedEffect=

     

    you should just get a wreck with no fire or smoke so you can have a mix of burning/non-buring crash sites.

     

    Cheers

    CrashEffects.zip


  4. Hi guys,

     

    After doing a bit of messing around I've found a few things you'll need to do to get my models to work in FE2 (I should add that I just did a straight copy and paste of all my aircraft from my FEG folder into the new FE2 directory)

     

    First off you'll need to have the following folder:

     

    C:\Users\?????\Saved Games\ThirdWire\FirstEagles2\Objects\Pilots

     

    Where ????? is your user name (this is for Win7 - I'm not sure of the new location in XP)

     

    Extract the attached Pilots.zip file into there and you should be good to go if you're having texture issues with pilots or gunners on my models.

     

    Next bit is a little more time consuming.

     

    You will need to go through each of my models and copy some of the .TGA and BMP files from the main aircraft directory into each skin folder.

     

    E.g.

     

    For the SVA.5

     

    Go into the C:\Users\?????\Saved Games\ThirdWire\FirstEagles2\Objects\Aircraft\SVA5 folder and you'll see the following files:

     

    FASTPROP.TGA

    SLOWPROP.TGA

    GLASS.TGA

    Vickers.bmp

    Vrt.bmp

     

    They all need to be copied into each individual skin folder you may have.

     

    Similarly for my Hannover's

     

    C:\Users\?????\Saved Games\ThirdWire\FirstEagles2\Objects\Aircraft\HannoverCLIII

     

    FASTPROP.TGA

    SLOWPROP.TGA

    GLASS.TGA

    Parabela.bmp

    Spandau_barrel.bmp

    Spandau_rec.bmp

    Vrt.bmp

     

    GermanGunner1.bmp may also need to be copied, not sure about that one.

     

    You get the idea, copy into each skin folder for the Hannover. Once you've done that you shouldn't have any guns showing up black or missing prop disks.

     

    Cheers

    Pilots.zip


  5. Hi Haggis,

     

    I've attached my particlesystem.ini file - its the game stock version with the required changes.

     

    I'm running Win7, my effects folder is in C:\Users\?????\Saved Games\ThirdWire\FirstEagles2

     

    where ????? is your user name.

     

    You should be able to drop the particlesystem.ini straight into that.

     

    You may have to create an Effects folder in there yourself.

     

    Good luck

    PARTICLESYSTEM.zip


  6. Hi guys,

    Just a quick rework of some of my old effects to add some colour to FE2 :cool:

     

    effect1.jpg

     

    Notes:

     

    • Backup
    • Extract into your Effects folder.
    • I prefer a more subtle exhaust effect than the game one so my version is a bit harder to see.
    • I've put these together over a year or so, there may be a few lines that I've pulled from other modders work (Stary?) and added to my own combined with some effects that Stary released for FE last year. I hope I've included everything needed to get these up and running but let me know.
    • Anything you don't like just delete the effect .ini file to go back to the original

     

    Cheers

     

    Laton

     

     

    ETA: These work best if you have

     

    MaxParticlesPerEmitter=2048

     

    in your PARTICLESYSTEM.INI file.

    FE2Effects.zip


  7. Just though I'd add that Sinbad has been in touch and sent the files through to me.

     

    I think we can get a 'beta' version out pretty quickly, hopefully all I need to do is produce the distance LODS.

     

    I'm getting married on Saturday so things will be a bit hectic for a few days:blink:weeks :blink: years :grin: but once things settle down I can have a look at tidying things up a little.


  8. That happened to me too :blink:

     

    I had the same things happening with the Halb. Cl.IV when starting out with the .ini file

     

    A few things to check:

     

    Try reducing the PropDiameter setting (I think the game engine may be detecting a prop 'ground-strike' when the tail comes up during take-off if this is too large)

     

    and check the

     

    RollingRadius=

     

    in the landing gear sections. Increase it a bit to move the wheels up out of the ground.

     

    Also if you have .OUT files these can be opened with notepad and give all the mesh names and their hierarchy (worth checking to see if you have misnamed components).

     

    Good luck


  9. ..I think I won the 2nd price in Your competition?

    Any news about my " price", The Rumpler C.IV.

    Is it possibly a WIP? :search::pilotfly:

     

     

    Hi jarkko, its still on the list :yes: .

     

    I haven't had a chance to fire up Max for a while. Hoping to get it underway soon.


  10. This question really is for Laton, but maybe someone else knows. Can the rear gunners on the new Halberstadt and the Hannover be used on the older models like the Gotha?

     

     

    Not in the way that new pilots can be changed around. The gunner figures are actually added in 3DMax as componets of the model.

     

    To use the new gunners either the A-Team would need to redo the Gotha mesh using Geezers figures or I (or another modeller) would have to convert the orginal mesh over and use them.

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