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Laton

+MODDER
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Everything posted by Laton

  1. Hey quack Details & new LOD's here: Linky Hopefully that will work
  2. 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. With FE2 out I'll keep working away on a few things but they won't be quick releases.
  3. 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 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
  4. 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: 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
  5. 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
  6. I've included new effects for: Aircraft damage Engine fires Fuel fires Different tracer smoke Toned down exhausts Longer lasting Flak bursts Some pics:
  7. 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
  8. Hi guys, Just a quick rework of some of my old effects to add some colour to FE2 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
  9. Its also possible the gunner is set to use Peter's less accurate guns, open the _data.ini file and check the GunTypeName: [Tailgun] SystemType=FLEXIBLE_GUN GunTypeName=7.92MM_PARABELLUM_MG14 If it has something like GunTypeName=7.92MM_PARABELLUM_MG14_Gunner At the end of the line get rid of the _gunner bit.
  10. Gandalf the Khaki?
  11. Really nice work guys!
  12. Really nice work!
  13. Those look amazing! Floatplanes work, I've been able to get the Felixstow to successfully land & take off from close to shore. Positioning the landing gear points so that the boats 'settle' in the water properly takes a bit of testing. When I'm back from my honeymoon I'll get back to it.
  14. Thanks guys. We're off to the South Island of NZ for a 10 day driving holiday. Anyways, just sent the new LODS to Sinbad, so I'm off to bed.
  15. 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 daysweeks years but once things settle down I can have a look at tidying things up a little.
  16. TracerSmoke2Emitter was the name Stary used in his new effects pack to avoid conflict with some AC that use the old tracer effect as an exhaust.
  17. Yep, Objects folder. Check that the lines that say: TracerEmitterName= Refer to the correct tracer effect, eg. TracerEmitterName=TracerSmokeEmitter
  18. Check the effect name in the Bulletobject.ini file
  19. 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
  20. I think you need Peter's FMs for Nov 2008 Patch update Here
  21. 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.
  22. 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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