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Everything posted by Laton
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Hansa-Phonix KD1 "Star-Strutter" - Released
Laton replied to Laton's topic in Thirdwire - First Eagles 1&2
Thanks guys. Bucky, I'm 99% sure that those clouds are the stock game ones. The early version is pretty much done, so look for it in the next few days: This one is much more of a dog to fly, but still OK - I'll leave it up to the FM guru's to put out a polished version. The view out the front is a little lower as well. -
Available here at CA now. Linky This aircraft represents the late version Star-Strutters made under licence by Phonix. They had better pilot seating, a larger rudder/tail assembly and more powerful engine than the original Hansa-Brandenberg model (which will my next release.) This aircraft as a very narrow upper-cockpit area which is far too small for the stock pilot figure. I've knocked together a pilot figure that fits (included). When I release the early version of the "Star-Strutter" I hope to have a far better pilot provided by Geezer. At that time I'll release a new .ini file and post instructions on getting it working with this aircraft. Have fun!
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782 downloads
Hansa-Phonix KD1 "Star-Strutter" Ver.1 05 April 2009 Model, Skin & FM by by Andre (Laton) Simpson This aircraft represents the late version Star-Strutters made under licence by Phonix. They had better pilot seating, a larger rudder/tail assembly and more powerful engine than the original Hansa-Brandenberg variant (which will my next release.) Please check the read-me for installation instructions. Also included in the release pack are the skin templates for anyone who wishes to create their own paint-schemes -
View File PhonixKD1 "Star-Strutter" Hansa-Phonix KD1 "Star-Strutter" Ver.1 05 April 2009 Model, Skin & FM by by Andre (Laton) Simpson This aircraft represents the late version Star-Strutters made under licence by Phonix. They had better pilot seating, a larger rudder/tail assembly and more powerful engine than the original Hansa-Brandenberg variant (which will my next release.) Please check the read-me for installation instructions. Also included in the release pack are the skin templates for anyone who wishes to create their own paint-schemes Submitter Laton Submitted 04/05/2009 Category Other Central Powers Aircraft
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Hey p10ppy, thanks I'll take a look when I get home. I've been in touch with Geezer and as I still have to do the damage model a bit of a delay for a new pilot won't be an issue. After a bit more research I'll probably release this one as the version licence-built by Phonix with several improvements over the Hansa-Brandenberg type. The Phonix had the larger tail, better seat position for the pilot and more powerful engine. The original starstrutter seems to have been a bit of a dog to fly. I'll release that version with the small rudder etc a bit later.
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In-game and working The view is somewhat cluttered Got a few mapping oddities to sort out and still have to do more work on the pit. Lots of the .ini dance to do now. ETA: I've had to build a new pilot figure to fit in the model as the pit is a lot narrower than a lot of other aircraft - the stock pilot's shoulders are far to wide. My figure building and mapping/painting skills leave a lot to be desired. If anyone has a mapped pilot figure in Max that I could have to scale & fit it would be much appreciated.
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A while ago someone here ( wish I could remember who ) sent me a datafile on the SVA.5 so I've got a good reference. I think I may have even set up my 3-view plans in 3DMax at one point. Got a pit made up for the Starstrutter now, still some work to do as its causing my copy of FE to CTD and I noticed that I still need to add a tail-skid. A little more skinning work to be done as well, just tidying up a few panels. I did get it into the game last night OK.
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I think transparent textures need to be in .tga format. If you take a look in any of my Fokker E.III's there should be a file called glass.tga - feel free to use that if you want. The Strutter is looking really nice.
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Well, we've got the SP.3 and there is a very good chance my next project will be the Ansaldo S.V.A.5
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The location of the gun is problematic for pilots. Once it jams there is no way of clearing it. I can't remember if gun jams are an individual setting for each aircraft or just a general one but it could lead to some frustrating times if you have it turned on for this crate
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Two more. Mapping is probably 98% done. Some more detail to add - including the exhaust, then break her up into components, add the prop disks, create the damage nodes and export the coordinates for the damage boxes and other points (gun location, engine, fuel etc). Then I'll start getting it in-game and play around, make sure the animations work. I don't know about a new pit. It would be nice, but if I can get an existing one to fit (Albatross maybe?) I'll go with that.
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Quick update, not a lot of modelling but I've remapped and after spending some time at this site working through some tutorials I've done a bit of re-skinning
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Been playing with a few effects: Slight changes to the fuel fire: New engine damage (flames and darker smoke) From a distance Modified fuel leak Available here soon (I hope) Check the readme for installation
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Want a more manoeuvrable Camel?
Laton replied to Southside Bucky's topic in Thirdwire - First Eagles 1&2
Its been a while since I messed with FM's but I think that these lines: MaxDeflection=32.0 MinDeflection=-32.0 Not only tell the game engine how far to rotate the rudder element in the game but also how to calculate how much rudder is being used at any one time. If you, say, halve one side you may be able to simulate a difference in rudder effectiveness - of course you will have to be OK with the in-game model's rudder not moving as far to one side. Could be worth a shot - my joystick isn't hooked up at the moment or I'd give it a go. -
I'm back baby! After far too long away from modelling (who knew a baby would take up so much time?) Hansa Brandenburg D-1 "Star-Strutter" Still a bit of work to go but hopefully not too long - a month maybe? Depending on how much time I can grab. FM, skins etc to be sorted out a bit later. I plan on doing this one and the early version with the tiny tail/rudder.
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I'm happy to send one of mine through as well. Not getting a lot of time for modelling at the moment so if you want to take a look at, or use parts of the Strutter I started you're more than welcome.
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No, Stiglr, you DIDN'T have to reply. joes_shop ignore this and just play the game how you want and have fun.
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After 14 hours labour my son arrived this morning. Decent sized kid at 9 1/2 lbs!. :clapping: :clapping: Mum & baby (Owen) are fine - father is exhausted & off to bed. I'm still working on my projects but things will be a bit slower for a while.
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Looking good Geezer, I'll be in touch via PM
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Back & at it again Decided to work on getting the Sopwith Strutter out as its been a WiP for quite a while. The skin is a place-holder so I can check the mapping as I'm using a different technique. I'm no skinner so closer to release I'll check if anyone wants to give me a hand with this. The Hansa-Brandenberg D.1 is slowly progressing - could be the first of a series of Austro-Hungarian crates
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f-84g rockets
Laton replied to Heck's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
CheckSix have an F-84G with working HVAR's - Go to the S.F.P.1 Family link on the left of the page, then Avions - Page 4. Its just listed as Thunderjet with no screenie. -
Hi Guys, Been messing about making a new engine damage effect. This changes the existing puffy greyish smoke to a heavier brown tinged effect. Still experimental but if anyone wants to give it a go (or make mods/changes) here's the procedure: Step 1: Go to your First Eagles/Effects folder and make a backup copy of the AircraftEngineDamageEffect.ini file. Step 2: Double check you have a copy of the AircraftEngineDamageEffect.ini file so you can go back to it. Step 3:Open AircraftEngineDamageEffect.ini with a text editor, get rid of all the text and replace it with the following: [EffectType001] Name=AircraftEngineDamageEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=AircraftEngineDamageSmokeEmitter Element[01].StartTime=0.0 Element[01].StartTimeDeviation=0.0 Element[01].EjectTime=-1.0 Element[01].EjectTimeDeviation=0.0 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=AircraftEngineDamageFireTrailEmitter Element[02].StartTime=0.0 Element[02].StartTimeDeviation=0.0 Element[02].EjectTime=-1.0 Element[02].EjectTimeDeviation=0.0 [EmitterType001] Name=AircraftEngineDamageSmokeEmitter EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=10000.000000 EmissionRate=0.02000 EmissionVolume=0.100000,0.100000,0.100000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=ANIMATED_SPRITE ParticleNumAnimationFrame=4 ParticleAnimationScale=0.5 ParticleRandomOrientation=TRUE ParticleLifeTime=12.000000 ParticleLifeTimeDeviation=0.700000 ParticleWeight=0.00000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.300000,0.200000,0.000000 ParticleColor[02].Time=0.005000 ParticleColor[02].Value=0.400000,0.300000,0.200000,0.250000 ParticleColor[03].Time=0.800000 ParticleColor[03].Value=0.200000,0.200000,0.200000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.400000 ParticleSize[02].Time=0.5000000 ParticleSize[02].Value=3.000000 ParticleSize[03].Time=1.5000000 ParticleSize[03].Value=9.000000 BaseSizeDeviation=0.4 TextureMaterial=AnimatedSmokeMaterial [EmitterType002] Name=AircraftEngineDamageFireTrailEmitter EmissionType=POINT_EMITTER UpdateType=RANDOM_MOVING Weight=-3.00000 MaxVisibleDistance=10000.000000 EmissionRate=0.02000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=CONNECTED_SPRITE ParticleLifeTime=14.000000 ParticleWeight=0.00000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.400000,0.300000,0.200000,0.000000 ParticleColor[02].Time=0.010000 ParticleColor[02].Value=0.300000,0.300000,0.100000,0.400000 ParticleColor[03].Time=0.400000 ParticleColor[03].Value=0.100000,0.100000,0.100000,0.250000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.100000,0.100000,0.100000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.800000 ParticleSize[02].Time=1.000000 ParticleSize[02].Value=2.000000 ParticleSize[03].Time=1.600000 ParticleSize[03].Value=9.000000 BaseSizeDeviation=0.4 TextureMaterial=SmokeTrailMaterial [smokeTrailMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smoketrail.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [AnimatedSmokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=AnimatedSmoke.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Save and give it a go. To change back delete the new version and rename the copy you made in Step 1. Cheers See you in 6 weeks :biggrin:
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Brilliant. Thanks.
