Jump to content

FastCargo

ADMINISTRATOR
  • Content count

    8,142
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by FastCargo

  1. I will echo DO's comments here. Having now done 3 models that either were in other formats, not made for simming, or had been run through the optimize routine in MAX, you spend A LOT of time repairing, replacing or rebuilding to get it to work properly and look good in the TW engine. In a lot of ways, it's more tedious than if you started from scratch, because you have to find the errors first, fix the errors without screwing up something else, then make sure it looks right in the TW engine. And god forbid if you're trying to do it without hosing up the mapping... FC
  2. Well, he might be asking if you can make a gun animation like a rotating barrel on a vulcan for instance. You can actually assign an animation to a gun firing on an aircraft. For instance, the internal gun on the F-35A has a door that normally covers it. I've animated for that door to retract when firing the gun...and someone here showed me the data.ini entry needed to make it work right (MJ?). FC
  3. Hmmm...guess you changed your mind? FC
  4. No. In fact, this is what it says in the ThirdWire export notes: Also, no other mesh that is using that bitmap is having problems. FC
  5. Because it's the Navy! Got a problem with that? Actually, I had always wondered that myself... FC
  6. Nice.... For those wondering why the shadow looks like a bunch of loose parts, it's because the fuselage won't shadow. Something in the TW code doesn't shadow if the mesh exceeds a certain amount of 'concave' type surfaces. In other words, the more dents 'into' the mesh, the less chance it will shadow properly. It doesn't matter if the mesh is 'open' or not...I tried with a totally closed fuselage mesh and it still didn't shadow. And the closed mesh itself caused problems, mainly LOTS of decal bleed. I had to open the mesh to eliminate most of the bleeding. We could try running with the decal version of the mesh, but a lot of computers would choke on the model because it's already poly heavy. I haven't tried it yet, but I think if you up the shadow options in your TW install to unlimited (or high), it will then shadow properly. I'm still exploring what I can do...either build a SHD file or put in 'parts' inside the fuselage mesh to create shadows. Neither is appealing. Finally, next weekend, I'm going to work to put the model on a diet and come out with a lower poly model for those with older computers and for multi-LOD purposes. FC
  7. I've noticed it depends on what you have in your viewlist.ini. Certain 'views' cause that to happen...certain viewlist mods specifically. FC
  8. Cool! And just to be clear my friend, the pylon that holds anything other than the ATFLIR can hold other things that are that general size and shape of a LANTIRN style pod. Still working on the spinners for the various other pods (ALQ-99, Buddy Pod). Once I figure that out, then the G model will be available. FC
  9. Ah hah! I knew there was a parameter somewhere that adjusted that... FC
  10. Anthony W, The data.inis of all aircraft are alterable. You can carry a damn Saturn V rocket if you want. FC
  11. Actually, Orca would work if you're semi serious...it has about the same profile in the nose area. FC
  12. Yeah, and if I had a dime for everytime I heard that, I could pay for the whole website for the rest of my life. FC
  13. Also, the wav has to be coded a specific way I think. Stereo I think. FC
  14. Alternate method: [YourWeaponStation] ... AttachmentAngles=0.0,-3.0,45.0 ... Numbers for Angles are in the following order: 1) Yaw - (negative=left, positive=right) 2) Pitch - (negative=down,positive=up) 3) Roll - (negative=roll left,positive=roll right) FC
  15. You have to pay...everyone else gets it free. FC
  16. Then you're right back where you started. What you need is a range control to control the sweep of the wings. There are only 3 range controls in the TW sims. 1) Flight controls 2) Throttle 3) Thrust vectoring Probably don't want to use the flight controls or throttle. However, there isn't anything preventing trying to use the thrust vector control for sweeping wings. However, I'm not sure how successful you'll be. FC
  17. I added links to add to the speedbrake on practically all surfaces. In addition, Vampyre sent me a VERY useful document which details what surfaces move during certain control inputs. You will see appropriate movements to the max extent the sim allows. FC
  18. Like the man said. Unlike the other Varks which were rebuilds/remaps of existing meshes (which in itself was not a small project), the H model would have required a damn near whole new mesh, which majorly adds to the time needed for very little return. We didn't forget anything...we made a conscious decision to not build it. We do in fact do quite a bit of research on this stuff. Quite frankly, I'm amazed anything gets done considering the time constraints a lot of us are under. FC
  19. Well, that's not what you asked for originally. If you want FM analysers, there are a few here: http://forum.combatace.com/index.php?autoc...p;showfile=4759 http://forum.combatace.com/index.php?autoc...p;showfile=4932 FC
  20. There is no special editor required for the data.ini. It is a simple text document. FC
  21. Viggen, As an airline pilot, I go everywhere. As the resident CA collections officer, I can always persuade you in person. Along with my fellow crew member "Knuckles" Magee.... FC For those watching...IT'S A JOKE! Lighten up!
  22. That's one thing I haven't been able to quite figure out in MAX is how to unwrap a 'tank like' object in such a way that it's a contiguous space. The '4 part' method is the best I've been able to come up with so that at least the lines are easy to make (the maps are adjacent to each other). FC
  23. Russ, some of the model is currently a 'open mesh', resulting in the strange shadowing (mainly, the fuselage mesh isn't shadowing). I'm trying to fix that right now without having to make 3 separate MAX files. FC
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..