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FastCargo

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Everything posted by FastCargo

  1. tomcat, Wenn es ein Problem, sie ruhig bringt es an jemand darauf aufmerksam machen. Eine Haltung wird nicht helfen. FC
  2. The NVIDIA plugin for PS looks the same. For standard textures I've been using DXT5, no mip maps. For TGAs I've used DXT3, no mip maps. For Normals, I've had to tweak a bit, though I think xNormal does a better job. Also, be aware there is a DX plugin for Gimp that I think does a pretty good job for TGAs. FC
  3. I could have sworn when I modded the Classified Mission Mod I was able to restore some of the widesky mod. FC
  4. Ant, Have you done a Reset XForm? (Save the file first!) Then, once you're done, make sure to do a proper Transform with the pivot point. Also, if this is a multiple mesh model, unlink all the parts first, then Reset XForm each part, then Transform the pivots, THEN relink the parts. FC
  5. By the way, for those having problems with CA with the Forums, switch to a skin other than CA Classic, and that will temporarily fix the issue. FC
  6. FC
  7. It can be done... However, I'm not happy with how many times and by how much I had to over G to get this to happen. I'm thinking the StructuralFactor may need to be lowered. FC
  8. Dave asked for a straight conversion to get shadows back, I wasn't under the assumption you were using both sides of the mesh. FC
  9. Well, as long as he has the MAX files available, just go back into MAX and unselect 2-sided in the Materials Editor, re-apply and re-export. Takes 5 minutes per model at most. FC
  10. I do notice in the P-51 a definite 'twist' if I 'goose' the throttle...weather that is because of the gyro effect, I couldn't tell ya. My experience in high power props is limited. FC
  11. Note how this reads. It says very specifically the count should be limited for performance reasons, and for the current models for Project 1, the count is limited. It says nothing about rendering errors, merely performance. Most of this has been nullified simply due to the increase in CPU power (of which the TW engine is primarily dependent). Also, from the exporter notes (written in July of 2001): Note here that although it is supported, 2-sided is recommended to be kept off. There are no caveats for performance, and in fact, the notes warn of there being problems with normal and sorting. This to me was a much more serious consequence (parts not rendering properly) than slow frame rates due to high numbers of polygons. This is why I don't use 2-sided materials in my models...which means I accepted the consequences of things such as not seeing canopies when looking from the inside. Also, there was no assumption of this being fixed in future iterations due to performance increases in computers...the way this reads is that this could ALWAYS be true. This is a different issue than the 'props' because there was no warning in the exporter notes of future 'flags' being incorporated that would cause problems rendering older models, which is why TK issued a patch to fix it. There was no note that said "Hey, put these 'flags' in the mesh properties so the props are compatible with the future." And as far as shadows go, there is still not a fix (nor is there expected to be one) for the 'shadow spikes' of older models. Most of these were caused not by open meshes (as is the popular opinion), but by meshes that are sometimes welded where they shouldn't be. An example would be taking 2 coffee cans, and welding them together at a single point on the edges where they sit on each other. If you made such a mesh in MAX and exported it, you'd probably get a 'shadow spike'. Basically, because you have meshes welded at a single point with no dimension, the sim can't figure out what faces are 'out' and what faces are 'in' to create a proper shadow...resulting in a 'shadow spike'. Unfortunately, this can sneak in when building a model, and may not be noticed until exporting and running in a sim patched to Oct 08 or later...which means some models will always have it unless the modeler can find the original MAX file, and go in to find the offending vertex... Also, the current version of sim engine (as of Jan 2011) in fact does recognize older LODs, that's how the 'props' issue was fixed. I suspect the fix was the rendering engine, upon detecting an older version of a LOD simply applies the CatchShadow and CastShadow flags as FALSE to any transparent materials in that LOD. Look, this does not mean that those folks who built models using 2-sided materials screwed up...on the contrary, their stuff is usually way the hell better than the crap I put out. But, there will always be risks in doing things that the builder recommends you don't do, with resultant consequences. It is always a trade off in risk/effort/reward. Ini edits are one thing...those are easy to fix. MAX/LOD files are different in that the fix may not be easy, especially if the source file is lost. If TK can fix it, hey, that's great, but it won't kill me if he can't. If you notice, we already have models that don't use shadows because of the 'shadow spikes' (the RAZBAM EA-6B comes to mind) and there doesn't seem to be a big uproar about it. FC
  12. Not if the patch puts anything else at risk of not rendering properly. In the original 3ds max exporter notes, it very specifically recommends to NOT use double sided materials. This may have been an anticipated consequence that was missed by the folks who created the models. FC
  13. I have a suspicion how. But we'll let the creator tell us... FC
  14. Yea...for a program that is a standard of the industry, it sure can be buggy at times. I've got mine set to save 5 previous copies at 5 minute intervals. FC
  15. Make sure your animations are programmed to use TCB controllers. Make sure the animation is only 10 frames long (1-10 for weapons works pretty well). Make sure you assign the animation in the data.ini for the weapon. FC
  16. There is something buried in one of the ini files. Try GroundObject.ini in the Objects directory. FC
  17. Part of the problem is Erik isn't using those shiny IDC 900s like in the picture... FC
  18. Yeah? Answer the question: "Where are they?" - The Fermi Paradox Or, for a more comprehensive example: The Rare Earth Hypothesis There may be other life, but it A) may be nothing more than pond scum or B) is too far away to be able to notice at all, and therefore irrelevant. Now, personally, I don't necessarily believe that, but simplistic "Its all in the math" statements ignore the realities of the universe. FC
  19. So? Not a big deal. Just like my SDBs, give them zero thrust for an infinite length of time with no effects. Works like a champ. FC
  20. Looks like the way I would build it, overengineered so it would fly like a tank! Oh...wait... FC
  21. The F-18 is a soft limit aircraft...it means you can go right past the G limit and destroy the aircraft if you do not fly it correctly. This mimics the real life capabilities of the F-18. In other words, fly it correctly. Some of the other aircraft I have worked on will do the same thing, again just like real life. The AI on the other hand will not exceed the G limits. FC
  22. Ah...okay. Bummers...I had a plan.... FC
  23. Hey, question, does the OTC map extend all the way to Cape Canaveral? FC
  24. I don't think TK knows at times, because a lot of his business model is dependent on actual sales vs projected sales on previous projects. For instance, apparently the Suez addon was kind of an underperformer in sales, which may have thrown off his future timeline. Most of the information on future projects is from TK himself on his website (which is currently down). FC
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