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FastCargo

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Everything posted by FastCargo

  1. The engine in SF2 is an evolution of the engine in SF1. Things like bump mapping, DX10, etc, are supported in SF2 that are not supported in SF1. Both engines will run in XP/Vista/Win7 with the latest patches (SF1 - Oct 08, SF2 - Feb 10). FC
  2. Well, I literally did it in 5 minutes by using the SH templates you made there Eric...just cut out everything except the panel lines and rivets, then added a pure white layer underneath. And then used xNormal. Didn't even change the opacity. It was another test that turned out pretty good...and darn convincing, even from the cockpit view. However, Grinch asked eariler and I don't think the sim scales the bump maps like it does the textures because I noticed the bump maps were crushing my system at 2048x2048 which is what you see in the screenshot (I have a relatively old GPU). I think a decent skinner can do much more than I can do. I was thinking about it today when I flying formation and looking at the aircraft I was flying off of, with all the wrinkles in the skin (50 year old T-38) and how a bump map could really bring out that sort of thing. FC
  3. rscsjsuso5, These 3 folks offered you help to help yourself. You refused to help yourself because you cannot be bothered to learn. You have a decision to make. You can learn how to make these decals using the tutorials mentioned, you can learn how to make decals on your own, or you can hope someone sees past your rude behavior to help you. What is not an option is insulting those who tried to help you to help yourself. Be advised that you can straighten up and fly right...or you can leave. FC
  4. Sure...just turn the cockpit off. We got the brief on this some time ago...it's even cooler than what you see in that video... FC
  5. Castering is like the front wheels on a shopping cart..rotating in any direction. Doesn't surprise me you were having problems if that was true on the main gear. Fuel Tank is a simple fix. This is what you have in your weapon station: FuelTankName=Ye-152M Centerline Tank This is what you have in your weapon data.ini: TypeName=Ye-152M_CTANK Now, compare what's in my F-5B weapon stations, and what's in the F-5B fuel tank weapon data.ini. You'll see the problem right away. FC
  6. I've got that B-58 book...very nice. FC
  7. Wow! What a game! Man, doesn't get much more stressful than that! FC
  8. IL2:1946 includes the entire IL2 series...which includes Pacific Fighters. FC
  9. A more subtle and appropriate application... EricJ will do a better job at this though. FC
  10. Okay folks, Does everyone understand that although the Generation 1 ThirdWire sims are not going to be supported/updated anymore, that they are still considered copyright material (specifically, the 3d object LOD files)?? There has been not one, but 2 seperate incidents this week of folks deliberately uploading Generation 1 LODs as part of a mod package. Now, I really don't care if it was done deliberately, or through carelessness...either way, it points to not having your sierra in a sock and doing the skull sweat. If you cannot bother to make sure your upload doesn't violate site policy or copyright policy, don't bother uploading. We take this stuff VERY seriously here. Do not be the next guy to screw this up. FC
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  11. No, not at all. You found the right directory...Mods is just a generic term. If you look at the download, you'll notice it has a similiar layout (Objects, etc). The ThirdWire directory IS the Mods directory...does that make more sense? FC
  12. Sure Bob, The Mod folder is not within the Strike Fighters 2 directory. It is actually located in: C:\Users\"Yourcomputer"\Saved Games\ThirdWire\StrikeFighters2 Vietnam You can change the location of this folder if you go into the StrikeFighters2 Vietnam.ini file in the Strike Fighters 2 directory and edit this line: Change the line in bold to somewhere else like for instance: The sim will then assume your mods are in C:\ThirdWireMods...makes it easier to get to them if you need to make tweaks. FC
  13. Oh mama! Now that's what I'm talkin' about! FC
  14. Cool! I think I'm going to retrofit my old models...they won't actually be bump mapped...but the ability will be there for intrepid skinners to take a wack at it. It's just too easy to do...only reason the Super Hornets are taking longer is that I'm fixing a shadowing issue on the vertical stabs. FC
  15. Hmmm...it should work. I'm not smart enough to not use default settings. I'm assuming: A) You're using 3d Max 2009. B) You're using the right TW exporter...TK originally had the download link pointing to the wrong file. C) You assigned the material to the particular meshes you wanted bump mapped. D) The OUT file shows the bitmaps being used as normal maps. E) You used something to build those funky purplish normal maps (I'm using the Tools section in xNormal). F) You put the normal maps into the specific aircraft directory (like damage TGAs). That's how I got it to work...I was spinning my wheels on the exporter issue for a while until Diego realized TK had posted the wrong link. FC
  16. Well, I use Photoshop for painting (though I like Gimp for TGAs). For activating the bump map parameter, I'm currently on a trial version of 3d MAX 2009 with the newest TW exporter. I'm debating purchasing the student version if possible. As far as converting a height map made in Photoshop, I've been using a program called xNormal. FC
  17. Uh, someone put a little too much paint on... Yep, still playing with the bump mapping parameter... FC
  18. You won't notice a difference if you are inside the aircraft. Most aircraft pass through the Mach fairly smoothly that about the only difference you notice is the altimeter slightly spiking and a heaviness to the controls (assuming you aren't FBW)... Also, externally, only the observer will hear a boom if you fly by them...if they are in formation, you won't hear a difference. Now, in theory, if you are hanging out in front of the aircraft in formation, you won't hear them at all, behind them, you'll hear the standard jet noise. FC
  19. As far as the CG goes, from what I understand from TK, that's really for ground handling only. I would say unless there is an extreme difference, I wouldn't worry about it. Fuel tanks are now part of the model. You do not need to export the fuel tank separately (look at entries for the Eagles or Super Hornets to see how this works). However, the fuel tanks in the Weapons or Drop Tanks folders still require a LOD of some sort. If other aircraft will use this fuel tank, then you should export the fuel tank LOD separately. If not, then you can use another LOD...I personally just use my FakePilot lod...check how I did it for the F-5B drop tanks as an example. FC
  20. Well if you can't fly it, the AI will probably not be able to either. Lets go back to basics. First, make sure the world center of your model is close to the world center of the model the FM you are borrowing is based on (I assume a MiG-21). Second, try to make minimal changes to the FM you are starting from to get this to work. In other words, if you are starting with a MiG-21 FM, the only changes you should make within the data.ini is the name of the parts on your mesh and the animations numbers. Do not make any flight characteristic changes at all. Left and right surfaces use different numbers...do not assume simply copying a right wing in a data.ini and renaming it the left wing will work. Third, remove the Min and MaxExtentParameters, and Collision points. These are what the sim uses for hitboxes and ground collisions. Fourth, do not load an internal gun (in fact, comment it out) and no external weapons. Fifth, try flying it in Normal first. If it flies okay, but has a pulling tendency in Hard mode, you may have non-symmetric pivot points for your various mesh parts. Now, try all that above and see if you can get a stable flying model. FC Fourth,
  21. I would agree...Sunday's game is going to be a slugfest. As an American however, I would avoid any Canadian gatherings if the US wins. My personal theory is that Canadians are nice because they let out all their violence through hockey. FC
  22. http://www.weather.com/outlook/weather-news/news/articles/0227-quake-perspective_2010-02-27 This will help you get some perspective. In geologic terms, this happens all the time. It's what happens when you live near a fault line. FC
  23. Delete the engines or fuel first and see what happens. FC
  24. No problem! We don't mind folks being proactive with solving problems...just make sure there is a problem first. Sometimes we can put out stuff that doesn't appear to look like it will work on the face of it. There usually is a method to our madness though. FC
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