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Everything posted by swambast
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how to put trees on an existing terrain?
swambast replied to orsin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hey thanks Fubar, I was just wondering if you could use a low-poly model and individually plant a couple dozen as objects around the airfield spaces...would that still hit the system too hard? I understand that it couldn't be a total replacement for overall "tree-planting." -
how to put trees on an existing terrain?
swambast replied to orsin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Another question on this, but would it be possible to use a .LOD "Tree" file instead of always having to use the Terrain Editor and .LODs? -
Wanted: Math/Geometery Gurus
swambast posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Alright guys, I'm sorry I've just never been good with math/geometry and my regular knowledgeable resource experts are unavailable right now, so I'm turning to the community for help with some calculations/formulas. I'm trying to determine a formula (based off Pythagorean's Theorem) for calculating displaced center-point object offsets. For example: Inputs: X Offset and Y Offset Coordinates (example: 0,0) X Offset and Y Offset Distance (example: 38,0) means target center actually sits 38M to the East/Right wherever placed, and therefore has a displaced center-point offset of x=38 Target Width (example: 10) Target Height (example: 25) Output Returns: X1/Y1 = 33.00,12.50 X2/Y2 = 43.00,12.50 X3/Y3 = 43.00,-12.50 X4/Y4 = 33.00,-12.50 This is an easy example! Where things get complicated is when the target object has BOTH an X and Y Offset Value. If anyone has strong mathematical and geometry skills and would be willing to help, please send me a Private Message. Thanks for reading. Thanks much, Swambast -
Wanted: Math/Geometery Gurus
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi ya, need help figuring out what the end values would be a target offset by both the x/y axis so it properly calcs X1/Y1, X2/Y2, X3/Y3 and X4/Y4. And, I believe the first known variable you would have to determine is what the offset value would be using a point of reference (say placing an object in a 0,0 centerpoint using a 50x50 meter dimension)... -
SF2V / WOV Air & Ground Expansion Packs
swambast replied to eburger68's topic in Thirdwire: Strike Fighters 2 Series - Mission & Campaign Building Discussion
Fantastic...but current links are bad (8-26-09): Error: We could not find the file specified -
UPDATE - v1.0 Ready! - Upgrade WOV Ground War Enhancement to SF2:V...
swambast replied to malibu43's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Good Lord Malibu43 and eburger68, this is incredible work! I think you are right on the verge of pushing me over the the edge to get SF2V just to experience your enhancements, they look superb. And now I see the next 2.0 Beta is out...oh man! Congratulations guys! -
Populating the stock Airbases
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That is sweeeeeeet Suicidal...keep 'em coming! -
Populating the stock Airbases
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Interesting you should say this Julhelm, that is one of the topics Diego and I spoke about previously. In fact, Diego was very, very kind as to grant me for personal use his fantastic sampans. Everyone knows that the Vietnam Rivers were thoroughly congested with river traffic: "Swarms of boats, of all shapes and sizes were bobbing around." I hated the fact that the rivers had one or two white Sampans floating around, and decided to make them more realistic, more busy, more lively. Due to Diego's generosity, here's what I've come up with...Imagine if he would grant us permission to use his incredible "people" - more possibilities and other areas could get a more realistic overhaul, especially the airbases...! -
Populating the stock Airbases
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Guys, one of the ways we can pull this all together, and yes I could volunteer to do this, is to create a custom Installer! We could package all the work being done together (e.g., the .LODs, _Type.INI entries, etc.). Then, I could do some custom coding on the Installer and there we go - if it doesn't work out for you, just uninstall. Maybe in the long-term this would be an easy way to bring this altogether...? -
Populating the stock Airbases
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Julhelm, what's the upper limit on the PolyCount? What's the preferred range for speed/performance? -
Populating the stock Airbases
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
SoulFreak, that is an absolutely INCREDIBLE find...great work!!! Don't forget this one too for industrial vehicles located here, and make sure you use the arrows on the right/left side of the pages to naviage: http://dmi.chez-alice.fr/modelstruck1.html You Modders, SoulFreak really hit the motherload! These I think are in Lightwave format and need to be converted, and perhaps appropriately camo-textured, any volunteers willing to step up? Here are some real previews of what is possible...!!! WOW!!! RavenClaw and AmokFloo - GO, GO, GO!!! Thank you for your efforts on this! -
WOV - Target Object Placement Interface Tool WIP
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Oh my freakin' goodness Wrench...LOL...why is it shameful to be too busy right now for STT due to all of your other constant and incredibly valuable contributions to this community. Lift that head up...and I don't accept your apology because there's nothing to be sorry for. Now...dismissed (LOL)! ...And get back to work on making more incredibly valuable contributions to this community!!! -
Populating the stock Airbases
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Guys, I am absolutely GEEKED beyond all belief about this post!!! This is the original reason I created my silly little STT program; to easily place objects and otherwise populate the lifeless airbases. And now that I can get STT to do that, I quickly found there's not a lot of "airbase" and other "junk" objects available (unless you're using YAP). And to see the news of what KillerBee is working on, that is just fantastic! Thank you, thank you and keep it up please...! OK, calling on Diego next! Diego, we previously exchanged some PMs on this, hope it's OK to post here... But with this collaborative effort going on - would you please consider lending a hand here instead (of with my previous "STT custom object requests")? Looks like Tim has a good start on some of the objects. And we know you are the master at "people making" and it looks like that's clearly where we need the most help. If there's anything you could do to support these efforts, it would be greatly appreciated I am sure by all. Also Guys, and I know Wrench probably already knows this, but when Polak left and granted me permission to use his object sets, he mentioned there is a "goldmine of objects" within the Combat Flight Simulator 2 (CFS2) World already available. If fact, I think he said some of the CFS2 guys did the actual conversion of the objects themselves. He said that through the use of some CFS2 and other graphical converters they could "indirectly" get into the Thirdwire game. Now, I don't know all the requirements, but he mentioned something about having to do multiple conversions because ultimately I would need to get someone with 3DSMax to convert the end product to the .LOD file. Honestly, I'm just not that knowledgeable about all the scenery object stuff, but my point is..."Has anyone actually explored this any further? How possible is it to leverage the pre-existing CFS2 objects and somehow see if we can get them converted?" Thanks to all for your efforts, I am really excited about what's to come on this topic! - Swambast P.S. Well, just in case someone out there is willing to take requests, here is what's on my "Wish List" #1: People, people, people! Maybe the way to view the "people objects" might be by "Pose" and then "Type." For example, maybe we could have these types of poses: PEOPLE POSES Walking pose Casual standing pose "Attention" stance Sitting down Sitting down on chair Bending down (like they are unloading cargo/sandbags/weapons/or whatever) Smoking a Cigarette Reaching for something with one arm 2 "people/soliders" next to each other "talking" Soldiers in formation O = (officer/NCO talking to his men) - O is supposed to be in the middle but this forum strips out the spaces O x x x x x x PEOPLE TYPES And the People "Types" might be something like: Fuel Handlers Aircraft Mechanics U.S. Soldier / VietCong Soldier (by camo/uniform type, shirt type, rank, etc.?) Civilians Airfield Ground Guides I think that might help maximize the time/effort, because we should be able to create/apply new skin textures to the desired pose...? What do you guys think - I'm not a scenery or object guy so I honestly don't know how realistic or beneficial this might be...? OBJECT WISH LIST WOODEN LOCKERS for the hanagers (I even have a freeware model somewhere I think that could easily be created) Wooden Desk with documents/paper image on the desk Wooden benches Construction objects!!! - sheets of plywood, scaffolds, pallets stacked with various cargo, etc. Toolboxes Generators Briefing Boards (maybe use the modified "signs" .lod and make bigger?) Wooden Chairs -
AAA - Tracer Visibility and "Wake Up" Time
swambast posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi All, Pertains to all versions I supposed, but just for context I'm running YAP2 (Wings Over Vietnam, patched to v08.30.06). Two quick questions please as I slowly expand my knowledge on the "weapons side": 1) What variables control the visibility range of tracers? I notice after a while the visibility somehow limits the actual distance the tracers go into the sky, as well as the number of tracer patterns being fired from each AAA. That is, the number of AAA displaying tracers is reduced, and so is the actual distance that the tracers fly. 2) What variables control the "wake up" time of each of the AAA? Strangely enough, I've observed that the first-pass through the target area (even if I'm the last strike package), does not seem to expand to include all of the AAA. Only after circling around the target area a few times, do they seem to "wake up" and start opening up. Any ideas on that one? Finally, bonus question, which AAA for WOV is considered most deadly? Thanks, Steve -
AAA - Tracer Visibility and "Wake Up" Time
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Stary, that was extremely helpful - I think I'm getting real close to the results I'm after. Can someone provide greater insight into what the variable "MaxLightRange" does? -
WOV - Target Object Placement Interface Tool WIP
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
EricJ, I can confirm that other users have had success with Vista no problem but they were all running the 32-bit version; the 64-bit version of Vista was not tested yet. -
WOV - Target Object Placement Interface Tool WIP
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
STT Brings New Functionality: Quick Add Target Objects to Target.INI Modders, are you: * Tired of manually increasing Target Object Numbers to add Entries into your _Targets.INI files? * Tired of not being sure if the Target Object to include is actually in your Target_Types.ini file? * …and looking for a faster, better way to get this done? Yeah, me too! First off, I have to give special recognition to a Canadian friend ‘Saguanay.’ Based on my understanding; he had requested this feature literally years ago. And also after having this on my radar for a long time now, I’ve FINALLY delivered some “bonus” functionality to STT that I think EVERY Modder might appreciate. I am really excited about this feature so far. It is the ability to quickly and directly add target object entries right into the .INI "real-time" to help save time typing in over and over the next Target # sequence, etc. Just tab on your keyboard, type in the X offset, tab, type in the Y offset, tab, type in the Heading, etc. The other really cool feature is that it can read the Target Objects directly from the _TYPES.INI list - how cool is that, no more guessing to see if a Target Object actually exists there. So, you just drop down the combo box and all of the target types are ready for you to select from... Also, I added the "type ahead" feature that finds the target objects as you type, another time saver – complete with a graphical preview! And beyond all that, you can create customized "My Favorites" combo drop down lists to choose from. So, say for example, you are working on a river or water area. Instead of having to scroll through the entire _Types.INI combo drop down box, I can just click a "My Favorites" option to load up my custom list - in which I've stored only "Harbor and Naval” objects like Sampans, Cargo Ships, Docks, etc.. And, you can have up to three custom "My Favorites Lists"...I really find I use this a lot for quick adds to the .INI. Finally, see it live in action by checking out the latest demo. Please note that for some reason, the demo is all funked up when I use Firefox (my personal preference) – but I have had luck with Internet Explorer no problem. Make sure you scroll down if needed to see the bottom of the screen, or better yet, if you are using Internet Explorer press the F11 key to get a Full Screen View for best results! STT Demo: Quick Add Target Objects to _Target.INI (just click the link above to view) Finally, a special thanks goes out to all my Beta Users. Other than one special person (you know who you are!), this will come as brand new functionality and a new surprise. I am grateful and overwhelmed by the positive support, and as you all know I have an addiction that just keeps STT getting better and better. In fact, as I think about this Quick Add feature alone, I both rely and come to appreciate it even more than I thought I would…anyways, enjoy! Swambast - Proud Developer of the Swambast Target Translator -
Rotation Headings: Numeric Formatting
swambast posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Guys, just a quick question since I can't test this myself, if you could help it would be appreciated. In the _Targets.INI file when designating a .Heading= is it acceptable to use just a single digit value, such as .Heading=1 or must it be in the format of .Heading=001? Thanks for helping me out. -
Rotation Headings: Numeric Formatting
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks a lot to everyone for their replies - that answer just made my work sooooo much easier. Umut, special thank you especially to you for actually doing the testing, man I really appreciate it! -
Rotation Headings: Numeric Formatting
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
PureBlue, it is for a good cause I assure you of which you will benefit...if I can integrate some of my next "dream functionality" into the next release of the STT Beta, it will be nothing short of revolutionary in my opinion, I promise you that. I have had to literally research complex algebraic and geometric calculations to pull off my next trick, overhauling the entire way STT processes, and that's my big secret for now. The amount of time and effort saved if I can pull this off will be astounding. By the way, even though I've been swamped at work, I did finish the functionality to quick add targets directly in the .INI file - I'll be posting an update of this hopefully over the weekend. I'm really pleased with the way it's turned out, and damn is it fast now to ad-hoc add objects....! -
Rotation Headings: Numeric Formatting
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks guys, really appreciate the quick response! Not in front of my gaming computer to test...but I guess I'm still not sure what the answer might be for WOV...trying to conclusively determine if for Wings Over Vietnam patched to 8.30.06 if the .Heading=1 will translate into 100 degrees as Fubar mentioned or if it might be interpreted as "1" based on PureBlue's comments... I suspect Fubar's answer would be the safest, but not what I wanted to hear. If anyone has some further evidence that would be fantastic, otherwise I'll just wait until I touch down back at the house next week. -
AAA - Tracer Visibility and "Wake Up" Time
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks guys, for the replies: @MigBuster: I agree, but I specifically meant to call out that I was the last in the strike team. When a target area gets bombed by 20+ aircraft and I'm coming in on the last strike team, I don't think it makes sense that the AAA still has to wake up....? I mean, wouldn't at that point 10-20 minutes later most alert AAA have already come alive - would think so. @Stary - that seems to be just what I'm after, thanks a lot! Can't wait to give those adjustments a try - not being a weapons editing guy, I assume I make the changes in the respective .ini or and then use the Weapons Editor to repackage it to create the GunData.dat? @PureBlue - Hey man, thanks for the reply! I looked over most of the YAP .msn files and almost all of them have the AAA set to a StartTime=0 so I don't think that's it. It seems to be maybe a visibility / limitation setting maybe...I'll test out Stary's lead and see how I progress. Also, I've gotten what I perceive to be some better results tweaking some of the other variables such as GunMinAltitude, GunStabilization, BallisticComputer, etc. based on the knowledge I learned from this thread - if you haven't seen it, it's most interesting: http://forum.combatace.com/index.php?showt...acers&st=40 I took what Jaeger had, and compared it line-by-line to YAP2 .INI files, and tweaked them up accordingly. Although more testing is needed, it is clear when flying the Thai Nguyen Steel mission, many more aircraft were getting damaged. I then did a major update and placed perimeter AAA where it should be, clearly that area was not protected by just 2-3 AAA sites per the mission file, so I did more research and have been integrating my results into the mission for personal use. Have to post some screenies soon of what it looks like, but I'm slowly getting the results I'm after...which is perfect timing considering I'm currently reading "When Thunder Rolled..." Anyway, thanks again! Steve -
B-52 Strike
swambast replied to Oswald Bastable's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
At last, some good refreshing B52 Vietnam missions, great work and thanks man! -
Anatolian Terrain (WIP)
swambast replied to PureBlue's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
This is absolutely going to be the best terrain that's come along in a long, long time Umut...not to mention the unexpected addition of your custom objects, road work and the all the other "perfect details" that you are creating. Keep up the awesome work Umut, it is stunning and gets better with every post...! -
people, i think i just made vietnam look better...
swambast replied to orsin's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I Spy...is it maybe a different building structure (color and/or shape)....?