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Everything posted by swambast
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LOD Viewer
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Geary, man I remember running into tons of issues just like that on a Windows 7 build...even emailed Mue and no luck, etc. I finally figured out the fix, but honestly don't recall all the steps. Anyway, it was something to the effect of UAC blocking permissions. So I thought I did something like created a shortcut on the desktop, go to compatibility mode and check "Run this program as an administrator" AND check "Run this program in compatibility mode for Windows XP Service Pack 3". You'll have to play around with some of those settings as well perhaps, maybe try disabling visual themes, etc. Anyway, I am absolutely POSITIVE some variation of that the solution worked for me...! -
[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Quack, just a refresher that you had asked about this previously in this thread and I suggested implementing this feature to Mue prior to that. Anyway, the answer is - that feature doesn't currently exist today. I know I had been collaborating with Mue and also sent him a proposed features list with detailed requirements including priority rankings. However, he has been busy with some real life demands, so I am absolutely confident he has this on his list and we had ranked this one highest of priorities. I'm hoping once he frees up he'll get back to it, so for the time being we'll need to be patient and optimistic that another revision will be here in the near future! -
[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Quack, that is absolutely a masterpiece - best "train/rail area" I've ever seen in this sim - well done! -
C-130 Upgrade project
swambast replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Dels, that is looking awesome... I love the attention to details and this is going to be one magnificent release, absolutely can't wait...thanks for keeping at it! -
Hmmm, revisiting this challenge - I think more of what I'm after is actually editing the weapon’s _data.ini entry as opposed to the aircraft stations. So on that note, I did hunt and search, but I didn’t come up with anything in the knowledgebase... I'm looking for some details and explanations regarding weapon _data.ini entries (e.g., EffectClassName, DragAreaMultiplier, WarheadType, GuidanceType, Accuracy, etc.). Is there something I’ve missed in the knowledgebase or another post that describes what each of the entries do? I was surprised I couldn’t find anything but must be overlooking something!
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EMCON360...THANK YOU for your reply and providing this insight, this is really helpful. The info you provided below certainly helps clarify some things and gives me enough I think to begin experimenting more - really appreciate it! If anyone else has additional thoughts to share, including having already achieved a similar result and would be willing to share, please feel free to PM me or post here would be great!
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Hi all, perhaps more appropriate question for hard core weapons modders with experience...? But anyway, what .ini entries or reference points do we have in order to make a weapon's behavior be absolutely non-random and "FIXED" when released. For example, there would be no tossing and tumbling such as with a bomb effect. The desired outcome is that once the weapon is loaded into the aircraft and released of course on the ground, it does not deviate at all (ideally). It always "lands" in the same general direction and distance. I've tried to illustrate an example below of the effect I'm after. Any insight or suggested starting points would be greatly appreciated...!
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C-130 Upgrade project
swambast replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Great job as always Dels, really looking nice and good variety including the Electronic Combat Group...keep rocking! -
Hi everyone… I’m struggling with an issue that I just can’t seem to resolve. When I try to add another area to my _Targets.ini file, it never shows up. I’ve done the typical trouble shooting such as double-checking numeric sequencing. But, the odd thing is that when I run a test mission and place an object exactly at the center of the new target area I’ve added (US Army Infantry Camp), it never shows up! Looking in debug mode brings even more strange results. For example, under “Nearest Target Area” instead of seeing my new target area, there is always another area that is overriding it (Pleiku in this case). I then test it using Mue’s tool, and there it is properly listed at the end of the _Targets.ini and displays everything exactly as I placed it (and as it should be)! Could this be something to do with radius issues? Any ideas on why this is happening? What can be done to resolve it? Appreciate any tips, this one is driving me nuts! [TargetArea059] Name=Pleiku Position=632000.00,366000.00 Radius=5657 ActiveYear=0 Location=1 Alignment=FRIENDLY [TargetArea202] Name=US Army Infantry Camp Position=641050.00,347050.00 Alignment=FRIENDLY Location=1 ActiveYear=0 Radius=5657
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Thanks Dels for the reply, appreciate it. I wonder if anyone has ever been able to come up with an innovative way to add components to the cockpit, as it looks like it's still not possible without the source .max file of course. But I'm thinking we probably would have heard something about it after all these years...so I guess not!
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Hi Wrench, thanks for hanging in there with me on this. I think the example you illustrated with the truck while interesting, wouldn't apply in my case. I'm familiar with self-illumination effects and modeling actually. The difference Wrench, is that those headlights are static - there are no animation effects at all. It's simply a mesh cone mapped with a transparent texture that is permanently attached to the model, but does NOT have any animation key frames/effects applied (at least none that I'm aware of). I'm kind of surprised other modelers haven't chimed in - surely someone with much more experience than me on this would be able to provide a simple answer as there is no way I can be the only person that ran into this, so we'll see what other feedback might be shared.
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Wrench, thanks again for your reply, appreciated. Well honestly I picked a bad example, and should have been more clear. Here really is where I'm hitting a brickwall: I need it as a groundobject because it has to move (using the _data.ini) and I want to include in a mission. So it's a firetruck as a more appropriate example. That truck needs to move around and go places. But if I use it as a groundobject, - from my understanding - the animation within the model will not work. And you can see now the brickwall. I can't seem to do both. If I use as groundobject then I lose the animation effect. If I place as terrain object I can't get it to move. If I try to do both, I have a moving firetruck that was in such a hurry, it ripped off it's emergency light and left it hovering in space...
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Hey there Modders, Let's say I have a target object defined in the _Types.ini with an animation slot such as ID1. For example, a simple rotating light that goes around in a circle from a lighthouse. Can you, or how can you, transfer that animation effect to turn it into a GroundObject target that still preserves that animation effect?
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C-130 Upgrade project
swambast replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Keep rocking on it Dels!!! -
I think the reason for the lack of stacking is because it would require a different approach to actually creating the base 3d model. But in fact, IF my testing trials prove out, it would actually result in a more optimized model that should either prevent or limit far distance flicker. I'm only testing on one model right now, generically similar to the example I've shown...and it seems quite encouraging even with aggressive horizon distance settings But more to come.
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Hi 3D Modelers, I need some help understanding the game engine rendering on 3d objects. Especially those that are “stacked” in height. Assume I have the following basic model. When I stack these models like so, and put into the SF2 Vietnam game I have a very undesired effect. What happens is when you look at the model from a far distance… The red box/model begins to shimmer horribly. It looks like the red box is actually moving down the Z-axis into the green box…sort of giving a result like in the picture below. Question: what can be done to prevent this from happening? Would adding another height segment help (like in pic below)? Would adjusting the Z-buffer offset in the .ini help (didn’t appear to do so)? Would adjusting the pivot points on either model help (experimented with this but not much difference noted)? Other ideas? What else has worked (other than of course directly extruding from the base mesh)? Would like to solve this using the proper 3d technique as opposed to other work arounds.
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Hi there. i was practicing my low-poly 3d modeling skills and for some strange reason decided to try my hand at a WW1 fort. It still needs some tweaks, but taps out as a single texture map and only 40 polygons, extremely FPS friendly. Then I got to thinking, maybe someone could actually use this practice model...