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Everything posted by swambast
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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...
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[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Mue, the rest of the notes can wait but as previously shared way back… The "copy/paste" functionality of an existing object will absolutely be one of the most significant and best features to implement first. I learned that when working on the old STT and wish I would have done this much earlier; absolutely encourage and would be grateful for it in your superior tool. I don’t mean just being able to duplicate the last object though. It should be easy enough to simply copy ANY existing object already placed. Then as we spoke about already, it gets pasted slightly offset from the original copied object (.5 – 1m away or whatever) and takes the focus so you know it’s the newly copied object and can work with it immediately. I can’t recall off the top of my head, but if the TAE references the listbox of the currently selected object, then it should be very easy to simply use this current object info as the basis for the copy. Read in that “currently selected object” line and offset the currently selected object x-axis by -1 or whatever, “append as new” this new object info to the bottom of the list and issue the draw call. I'm sure you already have insight into this, but I'd say let's get this one in next please!!! -
[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Damn, I really need to get my notes over to you Mue. Almost everything mentioned on this list i've already got covered (bugs/errors) along with proposed improvements. In this case the CTD is often the result of the program not properly handling comments and/or improper sequencing (usually the latter). I'll work on my list this weekend Mue, I really apologize but hopefully it will be worth the wait. And thanks again for one of the greatest modder tools ever created in my opinion! -
Re: http://combatace.com/topic/79566-le-missioneur-update/ Apologize in advance for the cross-post, but thought there were be much better visibility posting here. Does anyone have the version of Le Missioneur that has been updated with SP4 support? The only thing I can find in the download files and on-site is the older version that supports 3.2. If you have it and can PM me, would greatly appreciate it...
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Think I messed up my Rendering Environment settings... Modellers, can someone please let me know what the default Environment and Effects settings are for: Global Lighting (Tint and Levels value) and Ambient (Color Value) Thanks in advance for your help. As you may or may not know, best way to get there is simply press hotkey 8.
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I’m happy to report Blaze95 and I collaborated on getting an updated dam model into this great terrain. This one is supposed to represent the Mosul dam with a good degree of quality and accuracy. However, we didn’t want to make the dam exclusive to just this terrain. Therefore, I took some creative license and also created sloped end sections that are more generic so hopefully the dam can be used elsewhere (with permission of course). The dam sections are 100m long and built using a seamless mesh/texture approach so they should align perfectly. I'm taking full advantage of SF2 capabilities including optimized textures, bump mapping, etc. so this will only work in SF2 series. Hope you enjoy first sneak-peek. @Wrench: Blaze95 recommended sending model to you for initial testing, so be on the look-out for PM soon with more details and next steps if cool with you!
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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 Dels, keep going - love seeing the updates! -
LOD Viewer
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Is there someway to show the pivot point? -
[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi Stratos, I noted the same issue. Mue and I had been collaborating on some updates including this issue, the ability to read sub-object folders and some added functionality from STT such as copy/paste of objects which was a huge feature. While I can't speak directly for Mue, I would guess that he already has it on his "to do" list and personally think the next revision he puts out will be awesome! -
C-130 Upgrade project
swambast replied to Dels's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Dels, this looks awesome - thanks for sharing the update...will be eagerly watching how this one turns out! -
[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Awesome Mue, looking forward to trying it out! I hope your revised version now supports SF2 series that are on older patch levels; been eagerly awaiting that support so let's see if it's arrived. The rest of the tools look great too, what a treat. EDIT: Just in case anyone was wondering...looks like older versions aren't supported. Wondering if there are any plans to do so...?
