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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
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...? -
Hi guys, question primarily intended for 3ds max users/modelers but feel free to contribute if you have an idea! Assume we have an x-plane with a texture applied (two simple intersecting planes). The game by default does not render shadowing nor catch shadowing using the plane primitives. Also, depending on the lighting angle - one side of the plane’s texture may be “bright” while the other plane’s texture is dark. Is there some way to apply a texture to the planes so that the texture “brightness” remains constant regardless of lighting?
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LOD Viewer
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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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, any chance this can work for earlier patches yet? -
alphasim 3ds models
swambast replied to jeanba's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Stuntman, a beginner moving right into plane or cockpit modelling in my humble opinion is going to cause much frustration and disappointment for the average person. Might I suggest you start with some basic box/poly modelling...using standard primitives such as Box and Cylinders and modifiers such as extrude, bevel, etc. Maybe consider some basic ground structures like a shed, factory, warehouse, etc. to get down the basics. Then work towards understanding texture mapping, such as UVW Maps and Unwrap UVWs. Fair disclosure: I am NOT a 3d modeller/texture artist, everything I learned was on my own so more experienced modders might have a different and better path to advise you! -
LOD Viewer
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
For what it's worth, I strongly disagree - in my opinion it should remain a "Viewer" just as Mue said it would. -
F-5a
swambast replied to sophocles's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Wow, fantastic work...! -
[WIP] Target Area Editor
swambast replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mue, I know we’ve shared a few private messages back and forth… But I wanted to publicly acknowledge the awe and incredible admiration of your work. As the years passed by personally hacking together a target placement tool, I one day dreamed of being able to reach a tool as powerful and impactful as yours. Even though the tool isn’t actually showing any of the target objects for me for whatever reason, I know that improvements and greater compatibility are still to come. I just wanted to truly thank you and salute you for your incredible talent and helping to make this dream tool come true – and I know the best is still to come! -
Thanks for the inquiry, I'm sorry to report that I'm just too tired and burned out these days... Well, I guess there is one thing that has my interest and would warrant additional investigation - the potential to use the tool to plant trees. But since I'm not a Terrain Editor guru, I don't have enough background to make a go at it but who knows, some day...
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I would suggest there is so much powerful, underlying truth to this. I no longer program as a career. But, I would suggest most programmer's are naturally hesitant about sharing their source code with others. That is, unless they are done in support of collaborative, open-source projects. But when you have a programmer like TK that has built an entire game engine over who knows how long, and is still using components of it within mobile games (which I would bet certainly is the case), then what really is the incentive to offer anything more? In a way that may be confusing to some, it goes beyond just talk about money and more into a control issue, in my opinion. That's why I still think as I posted before, even if parts of the code were somehow offered in a module that could be compiled as an alternate .dll for example, that seems like a fair and logical approach.
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Thanks everyone...! Looks like Wings of Prey is a "must". I'm trying to get him into a cockpit so he has to work for his success...! Kevin, what about some good ol' fashioned SF2 World War 2 action? Any big European-theater WW2 packages "ready to go" that you might recommend? The IL2 path is still of interest to me, but seems like a witch hunt on figuring on even where to start - so any IL2 gurus please feel free to chime in. Man, CFS3 - that is one I had forgotten about, and I do own that title. Any big upgrades made to that title? I always thought it had great potential back in the day. But the one thing that really sticks out for me is the "neverending turning" dog fights where the AI would just circle and circle and circle...although some of the ground pounding stuff was decent.
