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swambast

MODDER
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Everything posted by swambast

  1. 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!
  2. Great job Dels, keep going - love seeing the updates!
  3. Is there someway to show the pivot point?
  4. 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!
  5. And an extra special "center piece" I've been saving for you for quite a while...
  6. Dels, this looks awesome - thanks for sharing the update...will be eagerly watching how this one turns out!
  7. 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...?
  8. Still holding out for this one; looks awesome!
  9. Wow, really? Where can I pick that up? Also, maybe for Wrench, but anyone else remember what the last version of Photoshop Elements was that natively supported .tga files?
  10. 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?
  11. I can't ever get this tool to work on my laptop...what am I doing wrong?
  12. Was wondering the same thing; if there were any updates...this looks awesome and I hope the work continues!
  13. Hi Mue, any chance this can work for earlier patches yet?
  14. Thanks guys, really appreciate the info...
  15. Does anyone know if the FlightEngine.ini and Options.ini files are the exact same no matter which Thirdwire Title you own (e.g., if I own Strike Fighters 2 Vietnam would it be the same as you would find in SF2 North Atlantic)?
  16. 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!
  17. For what it's worth, I strongly disagree - in my opinion it should remain a "Viewer" just as Mue said it would.
  18. Wow, fantastic work...!
  19. terrain_tile_size Can you elaborate?
  20. 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!
  21. Well now that Centurion's back, I am absolutely sure he has a lot of things competing for his time from his "to do" list... ...so maybe here is another addition to consider!
  22. 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...
  23. Fubar, my comments aren't directed towards you. But showing a technique that uses a ripping tool to freeload Google Earth models I doubt is permissible...LOL...whatever...
  24. Damn, are there any ethics left anymore...? Where does the license permit you to rip off Google Earth models? I hate posts like this that are clearly a violation of legal use, unless someone else can point out otherwise.
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