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swambast

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Everything posted by swambast

  1. 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.
  2. 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.
  3. Man, I was just thinking about this again...just wondering how things were going?
  4. I don't know, here's a super quick and dirty mock-up to think about...? Here's what I mean by adding the mesh edge, you can simply have more verts you can pull to make it look more natural/irregular vs. adding that .tga texture. But trust me, I'm an amateur and I'm sure those much more skilled than I can chime in...
  5. Guys, just something to consider and a personal preference.... I absolutely HATE using .tgas for textures in the Gen2 engine, the way it renders tends to introduce nasty flickering especially at altitude and they are a performance hog on top of it. I might suggest as another option, to build the detail you need using an addiitonal low-poly primitive mesh instead (like a simple plane object or box).
  6. +1 Ummm, that about nails it absolutely perfectly in my book. I know you have good intentions and want the best of the sim brought out as well just like most of us. But having someone with "experience in programming games" is meaningless...unless that person can also decompile binaries and spend weeks upon weeks translating machine/hex addresses into meaningful use. And then, any additional patches/upgrades could potentially negate your entire efforts, and that's coming from some personal experiments. For what it's worth once again, in my humble opinion based on the current conditions, you're much better off building hooks that overlay on top of the game engine rather than into it at least as a starting point.
  7. Wow, why not add to the post...would love the opportunity to be considered... And here is a postcard for your "modding office" that I think will fit in well...
  8. Thanks Fubar, I actually remember purchasing that title during a Steam special, but never had the hard drive space to install, the thing is a whopper but it sure looks like a great option to consider. THANK YOU for the recommendation!
  9. Hey All, My younger son (age 10) is starting to get really interested in some of the World War II aircraft, and no surprise his love is the P-51D Mustang. I'd really like to get him into a good flight sim to see how he enjoys it. Any suggestions you guys have to share on some good WWII combat flight sim options out there? For example, what about some of the Thirdwire World War II options? Or of course, the first thing that really jumps out to me is good 'ol IL2 - but I'm really out of the loop on all the mods/upgrade packs, etc. Or what else might be out there for consideration? Any and all advice/suggestions would be welcomed - thanks for your time and sharing your thoughts if you care to!
  10. Damn that is some cool hardware Dave, congrats man!
  11. "My name is daddyairplanes, and i'm an alcohlic. Oh wait wrong group. I too approve." Dels, this is going to be awesome - I always find myself surprised by how much I love to fly these big birds on various missions...I'll PM you on some related C-130 stuff that could help and really looking forward to this release!
  12. Fantastic Dels, know this one will be worth waiting for...!
  13. Congrats Dels, this is awesome...! I especially love the Texan, and that is great you'll be releasing the painting templates, thanks much for this great work!
  14. Kevin, wishing you all the best for a healthy and speedy recovery, enjoy your time away and no peeking!
  15. Thanks Wrench kindly for your reply; I'll see what I can hunt down although I think the smokestack effect may be too large/too high for my needs. Dsawan, not used for defensive screening, just used for engine exhausting... I'm looking for something that can properly emit from this old beat-up mobile generator I'm working on...
  16. Working on a new power generator, and would like to add some "generator smoke" emissions from the exhaust pipe. Any suggestions on stock emitters that might come close to producing a small, black generator exhaust smoke stream...?
  17. Centurion, this is absolutely wonderful...appreciate your efforts and let me know if I can provide any additional support by chance...thank you!
  18. How's this bad boy coming along?
  19. Rends, they don't which is why you would need to build another/separate transparency map...
  20. Thanks Julhelm. So it sounds like there's no way to use a different diffuse map supported by a separate alpha texture map...sucks for me.
  21. What is the best way to set my .jpg transparency map in 3ds max such that the game will use it? Do I simply add it under the "opacity" map and if so what value would be needed?
  22. Sure Centurion, and here's the armament details from one of my other sources that I think will be especially helpful! The A-37 was armed with a 308 in (7.62 mm) GAU-2B/A minigun, which was mounted in the nose; a 20mm M197 gun and 30mm DEFA gun in gun pods; two air-to-air AIM-9 Sidewinder missiles; four pods, each with seven 70 mm/2.75 inch rockets; 500 lb (241 kg) Mk.82 bombs. Also, here is a great link to some authentic video that I had discovered previously that you might find helpful in case you haven't seen it: http://youtu.be/_RXrhgELHbU And here's what I'd love to personally see just in case you're taking requests or plan to share the painting templates/.PSDs... Anyway, looking forward to this and thanks for your efforts!
  23. Love the 'NAM stuff guys - and kudos to both Centurion and Sophocles for your joint support of each other. I know it's probably not the detailed load-out you're looking for, but here's at least a quick rip to point us in the right direction: "Combat loads included high-explosive bombs, cluster munition dispensers, unguided rocket packs, napalm tanks, and the SUU-11/A Minigun pod. For most missions, the aircraft also carried two additional external fuel tanks on the inner stores pylons." Also, here's an authentic photo from late Vietnam-era just in case it can help. Keep up the great work!
  24. That looks absolutely great Centurion - keep it up!
  25. Halle4, halle_gross, etc. were from the Factory Place by Gepard, with credit to Wrench for updates he made (esp. to much needed .ini tweaks). All of the NV Train stuff is certainly Old Diego's work, and you would have to receive his permission (also those models are in payware YAP product).
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