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Everything posted by swambast
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RAZBAM sale has started!
swambast replied to FastCargo's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Thanks for sharing the word, this is an incredible deal not to be missed, which is exactly why I already picked mine up...great work! -
Guys, I know PureBlue will be back...but like a lot of us, we're kind of burnt out right now on the modding...it is December and near the end of the year when things tend to slow down and we actually get to look back at what we accomplished. Anyway, last update is that he's focusing on networking certifications to enhance his professional career and like so many of us, "real-life stuff is getting in the way" . If he doesn't respond here, I would be happy to reach out to him and I can host the files on my FTP site if he's agreeable with that. Thanks.
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Title about says it all, what are the suggested recommendations on object polygon limits for the following: Aircraft Models Generic Ground Object Models (buildings, vehicles, etc.) Finally, I have yet to get a clear answer on this one and I know they are obviously interrelated, but what in your opinion impacts performance more: polygon complexity vs. texture maps Thanks for any insight, much appreciated!
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New ship model
swambast replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Julhelm, that is absolutely beautiful work - I love the guy looking over the railing, really adds to the ambiance. Wonderful work... -
Thank God...!!! Recovery complete...talk about a mishap stirring up even greater passion towards progress. I plan to be in a fury come December and January. Wait until you guys see what I have planned next - in my humble opinion it will FOREVER change the way we do scenery design. What once would take potential hours can now be done in minutes - it is a break through beyond what I had ever imagined possible with the project. In fact, I plan to put out a teaser video in the future demonstrating the potential because it is really much more exciting to see it in action, and maybe it needs to be seen to be believed...! Stay tuned for more excitement, I hope I won't disappoint!
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Thanks to all for your support, the drive is in the hands of a trusted friend who works in the Forensics field. The latest update is he was able to recover some of the data from the partitions, but I am not sure how much. Also, I had him prioritize getting the family photos/docs off there first of course, as the latest update from him is the drive is physically failing. Thanks again for your support, I will be trying to extract more data over the next few days and report back later, maybe there is a slight glimmer of hope...
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I'm going to make this update quick and to the point: I really need your thoughts and prayers, please. I suffered an absolutely devastating back-up hard drive crash of all things...I'm still in a state of shock as almost 500GB of information may be lost and it contained almost all of my Thirdwire development stuff...
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UDALOY incoming
swambast replied to orsin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Absolutely magnificent...she is a beauty! -
Very Very Sad News
swambast replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
God Bless You...may your friends and family find strength in knowing how many lives you touched and made greater... -
Just don't quite get it I guess: "Make sure for the slot you are using, that Blinn is selected as the Shader Basic Parameter." - I can't find that option anywhere. "Make sure under the basic Blinn parameters, that the bitmap you wanted is selected with Diffuse." - Yep, think I'm doing that part right... Here is what I see: it's so damn frustrating because it LOOKS like what I want, I just can't get it out properly...LOL!
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Thanks much for the reply...I must not be getting the texturing properly applied then, here is an example .OUT: I see the 5 materials read <No Texture> and that must be what the .LOD references when integrating the .bmp textures...looks like I don't understand how to properly apply the texture, even though everything looks right in the Viewports... steeringwh [140 polys, 420 verts (decal)] '19 - Default' Windshield [4 polys, 12 verts (decal)] 'Default' RearTire05 [68 polys, 204 verts (decal)] '19 - Default' RearTire04 [68 polys, 204 verts (decal)] '19 - Default' RearTire03 [68 polys, 204 verts (decal)] '19 - Default' RearTire02 [68 polys, 204 verts (decal)] 'Material #68' RearTire1 [68 polys, 204 verts (decal)] 'Material #57' bottom [84 polys, 252 verts (decal)] 'Default' body [374 polys, 1122 verts (decal)] 'Material #35' Num Nodes: 9 Total: (942 polys, 2826 verts) Mesh Max: (374 polys, 1122 verts) 5 Materials: ( 1) 19 - Default: <No Texture> ( 2) Default: <No Texture> ( 3) Material #68: <No Texture> ( 4) Material #57: <No Texture> ( 5) Material #35: <No Texture> 0 Textures: Points Extents
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Hi, thanks for reading. Well, I'm starting to take an increased interest in 3DSM-based simple ground objects. I have had the absolute good fortune and graces of a friend of mine who attends the university loan me an entire computer tower with both 3D Studio Max and Adobe Photoshop Elements on it, so I am doing the best I can to pick this up with the limited time I have. How does one get the .bmp textures to be output into the final .LOD model? I can stumble through getting the object textured in the viewports the way I want (editable meshes, etc.). But what specific steps/commands actually cause the final .bmp texture to be written out into the .LOD file after you export using the .LOD exporter plug-in? When I open the final .LOD in a text editor, there is no reference to any of the .bmp textures I applied /UV unwrapped. Thanks for any guidance here, slowly picking this up. On another note, it seems you very small ground of talented 3DSM modders are all busy working on your projects right now. But if anyone actually has some additional free time and willingness to help train and coach me 1:1 more in-depth in 3DS modeling specifically for Thirdwire objects, please Private Message me!!! Please - I have read multiple tutorials online, but I'm trying to leverage the experience and knowledge of someone who knows the THIRDWIRE modelling world - and I don't see many options. I recognize and appreciate the value of your talents, so please let me know what it would take to make it worth your time and effort. I am really interested in learning this on my own, and not just having the models created for me since that just fosters more dependency and frustration. Well, thanks for reading all and for this great community support.
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af19crates model
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Jimbib, I think you nailed it...I'm sure that's the problem. I wonder if anyone would consider fixing it? Anyway, yes Wrench the AF19crates are from Polak's library. Therefore, none of Polak's objects could be legally used by YAP without his expressed written permission since YAP is run for commercial purposes (and of which I am still grateful he granted me permission for my STT tool!). I'll send you another PM on the other stuff...Thanks. -
Hi all, is there a known problem with the af19crates model? After placing the object, the model tends to "bleed" through the ground, and expose the other objects. For example, the object rendered I believe is supposed to be a single crate. If you look at the first screenshot, when you circle the object just right it appears correct. But in general, if you orbit the object, it tends to "break apart" and the model flickers and exposes the entire surface. Kind of hard to explain, but here are some snapshots...any ideas or feedback on this would be appreciated, or even just a confirmation...
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Kevin (or others), I've been experimenting with some of the helicopters and prop planes using WOV with Patch 8.30.06, and noticing that both the choppers and the prop planes exhibit pitching problems, where they will jerk up slightly and then jerk back down, rinse and repeat. It makes flying these aircraft near impossible, as you feel you have absolutely no control over them. I double-checked this by triggering the autopilot to on, and the AI exhibits the exact same bobbing up and down effect described...any ideas on what causes this, and more importantly, what I can try to correct it? Thanks for any insight! Steve
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OK, figured it out. Just went into the TrackIR profile, clicked the edit command to re-assign the "center" command for example, and when asked to select a key I just hit my joystick button instead (that was already mapped to the look straight ahead cockpit view), cool - too easy! I was actually surprised and very impressed to see that the TrackIR software allows you to directly map joystick button assignments...that is great support!
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I'm dusting off my TrackIR3 and remember that it's best to map the trackir "center" command to one of the X52 joystick buttons...Can I somehow do this natively via the Wings Over Vietnam Control edits? Or do I need to download and install the entire Saitek SST software, create a custom profile, etc. Thanks for your help.
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Thai Nguyen Overhaul...
swambast replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Paul, that is just PERFECT!!! Thanks a million, I really was "googling" my tail off with limited success, but that is really a great find so thanks much for passing along! -
Hi all, I will be leveraging my Target Placement Tool to the fullest to completely overhaul the Thai Nguyen area to make it more realistic and historically accurate...if anyone has sources to maps, city layouts or any other references, I would greatly appreciate any sources you may be able to provide...thanks! Here is one such layout, but far from ideal!
