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swambast

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Everything posted by swambast

  1. Great progress today on the FSSC side, what an exhausting effort! Finally finished up an incredible 99 custom macros for FSSC based on stock Wings Over Vietnam target objects, all with specified width x length dimensions (which will still need to be tested for accuracy of course). Almost done now with the stock WOV Target Object Library file which will be pretty significant in my book...a few more screenies for ya to enjoy.... Next Critical Phase To Be Completed: Fully automated merge of Thirdwire converted .INI Target Area files directly into any specified TARGETS.INI file. Note that I absolutely didn't plan to do this for the Beta, but after all my time-consuming testing it became such an inconvenience, that I figured that I might as well take it on now. Man, this endeavor really seems to be coming together, my "Wow" factor is starting to really increase as I cannot believe how much time and effort is being saved here. For example, I just added a 27-barracks community and southwest shack in literally 5 minutes to the West side of Da Nang Airfield...it is just too fun and easy now!!! Finally, as a special treat, hopefully I will get around to creating a quick beta teaser video soon on how I did that, so stay tuned for that as well.
  2. That's good stuff guys, great improvement and thanks for your efforts! CA_Stary, I thought at one time you were going to circle back around and update the city/urban environments for Vietnam...just wondering if anyone ever made improvements there?
  3. All, thanks for the replies and encouragement, greatly appreciated! Kevin, The program is really designed initially to read existing Target Areas (i.e., Target Area 15 - Cat Bi) from a default Targets.ini file (i.e, VIETNAMSEA_TARGETS.INI), convert to FSSC format, and write it back out to a Thirdwire .ini format. FSSC is very, very nit picky and one wrong entry/file structure will throw up multiple errors. Now, with that out of the way, once someone understands the logic of how the headers are generated, it is very easy to make a 1-minute quick fix as a work-around. Tannethal provided me his custom Ubon Airbase Target Area, and I successfully imported his file which holds an incredible 446 target objects into FSSC for manipulation, and back out again to a 3rdWire .ini file. The only problem with this quick shot approach, is you may lose some benefits of my translation functions, which include proper scaling of the objects width/length...but again I've designed the program to be really open-ended and scalable, so even then you get around that limitation. So in summary, short-term custom files can only be converted using a quick work around, long-term I expect to integrate this capability. If you're really interested in the capability to work with your pre-built target areas, send them my way and I can give them a quick test.
  4. All, Since I have owned Wings Over Vietnam, I have always been annoyed and disappointed by how barren and lifeless the airfields and target areas have been. After my initial complaining, I began to slowly educate myself on adding/placing objects. My insight led to a huge admiration first and foremost for the work and sharing by Comrpnt on statics and “populating airbases”, the many objects that Rebel Ryder created (PM me rebel!), CA_Stary’s mesmerizing “world makeovers” and Tannethal’s densely packed airfields (Ubon is a masterpiece) – just to name a few!!! I started to learn the internal structures of the Sim and began focusing on exploring methods/tools to place and manipulate target objects. As most realize, common techniques leverage using HUD debugs and hand-placement of target objects….but that all changed for me when I found an old forum thread on the work Polak had been investigating. Out of complete fascination and awe, I read everything I could about the ideas Polak pioneered, which focused on integration with another program called “Flight Simulator Scenery Creator (aka ‘FSSC’ written by the great Derek Leung).” I began to really get excited about this discovery, and was absolutely confused why the community had not adopted this solution or taken it any further. I corresponded directly with Polak who shared his knowledge, offered his encouragement and gave me a heads-up about current limitations and challenges. Ironically enough, I had worked with FSSC years ago during my MS Flight Simulator days, so I picked it up again and started dabbling around. Yes, the possibilities were still as relevant and achievable as they were during the time Polak uncovered them! Based on my rusty programming ability, I could see that a “target translator” interface would be needed between the Sim and FSSC. And so this Spring I kicked off my efforts and started work on picking up where Polak’s masterful idea had left off…and as usual, real-life “start-and-stops” jumped in the way. But, I have made some progress perhaps you may find interesting, so thought now might be a good time to share a sneak-peek, despite the enormous amount of work left… Quick Info: • Designed specifically to support Wings Over Vietnam with Patch v08.30.06. • Since still in Beta, converted Thirdwire .INI target areas are not currently imported / integrated directly back into the Targets.ini file (i.e., VIETNAMSEA_TARGETS.INI). Future releases will support this ability. • With one click, filter out Thirdwire target areas without target objects • Target .INI file conversions support ALL known parameters including Active Year, Location, Airfield Data Files, Num Squadrons, etc. • Conversions to FSSC .SCN files check for and report missing Target Objects against a “master” Target Object Library to report out missing / blank target objects • Over 75 .API custom macros programmed for FSSC each sized with width x length dimensions which greatly assists with object placement / scaling • Fully integrated Target Object Library that can be completely customized and freely updated by the user using just notepad Enjoy the screenshots, while it won't be the ideal target placement program we have all "dreamed of" - my "Swambast Target Translator (STT)" as I've named it, breaks the boundaries of what we have now in my humble opinion, but I must fully acknowledge that I am just carrying on the torch that Polak already lit some time back...
  5. Yes, it is gorgeous! I have it as well but it is a KILLER on your frame rates - my poor comp plummets down in the single-digits at times! I really, really, wish they had made a few versions of the thing like a "Lite", "Medium" and "Full" version. Ah well...still a beautiful piece of work.
  6. Anyone know if a library was ever composed of the stock Wings Over Vietnam Target object's Width and Length? Any suggestions on how to get this information, even if they are just "best guess" estimates (i.e., vehicles average approx. 20 ft. long by 8 ft wide, etc.)???
  7. Thanks Wrench for the idea. Yea, with that Infantry pack though they are all "combat ready" with the bazooka deployed, etc. I was looking for some "relaxed" soldiers (was that even possible in Vietnam?) you might find on an airbase. Also familiar with the fuel truck and oil drums - guess I was looking for more variety on "collections of junk" like pallets stacked with various cargo, actual fuel handlers next to the fuel trucks (that would be cool), etc. Thanks for the suggestion though, other than in YAP, doesn't seem like there are many publicly available options at this time.
  8. I'm just gonna float this one out here, because it's one WOV object that for some reason still hasn't been created...at least not that I know of. Anyway, to any mod designer that take requests, I would like to kindly ask that you consider creating: Groups of U.S. Soldiers and Vietcong in varying sizes/formations? Example: x x x x x x x x x x x x x x x x x x x x x and x (officer talking to his men) - x is supposed to be in the middle but this forum strips out the spaces x x x x x x Etc. It would also be cool if there was more airfield "junk" objects like stacks of cargo/boxes on pallets and clusters of 50-gallon barrels, a cargo truck, etc. Then we could place these around the airfields to make them come alive. Well, thanks for reading and for any potential consideration.
  9. Absolutely touching and inspiring thread...thank you.
  10. Aggie, that is extremely insightful, thank you very much sir! I guess that clears up the mystery around the "swimming" planes and the .lod file issues I was having. Wow, so you need a custom made .lod file to accomplish what I am trying to do then? So, is it also true that the WOV Static Aircraft Pack that was created can only be successfully used in combination with a Mission Builder / mission file then? If so, I can now completely understand why the majority integrate the static aircraft on a mission-by-mission basis vs. trying to integrate the static aircraft on a permanent basis! Hmm, it sounds like then only 3 options exist: 1) wait until the WOV upgrade patch, 2) integrate statics using a mission builder or 3) leverage what may exist via YAP or Capun's work... Sound about right?
  11. Thanks a lot comrpnt, I was hoping you would reply! I have an understanding and have successfully integrated the statics through the MISSION files without any issue, so perhaps I didn't articulate my issue clearly. What I want to do is to permanently have the statics as part of the airfield, and NOT dependent on any specific mission files. Is it possible to make the statics a "permanent" part of the game, basically like a terrain object? I have made limited progress. For example, I added the info into the targets.ini and the types.ini files, and I am getting further. For example, I can now get the F-4E .lods to appear in the game (though without any textures), but they are sunk about 50% into the ground and I don't know why that is. I have the .lods directly in the VietnamSea terrain file, but I'm getting unexpected results like the sunk aircraft. Any ideas...?
  12. OK, I've now spent 2 hours trying to get this to work, and I am still clueless as to why the static aircraft object will not appear. How in the *#$#@!!! do you get static aircraft to permanently appear? For example, I'm trying to populate the Da Nang Airbase with say, static F-4Es in the aircraft shelters...that's it - that's all I want to do. Can someone, please, please, please help walk me through it?
  13. Great, thanks Dels for the clarification then! With that knowledge you provided, I'll have to start some experiments - thanks much!
  14. For those with any interest: Dels has made an awesome C130 cockpit, that can be found right here in the Downloads\ThirdWire Series\Add-on Cockpits section and might be a good alternative. I have ported this over for use with the B152, but I'm still having some issues such as, in no-cockpit view a pilot model appears (and looks kind of hilarious sitting on his butt floating through space), and I am still need to tweak the overall "height" of the pit and radar capabilities, which I don't have strong knowledge of at this time. Anyone who might be interested in helping - please let me know!
  15. Thanks for the clarification then, any ideas for alternates (maybe a c130 or something better)?
  16. Just wondering if anyone can point me towards a B52 cockpit - there are ones that exist from 2007 based on the B17 cockpit - but the instruments always show up scrambled, the radars don't work, etc. As a reference point, I started from the files based here: http://forum.combatace.com/index.php?autoc...p;showfile=4331 (The skins, load out, etc. are all superb, but there are the previous mentioned problems regarding the cockpit, avionics, etc. that make the model frustrating to use.) Thanks for any insight you can provide, I'm really having a hard time hunting this down. Thanks, Steve
  17. I really don't mind what they used or which editor, and moreover would easily and very eagerly pay for a tool that can be used to easily place our ground objects/targets...Maybe some day....
  18. Not sure what I'm doing wrong, but I cannot get the Terrain Editor to open up the Vietnamsea.hfd file no matter what I seem to try. All the textures will load but the .hfd file just won't. Any ideas?
  19. Thanks guys. MPPD, good info with your decals - very nice! I'm looking to populate one of the airbases as a trial/beta with static aircraft, extra objects, etc. - maybe Da Nang might be a good choice?
  20. Hi all, I am going to lean on the knowledge of the community here (after googling my tail off) and ask this: Which of the Wings Over Vietnam airfields would most appropriately represent the best home for the F-4D/E Phantoms - and why? Thanks for any insight you can share!
  21. Hmmm, did this effort just die off...?
  22. Is there anyway with any of the mission editors (or for that matter, any other tool in existence) that can be used to easily place ground objects/targets? Or are we still using the same old "offset" madness and our text editors?
  23. Thank you Kevin - just so happens that I'm confident your advice is solid and good. You're right - I'm going to continue to use YAP as a stand-alone install (for now), that would make the most sense. But, it just so happens that I'm an incessant "tweaker" and - well, I'll leave it at that. My ultimate dream goal (for now): compatibility with YAP, Brain32's awesome high resolution tileset and CA_Stary's Green Hell mod. In the meantime, I am working on (will be a long time work in progress) updating on the ini's from the bunyap weapons pack to be compatible with YAP...and guess what, I'm actually making progress! :yes: Later!
  24. Not sure how to delete the original post, but for the benefit of others who may be interested the fix is to use the mighty Bunyap's Weapons Pack, details here: http://bunyap2w1.com/SFP1_Wiki/index.php?title=Weapons_Pack Now, the problem is for those users with Yankee Air Pirate, because in their instructions they specifically state "Do not run the Weaponspack Installer." Since I don't know what Bunyap's program actually changes, I don't know what impact this would have on YAP users - YOU ARE WARNED!!! (Personally, I wish YAP did a better job at expanding it's compatibility with Bunyap's Weapons Pack, the new Brain/Green Hell terrains that are out, etc.)
  25. Hi, I am using the beautiful Skunkworks Sikorsky UH-60 BlackHawk with ESSS (by 3D Gunpoint, capun, CB Productions, The Wrench, Charles, and Kesselbrut), and I love the addition!!! Only problem is, when I am selecting the gunpods or rocketpods or whatever is on the pylons, the weapons fire but the model/textures do not fully appear. Can someone point me in the right direction to begin my troubleshooting, please...
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