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wingwiner

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Everything posted by wingwiner

  1. On this image is screenshot from Hex Editor, and its only sample values. And its very easy for single material models, such as weapons or vehicles. If you want to change specular level ONLY of aircraft nose it will be difficult, I suppose. The most important - look the bitmap name in ASCI, and find range to highlighted cells - there is specular/gloss setting.
  2. I have discovered how to change SPECULAR and GLOSSINES level of LOD models for Thirdwire. If you wanna to make any mat model to be glossines and more stylish, and you have ONLY a *.lod output file, it is very easy way to do it ! Use any Hex editor - for example Hackman ( http://www.technologismiki.com/prod.php?id=31 ) and edit a lod file with this app. And follow : switch display mode to Hex&ASCI, and find a ASCI 'bmp' word, and it will be a material name shown on results. Next you must change all values as on the sample image attached below. If anyone wants to have more specular settings, post me at this forum message. View the image attached !
  3. View File Whistler-9 rocket pod This is fictional rocket pod for 9 Hydra rockets. And alternative model for Hydra70 also included. Submitter wingwiner Submitted 12/05/2007 Category Single Ordnance Files
  4. 877 downloads

    This is fictional rocket pod for 9 Hydra rockets. And alternative model for Hydra70 also included.
  5. Oh no ! Ive forgotten to move back these middle stabilizers in this missile ! These are in wrong place !!!!! I will repair this error and tomorrow it will be OK, SORYYYYYYYYYYY !
  6. View File High Detailed AIM-120C Amraam - Updated This is alternative model of AIM-120 Amaam semiradar missile for Strike Fighters. All instructions and usable files for modelers are included inside. AN Incorrect placement of middle stabilizers is now OK ! Update you last version, sorry. Report me any known errors ! Submitter wingwiner Submitted 11/24/2007 Category Single Ordnance Files
  7. 2,743 downloads

    This is alternative model of AIM-120 Amaam semiradar missile for Strike Fighters. All instructions and usable files for modelers are included inside. AN Incorrect placement of middle stabilizers is now OK ! Update you last version, sorry. Report me any known errors !
  8. View File THC cluster rockets pod This is Fictional ( only my own idea ) weapon - rockets pod for six big rockets. This unguided ( free launch ) rocket shoots a cluster bullets around target. 3D max project of this rocket included inside for modellers. A texture is from weapon pack, not my own. Submitter wingwiner Submitted 11/14/2007 Category Single Ordnance Files
  9. 830 downloads

    This is Fictional ( only my own idea ) weapon - rockets pod for six big rockets. This unguided ( free launch ) rocket shoots a cluster bullets around target. 3D max project of this rocket included inside for modellers. A texture is from weapon pack, not my own.
  10. View File Strike Fighters - three weapon models pack This is a pack of three Strike Fighters weapon models : for AGM-45 Shrike missile, Soviet IRM AA missle, and small laser guided bomb. All 3 3DMax project files are included for modellers. Also a small guide how to modify a default weapon view , which allow look around launched weapons ( inside ). Submitter wingwiner Submitted 11/08/2007 Category Single Ordnance Files
  11. 1,500 downloads

    This is a pack of three Strike Fighters weapon models : for AGM-45 Shrike missile, Soviet IRM AA missle, and small laser guided bomb. All 3 3DMax project files are included for modellers. Also a small guide how to modify a default weapon view , which allow look around launched weapons ( inside ).
  12. Everyone who wants - may use all my current and future models for whatever. Next waypoint - a factory will be for a few days.
  13. View File Tactical Control Centre and Gas Station There are two objects for map targets ONLY. Detailed installation procedure inside. For Strike Fighters P1, I dont know if these will work with other ThirdWire games. ------------------------------------------------------------ Dont ask me what these buildings are do, or what for. In real world buildings are standing and look great. You can destroy them. Submitter wingwiner Submitted 07/19/2007 Category Structures
  14. 1,137 downloads

    There are two objects for map targets ONLY. Detailed installation procedure inside. For Strike Fighters P1, I dont know if these will work with other ThirdWire games. ------------------------------------------------------------ Dont ask me what these buildings are do, or what for. In real world buildings are standing and look great. You can destroy them.
  15. Oh YES !!! I found it, im so dumb !!! THANKS !
  16. I can`t find in any .INI file a FlareEffect and ChaffEffect , I dont like a black flare smoke like pitch-black. In COUNTERMEASUREOBJECT.INI file are : [FlareData] EffectName=FlareEffect ble ble ble ... BUT WHERE IS THIS EFFECT DATA ? In particlesystem.ini does not exist. In Missileobject, and aircraftobject also. Anybody knows ?????????
  17. View File CCIP gunsight for accurate level bombing This is a very little mod that allow you to drop non-guided bombs very accurate with aircrafts equiped with CCIP HUD mode. Keep the rules in the manual instruction and be happy :) dont forget add to cocpit ini file : [GunsightFront] HasGunsight=TRUE GunsightMilSize=128 GunsightName=CCIP_sight.tga MaxDepression=1 DefaultDepression=220 Submitter wingwiner Submitted 07/01/2007 Category Jet Cockpits
  18. 1,704 downloads

    This is a very little mod that allow you to drop non-guided bombs very accurate with aircrafts equiped with CCIP HUD mode. Keep the rules in the manual instruction and be happy :) dont forget add to cocpit ini file : [GunsightFront] HasGunsight=TRUE GunsightMilSize=128 GunsightName=CCIP_sight.tga MaxDepression=1 DefaultDepression=220
  19. View File Lens for Radar and TV display Ive made a little mods for any cockpit with radar and radar/TV and /or RWR scope. Its designed for circle-shape scopes, not for square TVs. Some Photoshop PSD ( VER 8 ) files included for futhure moding. See the instruction detail how to use it. Submitter wingwiner Submitted 06/29/2007 Category Jet Cockpits
  20. 1,056 downloads

    Ive made a little mods for any cockpit with radar and radar/TV and /or RWR scope. Its designed for circle-shape scopes, not for square TVs. Some Photoshop PSD ( VER 8 ) files included for futhure moding. See the instruction detail how to use it.
  21. Before Ive installed pack service and patch. AFTER the installation it is visible not only on aircraft textures but on heavy reflected weapons skins also. Im still looking in video-driver settings , there are many options, but nothing remove this awful blue coloures on reflections.
  22. Problem : since Ive applied SP1 service pack 4 and patch v 08.30.06 some unknown issues are visible on aircraft textures which should be SILVER, gray, and there is no blue color on textures bitmaps. The blue reflect is visible ONLY if aircraft ini sets applies the reflections i.e : Name=Soviet Silver Nation=Soviet Specular=0.600 Glossiness=0.50 Reflection=0.7 - this value generate this error on textures , look the screenshots. I have Radeon2550 card with directX 9.0c , and this error was NOT visible before ! Anybody knows how to eliminate this issue ?
  23. Sorry, the name of the service pack is : Strike Fighters: Project 1 Service Pack 4 (v05.15.06) applid. Excuse me this mistake. But all I said about visible distances is true, Ive checked it again, it works.
  24. Ive discovered very important difference between Stike Fighters Service Pack 1 and Service Pack 5, maybe 4 also. All ground objects has line MaxVisibleDistance= in objectname_data.ini file. And now, with patch 5, its no OLNY for AI controlled vehicles value and info, but for player aircraft too ! Ive noticed, that I cannot find ground targets in my created missions, so - when I saw an SA-13 SAM launcher it was too late... And - I changed the value from MaxVisibleDistance=5000 to 25000 and the target is visible from very long distance ( in game HUD information ). Its no matter - Visual targeting easy or normal mode - any ground target will be NOT visible and noticed BELOW his own visible value. For example - T-55 tank visible from 5000 will highlighted as target at 5.3 NM , and mobile sam launcher with max visible distance 25000 will be noticed at 26 NM.
  25. In section " WoE/WoV/Project-1 Knowledge Base by USAFMTL / Basic INI Editing: [FlightControl] " written by USAFMTL there are some NOT TRUE informations. ( Sexcuse me my poor english ) - I will try to explain what is wrong he wrote : 1. He said : CornerSpeed= This is the speed at which the aircraft can achive its smallest turn radius. This data is often hard to find for some reason so you may ahve to make an educated guess. Should generally be around or below the cruise speed Not all true - Corner Speed is the speed of aircraft when its going to attack ground targets ! If the CornerSpeed is to large the AI controlled aircraft will not fire LAU rockets or firing guns, becouse he has not time to get aim OK. The best value for small aircraft is about 135 - to 145 . The smallest turn radius is determined by values of control surfaces and max G limit. 2. PitchDamper= RollDamper= YawDamper= (...) These three values are the only ones in this section that appear to affect the player controlled aircraft. Not true - all these parameters are used by AI controlled aircraft, for example - Pitch damper if to small then aircraft will swing and sometimes makes unable to set aim offset correctly. 3. GunBoresightAngle= RocketBoresightAngle= These settings tell the AI what angle off the centerline must be used when firing rockets and guns. If the AI consistently under or over-shoots with rockets and guns, adjust these angles NOT TRUE ! Boresight Angle is the angle of weapon is firing from aircraft to ground. And with player controlled aircraft it works also, for example - if your non-guided rocket hits ground to fast, and to low with regard to gunsight try to set any value more than zero : RocketBoresightAngle=0.5 Try type RocketBoresightAngle=45 and look what will hapen when rocket is firing. All AI controlled aircraft fires all rockets and guns around =0 angle.
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