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wingwiner

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Everything posted by wingwiner

  1. Ah, I know whats was wrong ! WeaponEditor must run in Win98 mode with XP. Now it works OK, never mind....
  2. Hello everybody, Ive just installed a Service pack v 5 for Strike Fighters P1, but my weapon Editor looks work wrong. Ive Extracted a new version of WeaponData.ini and Weapondata.dat from package, and game CRASH, if any changes I make. Why ? Anybody knows where can I download newer version of Weapon Editor for SP5 ?
  3. View File AIM9 Sidewinder This is high detailed model for sidewinder missiles for Strike Figters. Includes 3d.max project for designers who would like to modify that model. Note -there is no weapon data only the model and simple textures - create or copy any IRM missile weapon data in weapon editor and copy&paste name : AIM9V-KL as 3D model name.(paste .lod and bmps files to weapons directory of your Strike Fighters directory Submitter wingwiner Submitted 06/23/2007 Category Single Ordnance Files
  4. 840 downloads

    This is high detailed model for sidewinder missiles for Strike Figters. Includes 3d.max project for designers who would like to modify that model. Note -there is no weapon data only the model and simple textures - create or copy any IRM missile weapon data in weapon editor and copy&paste name : AIM9V-KL as 3D model name.(paste .lod and bmps files to weapons directory of your Strike Fighters directory
  5. View File Headquarters object / building This is a model that may be using as terrain building or targetable ground unit , how do you prefer. For Strike Fighters P1 designed. Let me know about any errors. Submitter wingwiner Submitted 05/13/2007 Category Structures
  6. 845 downloads

    This is a model that may be using as terrain building or targetable ground unit , how do you prefer. For Strike Fighters P1 designed. Let me know about any errors.
  7. Where should I place a new crater .lod and .tga files to work with Strike Fighters ? What .ini file determine craters effects or properties ?
  8. My ansfers : - Is the Bitmat a BMP 24-bit ? or a TGA with an Alpha Channel? - YES, this is 24bit BMP image ( 120x128 ) - Did you apply the texture map to the Diffuse Channel? - YES - Is the Shader Blinn? - YES - Where did you put the texture map? Should be in the cockpit folder - YES ! Look at attached screenshoot ! The bitmap texture IS VISIBLE in the game , but not correctly mapped. The picture is curved as circles or lines, not flat square. I know how to use textures with boxes, tubes and cylinders, but on the bottom of the cylinder texture is mapped wrong. LOOK at this image : http://regulafiles.w.interia.pl/wrongwiev.jpg Of course, I have read the instruction notes :)
  9. Well, Im just trying to build my first aircraft cockpit with Studio3D max ver 8. So, I have a cylinder and Ive put a bitmap texture, but... it is incorrectly displayed in game. This is a bottom of standard CYLINDER. Ive tried to use many options : convert to editable mesh, switch OFF mirror/tile and some other options - UNSUCCESSFUL. Look the images - whats going on ? Any modeller know this problem ? Here is the screenshot whats a problem SCREENSHOT LINK
  10. Helloooooooooooooo I know that IMPORTING or CONVERTING a LOD file ( 3D model file ) to open it with 3D Studio Max is possible stuff. But HOW to do it ? What software can convert lods to any editable format ? Some people use an 'oryginal' game lod models for modifications. So - dont tell me that is impossible. But HOW ? HOW ? HOW ? Konrad
  11. Thanks for good idea , but I know the 'buildings' are not GroundObjects, and Im working on creating targetable builings ( such as my control tower in download section ). And I wanna add some light to them , if it is possible. But adding any ground objects to airfield area may cost to much work.... Today I discovered how to add a 'lighting' surfaces to Lod object with 3D Max ( I just learning this aplication ) but the sufraces are only VISIBLE at night, but DO NOT generate any light or flares.
  12. Its so sad..... But thanks for info. Imagine : driving truck convoy with front lights, lighting buildings etc.
  13. Anybody knows how to add any lights for ground objects such as tanks or ships ? Ive tried to do it with objectname_data.ini file : [body] (...) SystemName[001]=LeftPositionLight // with correct number (...) // Lights -------------- [LeftPositionLight] NightLightOn=2.00 SystemType=LIGHT Color=1.0,0.0,0.0 Brightness=0.05 Position=0.0,-20.89,11.384 LightSrcOffset=0.0,0.0,0.1 LightSrcRange=1.0 CanFlash=FALSE BUT IT DOES NOT WORK ! WHY ???????????????????????
  14. View File Control Tower H1 This is an airfileld control tower, you can add to missions as a destroyable ground object. Read instruction for details. Submitter wingwiner Submitted 02/25/2007 Category Structures
  15. 1,466 downloads

    This is an airfileld control tower, you can add to missions as a destroyable ground object. Read instruction for details.
  16. Afterburner doesn`t work also :( I can apply any sound from soundlist to InFlighSound with weapon editor but no sound works fro this effect ! See this : SoundFile028=MissileEngine [...] [MissileEngine] Priority=NORMAL 3DSound=TRUE DopplerEffect=TRUE Looped=TRUE //FrequencyControl=TRUE NumBuffers=2 MaxDist=1500.000000 MinDist=100.000000 InsideConeAngle=360 OutsideConeAngle=360 ConeOutsideVolume=0 This is adding sequence from Soundlist.ini. Any another new sounds i.e LargeMissile works properly , but only as "launching" missile. I`ve modify an MissileObject.ini file with this : [MissileInFlightEffect] EffectName=MissileInFlightEffect InFlightSoundName=MissileEngine.wav EffectSoundName=MissileEngine.wav SoundName=MissileEngine.wav Any option not works. Any brain can imagine what I have to modify else ?
  17. I spend a lot of time to try apply any sound ( looped) for flying missile. I know how to add new sounds in sounlist.ini file etc. but no method is succesfuly for flying missile ! I searched for this option ( MissileInFlightEffect and booster and others ) in all ini files. HOW CAN I MAKE A FLYING MISSILE SOUND ???
  18. View File Fansong radar as SAM launcher This is a modified Fansong radar , it has own 3 long-range AA missiles attached ( with current model sa-2 you can change it ) with 21 miles attack range. This is a fictional object , but uses an oryginal 3-D game models. Konrad Regula Submitter wingwiner Submitted 02/20/2007 Category Ini Edits
  19. 675 downloads

    This is a modified Fansong radar , it has own 3 long-range AA missiles attached ( with current model sa-2 you can change it ) with 21 miles attack range. This is a fictional object , but uses an oryginal 3-D game models. Konrad Regula
  20. View File Sight for precision bombs droping Hiting targets by non-guided bombs in Strike Figthers ( patch 1 and 2 ) is difficult, very difficult. But with my own bomb-sight is very easy and it allows to get 85 % of effectiveness. Read manual how to install and use. Submitter wingwiner Submitted 05/23/2006 Category Jet Cockpits
  21. 2,562 downloads

    Hiting targets by non-guided bombs in Strike Figthers ( patch 1 and 2 ) is difficult, very difficult. But with my own bomb-sight is very easy and it allows to get 85 % of effectiveness. Read manual how to install and use.
  22. Anybody know ? WHY missiles and rockets dont generate any sound when flying ? In WeaponEditor I had placed a name of any sound from Sounds folder, but any is audible ! In all games I know missiles make loud noise when fying, but in SFP1 these fying with absolute silence.......
  23. Hi, I have SFP1 with patch v. 2 , and sometimes missiles or rockets loaded in rocketpod are not visible but these are visible when launched and flying. Single rockets in stations are visible. All weapons options in WeaponEditor I have checked as " Show rockets in pod " as true. Please help !
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