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Timmy

+MODDER
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Posts posted by Timmy


  1. Tough to be a beginner and not know what the heck you're doing wrong...!!

     

    Been there, done that. All I know to tell you is that the way Mustang's tutorials tell you to map a model is way more labor intensive than it needs to be in later versions of Max. It seems that there are many different ways to get a model mapped. I'm by no means an expert, but I went from being almost completely unable to map anything to being slow but unafriad of mapping my models thanks to reading and watching many tutorials and finding the way that worked best for me.

     

    I'm always around if you need a hand.

     

    TD


  2. Wow AmokFloo, that little diagram would have saved me about 100 hours in the learning curve! :smile:

     

    Miya_Sama, keep at it. I know that Max can be very frustrating. I sent my first model to Capun for him to look at and he pointed out some things that were wrong with my initial model and told me how to fix them. He was tremendously helpful in helping me get it into the game and I'm still very much in his debt.


  3. I don't mean to be stupid... BUT... WHERE in the knowledge base is there "a whole Forum devoted to ONLY WoI"??? I'm too lazy to fix the Super Mystere B2's cockpit on my own and I can't find your easy fixes...

     

    EDIT: After clicking every subtopic in the knowledge base I finally found it... http://forum.combatace.com/index.php?showtopic=26101 under "adding weapons." Silly me, I didn't realize adding a cockpit was adding a weapon - unless you're putting Chuck Norris behind the stick of course. :smile:

     

    Great work as always Wrench...


  4. It's only half of a half of an airframe right now. I'm having some problems with the wing/fuselage joint which has to be right because the main landing gear bays have to be cut out of both so the transition needs to be smooth. If I ever get that right, I've still got to do the animations- the unwrapping - the skinning - the groveling, crawling and begging for someone to do an FM :blush2:


  5. The pigments in the USAAF's paints weathered very quickly when subjected to sunlight. I'm sure you've seen the images of the RAF fighters from Desert Storm or some of the recon birds from WWII that have faded from tan to pink. That's the same effect as what you're seeing here. I've seen the Olive Drab the color of anything from dark green when freshly out of the factory - to almost tan.


  6. Add this line to your stock WOI F-16 Decals ini file and you'll see this.

     

    F-16Netz.gif

    F-16.gif

     

    [Decal011]

    MeshName=Fuselage_Front

    DecalLevel=3

    DecalFacing=LEFT

    FilenameFormat=killA

    Position=5.65,-0.2

    Rotation=2

    Scale=0.6

    DecalMaxLOD=2

     

     

    (This is the stock location: C:\Program Files\ThirdWire\Wings Over Israel\Objects\Aircraft\F-16A_Netz\IDFcamo1\decals)

     

    The scale could be enlarged a bit to make it more realistic (see below) but then a number of kills would end up on the underside of the fuselage. Enlarge if you wish using the Scale=1.0

     

    F-16netz002.jpg

    image courtesy of MathKnight, Hebrew Wikipedia & WikiCommons


  7. One thing that would definitely get my funding would be an intuitive WYSISYG object placement for both terrain and mission creation. If we could hand drop in map details visually, the TW sims would look exponentially better. The aircraft and most ground objects are excellent already, it's just a mostly dead environment that makes them seem a bit dated.

     

    What he said...

     

    I suppose I'm in the minority - but most of my time is spent in my own campaigns between two completely fictional forces. I lose immersion when I've got 35 kills over North Vietnam. What I really love is the ability to mod this sim to my own tastes. I really wish I could create a completely fictional map with fictional target placements without having to have the Rain Man's skill set that the Map Editor and target placement seems to require - no offense Kev... :rolleyes:


  8. 1. A

    2. High moddability

    3. Dynamic campaign (less story-driven)

    4. Detailed comms and ATC

    5. Detailed carrier ops

    6. Good performance on older systems

    7. Seat-switching in multi-seat aircraft

    8. High resolution graphics, terrain and effects

    9. Story-driven campaign (less dynamic)

    10. Detailed cockpit procedures (switchology)

     

    I'd be willing to put $50 up for "A" alone... and/or a dynamic campaign editor/ terrian creator/target placer type thingy that is user friendly.* I'd love to see convoys on the move or army units in laager between waypoints rather than killing every freaking comm building in Paran or each individual fuel tank in North Vietnam.

     

     

    *User friendly meaning someone as dense as me could use it.


  9. Marut.

     

    I have only been modding for a short time and let me tell you - that learning curve is STEEP. The awesome thing about the community is that I've been helped by every single person that I've asked for assistance. Lexx jumped in for the MiG-9 FM and did a fantastic job, even though he's not satisfied with it... Once again, the learning curve is steep people...

     

    The things being released now are of very much higher quality than anything I can put out alone. I'm glad that my stuff has been received well - because there is a very high level of expectation, particularly from those of you that are modders, and I think it is those expectations that make people shy away from attempting to mod the sim. I have things in the pipeline that will take time because I can build 4 3D models with numerous skins faster than I can make one FM that almost of acts like the real aircraft being modeled.

     

    Here's my beef: I've seen Veltro ask numerous times for help with FM's and skins and seen no one from the non-modding community at large take up his offers. I'd like to ask (in the nicest way possible) for some of you gimmie, gimmie's to attempt to make a flight model or a skin or a loadout or a hangar screen or whatever you think might be helpful. Making the first attempts to mod this sim - then grasping what it is that you are trying to do - and completing a project - no matter how small or insignificant it may seem to you - will put you on the road to becoming a modder yourself. You don't have to be great like many here to be appreciated... Hell, I had no experience with 3D Max before I bought my copy - none. I taught myself with the help of Mustang's tutorials and Capun's guidance. Now I feel like I have graduated into being a half assed model maker and I'm getting much better and faster and some day I hope to graduate into being considered a modder myself. Veltro is, I'm sure, the same way.

     

    Just my two cents.

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