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SkateZilla

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Everything posted by SkateZilla

  1. prolly enough to pay for Mobile developement, but I doubt income from a Mobile game can support development for a PC Platform
  2. Revenue from a Free Game.... That's Ad Supported.
  3. i tried GMAX when I was playing FS2002, and HATED it.
  4. i was in High School in 2002, I was doing video editing and stuff, didnt start 3d until SFP1 Wally world release. and I Started with INI stuff first, then spent the money on Max. Shoot, working with Max 2011, is like, so many new features, to make what woulda normally taken and hour or so, take 15 minutes. Where the eff were those in max 7 and 8, ahaha.
  5. why do I see myself 10 years ago......
  6. plus that Tomcat isnt even from SF2.
  7. Editable Polys = Squares/Groups. Exporter Converts Everything to Editable Mesh = Triangles
  8. you try: highlight all meshes and right click and "convert to editable poly"
  9. these lines/scanning methods are kinda new from what i was told, older lomac/fc2, and dcs KA-50, you had to mod the Graphics.CFG, ED Added the ability to declare/use folder mounts scanning to allow user to have custom skins without being booted from servers for failing integrity checks (modded .CFG) (or something along those lines.) I think the Engine scans over 100 folders during startup for Declare LUAs and stuff. at one point i had BMPs all over the place, and they kept being picked up by game, when i didnt want them too, lol. Now when i run 3 screens, my left is completely filled with Debug Data.. As for Decal Layer on A-10C not working, Dunno why, as I didnt see a Decal Layer option in materials list in Max, I know I'm gonna need both Decals and Damage/Bulletholes Layers soon.
  10. http://www.amazon.com/Third-Wire-Productions-Strike-Fighters/dp/B00ACBN9CI 2 Platforms down, 3 to go? (Nook, iTunes, WIndowsRT/8/Xbox)
  11. Smart Glass = Playing on Xbox, but having the Map and all the screen clutter on a tablet in your lap, on next to your TV on your PC/Laptop running Windows 8. http://www.youtube.com/watch?v=UC6l2ALieM0
  12. If Bazar/World/Textures/ is mounted, then you only need to place your commonfiles.zip there, or maybe /Textures/F-15C/ if it exists.
  13. Bazar/World/Textures should already be mounted. if not add the vfs texture call to the F-15C.LUA in the /Scripts/database/planes/ That would be the only difference in what im gonna be doing and what you're doing. our Module uses /Mods/Aircraft/F-100D/Textures/ to store textures with a VFS Mount for each skin folder, plus a folder with a folder for main self_illuminated, a folder for main diffuse/spec/bump maps. So, Items that dont change on any of the Liveries are in the /F-100D/Textures/MainDiffuse/ folder, and String in Livery desc. lua is set to true. those items are bump maps, canopy glass, etc etc. /self_illuminated is the folder where I store the TGAs for Lights, Afterburner etc.
  14. Base Paint in one Folder. Make a ZIP for each member, and only put DECALs or Changed Textures in it. Make the Lines for the Common Textures in the description file read "true" (so game knows to scan outside local folder/zip, it will scan all vfs_texture mounts.). So for common textures (ie base paint): {"MaterialName", 0, "texturename", true] then Custom name/patch/decals {"materialname", 0/3, "texturename", false] So You'd have a Folder (folder names are just examples.) /Liveries/F-15C/HomeFriesMain.zip (with all common files that are in all squad skins). (This might have to be in a /HomeFriesMain/ folder too or in Bazar/Textures folder.) then /Liveries/F-15C/HomeFriesSqd1/member1.zip (with files specific only to his plane, and description lua with values set correctly) /Liveries/F-15C/HomeFriesSqd2/member2.zip (with files specific only to his plane, and description lua with values set correctly) /Liveries/F-15C/HomeFriesSqd3/member3.zip (with files specific only to his plane, and description lua with values set correctly) So you'd have 4 zips. 1 with all the main textures for everthing. and 3 with just decals/changed textures. So common textures aren't copied 4 times. (decreases loading time, packages size, and VRAM usage). Im in office so i cant say for sure the folders everything goes in, but this weekend I'll be doing something similar with one of my modules (Main skin and decals for individual skins in ZIP.
  15. Liveries in a ZIP w/ DESC LUA shouldn't need to mod the CFG file. as long as the "TRUE/FALSE" part of each line is set correctly, the engine will scan that ZIP and the designated VFS_textures_Mount folders (/Bazar/Liveries/ etc) for the textures.
  16. drop tank material name is : "f15PTB" it's both merged with the model and separate so it "should" work. there's 3 layers; Diffuse, Spec and Decol. {"f15PTB", 0 ,"<yourtexturefilename",true or false};
  17. PTB? The Drop Tank? I'd have to see if it's part of the Model.
  18. There is a way to get Material names without MAX yes, but I'm not sure I'm allowed to say how because ED is strict with stuff like this. 3rd Party NDA or not, they dont want anyone telling people advanced stuff for some reason..
  19. pilot_f15_00_a pilot_f15_helmet pilot_f15_Patch_65a_sqdn are textures that go on the Pilot EDM, which is merged into the F-15.EDM, and not actually "Part" of it. however I made a mistake, EDM Viewer shows texture names on the left. Material Name for the helmet is: pilot_F15_00_helmet so {"pilot_F15_00_helmet", 0 ,"<yourtexturefilename",true or false};
  20. hmm... i'll have to look at some ED Examples then. i did notice only the F-15 had the ,3, layers.
  21. i think if the skin is missin it picks the first livery that was scanned or loads a random one.
  22. you should be able to open the A-10C Template, Make decals over the Diffuse layer, remove all other layers and save as TGA. open A-10C/Liveries Description LUA and add line. {"MatererialName",3,TextureName",true/false]; (3 being the Decal Layer.)
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