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SkateZilla

+MODDER
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Everything posted by SkateZilla

  1. Fighter Ops

    i havent seen nawt from them in years, didnt someone point out that they were using 3d models from other games?? (the F-22)
  2. or renaming a DDS to BMP doesnt do anything but let the game find and open the file listed in the INI/LOD File, and since the engine really prolly doesnt go by the file extension when opening a texture, but the code that its written in, it simply sees that it is Encoded/Compressed to DDS and decodes it using DDS algorithms instead of BMP.
  3. http://answers.microsoft.com/en-us/windows/forum/windows_7-files/win7-how-do-i-move-user-folder-to-a-different/565f16a5-e5ed-43c9-8422-4f56aebb296e
  4. So, all these guys are nuts?

    if they tapped into our TV Sattellites, they'd run, or try and destroy us, Snooki will start an interplanetary war.
  5. I was wondering how my group changed.. lol.. I Dont have any A6,A7 or F14 models to place, or i would make 2 separate versions of the Carrier (Modern and 90s) :), If I cant procure Mapped 3DS Max Files for those, then they'll be on my list for the CVN 2.0 (which is the new model im starting [ I promise it wont take 6 years though.]). The SuperBug is EricJ's and Team, The E-2C was the first Aircraft model I've done from scratch for SF1, (The CVN being the First Ship) I've since cleaned it up for use on the carrier, I will also add a folded version. (despite its flaws, it looks pretty good, but it was an Easy Shape :) ) Still debating on the hanger deck, if i want to leave it open or close it off, since its not done to detail and looks awkward. This weekend Im building a few small models for details to add. (some things for the hull, ejection seats for the static hornets (I thought they had seats?), etc) Also gotta adjust the textures on the crew (add sleeves), re-work the catapult vapor (Again), re-work movement effects (again). Convert all the BMPs to JPGs. (which would make Nov2011 a requirement wouldnt it?) I was also looking into trying to do an SH-60 if i have too as I have some things I want to add before i release it, But i cant keep pushing the release back, (the community will kill me) and I need to start working on the new 3d Model. 1. Added Bloom Via Photoscape before I uploaded. 2. stock Vietnam Water (but the GFX might have been dropped, as I accidently booted the game twice at the same time, and it changed all my settings to the "low/med" default. If i can get a decent Poly count Blackhawk that looks decent, I can prolly map it and place it on deck in time for X-Mas I'm just surprised that the Nov2011 SF2 rums this much better, before that i was getting max 15 Fr/sec on deck, now I get mid 25s, and I run the GFX pretty high on my 6 year old GPU :p. Will Edit this post w/ Screenshots When I get home....
  6. so your saying I can take all the 20 or so BMPs in my CVN folder, convert them to JPG, delete the BMPs and the game will load the JPGs instead of the BMPs? without having to re-do all the materials in Max? ITS... A... LIVE..........!!! MUUUHHAAHAHAHHAHAHA....
  7. Had to revert back to PhotoBucket as I've used up all My C.A. Space for the time being. (3d Crew By Julhem, F-18 By EricJ and Team) After Changing some 3d / textures around for the Arresting system (not really visible in these images): More images are on my facebook.
  8. I dont really know any of the new modding people on combat ace besides the few people that were around when it was biohazcentral, and the few people that post on SimHQ. Anyway, I'm about to open my Carrier Package up for a wider testing field (currently about 8 users are testing it, not counting myself.) Im would like to open it up to say 25-30 people with varying systems from High End to not so high end. Also would like to keep it in the loop of Modding Teams I know. If interested, Send Me a PM/Email w/ contact info and as soon as the next build is ready, I'll include you in the email/cc fields. Will also credit testers in the readme.
  9. Had to revert back to PhotoBucket as I've used up all My C.A. Space for the time being. After Changing some 3d / textures around for the Arresting system (not really visible in these images): More images are on my facebook.
  10. i fixed it, seemed the game reverted my settings back to a lower setting for ground objects, putting it back on unlimited fixed it. as for atlas.. i dont think i know how to do that.... i'd have to read a guide/tutorial. I usually just UV MAP the objects, then UV Unwrap to move/edit the vertices to where I want them on the texture map, export the wireframe to a bmp and add as a layer in photoshop. then texture over the wireframe. repeat and merge for each object.
  11. Its got a name...

    ironically TK was posting this all over facebook.
  12. testing in game today, My old system is still getting 20 Frame/sec with everything maxed. (which is actually higher than before, but i think that's a result of the lower polycount). however, the game seems to be downsampling the texture maybe? The renders look great, but in game the texture is worse than the 1024x texture. is there a INI Line that limits texture size somewhere? all of my textures are on unlimited. Will run some more test to make sure its on a FSAA issue. (My nVidia Settings are 8x FSAA/8xAF) (will upload images soon, CA attach is giving me errors.) Edit: tried changing to jpg, no luck, Gonna try doing it with 1024x downsampled from 2048. Safe Lines, Runway Lines, the tiedowns spots, and other small details are blurry like maybe it was downsized to 512x512??
  13. i'll never do terrains.. I'll stick to 3d and textures... the terrain tiles ... maybe... configuring every airbase, target area, city... forget it.... unless there is an App that allows me to set airbases and lights on a map, fill the names in and hit enter to move on to the next, then when im done it will export the ini files for me. I keep hitting send/receive on my web mail because I'm waiting for XFX to email me back regarding my RMA they've had for a month now...
  14. gotta do some texture edits this weekend, hopefully ready to be sent to testers saturday nite
  15. at one job.... no laptop with me. or I'd be sitting here working on my 3d Max/Photoshop stuff.
  16. they went through the storm to 1941
  17. Iran displays captured UAV

    yeah.... alot of "eff USAs"
  18. kinda figured that. I get some kills with front/side shots with later Aim9s, I get a few misses, if i maneuver to get behind the enemy fighter, and wait for a nice lock, then what for him to shallow out his turn its almost a 90% hit chance on the earlier AIM9s, the Aim9L and later still work just as good from behind, but I can lock from the sides and depending on my Angle to Target and the targets speed, the Aim9 will hit. My AI Wingmen like to do head on lock and fire when we encounter migs,
  19. the AI likes to deploy alot of flares now though.
  20. arent Aim9s meant to be shot from behind anyway? im still going steady in my install at the latest patch level, with no problems using IRMs (Aim9s or whever IRM they load on the Netz in Israel).
  21. check the log, i bet you were hit with something.
  22. F-4N and F-4S were listed on the "objects list" after the November update. But TK has said not all objects from that list are in game... But: So lets start crossing off things from the "list", based on screens posted on TW facebook/google+/twitter. A-4M A-4N A-6E (New/Updated From Merged Install?) A-6E_79 (New/Updated From Merged Install?) A-7E_74 (Updated From Merged Install?) A-7E_79 (Updated From Merged Install?) EA-6B Check. E-2C Check. F-4J_74 (Updated From Merged Install?) F-4N F-4S F-14A Check. F-14A_77 Check. Lim-6bis (Re-Badged MIG-17) Lim-6M (Re-Badged MIG-17) Mirage3E (New/Updated Version of DLC?) Mirage3EL (New/Updated Version of DLC?) Mirage3OF (New/Updated Version of DLC?) Mirage3OA (New/Updated Version of DLC?) Mirage3OFA (New/Updated Version of DLC?) Mirage5DE (New/Updated Version of DLC?) Mirage5E2 (New/Updated Version of DLC?) Mirage5SDE (New/Updated Version of DLC?) RF-8G (New/Updated From Merged Install?) RF-8G_77 (New/Updated From Merged Install?) Yak-38 Tu-95K-22 Tu-95RT Check. Tu-22KD Tu-22KPD Tu-22M2 Check. Tu-22M3 Check. Tu-22PD Tu-22RD Tu-16K-10-26 Check. Tu-16K-26 Tu-16P Tu-16R Tu-16RM-1
  23. Decided to Re-Map the Flight Deck with Twice the Resolution, Here's the results: (note, F-18E/F/Gs by EricJ and Team, 3d Crew by Julheim) (I have some Vertices to fix that moved when I was re-mapping the landing area as well as some "Perimeter Lights" that were accidently deleted. A few other little glitches/mistakes have also already been fixed since these renders were taken. 3d Studio Max 2009 Renders:
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