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Everything posted by SkateZilla
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May 11 updates out now!
SkateZilla replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
.fx files are editable... or should be in Shader programs (FX Composer, Shader/Render monkey, etc) -
May 11 updates out now!
SkateZilla replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
WEPTimeLimit= The Amount of time you can run in WEP before the Engine Fails. This thread is About the MAY 2011 SF2 Update, not about the flight sim market, no one cares about you two quoting back and forth, and we're getting tired of having to scroll through past your posts, take it to Private messaging, and you guys can exchange market history and facts with each other all you want without peeving the mods or other users.... thus, everyone is happy. It was all informative at first, now its just annoying and counter pro-ductive. -
May 11 updates out now!
SkateZilla replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Im almost sure that Strike Fighters 2: Iceland will do what SF2V, SF2E, SF2I, SF2Exp1, and SF2Exp2 does... merge with the game base. Then again i wouldnt be surprised to see StrikeFighters 3 : Iceland Invasion, followed by SF3V, SF3E, SF3I (with the Expansion Pack content already included in the E/I Titles.) -
May 11 updates out now!
SkateZilla replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The Terrain is 1000KM^2, only about 300KM^2 is actual modeled terrain (the size of Iceland's Land mass which is about 375x300km). the rest is repeated ocean, most likely the region of the atlantic southeast of the island. -
May 11 updates out now!
SkateZilla replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
The Iceland Terrain is gonna be small, that doesnt say that the 3rd party terrains are restricted to 300KM -
May 11 updates out now!
SkateZilla replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Alot of the Support posts on his Boards are people running laptops with Intel GMA, or Low End AMD/nVidia Mobile Solutions For Graphics. As for the Budget “Excuse”, I can see how working on patches and fixes to this game code would be a waste of money when the code has already advanced to the next stage for the next title (F-14), So any major bugs will get a cheap quick hammer failsafe fix. It doesn’t make sense to spend resources working on a complex fix for a engine that will be replaced by its predecessor later this year, Other than the 5 or 6 images of the Tomcat 3D Model with most of the decals missing that are over a year old and posts mentioning a new terrain engine, no one other than TW employees and beta testers (if there are any left) know what the next engine even looks like, so you cannot say you know what TW’s budget is or how much of it has been used for what. I had to control myself from going off on TWs boards when people started getting a little too nasty towards TK and TW over the fading trees, but I don’t see no thanks for Specular/Bump Maps, Mission Editor, unified Patch Installer, things that people wanted to make it easier to install the game, and things to make the game look better. The mission rating changes make sense, if you don’t make the kill yourself why should you get reward points and a individual rating of success and medals for? That’s all that changed, if your wingman/flight hits the target, its still Mission Accomplished, but your individual rating will be partial success, that’s something people asked for a while ago. So that 4 missions into your campaign your not already being rapidly promoted because your getting rewards for your wingman’s work. Doing Mods to a game (adjusting INI entries, building/textureing 3d shapes etc) is NOT the same as Building and Coding an ENTIRE GAME. How many of you have the $$ to pay for a License to use all the SDKs required for building the game, then pay the person who’s certified to use that SDK. How many of you can write a Terrain engine code or upgrade an entire code and compile it. Not even mentioning the graphics, physics modeling, sound dynamics, and other small engines required to make the main engines work. Modifying Configuration Files, and Adding Content to the Engine is not the same as Building it, Debugging it, Evolving it and re-Compiling it Im Not Saying the Modder’s 3d Artists, Texture Artists, INI Guru’s and everybody inbetween don’t do an Excellent Job making the game better (which is why its openly moddable), Im just saying because its easy for you to mod it, doesn’t mean its easy or cheap to create the engine that your modifying. -
SF2 Screenshot Thread
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Some Tomcat -
Your assistance please…
SkateZilla replied to steelflanker's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I doubt those pylons are part of the wing mesh, they should have their own mesh for each pylon. the problem with the movement being "off" is becuast the Mesh Heirarchy/Pivot Point needs to be adjusted, which can only be done in MAX, we have a similar problem with the Original F-18A way back in the early SFP1 days (not the MF F-18A) -
Modifying Default WoV2 Carriers?
SkateZilla replied to Stretch32's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
http://combatace.com/topic/61382-add-anything-to-a-ship/ -
Add Anything To a Ship
SkateZilla replied to Old Diego's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I'm Packing a build up tonite, other than sound issues *which im trying to implement without modding the soundlist.ini* there’s realtime shadowing performance issues, since this model is nearly 20,000 polygons and isn’t no where near optimized for thirdwire’s engine, enabling shadows with a lot of aircraft or shader effects on screen (water, afterburners etc) will cause a dramatic drop in Fr/PS (My system goes from 60+ to Sub 10 Frames a second. Which is why I want to start a model from Scratch, 18,000+ Polygons for just a ship model is overboard, I can rebuilt it cleaner using ¼ of the polygons now. (and Better texture mapping to use less bmps). If anyone else wants a grab at it, shoot me a PM. -
Add Anything To a Ship
SkateZilla replied to Old Diego's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I should have another build out wednesday night I'll email you a ZIP file. so far its Total: (19618 polys, 27100 verts) w/ an E-2C on deck w/ Shadows on I get 20 or so Fr/Sec with MAX Details 2XFSAA 1680x1050. The only major Issue i have now is Sounds... I dropped the sounds in the Sounds Folder, No Dice I've tried renaming and moving them around and still no dice.. -
Add Anything To a Ship
SkateZilla replied to Old Diego's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
At this point, until I start working on the New 3d Model, the current model is above 20,000 Polygons. (I think around 23,000.. I ‘ll check the latest OUT File, as 3DS Max don’t count Polygons from the “LINES”) The Game Runs Fluid with the Carrier by Itself w/ Full Shadowing, as soon as I start to place Static Aircraft the Frames/sec drop considerably on my system, and that was with 4,000-6,000 polygon models, so If im going to be placing 12,000-30,000 Polygon models, then shadowing isn’t gonna be feasible, where as if I plug the 2nd or 3rd LODs of each aircraft everything may run smoothly, Right Now Im going through the model and selecting each mesh and setting it to cast shadow or not to try and limit the performance hit of the shadowing. So the only thing I’m Worried about is the PolyCount and Performance hit on the older systems of the 10+ Static Aircraft, But I think if they disable the shadow they should be fine. The F-18F_POLY_Reduced.max file I have in my Harddisk Backup is about 30,000 polys, unmapped and I don’t remember where I got it, as my emails for the last 2 years were wiped when I re-formatted my Drive last fall. My E-2C Model was reduced down to 6,000 Polygons and re-textured before I merged it into the CVN Scene, I’ll have to double check, This Summer I’m starting a New 3d Model from scratch, aiming at a low Polygon Base so I can have more headroom for 3D details and Bump/Specular Mapping. Hopefully TK adds some sort of Lighting capability in the new base. The Current Model, lets just say when I started it, I didn’t know much about 3DX Max, and every time I learned something new I used the CVN Model to test it, so Basically the model is not optimized or even efficient and the only way to have a optimized model and fix some of the errors/problems is to re-build and re-texture it from the ground up knowing what I know now. But I’m waiting for the Tomcat Title to be released so I can dig through the INIs and DLLs to see if anything new has been done. As For Other Models on the deck, I’ll Do some more testing w/ Plugs of 2nd/3rd LODs. -
Add Anything To a Ship
SkateZilla replied to Old Diego's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
I would make the PLUGs part of a different Aircraft Group and assign the SQN and Aircraft in the Mission INI, So Make Flight 001 4 Planes to take up Cats 1-4, then Flights2, 3 , 4 takes up the "PLUG" Catapults (Assign AirCraft/Sqn as you Like), then Make More Flights that you would Like to Launch after that) Also make one Max Model of the Carrier Deck Crew and Details (Tractors, Crew,etc and Export that model, textures and make an INI for it and slap it in the "AirCraft" folder) So Make 16 plug catapults on the CVN, anmd Populate them in the mission file Examples: (Im not gonna Post the Entire [AircraftMissionxxx] Section but the lines you should be looking at. -- // Your Flight [AircraftMission001] AircraftType=F-14B_96 <<- YOUR FLIGHT'S PLANE Name=SHOWTIME <<-- Your Flights Callsign FormationType=USFighter <<-- Formation Type Size=4 << -- Make this YOUR Flight Number so Your Flight Uses all 4 Regular Cats MissionType=RECON <-- Your Mission Type -- // Plug Flight 1 VF-32 [AircraftMission002] AircraftType=F-14B_96_PLUG <<- PLUG FLIGHTS PLANE Name=SHOWTIME <<-- PLUG Flight's Callsign FormationType=USFighter <<-- Formation Type Size=7 << -- How many Planes you want from this squadron Squadron=VF32 << - PLUG Flight's Sqn Loadout=Recon << - PLUG Flight's Loudout -- // Plug Flight 2 VF-84 [AircraftMission003] AircraftType=F-14B_96_PLUG <<- PLUG FLIGHTS PLANE Name=SHOWTIME <<-- PLUG Fligh'ts Callsign FormationType=USFighter <<-- Formation Type Size=8 << -- How many Planes you want from this squadron Squadron=VF84 << - PLUG Flights Sqn Loadout=Recon << - PLUG Flight's Loudout -- // Plug Carrier Deck Crew And Details [AircraftMission003] AircraftType=Cew_Details_PLUG <<- PLUG Model Name Name=SHOWTIME <<-- PLUG Flight's Callsign (make sure its unique to the plugs) FormationType=USFighter <<-- Formation Type Size=1 << - Make sure its 1 Squadron= << - Make Sure its blank Loadout= << - Make Sure its blank **NOTICE THAT PLUG FLIGHT 1 and PLUG FLIGHT 2 ARE 15 Aircraft total, these 2 flights will populate the 15 Plug Catapults on the deck and teh "Details" Plug will take the last spot and Allow AircraftMission004 Onward to use the Functional 4 Catapults.** -- // AI Flight 1 [AircraftMission005] AircraftType= <<- AI FLIGHT'S PLANE Name=SHOWTIME <<-- AI Flight's Callsign FormationType=USFighter <<-- Formation Type Size= 4 MissionType=RECON <-- AI Mission Type Loadout=Recon << - AI Flight's Loudout -- // AI Flight 2 [AircraftMission006] AircraftType= <<- AI FLIGHT'S PLANE Name=SHOWTIME <<-- AI Flight's Callsign FormationType=USFighter <<-- Formation Type Size= 4 MissionType=RECON <-- AI Mission Type Loadout=Recon << - AI Flight's Loudout -
Add Anything To a Ship
SkateZilla replied to Old Diego's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
For F-14s I think only VF-32 was on the CVN-75, I have a Completed E-2C Model on my latest beta build out to testers, Render Below, as I have not had time to download my email which will prolly have screenshots. I can Merge Max 2009 Files into each other and place objects on the deck and animation them (Limited animations), As I did with My E-2C Model. So if you'd like aircraft on the deck of my carrier model itself, all you'd need to do is send me a PM and get together some plans to implement them, and I will gladly credit the model/texture authors. Only bad side to Merging with the 3dS MAX File is it becomes part of the ground object, meaning No Lights. I had plans after I get the shadowing optimized more to add aircraft and lighting using the "Plug" Method But delayed that Seeing as ALT+N will carry the plug to the next way point, and the weapons option was an option for me as my weapons systems are already implemented and Active. If you Need any 3d Renders with X.y.Z Coordinate markers or anything let me know, anything that helps Strike Fighters I'll gladly do. At this point my Latest Carrier build is optimized for the Strike Fighters 2 Series. My studio Rig currently Runs 3DS Max 7, 2009 and 2011 -
SF2 Screenshot Thread
SkateZilla replied to Stary's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
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ATI or Nvidia?
SkateZilla replied to P40Hawk's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Go 6800 Series, Stay away from the GF100/4xx Series, the GF110/5xx series will be out this year with several fixes. -
Possible FPS tweak
SkateZilla replied to SFP1Ace's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
You can enable generic EAX for all game int he Audio control panel. -
Expansion pack 2 mission editor teaser 2
SkateZilla replied to DanW's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I read a post by TK or someone from thirdwire stating that the mission editor testing is taking longer than expected because they are testing with carriers. Will Look for a Link. Edit; LINK: LINK TO POST REGARDING MSN EDITOR AND CARRIERS -
Screenshot Thread
SkateZilla replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
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A-1H Version 5.0 For SFP1 SP3 And WoV SP1
SkateZilla posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: A-1H Version 5.0 For SFP1 SP3 And WoV SP1 File Submitter: Digital-Overload File Submitted: 29 Nov 2004 File Updated: 9 Sep 2007 File Category: A-1H This is v5.0a Pack for the A-1H Skyraider MODEL By Monty CZ (Pavel). This Pack Includes The Latest INIs, LODS, USN Vietnam Skin, USAF Vietnam Camo, Engine Sound, and A-1H COCKPIT This Pack is Updated For use With Strike Fighters Service pack 3 and Wings Over Vietnam SP1 This Pack Is Setup To Update Linebacker I, Line Backer II and Rolling Thunder Campaigns For WOV. Click here to download this file -
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CVN 75 Beta 5 4.19.2009 Package
SkateZilla posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: CVN 75 Beta 5 4.19.2009 Package File Submitter: Digital-Overload File Submitted: 09 Aug 2009 File Updated: 30 Mar 2010 File Category: Aircraft Carriers CVN -75 Beta .5 Pulled, Expect To See CVN-75 1.0 Gold Soon! Click here to download this file -
E-2C Hawkeye 2000, or E-2D?
SkateZilla replied to gbnavy61's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I had Started this Along Side My CVN Model, But its been sitting back burner because I didnt have anyone to do the textures and the flight model. -
a TW product that most of us don;t know
SkateZilla replied to orsin's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
we knew about this over 3 years ago, I actually played it at the 2005 NAS Oceana Airshow (or was it 2006?) anyway, the graphics are lowered so they can run on low end portable rigs. Critical mass was asked if they would release as a public Download, they said "maybe" but I guess its a NO and the title has long since been removed from their list of games worked on (though they have SFP1 Value Soft Version on their list.. hrmmm..