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SkateZilla

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Everything posted by SkateZilla

  1. Sometimes its quicker and easier to build the model yourself than it is to try and port it from FS2xxx Series, FS2xxx Series ahve Higher LOD on their models About 30,000 Plus Polygons, plus Pixel shaders, Extra Mappings and Shadows, Thirdwire's Engines use about 5,000 ish per aircraft, while 3rd party models use upwards the FS2xxx Area, you need to realize the differences in the engines, Thirdwire's Games render upwards 20+ Aircraft on screen, where as FS2xxx your usually flying alone with a FEW AI flights around you. So Benefits of Building it yourself are: -Better control of the Polygon Count and the Model's Quality (Taking a 40,000+ Poly Model and Reducing its Polygons sometimes has really nasty Side Effects) -Better control of the models meshes -Better control of Animation and mesh pivots/normals -Better control of mesh mappings Converting a model doesn't really save time Unless you cant build the model yourself, it takes just as much time converting the model to .3DS and Setting up in Max, then Reducing and Optimizing the Polygons than it does to just build it yourself. Regardless both routes you'll have to Texture Map, Animate and Export into T.W.'s engine, then do all the required .INI Work.
  2. To me that sorta looks like a USN Klingon Bird of Prey, cool concept though... I look forward to seeing it become a reality, at least in the flight sims... Boeing will prolly never sign off on it though.. :p
  3. Now I'd Call that a F-14E Tomcat II more than anything, look s awesome shape wise, slap some high res skins on it and its gold...
  4. that water texture looks familiar, i think its made by Fubar, i believe there's a bug since its Using a .TGA as the Normal/Pixel Mapping, that Ship Movement Effects dont work, I think i re-configured the .fx file and saved the normal as a BMP and that fixed the problem
  5. I Just Press the "." Button on my Numpad, and the 3d Pit goes away leaving the HUD, I dont need the 3d Pit half the time anyway... or you can open every planes pit data ini move the view position up and point hte angle down on the Y axis...
  6. How to Tie the Airfield Lighting onto a moving carrier... hmmmm.........
  7. Microsoft Aces Studio is Closed

    If They touch Turn10's studio, I'll Go Bonkers...
  8. A Quick CVN Shot.... Working on building some stuff for the deck separately, also plan on re-doing the movement effects and catapult effects.
  9. Stock Aircraft use the Particles Listed in the ParticlesSystem.ini, which needs to be extracted from the FLIGHTDATA.CAT
  10. Oops My fault, just tried, was unaware that the pivot point had no effect on the Vertices....
  11. AFAIK, All the Animation Controllers Should be TCB (noted By TK Since like SP1 i think), as for the Vertex and Animation Mis-Positioning, shouldn't adjusting the Pivot Point Axis' solve that problem? moving the Pivot Point to the Center of the Scene (0.0,0.0,0.0) or more Forward should do the same thing as adding a Offset Vertex Point (which would move the Nodes Pivot Point because the default position for the Pivot Point is the center of the Node unless you adjust it manually using Heirarchy Tab, And Affect Pivot Point Only Option, then move the Pivot Point Axis' to where you want center to be for the Vertice's Scaling Animation. Example, if the Deployed Chute's Negative most rear Vertex is -8.5 Meters, Move the Pivot Point of the Chute's Node forward to about +5.0m on the Axis, which is not 100% opposite the but if you move the pivot point forward, then the Object's Scaling is effected, the Object will Scale To and From the Pivot Point in max, so setting the pivot point forward or around the actual Chute's Compartment, will allow you to just globally scale the entire Node to and from the Chute's Compartment.
  12. the most secure way of doing it is also the longest and most time consuming, Install both games (ie WoI and WoE), patch them up to date, use the CAT Extractor, choose extract all for both the WoI and WoE objectdata.cat, and Manually Merge All the INIs (Open one (ie WoE) and copy/paste into the other (ie WoI) and adjust the Numbers so they dont conflict with each other, same with the decals and stuff.). i wish the game would handle CATs like how Fighters Anthology handled LIBs
  13. I'm still able to record fine at 1280x720x30 Frames/ec using fraps 2.9.2 build 6725 (yeah i havent updated it in a while)
  14. and DX9 Shader Effects :p The Shadows are More Detailed now too, so turn them off, then to low and jump up a setting until your FPS start to drop.
  15. Im Going to make some changes to certain parts to try and lower the poly count and stuff, but please note that Older systems with older video cards May not like this version because of the poly count, im also working on either getting the game to add lights the way it should or I'll find a way to add lights using less polygons and make them more visible when on final approach. Download Original HD 720p WMV File (WMV 9 Advanced Image Profile @ 6 MBit Sec and WMA 10) RAPIDSHARE: http://rapidshare.com/files/154717038/CVN-75.wmv.html Stream You Tube: Myspace: http://vids.myspace.com/index.cfm?fuseacti...ideoID=44719550
  16. Quick Update, I've tweaked the E-2C Model I had to below 6,000, Im gonna remove two F-18s from the deck, which will give me back 2600 or so polygons, then start to work on the lighting and getting the poly count on that done, then I'll start working on getting so low poly crew models built, so I should have about 3200 Polys to play with after I tweak everything, so now the E-2C model is placed by the Island in prep mode, engien running but the wings are still folded, yes, the props are animated, and yes, I've mixed the E-2C engines in the the Ambient Sounds for the ship. after all the model stuff is tweaked, I have to install a fresh copy of each game and load as many Carrier based planes and test them on EACH game, so that will take a while.. Quick Video of the New Layout: http://vids.myspace.com/index.cfm?fuseacti...ideoID=45085173 Some Images:
  17. eightlein, who's the mastermind behind lighting on the ships?, i've been tinkering with it since the last patch and still cant get them to work, I might do a fresh install, patch, then install the carrier on a new install... so far i keep getting a general error involving either the .exe file or the .dll file
  18. more than likely its a Flight Model (Mainly in the gear section) typo or data that needs to be adjusted in the data INI, for I can land almost any Aircraft Fine in all TW titles Post Patch, and in the last 3 days I've done over 60 traps (30+ in the F-14/F18s) while filming footage for a video Im doing.. I'll test the A-4s on my carrier and the Stock WoV Decks on my next two days off...
  19. Im working on deck crew, and will try and tie animations to the catapult sequences for some, but im already near 60,000 Polygons, so the polygons I cut by adjusting how I do the lighting will prolly goto simple crew models being placed on deck, im also not happy with the Textures I did for the Island, it looks too plain, so I dunno if Im gonna re-do the textures or not, or just adjust them some, I also have to put the lighting layer back on the island, that was in V.2 but not in the V.3 release, but I've started working on low res crew models, and if worse comes to worse, I'll just use 2D Sprite maps (sorta like FS2002 did), but I'd rather do lowpoly 3d models so I can map their uniforms and whatnot, Also Might remove 2 or 3 Static planes cuz at 4,000 Polygons a piece, that will give me more room for other things (mules, etc), I have my E-2C model, but that's 6,000 Polygons, so I'd have to remove 2 Hornets to put that on deck (and save 2,000 Polygons in the process), then fill in the space with something else I guess. I also have to do alot of checking on the X,Y,Z coordinates and Min/Max Extents, cuz I think I adjusted the psotion of the ship in 3ds Max, so the coordinates havent been adjusted in the INI, Im also Starting to down res the model to at least half the poly count for far away distances, and maybe for shadowing (might have to just build a basic outline shape for shadowing, bottom line is I was hoping to have a package released by X-Mas. eightlein, are you using 3d nodes for lighting on your ships or using The game engine and placing lights in the INI files?, cuz everytime I've tried to add lights through the INIs the games crash with a general error from the DLL. and Right now the Landing strip and Perimeter lights are tallying up to about 400 Polygons, and the Fresnel assembly lighting nodes add up to about another 300. So This is what It looks like in 3ds Max 7: Rendered In Max 7:
  20. whee is that option?, i couldn't find it in ntune... edit nvrmind, found it, it was already set to auto.. dunno why My nVidia Drivers keep setting to Multiple display optimization when i dont run Multi Displays...
  21. Im Running a Athlon X2 6000+ Overclocked, and a eVGA 8800 GTS SSC (G80) Overclocked, and Shadows KILLs my Fr/Sec to below 10 at certain Angles... with Shadows Off The Counter is Pegged at 59/60 Fr/Sec at the Max Res with Max GFX Settings. I Dunno if its driver related in my case or not yet..
  22. All the Games are Based on the SAME Engine, just different Evolutions.. SFP1 WoV First Flight USAF:AD (USAF Kiosk Demo) WoE F.E. WoI Each Game Added Something new to the engine, and subsequent games were patched to bring the base engine up to date in the past.
  23. File Name: DO_CVN_CARRIER_V2_11-23-05-B.rar File Submitter: Digital-Overload File Submitted: 23 Nov 2005 File Updated: 29 Jun 2006 File Category: SF Add-On Ships CVN-75 Harry S. Truman Version .2 UPDATE !: Version .3 06-13-06 is Released Here: http://forum.combatace.com/index.php?autom...p;showfile=2840 Click here to download this file
  24. File Name: CVN_Carrier.rar File Submitter: Digital-Overload File Submitted: 23 Jun 2005 File Updated: 7 Mar 2006 File Category: SF Add-On Ships *note, A Newer Version Has Been Released* Click here to download this file
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