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SkateZilla

+MODDER
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Everything posted by SkateZilla

  1. HugaroJET, am i correct in assuming the only ones that are actually slotted in 3ds Max are 0,1,2,8 and 9? Layers 3,4,5,6,7 are simply added over top of the original material?
  2. sorry, forgot to look it up last night, will do tonite, not all materials are listed in description LUAs.
  3. i'll look at it when i get home, in office right now.
  4. open the F-15 in model viewer and look at the material names on the left side.
  5. For what it's worth, number Decals are 3d Model Integrated in Max with argument animations. Same with alot of other decals.
  6. from my knowledge there's a list of about 12 planes ED is working on replacing.
  7. the first parameter is the 3ds Max Material Name. Basically the description LUA is Linking BMP files to a Material, and The Engine Maps the Material to the 3d Object. Maps/materials that are shared with other Skins should be false, so it knows to search other locations. The descriptions are separate files, i just posted them to show the difference in filenames the Module im working on we have everything in our /Mods/Aircrafts/F-100D/ folder, that way it's simply easier to unzip, drop in Mods/Aircrafts folder, boot game, setup controls, and fly, No need to copy stuff here and there, everything located within our module folder (shapes, luas, textures, sounds, etc). not sure if the A-10C's entry.lua has the lines to load them from the /Mods/Aircraft/A-10C/Liveries/ folder or not.
  8. 0 = Diffuse Layer 2 = Specular Layer I have a list somewhere, there's classes for diffuse, specular, normal, damage, night lighting and stuff. So, to break it down: {"A-10C_PAINT_1-c", 0 ,"A-10C_107_1-c",false}; = {"3DS MAX MATERIALNAME", MaterialChannelNumber, "BitmapName", true/false} 3DS MAX MATERIALNAME = The name given to the Material in Max Material Channel Number = 0-Diffuse, 2-Specular, (Will get a list and edit it in). Bitmap Name = Name of the Bitmap True/False = Whether or not the engine has to scan outside Current ZIP. *Edit, ED's Explanation is: "false" means that the texture will be stored locally for this skin , not inside system path, in that case you don't need to add textures to any other TempTextures , other zip's in system path , no need to edit graphics.cfg etc. " So If you ZIP your textures and description LUA into a ZIP, set False, and you'll only have to drop the ZIP file into the Units/Livery Folder. Textures that arent contained in the same ZIP/Folder should be set to TRUE. ie, this is two of the LUA Bodies for some of the F-100D Module Skins: Notice That The Main BMP has Both a Diffuse and Specular Layer, Also Notice that the materials stay the same name but the BMP file names change. this allows you to make new bmps and a new lua without having several files with the same file name or overwriting other skins. My Values are Set to True Because we have a separate folder for Liveries LUAs and Textures. livery = { {"Body", 0,"f100_texture-camo.bmp", true}, {"Body", 2,"f100_spec-camo.bmp", true}, {"Internal", 0, "f100_interior-camo.bmp", true}, {"Glass", 0, "CANOPYGLASS-camo.tga", true}, {"Fire", 0, "F100-AB_Fire-Camo.tga", true}, {"Pilot", 0,"jetpilot-camo.bmp", true}, {"Pilot", 2,"jetpilot_spec-camo.bmp", true}, {"Visor", 0,"visor-camo.bmp", true}, {"19 - Default", 0, "white_strobe-camo.tga", true}, {"20 - Default", 0, "red_strobe-camo.tga", true}, {"21 - Default", 0, "green_strobe-camo.tga", true}, } name = "USAF Vietnam Camo" countries = { "USA", } livery = { {"Body", 0,"f100_texture-Silver.bmp", true}, {"Body", 2,"f100_spec-Silver.bmp", true}, {"Interior", 0, "f100_interior-Silver.bmp", true}, {"Glass", 0, "CANOPYGLASS-Silver.TGA", true}, {"Fire", 0, "F100-AB_Fire-Camo.tga", true}, {"Pilot", 0,"jetpilot-silver.bmp", true}, {"Pilot", 2,"jetpilot_spec-silver.bmp", true}, {"Visor", 0,"visor-silver.bmp", true}, {"19 - Default", 0, "white_strobe-silver.tga", true}, {"20 - Default", 0, "red_strobe-silver.tga", true}, {"21 - Default", 0, "green_strobe-silver.tga", true}, } name = "USAF Vietnam Silver" countries = { "USA", }
  9. it's just crazy, lol. i only switch to 1 screen for the Dev Debug mode. anyways, with the new flanker model, maybe some of the SF2 people that are looking for Pretty Flankers, will Come over to DCSW, to get Flankers, MIG-29s and Multiplayer. FC3 is pretty much SF2 Level of Fidelity, Everything is Keyboard or HOTAS, no flipping switches or advanced procedures. Even with the "Scripted" stalls in the SFM, the SFM is Still better than Thirdwire's in some areas.
  10. i just cant stand the pits, and im not gonna drop to 1 screen to hide the glitches and bugs, nor modifying my Screens.LUA to hide them, and have to switch between that one and the original to use A-10C/F-15C/P-51. But if wags says, Surprise! New Pit too... then I'll fly it.
  11. same, i wont fly any plane other than the F-15.
  12. try: remove filter, duplicate layer, re-apply filter, turn opacity down. there are tons of free brushes though.
  13. FC3 Bug Thread

    Wheels dont turn, Wingtip Effects are missin Touchdown effects are missin Several bits of code that were working in 1.2.1 are now MIA (completely removed or disabled).
  14. 250 loaded up, i can get 300+ if Im EMPTY, but that's not gonna do me anygood i despise flying the frogfoot :)
  15. i dont see how some of these bugs made it into a public beta release.. lol.. other than that... it's nice to go faster than 250 knots.
  16. lol, my thread was pre-empted i guess...
  17. I scanned their ISOs, and just like Steams, they are 32-bit only. EDs ISO include 64-bit versions.
  18. Northrop Strikes Back...

    I think the military channel aired a F-5A/T-38 Documentary last week, the last segment was saying the F-5 design went on to become the F-18 (through multiple changes). So technically the T-38 is the F/A-18E's Grandfather.
  19. shadowing is done automatically now using the actual 3d mesh.
  20. they didnt have the max files, they had the DX Draw Calls from the D3D Render Pipe...
  21. http://www.katsbits.com/tutorials/gmax/import-gmax-models-into-max.php I think someone had a plugin to use deep exploration software to make a .3ds w/ Texture maps. and import that into 3ds.
  22. download the ISO Images from Eagle Dynamic's Site and Save yourself the trouble. then use the Serial to Activate. You dont need their junk, it's the same with steam, all you need is the Serial Key to Activate it. It will prolly be Easier to Download DCS World, KA-50 Ver2 Module and A-10C Module.
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