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russouk2004

+MODDER
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Everything posted by russouk2004

  1. coming soonish..Focke Wulf 281 circa 1944.. it had an early turbojprop .a few things to tidy up... trying to get a few models out that I never finished that were nearly complet to sort out the better stuff**...( ** such as Canberra Pr9,mig15Bis etc)
  2. Watch this space... Retirement ?...not on your nellie !!
  3. AI can use cannons now...they operate when gears close,so AI has guns too. few bits of it to texture and will post it up,mebbe monday evening.
  4. Ironing out a few wrinkles...guns open with H key(tailhook) but AI wont...so may need to have the guns open just as gear doors in nose close.as with thse arado,the guns were retractable,and located just behind the nose well,if you select guns on ground the conflict with the gear doors.(ignore wonky wheels its old screen...fixed all now)
  5. http://www.thirdwire.com/patch/sf2_jul2012_readme.txt
  6. save you mapping those areas again...select those faces etc and assign them the main texture in a new slot.
  7. Arado AR-68E wip

    if it has collision points...disable them for fuselage and nose etc and try
  8. Arado AR-68E wip

    It is possibly min max extents problem get the min max extent tool...iirc its in sf1 tools utilities downloads and its a good tool easy to use too.
  9. ocas,ill zip it up and send u it in a bit...also send u the newere exporter..as u need it for SF2
  10. ok...not sure if resetting texture slot or max extents fixed it...but its ok...I think it was the slot in texture ed.
  11. ok fixed flaps...ailerons and elevators work.(see pics)..tho needs fine tuning fuselage still shows black,xform reset no joy,going to try remap it.. I found the assign texture wasnt selected thought I d had it...but no...still black... odd.
  12. Right...you are using old decexporter for one...use the newer version.I assume you using max 2009? wheels axes wrong FIXED , flap anim wrong way around,FIXED fuselage wasnt centred to 0.0,0.0,0.0 FIXED you will need to redo points as they were way off due to model being off centre by a nearly a metre in some axes. scale was wrong FIXED I will post more later
  13. Make sure you have the soundfiles in sounds folder ...that they are actually there or named right. WindSoundName=USNwind StallSoundName=USNstall EngineSoundName=GEF1414 AfterburnerSoundName=Xle2 DamagedEngineSound=USNovsp FlapsSoundName=USNflaps AirbrakesSoundName=Airbrakes GearsSound=Gear
  14. send me max file if u are desperate it looks like u may not have the texture in the correct path or folder....assign a single colour texture to the complete a\c and try that...make a square jpeg...paint it say...blue...assign it to all the model...and check you have the texture oin right place in game as it says in the texture editor.
  15. delete control.ini and extract new one,reset to default your keys and try again?..just a thought. in other words I for one havent a clue lol
  16. some here u may be able to use. http://www.ebay.com/sch/sis.html?_nkw=B+29+Superfortress+Lucky+Lady+Pro+Built+1+48+
  17. nice...be a shame to try n sink it
  18. I nearly made that ,was a toss up between the YE-166 or the SU-9 it turned out to be the SU-9 ,it is the 166 I assume..looks like.
  19. yes indeed kev...and the grey surround could do with some mesh smoothing.
  20. If you use jpegs I think you must type as JPG not JPEG I think... Hangarscreen=F4.JPG for example.
  21. In data ini is Damagerating=DISABLED and Damagerating-DESTROYED Im assuming parent damaged mesh has destroyed and child object has disabled so the parts are shown in order of destruction?... I cant see what it is otherwise for. also I assume we can add damage mesh to rudder too? ive added the necessary entries in the fishpot data.ini I know how its set up... just arent 100% sure of the above .. cheers new damaged parts so far.. Vertail and rudder
  22. I might get around to it.as im doing some low poly LODs for this .
  23. Back in Black...oh well Dark Blue.
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