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russouk2004

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Everything posted by russouk2004

  1. Is top pic B4 and lower after ?...lol.. good job m8 couldnt resist sorry :)
  2. not as far as I can see...needles are named with 01 02 etc. and co for co pilot... about the typre 1 2 0r 3 not sure SD tried most of em lol I know m8...but its also for future reference so if I have problem again....im still learning pit making...
  3. I check in mues lod viewer after exporting polys are ok....im lost.... heres how each digit mapped....used lod viewer to copy exact size of the mesh (0) as in the f18, etc.... named from right to left Altdig1 to Altdig5 linked to the digital box in picture.and same for the speed digits named IASDig1 to IASDig3..then after copied same data from the f18 pit or f22....used same names for each mesh..(btw I assume I only map the 0 no need for mesh for each digit as game does that as you explained before. I spaced the meshes in pit where the ALT and VS ones you see are so they cant be hidden.... im out of ideas lol... pic of it in 3ds max. I am now going out to hit something lol... Instrument[056]=Altimeter Instrument[057]=AirspeedIndicator [Altimeter] Type=PRESSURE_ALTIMETER CounterNodeFormat=AltDig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET Scale=1 [AirspeedIndicator] Type=AIRSPEED_INDICATOR CounterNodeFormat=IASDig%d MovementType=DIGITAL_DISPLAY ValueUnit=KNOTS
  4. fed up of this now.... remade em all...what pisses me off is the VS sign is dead same as ALT but wont show... the 2 lower left00 are for show.... lower 000 is the airspeed dig1 2 etc... just a quick Q I assume that each mesh is linked to parent not each other 5 to 4 4 to 3 etc. ? heres the ini and pics... pic 2 also why does sun show thru...opencockpit=true isnt in the cpit ini...will it go if I add opencockpit=false ? gonna do summat else and bin this lol [Altimeter] Type=PRESSURE_ALTIMETER CounterNodeFormat=AltDig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET Scale=1 [AirspeedIndicator] Type=AIRSPEED_INDICATOR CounterNodeFormat=IASDig%d MovementType=DIGITAL_DISPLAY ValueUnit=KNOTS
  5. yeah...thought about the - issue so set as altimeters unless I fly below sea level should be ok ? remade all the textures redid tga`s in case....and re done the listing so will check in a bit.
  6. needs go into mod folder users\ etc etc menu folder
  7. experiment with making some tga`s...you might get some decent results...I hate the stock one too. or maybe try some SF1 settings in the SF2 emiitter inis....
  8. Digital counter refuses to work... weird thing is the VS (below the ALT text) wont show either even though its exact same texture as the ALT...in fact they are identical except in name...its been reset etc and pivots are ok...tga works on one but not the other... also the counter mesh...its exact as the mesh in hornet pit for example...and uses the didgitalcounter tga that uses....I linked the ALT meshes to the ALT mesh and called that Digital Alt [Digital Alt] Type=PRESSURE_ALTIMETER CounterNodeFormat=DDI_ALT_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET same for the vert speed which is called Digital speed [Digital Alt] Type=PRESSURE_ALTIMETER CounterNodeFormat=DDI_ALT_dig%d MovementType=DIGITAL_DISPLAY ValueUnit=FEET dig speed is linked to the sperry box and the dig alt to panel... bloody odd...im probably missing the simplest of thing....why nothing ever straight forwards lol... pics show the probs...and the heirachy...
  9. ahhh that will be the emitter they us... afterburnerfire.tga (see red text at bottom its referenced there) uses the Afterburneremitter.ini in effects folder probably uses shaders SF1 doesnt have. [EmitterType001] Name=AfterburnerEmitter EmissionType=ORIENTED_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=8000.000000 EmissionRate=0.000800 EmissionVolume=0.010000,0.010000,0.010000 EmissionVelocityTableType=CONSTANT EmissionVelocity=0.000000,-120.000000,0.000000 HasLightSource=TRUE LightColor=0.405,0.396,0.342 LightRange=200.0 LightSrcOffset=0.0,0.0,0.0 SubLightSourceX=TRUE SubLightSrcDist=5.0 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=FALSE ParticleLifeTime=0.030000 ParticleLifeTimeDeviation=0.035000 ParticleWeight=-0.10000 ParticleRandomness=0.010000 ParticleDragFactor=18.000000 ParticleInheritence=0.900000 ParticleColorTableType=TABLE ParticleColor[01].Time=0.0008000 ParticleColor[01].Value=0.500000,0.580000,0.560000,0.810000 ParticleColor[02].Time=0.200000 ParticleColor[02].Value=0.150000,0.150000,0.150000,0.00900 ParticleColor[03].Time=0.700000 ParticleColor[03].Value=0.100000,0.080000,0.060000,0.001000 ParticleColor[04].Time=1.000000 ParticleColor[04].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.450000 ParticleSize[02].Time=0.250000 ParticleSize[02].Value=0.430000 ParticleSize[03].Time=0.500000 ParticleSize[03].Value=0.410000 ParticleSize[04].Time=0.750000 ParticleSize[04].Value=0.390000 ParticleSize[05].Time=1.000000 ParticleSize[05].Value=0.360000 ParticleSizeDeviation=0.015000 TextureMaterial=AfterburnerMaterial [AfterburnerMaterial] EffectShaderName=twColor1.fx DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=0.500000,0.500000,0.500000,0.200000 DiffuseColor=0.500000,0.500000,0.500000,0.200000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=AfterburnerFire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE
  10. my bad....its in flightdata.cat at top....afterburnerfire.tga
  11. What I did was add to hangar screen ini ..ambient.wav from the ship sound dropped it in menu folder and it works. hangarscreen.ini in menu folder and the wav...edit like so sound wont work in sounds folder must be menu [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic=whateveryou want.wav TextFilename=HangarScreen.str
  12. In sf2 hangar screen ini is this...I added a wav but nothing..not sure if wav must be in which folder [HangarScreen] MenuType=NORMAL_MENU UseSetBackground=TRUE BackgroundImage=DefaultHangarScreen.JPG MenuItem001=SystemMenuHotspot MenuItem002=SummaryTextArea MenuItem003=SummaryTitle MenuItem004=DateText MenuItem005=BriefingsButton MenuItem006=LoadoutButton MenuItem007=PlanningMapButton MenuItem008=PilotRosterButton MenuItem009=FlyButton MenuItem010=CancelButton MenuItem011=HangarScreenTitle MenuCodeDLL=HangarScreen.dll RememberMenu=TRUE DefaultSelection=-1 MouseAnimation=MouseAnimation BackgroundMusic= TextFilename=HangarScreen.str
  13. yeah also hangar screens as long named correct can be different for eack skin.......so you can have the skin show unique...like so.
  14. no worries.....kev just paint all interior textures green or summat. those the single tex model ?....I had to fit all the 3 textures in one and for 12 skins lol....then rescale the uvmapping then realign it all...now got to do same to template...luckily only 8 layers to the 3 templates to move to one file....lol
  15. I didnt think of the entrys as Im no guru lol...next time will get advise...and add them... btw thanks to Guuruu,,,,adding destroyed lod to file. destroyed LOD
  16. Few wrinkles in cockpit to sort weekend hopefully.
  17. when ive redone templates to fit...will send you copy then lol
  18. should do...set gear so it was compressed and leveled it to base...0.0,0.0,0.0 set to wheel bottom surfaces.
  19. pics of the static whirly I sent you. all skins same for folded and unfolded. I have template for the s-55 but none for the skins shown...you may need overpaint where needed
  20. might be the wav u used was wrong format...I advise using audacity to convert its free and really easy and good to use.
  21. View File Sukhoi100Static.7z Static Aircraft Converted from Freeware SSJ-100 by me Russouk2004. Sukhoi SJ-100 Superjet Airliner.static object. for adding to airports etc... NOT to be uploaded to any other site,other than at Combatace.com. Further skins when complete. For use in SF2......NOT for comercial use. Breaking news...thanks to Guuruu for Destroyed LOD and wrench for the ini entry. Drop destroyed LOD in the terrain you are using root folder...and add this to terrains ..... terrain_types.ini i.for the Airliner to show. [TargetType***] Name=Suk100 FullName=Parked Su-100 Airliner ModelName=Sukhoi-100Static.LOD TargetType=Misc ActiveYear=2011 TargetValue=50 UseGroundObject=FALSE RepairRate=0.150 StartDetectChance=50 StartIdentifiedChance=0 IncreaseDetectChanceKey=0 MaxVisibleDist=12000.0 DamagedModel= DestroyedEffect=LargeRocketGroundExplosion DestroyedModel=Su-100_destroyed.LOD SecondaryEffect=VehicleFireEffect SecondaryChance=100 Submitter russouk2004 Submitted 06/07/2020 Category Ground Object Mods SuperJet-100 destroyed.7z
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