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russouk2004

+MODDER
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Everything posted by russouk2004

  1. no worries m8 if im wrong then dont mind being corrected at all.. as to the setings i use em ...works fine for me...max2009 still not bad for its age...ot but bought copy of PS 2018 today....its great can do bump and normal maps from basic install....love it much better than my old cs 8
  2. This do you.?...needs proper decs tho one on left is painted atm
  3. you can use max 2014 iirc they save files as max 2009 I think I know 2011 does some of the plug in sites that have developers there sometimes do stuff by request,might be worth us trolling the sites and finding a guy who can make new exporters,there are clever peeps out there..btw i use 64bit then export out via 32bit one.
  4. I rather like these two... ive got literally 100`s of mig 21 profiles ive meant to do lol
  5. didnt realise this.... export with decals.. .Total: (3211 polys, 9633 verts) Mesh Max: (1154 polys, 3462 verts) export without Total: (3211 polys, 2770 verts) Mesh Max: (1154 polys, 798 verts)
  6. coincidence ? lol Ive found my carrier borne seafang Mk31 model....
  7. post some info on when it happens after doing what etc etc...in game ,?...loading ? selecting plane ?...as best you can,we can usually supply an answer...
  8. What sort of poly reductions you guys using...I plan on 3 distance lods.....as a\c aint huge.... this is its current standing 23419 polys, 70257 verts this is after some trimming...just stuff you wont even see at 200metres...has gone and got quite a low count not bad 1st attempt now 7389 polys, 7583 verts cheers
  9. 1 yes as to others dont know dont do merc camps sry 1 select area around yer dec...pic 1 select inverse , pic 2 go to layers at bottom add alpha....pic 3 save as tga sorted
  10. yup....well ive deleted the ripped one,only used it for reference...its ok but not good enough lol
  11. yeah ive got this one think its the dodgy one...cant remember where from tho....not to be confused with legit one below
  12. ive got 50 in works but its not ready.. there is one in downloads afaik
  13. was thinking about this earlier and recalled names of texture matched dam tga and or ddsand thought it may be the case ,thanks for confirming...so this should be correct.. ? Seafang_01.jpg Seafang_02.jpg Seafang_03.jpg and corresponding Damage textures Seafang_01_Dam.DDS Seafang_02_Dam.DDS Seafang_03_Dam.DDS DamagedPostFix= _Dam.DDS /must they be DDS?/ seems not though must be in aircrafts main folder. cheers guys you`d think after all this time I would have know this lol
  14. Blades method is so easy great m8..paintshop pro lets you select alpha channel to an image..then lets you save it back later....psp is quick tho. hmmm they are for exposed damaged parts....cant remember how to make such as Blade has above show...can we have multi Damage entires in ini ? [DamageTexture] DamagedPostFix=Seafang_01_damage.DDS which is for wings texture\mesh, how does it apply others to other textures\meshes ? Seafang_02_damage.DDS is for fuselage texture and so on
  15. lol ed... not sure heck as data.in has this in spit engines... PropRotationDirection=1 and AnimationID=-1 MaxPowerAnimationTime=0.1 MinPowerAnimationTime=0.3 maybe this enables wep to be animated...faster rotation ?...dunno also in some inis which I used for my P47 have this PropRotationDirection=LEFT
  16. Seafang did mk31 with hook and contra props,but lost maxfile will do variant tho.. now need make better new 5 blade tga`s and redo bump maps as ive redone few bits..
  17. well lol...I said it was blatantly visible error...all it was ...fuselagefuelcell was named wrong... was called fuelcells lol no fuelee no flyeee lol
  18. I know ed...was done on purpose to avoid name conflicts in max with original meshes meshes are all linked correct.....fekkin weird... not even getting engine sounds...merlin...added merlin to p47 and works fine...
  19. Thought might sort this out for a break...weird stuff never had before....engine will not work... static prop did show transparent...sorted...slow and fast props refuse to show...and engine WILL NOT show...I based the spinners on tk`s spits...spinner for each prop tga...which in spits cases is a 16 sided circular mesh which has vertice at centre either side moved out slightly to give appearance of depth ,rather than a flat prop viewed from sides...then tga applied for each slow prop and fast etc so basically he has... SpinnerNodeName=prop_axel <main drive shaft to engine StaticPropNodeName=static_spinner < to this is linked the mesh with tga for props as is obvious SlowPropNodeName=slow_spinner FastPropNodeName=fast_spinner so I tried same...ok....but nothing happens...im staring at a typo maybe and not seeing it so offering here for fresh eyes...in game just static shows...in 3ds max...pic to show set up and the less flat props from side...weirdd as it worked for my 109 using my P47 N engine entry as test ... [Engine] SystemType=PROP_ENGINE InputName=THROTTLE_CONTROL EngineID=1 SLPowerDry=2187960.0 ThrustAngles=0.0,0.0,0.0 ThrustPosition=0.0,0.0,0.00 ThrottleRate=0.5 AltitudeTableNumData=10 AltitudeTableDeltaX=1524 AltitudeTableStartX=0.0 AltitudeTableData=1.000,0.990,0.990,0.990,0.990,0.990,0.970,0.700,0.100,0.000 PropRotationDirection=LEFT ReversePropOrientation=TRUE SpinnerNodeName=Prop Rotor RotationAxis=Y-Axis StaticPropNodeName=spinn < test old style.....( this is my set up....Spinner_Static_Prop SlowPropNodeName=slowwpropp < test old style ditto Spinner_Slow_Prop FastPropNodeName=fastpropp ditto Spinner_Fast_Prop SlowPropRPM=50 FastPropRPM=2000 MaxPropRPM=3000 IdlePropRPM=350 BSFC=0.010 ExhaustEmitterName= ExhaustPosition= FireSuppression=TRUE MinExtentPosition=-0.337,2.518,-0.536 MaxExtentPosition=0.337,4.37,0.512 MaxPowerAnimationTime=0.1 MinPowerAnimationTime=0.3 AnimationID=-1 < BTW what does this actually do when activated as it is with some spits ? ConstantSpeed=TRUE NumBlades=5 PropDiameter=3.356 PropEfficiencyAdvanceRatioTableNumData=11 PropEfficiencyAdvanceRatioTableDeltaX=0.2 PropEfficiencyAdvanceRatioTableStartX=0.0 PropEfficiencyAdvanceRatioTableData=0.023,0.39,0.60,0.80,0.86,0.87,0.87,0.87,0.87,0.86,0.85 MomentOfInertia=0.2
  20. know the feeling...ive so much left do do after a break from it all..hard to remember what ive got
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