Jump to content

Wrench

ADMINISTRATOR
  • Content count

    26,875
  • Joined

  • Last visited

  • Days Won

    132

Everything posted by Wrench

  1. check the amount of fuel in the tank(s) (there are actually 2 in the lower fusealge, or as used here, 1 large one of more-or-less correct gallonage front tank: 232 lt. rear tank: 293 lt. easier to just use one total gallon numbers (literage?) check BFSC also (iirc) - which controls fuel consumption. I have all the hit boxes done; just have some final testing. Took substantially LESS than a half hour to do them. AND correct the muzzle flash and ejected shell locations.
  2. yes, because the cockpit and aircraft are 2 seperate models. the seat is 'attached' to the aircraft's LOD
  3. I've not experiened control issues flying on NORMAL. amariani, please post your rudder tweeks?
  4. disable the "auto speed" canopy. Switch to manual animation key, or just "turn it off" typical fault of aircraft NOT updated after the 2008 patch
  5. Thought they were working on the differing versions? Didn't they show the various versions in the "WIP Thread" in the Spanish Language Forum? (other than the long nosed)
  6. oh brother... I've been skinning since 2005; I DO know how to make a skin. I can also build a multi-layered template (with all the trimmings) from the original, single layered skin. Done it dozens of times. I can, and have, also built templates from the lined and UV maps. Done that several dozen times, too. The point being, is it's kind of hard (read impossible) to create a new skin, and still retain the panels and rivets when they aren't seperate layers. They just wind up getting painted over. Not what we'd like. I'd suggest looking at the templates that have been uploaded for the various ww2 and even the 3W aircraft. You'll see what we're talking about. I'm not even going to address this....
  7. I had the same issue as well. Finally managed to finagle it to open perhaps, instead of using RAR, why not use 7z. Like everyone else does
  8. that included template is a flat, single layered bitmap. That makes it somewhat useless for creating new skins, as there are no seperate layers for panels, rivets, control surfaces, staining, and all the other required details. When you can find the time, the full, LAYERED PSD template would be QUITE welcome, as Sokol said. --- Also, is this a "final release" or a beta? Now, mind you what I"m going to say may seem critical, but I've been around the block with building new aircraft more than a few time (150+) (skinning, inis, unfortunately NOT MAX work), and I sort of know what might need to be done. There are major issues with components being mis-named, lack of correct hit boxes, meshes that should be "cut" from the main (see image below, which shows the "hit boxes" as released): inner and outer wing sections need creating & proper naming (just cut between flap an aileron the rest is simple text editing in the data ini) Vert fin part of fuselage, should be it's own mesh, child of "Tail" should have a "tail" mesh, r/l stabs reassigned to that mesh. canopy animation seem awfully weird -as in not working. Simple text edit switches back to manual, player controled: [Canopy] SystemType=ANIMATION InputName=ANIMATION_10 DeploymentMethod=MANUAL AnimationTime=2.60 AnimationID=2 Again, I'm not complaining; new replacements for the FW-190 series is desperately needed! Wolf's is 15+ years old, and the DAT's aren't available to the General Populace (and only their Dora-9 and Ta-152 are their's; the others are based off Wolf's MAX files, which he game them). It just needs some care and fine tuning. Other than my comments above, it's a fine example!!! I CAN'T wait for the rest of them!!
  9. not fully optimized Lod0001 can add to the load as well. Lack of distance lods has always been a major issue For our (Veltro and my) try these numbers in the main ini: B-17F: [LOD001] Filename=B-17F.LOD Distance=1500 [LOD002] Filename=B-17FLP1.LOD Distance=2500 [LOD003] Filename=B-17FLP2.lod Distance=8000 B-17G: [LOD001] Filename=B-17G.LOD Distance=1500 [LOD002] Filename=B-17GLP1.LOD Distance=2500 [LOD003] Filename=B-17GLP2.lod Distance=8000 see if that makes a difference. If not, revert to the originals
  10. you do realize, that the guys that built these are no longer with us, right? So don't expect any updates from them. Other than ini/skin mods, like Viper's Pak, that it for physical model development
  11. This post cannot be displayed because it is in a password protected forum. Enter Password
  12. my only complaint is: shouldn't the template be a layered PSD, instead of a single layer bmp?
  13. While geared more for the SF2 series, the basic information is usefull for new (and even continuing!) FE2 players Have Fun!
  14. Problems with my FE2

    sound like you're not looking (or installing to) in the right place for "user" folder. Like the SF2 series, FE2 runs in 2 places: 1) the "core install', down in the /C:ProgramFiles/x86/ThridWird/FE2. and 2) the Mods Folder; usually in the *your name/saved games/ThirdWire/FirstEagles2 since you said you're on Win7, that's where you'll find it. You might also want to give the linked post below a read; while geared for SF2, the same basic information is used for FE2 this Mods Folder is where everything goes. Rule of thumb: if a needed folder dosen't exist (or come with a download, such as Effects, or Objects/Weapons, Terrains), you create one)
  15. um, those would be copywrited items. There's always an issue with importing things without permissions from another game. We've had that tried before with aircraft models ripped from other sources. also, as the stock NA terrain in LOD based, those textures, while in jpg format, are sort of part of each of the LOD meshes. Thereby making them almost unchangeable.
  16. This post cannot be displayed because it is in a password protected forum. Enter Password
  17. Midway remake to start filming in September

    I'd actually met George Gay and Richard Best at an airshow out at the Chino Museum. This was many years ago, of course. Super nice men, it was an honor to see real heroes in the flesh
  18. This post cannot be displayed because it is in a password protected forum. Enter Password
  19. Midway remake to start filming in September

    just thinking out loud... I"ll work for scale as an advisor, if they want me. WW2 in the Pacific is more than passion for me.
  20. that's because everything is stored in the Object cat (in WoV) you'll have to extract the ENTIRE cat, and copy/paste all the pieces that are labeled "A-6******" to a seperate folder and hope you got them all. then, Copy/paste that folder into you /A-6A's main folder, rename to "cockpit" and start the game. I know for a fact that there is a full list of all the necessary parts (lod, bmp, tga, inis -both cockpi & avionics). We had/have to do the same thing for the F-104s to make them flyable As to your A-6E issue, did you make it flyable? Did you forget to make a backup copy of the main ini? When the game starts, it erases ALL info in AI aircraft made flyable, removing them for Player Usage. Your best option is to make the A-6E.ini "read only". However, you won't be able to add any new skins with it that This is all covered in the Knowledge Base in the thread "Making AI Planes Flyable".
  21. M2K Agressor

    yeah, good luck with that. I don't even think we HAVE that bird in our hangar. (well, at least not a legle)
  22. suffice it to say, the Intruders cockpit ini can be found with a little search grease. If you have ANY of the original SF/Wo* you can find it in WoV* and (believe it or not!!) WoE *obvioiusly! that's where the A-6A come from!
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..