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Wrench

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Everything posted by Wrench

  1. The TAE also give the offset's from the 0/0 point (and is much better at doing so). How else would you place the object? The TFD is only useful for obtaining the basic X/Y coordinate. === Umm, if you could ex-plane (see what I did there?) exactly what you're trying to do, perhaps we can give a more detailed answer
  2. not to worry, the game will automaticly use the ini stored in the cat files.
  3. it's a data ini issue, caused by using an out-dated version. Because the external tanks are detatchable nodes of the aircraft model and the call-out in the data ini is for the older, 1stGen style of lod (model). I'd rename the data inis and that should clear up the extra tank problem. or you can extract NEW, current data inis from the ObjectCats, and place them into the aircraft's folder, replacing the older version (after renaming them for back up)
  4. I think that was covered in a post in the Knowledge Base someplace...because I wrote it. in short, the main coordinate is the position on the map, measured from the southwest corner (lower left) of the map the individual item offsets are in meters from that 0/0 point
  5. this is in our downloads section: as far as I know, this is the latest exporter plug in for max
  6. As far as I, speaking as one of the lead modders, a site moderator, and site admin, it should be considered 'abandonware', and released.
  7. I couldn't have said it better -- I have had to do this several times. Yes, if you can add a filter that could be helpful to those that follow us in terraforming! thanks!
  8. I was just going over the data ini again, trying to assemble a new texture list, and the damn thing has over a dozen instances of repeated tiles ( I gave up counter after 12). On this terrain, no one knows if a texturelist ini even exists. All work seems to have been done ONLY in the TFD tool. As it uses GermanyCE named tiles, it SHOULD use the TextureListWoE.ini. In theory, the first 128 tiles SHOULD match the GermanyCE list, but doesn't; they're scattered everywhere, and totally random in order. All new tiles SHOULD be added from the last 'stock' one (129 and up). That's how it's always been done before, on any (well, most that I've seen and worked on) new builds. When you're in the TE, and either building a new TL.ini, or adding a tile to an existing one, and that tile already exists (and I've found this out by "losing my place' and trying to put the same one in again it give you a message " (see image below for example). Right now, I don't know how I'm going to save this terrain ... maybe start with a clean TL.ini, in a stand alone TE (that's how I do it for the most part), auto tile, hope for the best, then pass it to the team and force them to learn!! (do we have an evil grin emoji?). I just don't have the time to (re)build the full terrain from the HF up!
  9. I've just discovered a critical flaw in the TFD tool -- for some reason, it allows the listing of 2 of the same tiles, as seen in the section of a terrain's data ini that I've recently become involved with: [Texture001] Filename=germanyG1.JPG HasWater=0 Color=0.278506,0.333543,0.212785 SolidObjectTexture= SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture002] Filename=germanyG2.JPG HasWater=0 Color=0.383262,0.411538,0.271571 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture003] Filename=germanyG3.JPG HasWater=0 Color=0.349551,0.371391,0.249450 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture004] Filename=germanyG4.JPG HasWater=0 Color=0.342528,0.379447,0.248368 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture005] Filename=germanyG5.JPG HasWater=0 Color=0.333659,0.371619,0.239068 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture006] Filename=germanyG6.JPG HasWater=0 Color=0.306750,0.346621,0.225518 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture007] Filename=germanyG7.JPG HasWater=0 Color=0.330480,0.368029,0.241800 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture008] Filename=germanyG8.JPG HasWater=0 Color=0.308265,0.350036,0.227286 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture009] Filename=germanyG6.JPG HasWater=0 Color=0.322583,0.383528,0.256534 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga [Texture010] Filename=germanyG5.JPG HasWater=0 Color=0.332754,0.389887,0.258235 SolidObjectTexture=TEROBJECT_HOUSES1.bmp AlphaObjectTexture=TER_EUROTREES3.tga This makes it impossible to import BACK in the TE, which only allows ONE entry for each tile. To do so, even after building a new texturelist ini, would completely destroy the TFD, as nothing would be in the 'right' order anymore, giving a totally scrambled tile set on the terrain. This would force the builder to have to completely retile the terrain from the HFD up. If there's a way to fix this, great. If not, the amatures are going to HAVE to learn how to use TE for terrain generation and creation.
  10. yups, have everything done; 3 sets of historical decals (all 3 presentation types), all aircraft ini work completed. The only thing I did wrong is, I left the guns in, and allowed "ARMED RECON" mission statements - this is an unarmed, RECON only aircraft. But that's a very simple data ini edit. Sent off the entire package to Geary, as he's redoing all the skins. Geary: when you're ready, I"ll pass along the fixed data and loadout inis for it's weapon-less usage I also have all the 57G TROPIC MOONs updated, ini work, decals, etc. If you're want to, or are going to, do new skins, I'll wait on the re-release.
  11. where is the old ini located? I"m not exactly remembering WHICH folder it was (used to?) be in on 1stGens. I always like the "ops folder" graphic better than SF2's
  12. those entries with the ".fx" names were added to SF2 and FE2 to support DX10. When bringing something over from SF1/Wo*/FE1, one needs to add the shader and material statments to the effects ini. OTH, locating updated or SF2/FE2 effects might be easier! (I"m lazy! )
  13. stuntman: you mean the 3W exporter for MAX? don't we have that archived here someplace? IIRC, it's only for MAX 2009 (?) ============= Just to clarify: the LOD importer/decompiler for MAX, which essentially reverse engineers exported LODs back to MAX is illeagle software, and only of use for pirates and thieves. So, I know that NOT what you're asking about. =============== I couldn't find my copy(s) of the exporters, but did reach the 3W Tools & Utilities page: http://www.thirdwire.com/downloads_tools.htm I downloaded them ALL!!! Don't quite know which is what (never installed the exporter to my MAX set up, as I've yet to learn how to use it!). I guess I'll post them all here , just to be safe
  14. ya know, you'd think that MAYBE TK would post something on FB or Instagram or Tweeter, that there's an issue with the site, and for folks that have recently purchased something and can't download, to be patient and that "things will return to normal soon". just saying...
  15. Everything is brighter under a TROPIC MOON
  16. Jordi, seriously? We've had infantry squads since 2004. All the various country units are just repaints of the original. I want to say Kesselbrut did them, but can't find any of the readmes. Check 1stGen download, if you really want to know
  17. yeah, "timed out" for me too just now. well, hopefully, it's just a server issue.
  18. one of the major problems with doing that via fake pilot, is that the skin colors never fully match between the added part and stock LOD, especially with multi-colored camo. You can always tell it's not part of the original model. Something to do with the materials applied in MAX . What can be told to people is "don't look at it on the ground, be in the cockpit where you belong, and you won't see the issue." Been there, done that.
  19. Decals are easy peasy (well, for me anyway). The work is running down individual aircraft to specific units Unfortunately, we're stuck with theses models and their flaws. But at least they have the correct shape! TK's B model's nose is too short. The shadow ropes are only visible on the ground, and at low altitude.
  20. you're not redrawing all them are you? that'd be a freeking nightmare!! the original black skin is pretty good, other than lacking the camera ports. I should have all the decals done in a day or so (3 different types, for NM, and 2 black skins), and then I ship everything out to you.
  21. Well, all the decal are done for the NM version. This skin is fucking horrible! Panel lines 50% too dark, a-g panel shifted left; need more work -even if I did "borrow" the skin from another one of ajundur's cranberries (along with the LOD itself with it's massive shadow ropes). Need to to the red serials -- nothing in all the 3 books seem to show the squadron tail code, but I'm still looking got all the avionics updated (added IR/LLTV), corrected lights, hit boxes, armor, all 6 historical serials mission statements to RECON and ARMED_RECON only, etc, etc, and of course, etc.
  22. to do the mod right, one would need both the NM and night skins. it also seems the display of the serials differs, at least 3 different presentations. Making the decals is not that much of a job. and as for weapons, NONE! This is a single mission aircraft, RECON only. However, it did "lead" regular 57s, and c-123 flare ships. Apparently, their IR camera could be used as a LLTV (data from the Crowood, in action and osprey books)
  23. the page from the 'in action' book. hope it's large enough
  24. I would think none for the recon mission. One set of camera's are in the bomb bay, 2 in fuselage mountings and another in the nose - which was modified to fit the recce equipment. (the definitive book, Crowood EE Canberra & B-57 by Barry Jones is more than a bit vague) There were only six or 8 conversions (search the download for Patricia Lynn from 10-12 year ago)
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