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Wrench

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Everything posted by Wrench

  1. The airports are already "dual purpose". The game engine makes no difference between civilian or military aircraft. An airfield just "is". Based on the aircraft's user list (exported = true), alignment (friendly or enemy), and the terrain's limited nation's list (which takes precedence over the games main nations ini) Aircraft are placed in their parking slots on airfields simply by their wingspan, as stated in each airfiled's ini. Having more buildings (terminals, gates, baggage containers) is a very easy add via targets ini placement. We just need the 3d guys to build them. what is really needed, are completely NEW airfields, as the 6 we have don't match any real world locations, civil or military
  2. probably the material assigned in MAX. Which is, unfortunately not accessable without the max file. well, ya tried!
  3. create a copy of the cockpit lod for safety. put is storage open cockpit lod with a hex editor, locate (search) for the image name in question, rewrite the file extension name, save. with luck, the lod will recognize the new format, and it will work. I've never tried this personally, but ... ???? --- nobody has seen pasko for nearly 8 years (or more!). it's doubtful we'll ever get (legal) access to the MAX files. There's a butt load of his work that needs some major overhauling (to be rid of open meshes that create decal bleeds, and other animation fixes -- like on the Horton wing)
  4. nice I-400. A real Seiran would be cool! there's something either in the collision statement or something like that, that "allows" water landings (and maybe takeoffs, too. The DATs been experimenting with it for a while)
  5. that is, more than likely, the issue. time to get a real stick, maybe?
  6. thanks! your's is looking pretty good too! (mine has the advantage of being 20-30 years earlier than yours!). What I don't know, is if the Causeway was road and rail in the 30s/40s, as it is today. I'd hate to have to add the rail ridges - but will if I need too. I just wish I'd had mue's tool when doing the WW2 Euro map & 'Norway' maps. would have made like a lot easier!
  7. indeed. they can be exceptionally tiresome to build. in the last 10 days I've laid more track then the union pacific on their push westward!
  8. it's a game engine thing. The only ways to fix it are : 1) after running the game, and allowing the main ini to build the texture listings, make it read only. 2) make the aircraft 'nationalized' versions ie - NK and PRC, 2 separate aircraft
  9. well, those are covered on my Northern Europe/Norway map!!
  10. leave it to the terrain guys ... these have to be placed individually into a terrain's _types and _target inis, then placed on the map. They won't appear any other way
  11. you also need to check (whichever) aircraft's data ini for Exported=TRUE, and have the new nation in that aircraft's user list ini. You also need to call out the nation in the skin's texture set (might not actually be necessary, but it does lock a skin/decal set to a nation)
  12. Seriously? Where've you been for the last year or so? The boards here are full of that conclusion. In short, yes. PCs are left in limbo
  13. Bombs won't drop

    or an outdated (or wrong) AircraftObject.ini. in the /Objects folder also known to screw with the controls
  14. ok, since nobody has said it, I will.... is there a Colossus to go with this Forbin Project? ducks and runs.....
  15. So, we'll need to update those 3 as soon as possible. Perhaps I should unapproved them for time being? ------------------ well, there are several alternative pits; while not perhaps "looking" quite right.. Foxmonter's S-3B Viking (will need meshes moved) as mentioned before stary's NF Mosquito pit (will also need meshes moved/removed) the difficult part is, both those pits are for twin engine aircraft. this is one the reasons I keep saying to folks "don't use any of their stuff for mods here at CA." It's just not worth the bullshit.
  16. thank you! (maybe just leave the lint traps off???)
  17. so, let me get this straight .... the same cockpit that's in all 3 separate versions of the Alize, available here at CA, is now no longer acceptable for use in Eric's mod?
  18. plants vs zombies??? best money I ever spent on game!!!!
  19. Has Sci Fi Channel ...

    gone a bit too far with this one???? http://www.bing.com/videos/search?q=sharktopus+vs+whale+wolf&FORM=VIRE1#view=detail&mid=6130A396FC0EB05995B16130A396FC0EB05995B1 I think it'll be a laugh riot!! all leading up to Wednesday night for "Sharknado 3: Oh, Hell No!!"
  20. I have to agree with WBS ... speaking as the lead WW2 modder, Yamato is something very special to us. OTH, following along the 'go simpler' line (and something I mentioned to WBS not too long ago), and speaking as the lead terrain dude, how about some smaller ships? We could definitely use a lot of harbor craft -- tugs, lighters, barges of their various incarnations. True, they're just eye candy, and even as static objects would add to the immersion when looking or flying over some of the ports we have. Just a thought ... nothing I've said is meant as anything but constructive and supportive! They're so few 3d modelers around, and even fewer doing ships ... everyone is valuable and needed.
  21. sound like crossed shortcuts and/or mismatched/incorrect naming of said shortcut. check them all via right click, properties, and see what the pathways read. remember, after creating a new exe (to create the era/game specific mods folder), you MUST make sure the shortcut pathway points to that new exe
  22. what Cliff7600 said!! splitting the mesh also helps in number of decals (increasing # per mesh, if more than one mesh is used). as to calling out inner and outer for aerodynamic statements, many 3rd party aircraft have only a single mesh wing per side. as long as the component is listed, it makes no difference to the game engine. but it does help!
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