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Everything posted by Wrench
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NAA P-51D Mustang, Fuerza Aérea Salvadoreña
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: NAA P-51D Mustang, Fuerza Aérea Salvadoreña File Submitter: Wrench File Submitted: 10 March 2009 File Category: P-51 NAA P-51D Mustang, Fuerza Aérea Salvadoreña (El Salvador Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mod recreating Central American Airpower Modifications, and a complete reskin of Wolf257s P-51D Mustang into those as used by the El Salvadoran Air Force. This is a SEMI-COMPLETE aircraft mod, as per Wolf's wishes, the aircraft LOD is NOT included. However, EVERYTHING else is; cockpit, inis, skin, decals and so forth. The skins, from my "enhanced" template, have my patented "interperative" panel, rivet lines and other details.New decals for the individual aircraft are from historical listings. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game'. It's just renamed, so it's easy to reactiveate it. The camo pattern, also is "interperative" at best. Much conflicting data exists as to how and with what colors the FAS painted their Mustangs, as well as the pattern used. This should be considered a 'generic' style, blending what data I could find into something reasonably passable (or as they used to say, 'reasonable facsimile thereof) the schemes as used. You also get a new WoE style Hangar screen, all the weapons WW2 style weapons are included in the new "folder format" for use in post-patch installs, -and- in EACH weapons folder is a ***_data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. (meaning, I'm not sure how the numberation runs...) This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. =MORE IMPORTANT: You =MUST= have Wolf's WW2 Planes Pak to get the LOD from. It is NOT included!!= As per usual, there's a nice readme involved with installation, so give a look at, please! Happy Landings! Wrench kevin stein Click here to download this file -
Version
107 downloads
NAA P-51D Mustang, Fuerza Aérea Salvadoreña (El Salvador Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mod recreating Central American Airpower Modifications, and a complete reskin of Wolf257s P-51D Mustang into those as used by the El Salvadoran Air Force. This is a SEMI-COMPLETE aircraft mod, as per Wolf's wishes, the aircraft LOD is NOT included. However, EVERYTHING else is; cockpit, inis, skin, decals and so forth. The skins, from my "enhanced" template, have my patented "interperative" panel, rivet lines and other details.New decals for the individual aircraft are from historical listings. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game'. It's just renamed, so it's easy to reactiveate it. The camo pattern, also is "interperative" at best. Much conflicting data exists as to how and with what colors the FAS painted their Mustangs, as well as the pattern used. This should be considered a 'generic' style, blending what data I could find into something reasonably passable (or as they used to say, 'reasonable facsimile thereof) the schemes as used. You also get a new WoE style Hangar screen, all the weapons WW2 style weapons are included in the new "folder format" for use in post-patch installs, -and- in EACH weapons folder is a ***_data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. (meaning, I'm not sure how the numberation runs...) This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. =MORE IMPORTANT: You =MUST= have Wolf's WW2 Planes Pak to get the LOD from. It is NOT included!!= As per usual, there's a nice readme involved with installation, so give a look at, please! Happy Landings! Wrench kevin stein -
Vought F4U-5 Corsair, Fuerza Aérea Hondureña
Wrench posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Vought F4U-5 Corsair, Fuerza Aérea Hondureña File Submitter: Wrench File Submitted: 10 March 2009 File Category: US Navy and USMC Vought F4U-5 Corsair, Fuerza Aérea Hondureña (Honduran Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mods recreating Central American Airpower This is a modification of The Mirage Factory's F4U-7 (French Navy version), into the earlier, and almost identical (albiet modified), F4U-5 version as used by the Honduran Air Force in the 1950s and 60s. This mod is VERY similiar to the Korean Era F4U-4B mod I released in 2008. This pak contains -almost- everything you'll need to create this new version, minus a few critical files that you'll need to copy from the original F4U-7. So you MUST have the -7 somewhere to copy them from. If not, you can download it from Check6 (TMF Home Site), Column5 or CombatAce This is to be considered as an "incomplete" aircraft mod, due to the non-inclusion of certain files. I've NOT included the aircraft LOD files nor the cockpit folder. See below "To Install" for a complete list of the necessary parts. I've included all the inis I've modified, so you'll be copying the minimum number of bits. You also get a new WoE style Hangar screen, all the weapons in the new "folder format" for use in post-patch installs, and in EACH weapons folder is a _data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. The skins are "pieces parts", dejumbled together from the stock ones that came with the aircraft when released. New, historical individual number decals are included. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game'. It's just renamed, so it's easy to reactiveate it. This mod is designed for use with the, I'm hoping, ANY weapons pak. You may just need to add a few things. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however.(as I ain't got it!) PLEASE read the enclosed readme for FULL, detailed install instructions!! It's Important!! Enjoy! Wrench kevin stein Click here to download this file -
Version
71 downloads
Vought F4U-5 Corsair, Fuerza Aérea Hondureña (Honduran Air Force) for SF/WoV/WoE/WoI and probably SF2 -Part of an on-going series of mods recreating Central American Airpower This is a modification of The Mirage Factory's F4U-7 (French Navy version), into the earlier, and almost identical (albiet modified), F4U-5 version as used by the Honduran Air Force in the 1950s and 60s. This mod is VERY similiar to the Korean Era F4U-4B mod I released in 2008. This pak contains -almost- everything you'll need to create this new version, minus a few critical files that you'll need to copy from the original F4U-7. So you MUST have the -7 somewhere to copy them from. If not, you can download it from Check6 (TMF Home Site), Column5 or CombatAce This is to be considered as an "incomplete" aircraft mod, due to the non-inclusion of certain files. I've NOT included the aircraft LOD files nor the cockpit folder. See below "To Install" for a complete list of the necessary parts. I've included all the inis I've modified, so you'll be copying the minimum number of bits. You also get a new WoE style Hangar screen, all the weapons in the new "folder format" for use in post-patch installs, and in EACH weapons folder is a _data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. The skins are "pieces parts", dejumbled together from the stock ones that came with the aircraft when released. New, historical individual number decals are included. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game'. It's just renamed, so it's easy to reactiveate it. This mod is designed for use with the, I'm hoping, ANY weapons pak. You may just need to add a few things. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however.(as I ain't got it!) PLEASE read the enclosed readme for FULL, detailed install instructions!! It's Important!! Enjoy! Wrench kevin stein -
File Name: Dassault MD-450 Ouragan, Fuerza Aérea Salvadoreña File Submitter: Wrench File Submitted: 10 Mar 2009 File Category: Mirage and Dassault -Part of an on-going series of mod recreating Central American Airpower Modifications, and a complete reskin of Pasko's MD-450 Ouragan into those as used by the El Salvadoran Air Force. This is a COMPLETE aircraft mod, with EVERYTHING needed to just unzip, install a few weapons (if needed) and fly. Included is Ordway's cockpit pak, fully installed. The skins, from new home-made templates, expanded to 1024 x 1024, have all new panel, rivet and other details. The templates ARE included with this pak!! New decals for the individual aircraft are from historical listings. The numbers.lst, while included, is NOT active, to prevent 'running out of numbers in game'. It's just renamed, so it's easy to reactivate it. You also get a new WoE style Hangar screen, all the weapons in the new "folder format" for use in post-patch installs, and in EACH weapons folder is a _data.ini as used by SF2. Unfortunately, as I don't have SF2, some experimentation on your part will be required to install and get them up and running. (meaning, I'm not sure how the numberation runs...) This mod is designed for use with, I'm hoping, ANY weapons pak. You may just need to add a few things. = IMPORTANT: This aircraft has been tested in Post-Patch SF/WoV/WoE/WoI. Be advised of the existence of some handling issues prevelant in WW2 era and many Pre-Patch (ie: 06 level) aircraft. Fly accordingly!!! It should also work in SF2 and later iterations - this has NOT been tested, however. The original readmes from Pasko and Ordway are incuded. As expected, the standard or garden varitey highly detailed readme is included with all the necessary instructions and so forth. It'd be worthwhile to give it a once over! Happy Landings! Wrench kevin stein Click here to download this file
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The Battle of Midway v1.1
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Hopefully, these will come out in the right order.... From the Osprey Campaign book--- I tried to make these jpgs as big as possible If a Zuiho Zeke (or other birds) skins are needed, it shouldn't take too long to do them up. Beside, the Claude has some SERIOUS FM issues, that even my fiddlling with haven't been able to fix (yet!!) bigstone: they're right there on the page... you gotta scroll down a ways, it BIIIG page. They're all organized by 'user' (axis, allies, etc) http://wrench1smog.com/wrench16.html Wrench kevin stein -
Shadow bugs
Wrench replied to Hokum's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
It's been coverd several hundred times, my brother, since the Patches came out in 9/08 & 10/08. I'm assuming that SF2 using the same type of rendering style as the PostPatch SF/WoV/WoE/WoI. So, what does that mean?? A lot of earler mods will NOT cast their shadows properly. This is caused by various and sundry VERY small faults in the aircraft lod files. There's aboslutely NOTHING that can be done about, short of rebuilding the aricraft COMPLETELY in MAX. This is how the game engine 'sees' shadows, postpatch: [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=800 THOSE lines are the cause of the "black beam to the ground" line. Here's what you need to do...we'll start with the Sabre, as I've just been working on another variant Open the F-86E-10.ini (in this case I'm showing the one that due to come out this week) this is what the ini looks like, with the shadow section highlighted.. Now, The Great and Powerful Zur has done a great thing here; when he relesed the Sabres, he'd also created a SHD, which is the lod for the shadow. And it works fine, post patch. The alternative is the just comment OUT the lines for the shadow for that particular aircraft, in it's own ini. In the case of those WITH the old style shadow callout , you just change the TRUE to FALSE. Thusly: [shadow] CastShadow=FALSE ShadowLOD=F86F_shadow.shd ShadowType=1 ShadowCastDist=5000 MaxVisibleDistance=400 For those using the NEW style, like this: [shadow] CastShadow=FALSE ShadowCastDist=10000 MaxVisibleDistance=800 BTW, this WHOLE issue is also covered in "The Things You Need to Update Thread" in the knowlege base, wherein we mentions glitches and the (hopefuly) fixes for them. Wrench kevin stein -
The ships CAME with the Midway terrain ... look in the folder, they may still be residing in there. As to gettin the Dev A-Team aircraft, you need to register with them and request access to the downloads. All the info you need is at the DAT site: http://cplengineeringllc_bb.cplengineering...d69516a4ece53ec in the "Boards & File Policies" forum right there at the top. Be paitent, it may take Capun a few days to respond to you Wrench kevin stein
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Adding a launch rail...
Wrench replied to ndicki's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
THIS is how it should -- assisting each other!! Gentlemen, I praise you!! Fantastic work!! So, like when we seeing this bird??? "2 weeks"?? Wrench kevin stein -
The Battle of Midway v1.1
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
It's all listed in the readme..... Although, historically, there would be NO B-17D or A5M Claude. Both were not in front line service during this time period. All the D model Forts had either been destroyed, or regulated to stateside duties (excepting "The Swoose"). E models were used by the AAF from Midway (although you could probably substitute the F). Same for the Claudes. Zekes ONLY on the IJN carriers as fighters. Rufes from the seaplane tender with the invasion group, and Jakes from the cruisers. Wrench kevin stein -
Central American air powers(?)
Wrench replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just to let everyone know, I'm going to start releaseing what aircraft that are finished this week. Been working on them for the last 12 days, and haven't even gone back to the map yet... So, you'll be getting "new toys", but unfortunatly without the "playground" to use them on for while yet. So, collect the birds, and be ready for the terrain. Wrench kevin stein -
Bogey Over Europe
Wrench replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
NICE!!! another target!!! Wrench kevin stein -
First atemp at skining
Wrench replied to pablo10692's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Easy!!! For my WW2 planes, on each of the templates, there's a layer at the VERY top, or the first one. I call mine "dirt, mud, crud and various crap". That way, it gets on top of everything. For the actual color, it's either the "light warm brown" that comes with Photoshop, or "RAF Mid Stone"; both are nice light browns. What I do, is knowing the locations on the skin bmp (or the part of the template) that is near the landing gear/wing root, tail gear -if used like on a Mustang, Zeke, Tomahawk, etc- paint in the "splashes" of dirt or where it would accumulate. I use fairly large, not round brush (in photoshop, they're the "soft round" with the fuzzy edges) of anywhere from 21 - 200 pixels in size, and use a pressure of 50% and just dab it around the effected area. Mind you, this is very much like adding it to a plastic model, with a light airbrush spray (did that for years, but was it was a looooong time ago) Then, I adust the opacity of THAT layer, so it looks like how I want it. As you can see in the screenie, about 50%. I've tried to point out the various part that I've oversprayed, to give you a feel for how it looks. (looks like I also missed the area in front of the radiator scoop, too!! better fix that!) Now, for 'chipped paint', like where things have bounced up and hit, or where the pilot and ground crew have been opening panels, or climbing up the fueselage and dragging their feet, is pretty much the same, but I do THAT on a seperate layer, called "chipping, scuffing and wear". I use a smaller brush, still the soft round, anywhere from 3 - 21 pixels, and lightly dab around cowling panels, gun bays, etc. For the scuffing, I lighten the pressure -somewhere from 10-20% and put that near the cockpit and wing roots where you'd normally expect things to be dragged along. Again, adjust the layer's opacity to taste. For the color, I use either 10% or 15% gray. Exhaust, gun and fuel stains get their own layers and pretty much follow the same pattern Then, to 'dull' everything down, as to make it look more faded by the sun, I usually have ANOTHER layer, below all the panel and rivet lines, but ABOVE the actual skin paint job, called "Fading". I use 25% gray, and usually set the opacity anywhere from 5 - 10%. It all depends on the background color. Navy planes in their blues will be slightly different from land-based aircraft in their camo pattersn. Also, I don't use a fading layer for Natural Metal, as you can adjust how they look via the Specular, Glossiness and Reflectivity in their textureset inis. There's some SUPERB tutorial over at simmerspaintshop.com -- they're more than worth the reading. Those, and multiple experiments until you get it the way you want is the way to go! Wrench kevin stein -
Changing the Size of Buildings.
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Now, THAT'S what I'm talking about!!! I tried to add the some of the "Nazca lines" shapes to the ASW tiles, but the 'spider' looked terrible, so I didn't use them Wrench kevin stein -
Typhoon
Wrench replied to Romflyer's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Yes, that's what I meant. Sorry, I should have been more clear. Apologies!!! Wrench kevin stein -
Videos & messed up type98
Wrench replied to santro's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Proper multi-MFD pits for Indian Fishbeds would be superb! And the Bison ... and the Lancer..... and....and.... Any help to improve them is MORE than welcome!! It'll make Ghostrider883 VERY happy! as to the model, its STILL just the plane ole' 3rdWire 21MF lod, so I'm sure it probably needs some "tweeking" Santos, feel free to do what you like ... those readmes with the "ask permission" were from LOOOOOONNNG before the "Freeware Accords Treaty", so jump on it baby!!! No permission from is needed; just spell my right Wrench kevin stein -
The Battle of Midway v1.1
Wrench replied to Baltika's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Excellent!!! And, folks, PLEASE don't laugh too much at my craptastic Vindicator stand-ing Wrench kevin stein -
TMF MiG-29s Released!
Wrench replied to column5's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Them's some mighty fine MiGs you got there son. Congrats to you AND TMF for giving us such a beautiful model!!! Now, to replace the old ones... Wrench kevin stein -
First atemp at skining
Wrench replied to pablo10692's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I added there a couple of hours ago. "Great Minds Think Alike" -- the info, although right off the top of my head, btw -- was just too good to loose!! I actually need to re-edit it, as I made a misatke in the "assumed known length" statement. If something is -9.50 (AFT of the center point - the 0,0,0 coordinate), it's possible the aircraft is 18 meters long, if given equal distance from the world-center of the model. That may depend if the model's world-center is at the same spatial point as the aircraft center of gravity, which may not always be the case. Wrench kevin stein -
Changing the Size of Buildings.
Wrench replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes, Chuck, DO tell us! Ale: Sequoia could be easily added, you just spend an hour or two planting trees tightly placed together on whatever tile you want to 'represent' such a region. You can even make "interesting" shapes with them, too.... Wrench kevin stein -
Add the Co-pilot to the Veltro's SU-24M Cockpit
Wrench replied to mikeymead's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Why not upload this to the downloads section (does that make sense???) Maybe to the "Add on cockpits section"??? Otherwise, this mod will probably get lost in the shuffle. I'd reccomend it!! Wrench kevin stein -
There was a question on the boards, as to exactly WHAT all these line mean in the decals.ini. I hope this little description helps. In the decals ini, you'll see a listing such as below, taken from the stock F-4E Phantom II: MeshName= the part of the aircraft lod (or 3d mesh) you want the decal to appear on. ie: LeftWing, InnerWing, fuselage, nose, verttail, etc. As defined (if included) in the OUT file. NOTE: not all aircraft & model builders use the same naming conventions for their mesh names!!! Without the OUT file, you'll need to use a hex editor to search for the "usual suspects", looking for mesh names as defined in the aircraft's data ini. DecalLevel= at what "level" a marking will appear Level=0: national markings, appears ALL the time Level=1: individual squadron marking, only for THAT particular unit/squadron Level=2: individual aircaft serial/modex/ID numbers. Also for individual nose arts, etc Level=3: killmarkings DecalFacing= which direction the "top" of the decal points. IE: right, left, top, bottom (ie: USAF star on TOP of left wing, "NationName" (USAF) on BOTTOM of left wing) Rotation= number of degrees off center or 0; Example used to angle national marking to fit wing sweep, etc. Uses both positive and negative numbers. NOTE: the positive numbers do NOT require the plus (+) sign. Only negative uses the minus (-) sign. Scale= Physical size of the decal with respect to the size of the aircraft. Larger aircraft like bombers will most likely use a larger scale, smaller aircraft like fighters a smaller scale. NOTE: there is no set ruling as to units of measurement that I've ever discovered. For locating purposes, I always start with a 1.0 or 1.5 size, base on a 128x128 pixel decal, and adjust up or down accordingly. MaxDecalLod= how "far off" in distance the decal will be visible, usually linked to multi-lod aircraft models. The average seems to be MaxDecalLod=3 There's TK's decals turorial over in the downloads section, look in the Utilities & Tools Thread. It's several years old, but the basics are all the same. Reccomened reading! http://forum.combatace.com/index.php?autoc...mp;showfile=345 Be advised, it says "don't go over 4 decals per mesh". I've found that 3 is the max number that is usable before the LOD becomes transparent (ie: the aircraft disappears) Locating the exact coordinates is a matter of trial and error, and educated guesswork. For wings, I use the location of the wingtip ID lights, and come "in" approx 1 meter. Fuselage/Nose I use the location of the pilot. After that, it's just a matter of even MORE trial and error dailing in the exact location. Meaning, given a know lenght of an aircraft; say for example, 10 meters, the tail light is at -9.50 meters aft, you'd place the fuselage national insigina at approx -7.5 or -8.0, and see where it shows up. Wrench kevin stein
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SPECIAL REQUEST TO MODDERS: FOR MY SONS
Wrench replied to swambast's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
That is SOME detailed pilot figure!!! Look real good in an FAA Skyhawk or Nesher!! Wrench kevin stein -
First atemp at skining
Wrench replied to pablo10692's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
MeshName= the part of the aircraft lod (or 3d mesh) you want the decal to appear on. ie: LeftWing, InnerWing, fuselage, nose, verttail, etc. As defined (if included) in the OUT file. NOTE: not all aircraft & model builders use the same naming conventions for their mesh names!!! Without the OUT file, you'll need to use a hex editor to search for the "usual suspects", looking for mesh names as defined in the aircraft's data ini. DecalLevel= at what "level" a marking will appear Level=0: national markings, appears ALL the time Level=1: individual squadron marking, only for THAT particular unit/squadron Level=2: individual aircaft serial/modex/ID numbers. Also for individual nose arts, etc Level=3: killmarkings DecalFacing= which direction the "top" of the decal points. IE: right, left, top, bottom (ie: USAF star on TOP of left wing, "NationName" (USAF) on BOTTOM of left wing) Rotation= number of degrees off center or 0; Example used to angle national marking to fit wing sweep, etc. Uses both positive and negative numbers. NOTE: the positive numbers do NOT require the plus (+) sign. Only negative uses the minus (-) sign. Scale= Physical size of the decal with respect to the size of the aircraft. Larger aircraft like bombers will most likely use a larger scale, smaller aircraft like fighters a smaller scale. NOTE: there is no set ruling as to units of measurement that I've ever discovered. For locating purposes, I always start with a 1.0 or 1.5 size, base on a 128x128 pixel decal, and adjust up or down accordingly. MaxDecalLod= how "far off" in distance the decal will be visible, usually linked to multi-lod aircraft models. The average seems to be MaxDecalLod=3 There's TK's decals turorial over in the downloads section, look in the Utilities & Tools Thread. It's several years old, but the basics are all the same. Reccomened reading! Be advised, it says "don't go over 4 decals per mesh". I've found that 3 is the max number that is usable before the LOD becomes transparent (ie: the aircraft disappears) Locating the exact coordinates is a matter of trial and error, and educated guesswork. For wings I use the location of the wingtip ID lights, and come "in" approx 1 meter. Fuselage/Nose I use the location of the pilot. After that, it's just a matter of even MORE trial and error dailing in the exact location. Meaning, given a know lenght of an aircraft; say for example, 10 meters, the tail light is at -9.50 meters aft, you'd place the fuselage national insigina at approx -7.5 or -8.0, and see where it shows up. Wrench kevin stein -
Attacking a Floating Buzz-saw
Wrench replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
AHAAA!!! Found you out Skippy!! Now we really KNOW what you do for a living .... trade Brit Brews for Russian Vodka!!! OTOH, it's nice to see more ships starting to come "down the ways", expecialy modern variants Wrench kevin stein