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Everything posted by Wrench
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a 'dull' finish is actually more realistic. We're talking operational aircraft, worn, used, scratched, scuffed and beat to shit. Not a mirror-polished museum quality restoration. Were some bright? Maybe so; photo evidence shows some 4th FG NMs rather bright (could also be an artifact of orthochromatic film, as opposed to more modern emulsons). When possible, cross check again period color photos. When in doubt, dull it out. Don't forget things like a "clouds" layer will give a patchy worn, not-so-reflective look as well Look at the KAW Sabre skins for an example (while not as perfect as I'd have liked, relatively close). also, fiddle with the Reflection, Specular and Glossiness in the texture set ini NM finishes are a real workout, and I'm still learning them too!!
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Easiest way to add stationary aircraft to an airfield.
Wrench replied to Boresight's topic in Mods & Skinning Discussion
you can't (re)use stock aircraft lods for "terrain objects" parked aircraft. Their world centers are based on their data ini, which includes the landing gears. Without that, they tend to wind up sunk into the ground (see the original Cuba OTC+ terrain for an example - a parked Beagle sunk half-way up the fuselage in the concrete!) doesn't work that way -the game even now still doesn't (really) support helicopters' they're still considerd aircraft by the game engine- ... and airport is an airport, as defined in the _types ini, and the objects airfield ini itself. Way back when, around 2006, for "The Factory Place", as originally issued, was considered an "airfield" to get the buildings to light up (as only airfields could have defined lighting - now fixed with self illuminating materials), In those day, you'd wind up starting in the middle of all the buildings, and blow up In essence, helos use "standard" game runways because the coding won't allow for anything else. As to a "helo base" (or more accurately, a place for them -static, terrain objects- to hang out), been there done that... -
actually, in SF2 it doesn't work that way any more. It's all done with the (name-of-terrain)_water.bmp where the "CV Zones" are painted on, and having the "NavalMap=TRUE" statement in the main ini
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if they're decals, check the decals ini for proper pathways, and to make sure the decals actually exist in some folder or another
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Easiest way to add stationary aircraft to an airfield.
Wrench replied to Boresight's topic in Mods & Skinning Discussion
no. however, you can limit the allowed nations in the terrains' nations ini., but that means having said nation (ie: PanAm, fer instance) in the games nations ini as well. Base parking is set by wingspan of the aircraft, in the airfield inis. Parking chance is also a percentage set in the airfield ini, but is still generated randomly. then you'd need: 1) find someone to BUILD and skin the statics 2) create specific locations that DON"T conflict with game-generated parked aircraft 3) hope it don't kill frame rates adding too much "stuff" to any target area increases game loading times (some my terrains are a perfect examples of that!), Depending on the poly count of the static lod, which can negatively effect frame rates when the game has to render them for player viewing. Best example is the aforementioned static Hercs, Puma, and Chinook terrain objects (and some other parked birds we have as well). Fortunately, they're very low poly lods and have a minimal effect. OTH, we also have aircraft automatically generated that REALLY fuck up the frame rates, as they're lods are not optimized (read: too many polys, or oddly placed polys or whatever reason). And don't forget -- anything and everything placed on the terrain has to be rendered all the time; they don't de-spawn like ground objects or game generated parked aircraft. -
did them all, excepting the Airacomet, over 5/6 years ago for 1stGens. They might even be still available in the SF/Wo* downloads. in fact, there's even a pre-1947 skin for EricGen's Shooting Star around here somewhere.
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Easiest way to add stationary aircraft to an airfield.
Wrench replied to Boresight's topic in Mods & Skinning Discussion
nobody uses static aircraft lods anymore. The game engine (since 2010ish) generates them automatically -
yes, it's definitely a bug, and I've definitely experienced it. Must be something scripted into the AI routines Good catch Eric!
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looks like a pretty bad job of plagerism to me. I only see 2 files changed, with a current date. no credits given ... in violation of site policy try giving responses in English, too
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- argentina
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@MontyCZ .. train station question...
Wrench replied to Wrench's topic in Mods & Skinning Discussion
worked perfectly!! thanks Monty!! -
@MontyCZ .. train station question...
Wrench replied to Wrench's topic in Mods & Skinning Discussion
I'd be glad to check it out! these will replace the existing track on a one-for-one basis?? -
is it safe to assume the power poles are part of the rail track lods?? Some of them are appearing in the middle of adjacent tracks. Just thought I'd let you know! The thing looks great in game, I must say!!! Great work!! (even works in Asia, too!)
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did you change the "available" years in the various Options inis in the various Mods Folders? They get overwritten, and need to reset (StartDate=, EndDate=) as per: http://combatace.com/topic/68224-adjusting-beginning-end-year-spread/ and... http://combatace.com/topic/55746-patching-made-easy-part-deux/ I won't comment on messing with an aircraft's data ini to change dates.
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note the natural metal banshee. filmed in the Santa Catalina channel, west of me!
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SF1 F-86 Sabre/FJ-3 Fury Lines and Rivets Templates
Wrench replied to Geary's topic in File Announcements
seriously? in the title, says the aircraft -
opps!! my bad! but, you know what I meant!! :)
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just so you all might want to know, a version 3.5 of the WW2 New Guinea map has been uploaded. http://combatace.com/files/file/13881-ww2-pto-new-guinea-terrain-for-sf2/ did some clean up, and target enhancements. It's designed to replace or you can just drop it over your existing NG map. enjoy!
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Version 3.5 uploaded lots of little and large changes. Designed to just drop over your original or 3.0 versions. See readme for changes and stuff like that there Enjoy!!
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indeed, I remember when Coupi, Veltro and I were doing the new 262, the S-99 was discussed. Even the 2 seater. Veltro probably has the MAX files still. Converting Veltro's would just be a matter of reskinning and redecaling As for the S-92, there's Monty's, and the DLC versions. Both (or either!) easily converted
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you mean 'respotting the deck'. take off ops, all were spotted aft landing ops, all spotted forward for more, I'd recommend watching "The Fighting Lady" (about CV-10 USS Yorktown), or for post war, in particular Korea, Bridges of Toko-Ri for gaming purposes, I'd only spot 3-4s slot MAX!! just abaft of the island (also depending if the 5" turrets are there -expecially for WW2), on the starboard side. Leave as much open space as possible. Make the assumption (oh! that word!!) the others have been struck below to the hangar deck
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as with all 3w games 1st or NextGens, and oddly enough!, loading screen images go in the /Flight folder all others go in the /Menu folder
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Hoot Hoot!!! (chugga-chugga, chugga-chugga!!) -- couldn't resist!! thanks Monty!!
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by not looking in the downloads sections, or the GroundObjects folder of the games?
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in the case of ships, it's really not required to have the effect named, as the ship's data ini will supply the information. That's just left over from 1stGens. I've have used several that don't have the statements, and still emit smoke when docked. ============= if the train is a moving object (ie: GroundObject), what about using the "WheeledVehicleDustEmitter", and setting it's position to the smokestack?
