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tn_prvteye

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Posts posted by tn_prvteye


  1. Yeah, the Battle-cruisers would have to be grounded. After trying to create a "flying carrier" zeppelin for my aborted Crimson Skies mod, I determined it can't be done...at least I never figured out how.

     

    And the only way we could simulate walking would be if ground objects had an animation option. They do for turrets and such, but I don't think we can assign an animation ID # to just movement...even then it'd have to be a loop-able animation. Which I don't think we can do.

     

    But then again, people are always surprising me with how far they've taken this engine.


  2. And we can set up the Destroids to be AAA or SAMs. Is there a way to animate walking at all? I've seen some static objects that move (flags). The SF engine is flexible, but it's an interesting academic exercise getting around the limitations.

     

    You're right about the Pods...we'd need a tank and fighter versions. If I can find some drawings of the suit Mirya used, I might try making that one next.

     

    Also gotta talk to FastCargo...he's apparently made some lasers.


  3. I've been browsing some of the older posts regarding the Macross/Robotech mod that was being worked on. It got me thinking. Would it be possible to really do a Macross sim? Foxmonter's Valkyrie could transform into the Gerwalk and back, but not to the full Battloid mode. What about assigning the animation to the flaps? Or maybe the VC nozzles? I'm just thinking out loud here...might work on that VF-0 3dmax file to experiment.

     

    And for enemy units? The Zentradi pods would be difficult since we can't do walking animations...maybe keep them in flying mode? Even then, the AI couldn't go from a fighter jet to a robot and back during combat. Maybe there's a way to trick the AI into running the transformation animation at low speed. Thought about changing the gravity parameter in the terrain file to simulate zero-G...again the AI is the stumbling block here.

     

    Just bored at work and really wanting a Macross sim. Maybe I'll try and whip up a Zentradi Fighter Pod in Blender...


  4. Well, against my better judgment, I updated to the March 2010 patch. I've got a massive amount of mods and tweaked settings for SF2, and I didn't want to screw anything up. But I did.

     

    I don't have a screenie, but the pit in the Super Hornet is showing the exterior model too close (I can see the exterior canopy frames). I remember this has something to do with the clip distance, but I can't find what setting has changed with the patch. I checked the cockpit INI file to make sure that "open cockpit" wasn't enabled.

     

    Anyone else see this yet? Is it a cockpit position error? I wasn't having any problems with cockpit placement like some people were having with the last patch, so I didn't adjust any values there.

     

    I shoulda left well enough alone.


  5. I'm reading Gepard's tutorial on Terrain Creation, and everything's going fine...except the "Open Texture List" Part. I'm using SF:E2 so that might be the trouble. When I load the Texturelist file that comes with the editor, not all the textures are showing up. Only around 30 or so. So when I autotexture, I've got less textures for it to place. The textures are listed in the INI, but the Editor doesn't see them. I've gone over the instructions, but can't seem to find an answer. Any ideas?


  6. Well, the material is a bit more difficult to work with, so I had to order my model again. THIS time, I broke it down into seperate parts like a real model airplane.

     

    I've also cleaned up the mesh some, and re-worked certain parts.

     

    Here's the Devastator the way I had it printed out:

     

    dev-parts.jpg

     

    And here's what it'll look like completed:

     

    dev-1.jpg

     

    Now, all I gotta do is get these into Strike Fighters and I'll be a happy camper! And yes, I know these are High-poly, but again, these particular models are not intended for a flight-sim...yet. :grin:


  7. I have very fond memories of flying the old Crimson Skies, sadly it is rather porked for Nvidia cards these days - new drivers conflict with the text bitmaps or somesuch - so to see these birds fly in SF series would be great :good:

     

    Check this thread...there's a fix for certain cards. It worked on my 8800. I'm running at 1600 X 1200 with no corruption in-game (menus are small but readable).

     

    http://forums.nvidia.com/index.php?showtopic=47481&st=80

     

    Link to file that they are talking about (bottom of page on left...called csfix):

     

    http://timeslip.chorrol.com/

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