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p10ppy

+MODDER
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Everything posted by p10ppy

  1. zep.jpg

    From the album FE Wips

  2. WIP Strutter

    excellent :yes: I couldn't open it of course differing Mentalray versions of materials (i think) which shouldn't have matter, and now doesn't that you have it working (with out the extended materials ) have fun
  3. WIP Strutter

    your ini/folder setting look fine so yeah looks like a MAX glitch I'm sure you have read the max porter notes but just in case... http://forum.combatace.com/index.php?autoc...mp;showfile=344 runs through setting up a material in max nothing obvious i can think of... cept what Skippybing said... make sure its a 24bit BMP ,don't think it will like 32s and one other.. you have the latest MAX dont you?...that could be an issue... the last LOD exporter was for MAX9 and it works in MAX2008 maybe MAX2009 is the problem anyway if you stay stuck send me the file and i can test it... i will pm you a email addy
  4. WIP Strutter

    looks great :) I'm afraid you can't use the TW gunners (pilots are fine) The gunners are part of the airframe mesh because of their relatively heavy interaction with the rest of the plane And all that I know of are built in... feel free to use the gunner max file in the Voisin but he has no lewis of course, only the hotchkiss if you can give me a little time I probably have a half finished lewis some where you can use if you want it? Textures, there's a myriad of little things that could be wrong, but its most likely in the game engine itself and not MAX If you have it mapped (clearly ) and the textures showing in max (clearly ) then the game doesn't care about max's folder structure at all (the game does care that the textures have the same name though) look at your folder structures in game and double check your ini's
  5. File Name: Colour picker File Submitter: p10ppy File Submitted: 7 Oct 2008 File Category: SF/WO*/FE Utilities/Editors A little app for managing, viewing and modifying TW game colour swatches Probably only really useful (maybe) for those playing with environments and effects It’s a little rough so let me know if anyone finds glaring errors or thinks it could be better … anyone being the 1.5 people who find it useful ;-) “Features” RGB colour sliders (RGB conversion) Copy and paste box for TW colour “code” eg 0.045, 0.34, 0.59 Forty-two editable swatches for your comparing pleasure All swatches are nameable Save out all swatch/names to a txt file Load in saved txt files I’ve included a sample I/O txt file of the major FE addon environment colours Have fun Click here to download this file
  6. thanks guys glad it was useful :yes:
  7. zep4.jpg

    From the album FE Wips

  8. Colour picker

    Version

    300 downloads

    A little app for managing, viewing and modifying TW game colour swatches Probably only really useful (maybe) for those playing with environments and effects It’s a little rough so let me know if anyone finds glaring errors or thinks it could be better … anyone being the 1.5 people who find it useful ;-) “Features” RGB colour sliders (RGB conversion) Copy and paste box for TW colour “code” eg 0.045, 0.34, 0.59 Forty-two editable swatches for your comparing pleasure All swatches are nameable Save out all swatch/names to a txt file Load in saved txt files I’ve included a sample I/O txt file of the major FE addon environment colours Have fun
  9. v3screeny.jpg

    From the album FE Wips

  10. Just to be clear… The FM’s DO support props But the FM modelling post WOI / FE addon / latest patches are substantially different with many new parameters The FE pre-addon SPAD XIII FM is very different to the current post-addon version Which could/should mean redoing all (not just props) 3rd party aircraft FMs to make them properly compatible…large hurty task The next iteration of the series probably won’t make any difference to individual 3rd party aircraft…except for providing a FM “template” for the modders to use TK has put in a “default” Stallmodel in the AIRCRAFTOBJECT.INI perhaps that can be modified for props on isolated installs as a stopgap…
  11. mig9screeny.jpg

    From the album FE Wips

  12. Nieuport 28 Engine Sound ?

    http://forum.combatace.com/index.php?showtopic=31042 have fun :)
  13. File Name: Mig 9 PLAAF red skin File Submitter: p10ppy File Submitted: 2 Sep 2008 File Category: Soviet Air Force and Navy Skins Camo finish PLAAF skin for Timmy's wonderful Mig-9 includes decals Click here to download this file
  14. Version

    116 downloads

    Camo finish PLAAF skin for Timmy's wonderful Mig-9 includes decals
  15. File Name: Mig 9 VVS red skin File Submitter: p10ppy File Submitted: 2 Sep 2008 File Category: Soviet Air Force and Navy Skins Natural finish VVS skin for Timmy's wonderful Mig-9 includes decals Click here to download this file
  16. Version

    116 downloads

    Natural finish VVS skin for Timmy's wonderful Mig-9 includes decals
  17. Bristol Fighter Overwing Lewis

    sorry didn't see this its fairly easy to remove any mesh and its children the key is to turn the mesh into a weapon pylon Pylon meshes ingame are not shown if they 1. Are unloaded 2. Have a named mesh in the ini file so delete any old entry's in the XXX_data.ini for the mesh you want to remove (weapon entries for example) and add a new one to the XXX_data.ini creating a WEAPON_STATION (I usually use a fuel tank station so it cant be loaded with other stuff) you need to know the name of the mesh you want to remove, this maybe already evident in the ini file or you may need to look at the LODs *.out file (if it exists) or use a hex editor on the Lod file to guess the mesh name [Mydummyweaponstation] SystemType=WEAPON_STATION StationID=1//////////////////////////note these are sequential with any other StationID’s in the ini StationGroupID=1/////////////////////note these are sequential with any other StaionGroups in the ini StationType=EXTERNAL AttachmentPosition=0.00,0.00,0.00 AttachmentAngles=0.00,0.00,0.00 LoadLimit=1 AllowedWeaponClass=FT /////////////////////FT = fuel tank AttachmentType=NATO,WP NumWeapons=1 ModelNodeName=Amesh////////////////////////name of the original mesh you want to remove PylonMass=0.0001 PylonDragArea=0 FuelTankName= you also need to put a SystemName[0XX]=Mydummyweaponstation in the appropriate data block, [Fuselage] for example have a look at the SPAD XII if you have it, the nose bumps are removed from the stock SPAD VII in this way hope that helps
  18. A nice ww1 vid

    is a nice vid you have better eyes than me if you can tell its a Spad XIII though they seem to be mix and matching aircraft quite freely dont know what the fella is sitting in with the aerial shots and the camera behind him... looks a little like a Spad but it has that weird filler cap in the headrest other thing to be aware of when looking at the aircraft maneuvers is that the film is almost certainly sped up a fair bit (silent film), so they were probably a little more sedate then that...
  19. A humble request to modellers

    sent you a PM Dagaith Max problems are usually only caused going the other way (newer file, older Max) but I'm on 2008 so should be all good let me know if there's any problems and feel free to use anything useful in the way of bits...often its more trouble than its worth though... gauges and stuff may be useful and Laton's strutter will probably prove useful good luck... :yes:
  20. Cockpit Toggle

    bad guess then maybe a graphic card or vista issue then (weird that my original install (pre-addon) works tho) Vista32 8800GTS 512mb edit: i see that both those are very different from joes_shop
  21. A humble request to modellers

    i will pm you a pit and airframe after I've finished work ... What version of MAX do you use? it makes a difference unfortunately, but there are ways around it..
  22. Cockpit Toggle

    I'm the same as Silverbolt and the OP (never noticed before ) guessing its the newest patch? Tailspin I presume you are not running the latest patch? if I go back to my pre-addon install it works fine, but I'm afraid I have no pre-patch addon install to test just a guess...
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