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p10ppy
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Posts posted by p10ppy
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have a look at SunRadiance=
it can make a large difference mixing the sun colour with the sky and the Horizon
nominally in the suns area but with big enough numbers it starts get fairly large ...
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have a look here
http://forum.combatace.com/index.php?showtopic=23338&hl=
and here
http://forum.combatace.com/index.php?showtopic=23296&hl=
have fun :yes:
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Hey Tailspin what about a more general KB sticky as well
for stuff that isn't strictly addon/patch related (general FE modding knowledge)
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A simple little terrain hack... hope its in the right place...
This is probably old news for most people…
Since the addon we have had seasonal terrain tor the Cambrai tileset…
And the Cambrai tileset is an upgrade of the basic Verdun tileset
So it’s fairly simple to add seasons to the Verdun tileset since it’s really a subset of Cambrai
Note: these instructions are for stock tile sets, which I personally prefer to most of the 3rd party tilesets for reasons of both aesthetics and performance (each to there own
)
So on to the instructions
Copy these 3 folders and their contents into your Your_install_here\Terrain\wwiVerdun\
Your_install_here\Terrain\wwiCambrai\Fall
Your_install_here\Terrain\wwiCambrai\Spring
Your_install_here\Terrain\wwiCambrai\Snow
In each of the 3 newly copied folders (under the wwiVerdun folder) find these 3 files and rename them
FRLAKE2ROUGH25.TGA rename to Frlake2farm25.tga
FRLAKE2ROUGH50.TGA rename to Frlake2farm50.tga
FRLAKE2ROUGH75.TGA rename to Frlake2farm75.tga
So 9 renames in all
Then find the file wwiVerdun.INI in your wwiVerdun folder and open it in a text editor
And add this to the end of it
[WeatherChance]
ScatteredChance=25
BrokenChance=25
OvercastChance=17
InclementChance=8
[season001]
Directory=Snow
StartDate=1/1
EndDate=1/27
ScatteredChance=0
BrokenChance=40
OvercastChance=50
InclementChance=10
[season002]
Directory=Spring
StartDate=01/28
EndDate=06/21
ScatteredChance=40
BrokenChance=25
OvercastChance=17
InclementChance=8
[season003]
Directory=Fall
StartDate=09/21
EndDate=11/25
ScatteredChance=25
BrokenChance=40
OvercastChance=17
InclementChance=8
[season004]
Directory=Snow
StartDate=11/26
EndDate=12/31
ScatteredChance=0
BrokenChance=40
OvercastChance=50
InclementChance=10
That’s it … there’s a few more tiles in the seasons folders than Verdun actually uses (mostly the rough tiles) but its easier to just leave them in there…
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Hey Monty CZ
since we aren't allowed to post in the KB i will reply down here
I’m sorta using it in my Voisin (still WIP)
Its been alittle while since I set it up but I think it goes like this
A mesh for the screen
A blank (white) BMP mapped to the screen mesh (I think the camera actually projects on this one…)
A transparent TGA with a reticule overlay
Voisin3_AVIONICS.INI
[TVDisplayData]
TVDisplayTextureSize=256 //resolution of the tga overlay (doesn’t need to be the same as the tga)
ApplyFilter=FALSE // fuzzy glitch filter (I think)
OverlayTexture=bombsightoverlay.tga //transparent TGA with a reticule, overlay not mapped in MAX
[CameraData]
CameraFOV=35.0 //zoom level, you will have to play I can’t remember what + and – do…
CameraPosition=0.430,1.58,0.00 // position of the lens (doesn’t relate to the screen …can be any where)
CameraAngles=0.0,-68.0,-0.0 // angle of lens
And in the cockpit.ini
[bombSight]
Type=TV_SCOPE
NodeName=bombsights // screen mesh mapped with a small white (blank) bmp
And I’m using a custom view in the VIEWLIST.INI (optional) to get my pilots head over the sight
[View031]
ViewName=bombssightView
ViewClassName=NarrowCockpitViewClass
UpdateAlways=FALSE
ViewGotoControl=GOTO_COCKPIT_BOMBSIGHT_VIEW //constant for the keyboard map
CycleNextControl=
CyclePrevControl=
ObjectFrom=SearchAircraft
AngleOffsets=-0.0,-85.0,0.0 // angle of eye position
PositionOffsets=0.434,0.079,0.00 // eye position
In the keyboard map.ini
GOTO_COCKPIT_GUNSIGHT_VIEW=F3
GOTO_COCKPIT_BOMBSIGHT_VIEW=SHIFT+F3
GOTO_COCKPIT_UP_VIEW=SHIFT+F1
hope that helps :yes:
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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
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have fun
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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
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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
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thanks guys
glad it was useful :yes:
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Colour picker
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
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Submitter
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Submitted10/07/2008
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Category
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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…
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Mig 9 PLAAF red skin
Camo finish PLAAF skin for Timmy's wonderful Mig-9
includes decals
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Submitter
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Submitted09/02/2008
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Category
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Mig 9 VVS red skin
Natural finish VVS skin for Timmy's wonderful Mig-9
includes decals
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Submitter
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Submitted09/02/2008
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Category
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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
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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...
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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:
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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
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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..
Sunset sky ... What ya'll think?
in Thirdwire: Strike Fighters 1 Series - General Discussion
Posted
yeah...
guess i'm still on FE![:blush:](https://combatace.com/uploads/emoticons/default_blush2.gif)
whoops
that is a pity...