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p10ppy

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Posts posted by p10ppy


  1. 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 :wink: )

     

    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…


  2. Hey Monty CZ

     

    since we aren't allowed to post in the KB i will reply down here :wink:

     

    I’m sorta using it in my Voisin (still WIP) :blush:

    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:


  3. your ini/folder setting look fine

    so yeah looks like a MAX glitch :blush:

     

    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. 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 :wink: ) and the textures showing in max (clearly :wink: ) 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. 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


     


  6. 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 :blink:

     

    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…


  7. 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


  8. is a nice vid

    you have better eyes than me if you can tell its a Spad XIII though :wink:

    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...


  9. 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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