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p10ppy

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Everything posted by p10ppy

  1. yeah... guess i'm still on FE whoops that is a pity...
  2. 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 ...
  3. 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:
  4. Hey Tailspin what about a more general KB sticky as well for stuff that isn't strictly addon/patch related (general FE modding knowledge)
  5. 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…
  6. 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:
  7. 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
  8. 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
  9. 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
  10. thanks guys glad it was useful :yes:
  11. View File 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 Submitter p10ppy Submitted 10/07/2008 Category Utilities / Editors  
  12. 302 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
  13. 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…
  14. http://forum.combatace.com/index.php?showtopic=31042 have fun :)
  15. View File Mig 9 PLAAF red skin Camo finish PLAAF skin for Timmy's wonderful Mig-9 includes decals Submitter p10ppy Submitted 09/01/2008 Category Soviet Air Force/Navy Skins  
  16. 116 downloads

    Camo finish PLAAF skin for Timmy's wonderful Mig-9 includes decals
  17. View File Mig 9 VVS red skin Natural finish VVS skin for Timmy's wonderful Mig-9 includes decals Submitter p10ppy Submitted 09/01/2008 Category Soviet Air Force/Navy Skins  
  18. 118 downloads

    Natural finish VVS skin for Timmy's wonderful Mig-9 includes decals
  19. 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
  20. 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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