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Florian

+MODDER
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Everything posted by Florian

  1. Nice Preview and interesting article..... if babelfish translated correct, due my lack of the french language. But who needs words with such pics!
  2. Well, that´s the wonderfull part of the sim, you can have so many "what if´s". If you don´t want a skin, just don´t use it! Joking, but seriosly, i just thought it would be nice to have a wide option on colors. Here´s the "real" skin, although it´s WIP, missing weathering effects. These pics also show the models features (gear, canopy, airbrakes, slats, lights)
  3. Hey, i don´t want to be responsible of the unemployment of to many skinners. There will be templates included, i´ll bet there will be a bunch of guys working on missing paint shemes.
  4. I have currently either done or WIP skins: -French blue camo -Fench green/grey wraparound camo -French desert camo -Hellenic 2-tone grey camo -Hellenic Aegis ghost wraparound camo -Peruvian desert camo -Brazilian blue camo -Indian blue camo The model has a high poly count (13278 polys, 39834 verts), but because it "only" uses 2 bitmaps (2048*) for the skin, it works even on old systems very nice! Edit: Yes, Brazil has no "D" in use, but has purchased the trainer version "B" wich is on the external view nearly the same.
  5. Not yet. When the cockpit is done it will be released in a huge package. (several skins and layered templates) I hope to get a nice EXE file done to install it.
  6. Yeah, i would have thought also... but all sources stated, they don´t know exactly, what modes the MFD has, except the TV screen for the ATLIS pod. That was the only point they knew.
  7. That´s the reason, why i don´t need it in front, as you can switch with the arrestor hook button to the back seat in my model. The rear panel isn´t mapped and no instruments placed, as they are similar as in the front, i´ll copy and move them when they´re all done. Of course you can switch back to the front seat everytime.
  8. Yeah, thought of this allready, but i´m not sure what to display here. I thought of a moving map, but that will be allready on the backseat position. Guess i´ll surprise you all with something.
  9. F-111 Aufgabe für Männer!

    Leider steck ich bis über beide Ohren in Projekten, trotzdem hoffe ich es findet sich jemand. Ein paar bessere Modelle der F-111 und vielleicht auch eine EF-111 wären eine feine Sache! Ohja! Da könnte man meinen die von der Teledoof müssen erst noch mit der Kabeltrommel zu dir laufen, um dir deinen Anschluss zu schalten. Bei mir hatte es nach meinem Umzug sage und schreibe 3 Wochen gedauert, bis die es endlich gerafft haben, das man nicht nur den Anschluss, sondern auch die Ports im Verteilerknoten freischalten muss. Was haben die gelernt? Bäcker, Maurer, Herzchiruge? Auf jeden Fall NICHT Kommunikationselektroniker!
  10. Fantastic work on my old interior!!! I bet this will give many guys enjoyment.
  11. Right click on the top left corner of the viewport window and select "configuration". A tab opens, on wich there´s a box with "deactivate textures". Check it, since this must be unselected. That would be the only problem, i would see so far. (The names might be different, as i am using the german 3ds MAX!)
  12. The bullets spreading in horizontal angle?
  13. To say first, your age doesn´t matters at all. I started modeling some several years ago and still learn new things every day. For tutorials, search the download section for Mustang´s video tutorials on 3d modeling and make your way through the knowledge base. Nearly every section of INI files are covered there.
  14. When you animate something in 3ds MAX with the keys 1-10, you can use this animation with the number "1" in game. Keys 11-20 is number 2 and so on. But this is also covered in the exporter notes. Please use them! Here´s the link: Exporter Notes on CA
  15. Before you begin to edit INI files and even export the model to LOD file, check if you´ve done all needed points, like linking parts into proper hierarchy, set all pivot points correct, set all animations to the correct parameters and so on. Take a look in the TW exporter notes, wich either come with the exporter, or are seperate availlable. When this is done, you MUST create a new, or modify an existing DATA.ini file for the aircraft. At least mesh names, animation numbers and engine positions need to match your model, otherwise it won´t work.
  16. Might be true, that it happens more often in US military, than in other nations armed forces. But when you compare the amount of flight hours, it´s at a very low level i believe. In fact, you´ll have way more accidents in less trained air forces, with older equipment, then in most modern ones. When you have 5000 flights a month and 2 accidents, it´s safer then the air force with only five flights a month and "only" one crash.
  17. Of course i can´t speak for TMF, but at least a Mirage 2000D will be out pretty soon. Back on topic, wonderfull work on the Corsair. Guess i need to grab out a good carrier campaign and prepare the deck for arrival of this one!
  18. Happy Birthday FastCargo

    Happy Birthday, FC! Wish you all best! :yes:
  19. Will be nice to take a seat in the Bear, Veltro! Here´s an Excel list of most instrument entries and a pic on how they got build. I´m no cockpit expert, but if you run in trouble, just contact me.
  20. Does this happen on all aircrafts, or just a particular one? As far as i know, the game calculates the mirror picture from the surface of the 3d model´s mesh. To know the angle of that mesh, the pivot point is used. Might be that the pivot points of those two mirrors are different, so the left one´s might point towards the opposite X-axis.
  21. MV-22 konvertieren zu AV-22

    Achso, du willst das ganze Triebwerk weg haben, mein Fehler! Der ParentComponentName vom ganzen Triebwerk (RT_ENGINE) ist RT_OUT_WING.
  22. File Name: Western Style Pilot Models File Submitter: AmokFloo File Submitted: 27 May 2008 File Category: Pilot Mods ---------------------------- Western Style Pilot Pack ---------------------------- This is a small set of 2 Pilot versions (60/70s era and modern style) with each 3 options of mask/visor position. Check the "PilotReference.jpeg" to find the name of the model you want to use on an aircraft. If you want to modify these files and/or use them in a mod you create, i give permission to do so and also release it. Just give me some words in your Readme. :-) Enjoy it! Florian - "AmokFloo" Click here to download this file
  23. MV-22 konvertieren zu AV-22

    Willst du die "dicken" Propeller weg haben und nur die flachen, durchsichtigen Scheiben behalten, wenn sich der Rotor schnell dreht? Also: RT_ENGINE (1075 polys, 3225 verts) 'Rt Wings'----------------Das Triebwerk, welches schwenkt ---RT_VOIDS (69 polys, 207 verts) 'Rt Wings'------------------Die klappe, an der Schwenkeinrichtung? ---RT_PROP_HUB (194 polys, 582 verts) 'Rt Wings'------------Das ist die Propellernabe ------RT_BLADES_SLOW (126 polys, 378 verts) 'Prop Blur'---Die dicken Propeller für mittlere Drehzahl ---------RT_SLOW_BLUR (6 polys, 18 verts) 'Prop Blur'-------Die flache Scheibe für mittlere Drehzahl ------RT_BLADES_FAST (126 polys, 378 verts) 'Prop Blur'----Die dicken Propeller für hohe Drehzahl ---------RT_FAST_BLUR (6 polys, 18 verts) 'Prop Blur'--------Die flache Scheibe für hohe Drehzahl ------RT_BLADES_STATIC (126 polys, 378 verts) 'Rt Wings'--Die dicken Propeller Wenn du also die dicken Propeller für Leerlauf weg haben willst, ist das RT_BLADES_STATIC und als ParentComponentName, müsstest du das RT_PROP_HUB nehmen.
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