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Everything posted by Bongodriver
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BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
They do have brake chutes, but I was hoping to use the in game brake chute function, but I believe it still hasn't been implemented yet, It's kinda bugging me that there is a key assignment specifically for brake chutes but the game doesn't support it yet. -
laser designator
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
OOPS! sorry, then yes I am making a pirate, and it is done, the model looks good on the aircraft and the ini entry that fastcargo gave works a treat, all we need now is for the game to simulate HMD and we are cooking on gas. -
laser designator
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No, I am modeling a Eurofighter, the Typhoon has all these goodies built in as opposed to mounted in pods on pylons, leaving plenty of pylons spare for carrying lots of high explosive toys -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
AH! I was thinking that the brake chute could be deployed using the game assigned key, I assumed the feature was supported but I am getting the feeling it still isn't, does anyone know the correct system name the game uses for the chute? I've tried DRAG_CHUTE, BRAKE_CHUTE. -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is embarrassing to ask but what is the ini entry for a brake chute, I would like it to deploy as an independent system as opposed to being linked like in some add on aircraft, I am having a hard time finding an aircraft with the appropriate ini entry. -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I may be on the verge of a breakthrough, I might have found a sequence that animates the brake chute deployment with no trickery, so far the result in 3ds max looks very promising. -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Capun, I will try to get a max jet pipe sorted for you, as for a missing step I mentioned the auto key thing, I was having the same trouble as you were with max reverting the objects shape to the first frame, but auto key is what solved the problem for me. -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Capun, I have no problem with you disagreeing, at the end of the day you can only go with what you personally have experienced, I just hope you aren't suggesting I am lying, as I also am just saying what I know and have experienced, I can honestly state that I used scale animation and controllers set to defaults and it DID work for me. But to be fair I am going on my jet pipes, the animation was done by simply expanding the vertices at the rim of the jet pipe using scale, perhaps a parachute is a more complicated affair and therefore a whole new ball game. I will endeavour to research this discovery which seems to be unique to me, and I will share with all. Craig -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
There was only one thing I forgot to mention, when I make my animations I normally use the set key but I found that when I wanted to do my jet pipes I had to use the auto key for it to work, and also the controllers for my jet pipes were NOT set as TCB as for other animations, instead the controllers were left as 3ds max defaults, i.e position xyz, rotation euler xyz, and scale bezier. -
BRAKECHUTES
Bongodriver replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
This is something I was discussing in another thread about my exhaust pipes, I used scale on vertices to make the animation and it worked for me, I am using 3ds max 5 and the animation exported no problem. -
laser designator
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Fastcargo, You are right on the money with the solution thank you very much, which leads me on to asking if any of these classes of weapon can be built in by making similar enties, I have made an ini entry now for a data link. By the way what does a data link do in game? Craig -
Beta test my Hawk
Bongodriver posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Folks, I was wondering if I could let one of our experienced and knowledgeable modders would take a look at my hawk and make some tweaks, basically I am getting square eyes learning all of the ini editing, and I would appreciate some critique in general as this will be my first model, I'm hoping to get some tips to make sure I am going to release a good effort to the wider community. Craig -
MV-22 Osprey "In-Game" shots...
Bongodriver replied to Zurawski's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Sweeeeeeeeeeeeeeeeeeeeeeeeeet!!!!!!!! As a community we need to push 3rd wire for some patches to increase realism and add extra functions to this game/sim, the community add ons are becoming so exotic that they need some justice. (well just the way I feel anyway). -
Hi folks, please forgive me for asking more and more questions, but I was wondering if anyone knew what the animation control is for pilot models, I dont see any data.ini files associated with pilots and the plain ini file seems not to hold any animation info, how would I name components in the 3d model and where is the animation sequence set? Craig
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some of my WIP's
Bongodriver posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Just some screens of my current projects, my Hawk with the beginnings of the virtual pit, a herc (stretched RAF K model) but I see the new post with the superb J model an pit is comming and a Eurofighter. -
some of my WIP's
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I intend to make pits for all of my models, I am still learning this modelling stuff so it's trial and effort at the moment, but I am becoming quite adept at looking at other peoples work to find solutions, some other projects I have in the works are a Harrier GR-7, C-17 globemaster and I have an F-22 going too but that one is hard work. will also try a bucaneer, tucano and strikemaster (notice that I am working on getting alot of British hardware on to the scene) -
Modding aircraft turns
Bongodriver replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
sorry forgot to mention which coefficient I edited to help turning, if memory serves correct the entrys for stalling angle of attack and departure angle of attack, that should effectively allow you to pull harder without stalling every five seconds. -
Modding aircraft turns
Bongodriver replied to i90807065's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I don't know the deffinite answer but look in the data ini file and learn about all the coefiicients that someone just recently posted a guide to, I found it quite usefull but can't say it drastically improved the turning ability (bearing in mind I wan't to keep figures in a realistic ball park), the airbrake should be easy, again in the data ini and the required entry is fairly self explanatory. -
Canards
Bongodriver posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Folks, Me again, new problem, I am modelling a new aircraft, it has canard fore planes, the animations are all great BUT!!! it seems that as the aircraft controls are deflected for up pitch the aircraft actually pitches down, therefore on take off it just buries its nose in the dirt and explodes, I can see no specific entry in an INI file to tell the game that the aircraft has the pitch control at the front of the aircraft and I know of no other aircraft in game to use as reference (looked at the viggen but I didn't see the obvious answer if there is one) -
Canards
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thats the ticket, thanks fubar -
animating jet pipes
Bongodriver posted a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Folks, Another modelling question, I thought I had all the knowledge I needed but I can't figure out how the jet pipe is animated, I thought it was something as simple as scaling the diameter of the rim with keyframe animation, but it does not seem to work in max, from looking at how the jet pipes animate in game it seems to be the way. anyone know how? Craig -
animating jet pipes
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well I have looked through again and I can say that scale is a supported feature (for jet pipes anyway), my jet pipes are modelled as more or less a basic tube (no individual petals) and I have made the animation by scaling the vertices at the periphery I.e. the rim of the exhaust, and the controllers are set as position XYZ, rotation euler and scale bezier, the animation is set as animation ID 1 i.e. keyframes 1 to 10 and that works in game perfectly, just one word of advice would be to animate the jet pipe before texturing. -
I did something, what do you think
Bongodriver replied to Brain32's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
nice boat -
animating jet pipes
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Hi Guys, Thanks for the responses, I have some interesting news with reference to using scale, well believe it or not, I was wrong on my last post and the jet pipes DO animate,which I found surprising after reading that scale is not exported, but I can confirm that my jet pipes are animated using scale in 3ds max and I have TCB set for position and rotation but bezier set for scale, and they are animating in game, maybe this is unique to jet pipe animations and others like gear etc can't handle scale. Perhaps I have stumbled on something genuinely usefull, I will keep you updated on what I manage to find as I build this model. Craig -
animating jet pipes
Bongodriver replied to Bongodriver's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
OK back to square one, Can one of you genius modellers explain the animation process for jet pipes please, I have the jet pipes animated in 3ds max by basically expanding the vertices at the periphery of the jet pipe (is this right?), I assigned all controllers as TCB and this is when the trouble starts, when testing in game the game just hangs when at 80% into the loading screen, but if I reassign all animation controllers on the jet pipes to the default then the game loads but as expected jet pipes don't animate. Craig