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RAVEN

+MODDER
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Everything posted by RAVEN

  1. Cool. If you give me the X locations of the pylons for each wing I can make a 2 pylon .lod so you only need 1 fake pilot entry. and I they will use the same texture so you don't have to repaint.
  2. Will this work? I put a little taper to the leading and trailing edge's. Gripen_Pylon.zip
  3. I'm looking for a photo of a Mig-17 all-wing/delta-wing experimental research aircraft I saw when serching for data on the A-12 Avenger II. I've serched the web, can't find it agin. Anyone ever see or know where to find it?
  4. I found IT. Well wasen't Soviet, but an Egyptian Helwan HA-300 . I think the angle of the photo and the wing fences lead me astray. Thanks for the help on my miss-informed search.
  5. Thanks, but thats not the one. The one I'm looking for looked like a A-12 with a Mig-17 nose section. This is somewhat it look like. Also it might be A Yak or a LA
  6. The F6F-5 Hellcat sounds like fun. I.m doing the lines and FM for the E and testing the guns.
  7. Cool. I took a chance on the shape. If you want I could export just the vertical section for the wings? ,Or if you give me the location data from the FM I could make it all one mesh, I have the aircraft to test it with.
  8. Are the Vertical sections,Round, Flat or airfoil?
  9. Download speed problem

    Server’s might be doing “Scheduled Background Operations” or just having lunch.
  10. Dose anyone know what this part of the N-3C Gunsight this Is?
  11. I would like to try doing a texture with bump mapping As a test. What file type Should I use (DDS,JPG)? I'm going to export a set of .lod's for my P-40E for SF2 to be included in the package. I don't have SF2 to test them, but I did a lot of .dds textures for Oblivion. I'm sure someone will test it for me in game. I have dds software plugin's and a viewer and I can check my work in max.
  12. Well that part is not a deviation card holder, it's a (drum roll) periscopic mirror, go's with a second periscopic mirror attached to the top of the wind-shield center panel. Info from Warbird websight: "The small mirror just ahead of the crash pad was used on the early gunsights as a periscope, when coupled with a corresponding mirror mounted on the top windshield frame. This gave the pilot a few degrees visibility over the nose of the plane.. "
  13. Looking at the P-40 variants, the payload data is very conflicting as to which model carried what. Any one have any good data on weapons loads for the them? I’m looking at the E,F and N, Also the RAF AI, The Russian drawing shows triple 127mm under each wing. Very confused.
  14. P-40E CU Mapped and animated, basic paint. Next is lines and addons.
  15. I put the model into max and to me it looks like it will have to be taken apart (Meshs Detached) then put back togeather, poly count is real high the way it is right now. Have to see how much work it will take after I take it apart. The blue is one mesh
  16. Could someone please give me a quick rundown on the aircraft seat’s . Do they need to be a separate model or part of the aircraft model. Advantage / Disadvantage?
  17. Thanks’ Wrench. I’m wondering if the concept of a separate seat was because stock in game they are ejection seats . I’ve been going over the rendering distances, lod size and FPS. Not much difference for both, I think I going to stay with the Separate seat, because you Can move them for different pilots size and like you said “Looks nicer”
  18. If the 3d models are the same one's that a post here at CA lead me to, I put a few into Max for a look. I found that some are very lo poly (F-20) and some are very,very high poly (M-38 jeep, just the rear tires are over 14,000 poly's).I tried to export the jeep and it crashed Max. I'm going to look at some of the other 3d's when I git time. And Max 9 run's very well in 32bit XP Pro.
  19. For SF2 dose a Effect Sound .wav require a SOUNDLIST.ini edit to work? It's required for SF1 and I have it working for that, I dont have SF2 to test it.
  20. I've been Resetting XForm on the mesh I want to cut (Fuselage) and the cutting tool mesh (box01),setting the pivotpoint to (center of object) on each and then using Procutter, The results are good (some extra vertex's some times) Works real good on open mesh's. This is the cargo compartment cut on my P-40E. Hope This is some help.
  21. I can't remember where I copied this from: "Shock animation can be done in 10 frames, and is done one way only (from uncompressed to compressed). Now, there is a parameter in the ini which allows for compression during gear retraction if you are having a problem during gear cycling". Also copied : "My typical technique for gear has been 1-10 (AnimationID=1)for gear cycle, 11-20 (AnimationID=2) for nose shock, then 21-30 for main shock (usually both, but you can break this out if you have spare animations...ie 21-30 (AnimationID=3) for left shock, 31-40 (AnimationID=4) for right shock)". For castoring I.ve Been putting a mesh (pivot point)between the gear and the parent mesh. The Zip is from 2005 (Downloaded from CA,Long ago)But most of the stuff still works in SF2.Hope this helps. StrikeFightersEditingInfo.zip
  22. At the wing root they will have less affect on the CG moment. (weight X arm) in the roll axis.
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