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Everything posted by RAVEN
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Key settings unassigned
RAVEN replied to DEVIL11's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I've had that happend a few times, besidies a backup, I set mine to 'Read Only'' so the game won't rewright them. -
I'll bet the drivers girlfriend is really impressed now. Or is that depressed. :)
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weapondata.ini works only out of weapons folder
RAVEN replied to cialto's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
You have to use the same patch level editor as the game patch level. -
Distance LOD`s
RAVEN replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Just saw your wing question. On my -003 to -005 lod's the wings are one low poly mesh. With the mesh name matching whatever _001 mesh name that's linked to the Fuselage. So if the first mesh is named Left_Inner_Wing then the combined low poly mesh in the next lod must be the same and the pivot point must match. -
Distance LOD`s
RAVEN replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
A child mesh can be removed without effecting anything except what's rendered at its distance setting. On all the ones I do for example, the .004 .005 lod's have no landing gear at all, you never see it. One thing that must be maintained is "mesh pivot points. Or the mesh will move when switching from one lod to another. For example: _001 nose mesh is high poly, _002 Nose mesh is a lower poly by removing say the air scoop. Changing its pivot point, if it's not set to the same location in both .lod's it will appear to flicker at the distance threshold as the mesh moves. Also the "Reset XForm" must match also through the range of .lod's, if not, the texture will flip. This happens mostly on pre-mapped and textured mirrored meshes. I've forgotten to do it on a mirrored horizontal stabilizer, in Max it looks fine, but in game the texture will flip. On a last note, an easy way to check the ,lod's is to lower the distance setting in the Aircraft.ini, the settings I use are 10, 25, 50, 80, 8000, with 5 lod's Zoom out only renders to 100, unless your in Free Camara mode in game. I hope this helps. -
Some days I wish I wasn't from this planet, but what the heck. Why do you ask?
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Where is the Crash Info log?
RAVEN replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
They might be referencing another .lod that's missing, like a damage.lod or a collision.lod. Check the _Data.ini. Just a thought. -
Where is the Crash Info log?
RAVEN replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
If I rembrr right. Biggest cause is a missing or bad 'Ground Object' .lod file. Im not 100% on that, but it's a place to start. -
Mobile version not working?
RAVEN replied to allenjb42's topic in Site Support / Bug Reports / Suggestions
Same with my iPad Mini. -
Changing Default Cockpit Positioning in WOV
RAVEN replied to hawker111's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Default zoom can be changed, I changed my inflight map to zoom in and out more, view I'll have to look up, don't remember witch file it is. I went through all the .ini's and cant find a thing to change the Default zoom. Unless someone else knows how, it beleave it's fixed -
Changing Default Cockpit Positioning in WOV
RAVEN replied to hawker111's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Small mistake by me. [CockpitSeat001] ModelName=f-4e_cockpit Position=0.0,5.500,0.658 <---------------------Leave Stock. Offset=-0.20,0.0,0.0 <--------------------------- Offset value, need to add. Negative Number will move 'your' veiw to the Left. ViewAngles=0.0,-2.0,0.0 MaxYaw=152 MinYaw=-152 MaxPitch=90 MinPitchFront=-47 MinPitchRear=-35 You Can Offset your view Position by changining any of the values in Offset= Strike Fighters uses a X ,Y, Z coordinate Where: X is the wingtip to wingtip dimension (- = left, + = right) Y is the nose to tail dimension (- = back, + = front) Z is the top to bottom dimension (- = bottom, + = top) -
Changing Default Cockpit Positioning in WOV
RAVEN replied to hawker111's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Zooming the view is done with the mouse and should be functional in a stock game. Check your Options in game. Position=0.0,5.500,0.658 is center Position=-01.00,5.500,0.658 is 1 meter to the left. Position=01.00,5.500,0.658 is 1 meter to the right. The file goes in the f-4e Aircraft folder Objects/Aircraft/f-4e -
'Specific' Static aircraft generation, Can it be done?
RAVEN replied to NIELS's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Will that work in a scripted mission also? Because I'm trying to get a certain AC to show up to check the parked animations. -
I picked up another 1TB USB drive today and I'm cloning my work drive. From now on all 3d work and Mod changes will be backed up daily. On 1 of my backup drives and the whole drive backed once a week on the new drive. I'm still sorting things out. So far the only thing I lost is time.
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One drawback I noticed, if try to recover too many files at once, some of them are recovered at 0 bytes, but it might just be my ( pick your own word) crashed HardDrive. If I go back in and just get the one or two files, their fine. I'm taking the time to check every recovered file.
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Thirdwire Exporter
RAVEN replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Next question. Who wrote the Exporter, TW or AutoDesk? -
Happy, Happy, Joy, Joy! Blessed be the programmer who coded the Data Recovery Program. Recuva. I recovered all my work. This free program is wonderful. http://pcsupport.about.com/od/filerecovery/tp/free-file-recovery-programs.htm It is a "Must Have". And I just BackedUp the recovered Data!!! :) Raven
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Thirdwire Exporter
RAVEN replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Has anyone just tried to use the TW Max 2009 Exporter with Max 2010 or 11? Just curious. -
Because AC-130's Will Kill You....DEAD
RAVEN replied to Dave's topic in Military and General Aviation
Bring the rain! -
fake gears
RAVEN replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Well it works! Don't mind the jets on the wings, I'm testing a Animation for them also. The Zip is the data i used, Shocks need refining, but you don't need to animate any of it. Testbed2_DATA.zip -
fake gears
RAVEN replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Daniel, I'm setting up my Testbed AC for another AC that I'm working on for my shock test. I'll run a Fake Rolling Radius test without the Gear on the export model too test it, but right now I'm dead tired from just getting off work, it's 3AM here So I'll get back to you with the results. Yes on the Texture, but if their completely hidden it shouldn't matter, I think. Raven -
fake gears
RAVEN replied to KnightWolf45's topic in Thirdwire: Strike Fighters 2 Series - World War II Forum
Four tiny wheel mesh's. Two hidden in the main float, one in each wing float. Then fake out the Game Engine with the Rolling radius. Something like that should work. -
So it's going to be released in 'Two Weeks' !!!!!!!!!!
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Multiple Shocks?
RAVEN posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I know there can be multiple tire nodes, (001,002,ect.) in the landing gear section of the Data.ini. Can there be more then one shock on the same gear? Meaning just the Left Main Gear. With a different AnimationId? Shock001 ID3 Shock002 ID4 ??? -
Multiple Shocks?
RAVEN replied to RAVEN's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I think I have it worked out. Fake gear method. And it won't need to be animated. By setting the front Axel node as a shock, movement Z with a very small travel range I can get both axels / wheels to equalize on the ground. The rest of the values I think will have to match so it won't bounce. On a second note I think that the "shock travel Z entry's might be interfering with animated shocks causing too much bounce / travel? Will have to test the theory.