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RAVEN

+MODDER
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Everything posted by RAVEN

  1. I've had that happend a few times, besidies a backup, I set mine to 'Read Only'' so the game won't rewright them.
  2. Oh, man -- talk about bad luck!

    I'll bet the drivers girlfriend is really impressed now. Or is that depressed. :)
  3. You have to use the same patch level editor as the game patch level.
  4. 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.
  5. 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.
  6. Any Americans and Canadians on this site?

    Some days I wish I wasn't from this planet, but what the heck. Why do you ask?
  7. They might be referencing another .lod that's missing, like a damage.lod or a collision.lod. Check the _Data.ini. Just a thought.
  8. 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.
  9. 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
  10. 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)
  11. 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
  12. 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.
  13. BACKUP! BACKUP! BACKUP!

    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.
  14. BACKUP! BACKUP! BACKUP!

    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.
  15. Next question. Who wrote the Exporter, TW or AutoDesk?
  16. BACKUP! BACKUP! BACKUP!

    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
  17. Has anyone just tried to use the TW Max 2009 Exporter with Max 2010 or 11? Just curious.
  18. 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
  19. 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
  20. 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.
  21. Star Wars 7 : The Force Awakens Teaser Trailer

    So it's going to be released in 'Two Weeks' !!!!!!!!!!
  22. 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 ???
  23. 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.
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