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RAVEN

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Everything posted by RAVEN

  1. P-40E is still cooking, F and N's (Ease conversions) are next, Might do a B. I want some JU-88's, (If I can't get some, I'll make one or two or three).
  2. 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.
  3. Well, So far I've Repacked the chute's smaller,changed the rigging and cleaned up the deploy animation . I'm still modeling the new M-113 payload. The C-130 ini work is finished. I still have to do the ground effects. So while making parts for the LAPES I tosed this togeather.
  4. I found the Checkbox in Max, I know that a .dds will use the normal texture. Will a .jpg?
  5. You must have somthing going on with your install, Cause all of my Hurricanes have gunsights.tga's and I checked the mod's Wrench did for SF2 and they have them also. Raven
  6. What if you added MaxDeploySpeed= to the data?
  7. What mesh are you trying to move? As far as I know the only meshes that will move that are not animated in max are control surfaces ,Rudder, Ailerons, elevators and Flaps( not sure of flaps?), So you might try (If you have the mesh name) making it a flap, you’ll have to figure out the Deployment setting to move it and then keep it there. Of Corse it depends on if the mesh has any children linked to it and the pivot point. I never tried this, but I thought it might be worth concept testing. This may or may not work. Looking at a Data.ini I don’s see any Animation ID= for some cowl flaps, but they do have a Rotation Axis= statement. Like I said I never tried this. Raven
  8. Static and deployed. Next is 3D Details and textures, and deployment effects.And a new creater so it will sit on the ground with the chutes collasped. also I can add the chutes to a pallet load of creats.
  9. Hi Dels, Ejection Speed was Set to:EjectVelocity=0.0,-10.0,3.0 and it cleared the ramp, I just slowed it down to get the screen shot. 3 chuts test getting exported directly. With eject set back up.
  10. Thanks. Next Test is 3 chuts .
  11. P-40E-CU Updated to the new drawings from Wrench. (Fitting the wing).
  12. Yes!! I think I'll try this with a create first to get the paracute to animate. I Just found Florian's C-160D on my HD, ( I never installed), so testing......
  13. Now that is creative thinking, Diego. I'll see if I can make it work on the 113,(I'll have to make new 3D models for both payload and creater) I saw a photo of a M-113 dragged out of the bay of a C-130, It was on a pallet with a cute at about 6 to 10ft AGL over a dirt strip. Thanks for the info.
  14. I did this some time ago for WOV 08, Need's a cute . I'll attaach the data for the C-130a and the M-113 (No lod.s), weapon data is 08. C130M113.zip
  15. Unless your a doctor,then patitence are an income. $$$
  16. Just the angle, The drawings I started with were rotated 10 or so degrees CCW so the stabs were too high in the left side view, as you can see in the pic (with new drawing) , pit was too far fwd, nose was too short, tail wheel too far fwd,and so on and so on, So yes the PDF's will make a nicer finished model. once I fix the aft section the rest is just needs to be moved. Thanks agin for the PDF's New Guinea terrain!!! Shiny.
  17. Waile at work today (RW) I pondered on what to do and I think I can salvage all but the Stab fairing .So instad of starting over I just cut the fuse into parts .Most everything just needs to be moved to the right positions, The fairing for the Stabs (red sec) I'll have to just scrap. As far as "Damage model, I thought that I would have to redo alot more of the plane, so now no "leftover parts" for a damage model , I'll just have to clone parts off of the new compleation for one.
  18. I'm going with start over, use what I have finished as a destroyed model? (same mesh names) Thanks
  19. I need some 3D advice from someone who has been at this point before. The aircraft model I’m making was about 60% finished, then I was given much more accurate drawings to go by and now the model is the incorrect shape, the more I try to fix it the worse it gets! So this is the question would I be better off just scraping most of it and basically starting over or just keep banging my head on the keyboard? Raven
  20. From Max exporter note's Animation The exporter exports the MAX animation in 10 frame increments, allowing model builder to build 10 separate animations. Frames 1-10 is the animation 1, 11-20 is animation 2, 21-30 animation 3, etc. Frame 0 should be kept free of any animation, and it should be the default state of the model. Currently, only the rotation and position keys are exported. Also Only TCB Controllers can be used. TCB Rotation, TCB Postion From other notes I have: 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. My typical technique for gear has been 1-10 (AnimationID=1)for gear cycle, 11-20 (AnimationID=2) for nose shock, then 21-30 (AnimationID=3) 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). Hope this helps. Raven
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