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RAVEN

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Everything posted by RAVEN

  1. I just ckecked Ajundairs Starfighter's and it looks like he used the same node names for the gear as TW, so the mod to steer should work on his 104's as well .??? Have to check it.
  2. No Stock TW with 3 Tone NATO Camo skin. I extracted the LOD's from the cat to find the node.
  3. If (and I do mean if) the 2Gen LOD is based off of the 1st gen LOD then this will work. CastoringNodeName=lg_front_piston It's the same node for the shock in the 1st gen F-104 and the shock still works and steers.
  4. Common mistake is "Not" being all the way into the subcategory that you want to upload to, Otherwise it won't let you upload.
  5. This what you need? I don't have SF2,But I still collect sfuff for It. MirageIIIE_DATA.zip
  6. You'll have to find a ref. drawing for the waterline, if the aircraft is exported with the waterline at Z=0.0 then the game will set the aircraft on the wheels acordeing to the "RollingRadius=0.??" Bottom Pic The Hurri Fuselage PivotPoint is at X 0.0, Y 0.0,Z 0.0
  7. In max the center of the AC (Waterline) should be at Z=0.0 , Pivot point for the fuselage should be at a percent of MAC (I can't find the ref. so you'll have to search) All the landing gear Parts should be "Reset XForm"'ed in the fully extended position and exported Retracted - Frame 0,This is what I did for my Hurricanes. For the ini stuff take a look at the data.ini's for the TMF F-5's as Refrence.
  8. P-39 Won't download ,says I'm not loggedin, I'm Loggedin Logged out and loggedin agin still no Joy. Location trace: <LI class=first>Downloads> Strike Fighters / Wings Over Vietnam / Wings Over Europe / Wings Over Israel by Thirdwire<LI>> Strike Fighters 1 Series by Thirdwire<LI>> SF/WO* Add-On Aircraft<LI>> WW2 Aircraft <-----------------------------------------------------??? <LI>> P-39 'Airacobra', Soviet Air Force
  9. ChampionsVA56"s T-28 VT-2Pack Nice Pylons, I put them on my Camberrai, Made them into fake Fuel/bomb pylons that way their selectable.
  10. I just went over the B-26 And got some strange Rendering with the SF1 Game engine. I just checked the OUT. files and (DrumRoll) The Node Hierarchy dose not match from Lod =B-26 to Lod= B-2601 So comment out the entries for the second lod. CockpitDataFile=B-26_cockpit.ini [LOD001] Filename=B-26.LOD Distance=100 [LOD002] Filename=B-26.LOD Distance=250 [LOD003] Filename=B-26.LOD Distance=8000 [shadow] CastShadow=FALSE ShadowLOD= ShadowType=1 Photos are Before And After Raven
  11. Mk.4 Pit Construction Update
  12. We Have Liftoff Comment out the "//CarrierBased=FALSE" Raven
  13. But all their stuff is Free! (kinda,sort of ,maybe)
  14. MinBaseSize=LARGE < -------------- Change to MEDIUM or SMALL, For PTO/CBI/KAW major cause of CTD
  15. That It Dels, Now if I have a 1" sq. flat plane do I UVW map it to fit (1x1) and make the texture 1x10? I'll try some diffrent things and see what works in my (If I screw it up,Deleate.) Test file. I got about 50 copies,Well 47.
  16. Thanks FastCargo That's pretty much what I was thinking on the static lights "On or Off" Whats got me stumped is the Texture_V movement, from what I'm reading in max is you can animate the texture and keep the Node static. Sort of switch color's. I could do what I want by stacking some nodes (like Fastprop/Slowprop) and lots of .ini entries, but I would like to keep it less complex. Raven
  17. OK I understand the “MovementType=ROTATION_xyz” and “MovementType-POSITION_xyz”, but what is?” MovementType=TEXTURE_V” and some of the Light Callouts don’t have movement, Like: [LandingGearWARNINGLight] Type=LANDING_GEAR_WARNING_LIGHT NodeName=GearWarningLight (ß------node that lights up) MovementType=Light I know that the game engine dose a lot of the animation on it’s own, like props, wheels ,rudder,ect, and I’m thinking that some of the lights are either on or off. I just need a pointer , or I can just do it the hard way and make a lot of useless nodes. BTW I'm tring to figure out the animation for "[LandingGearLight]" Raven
  18. I don't have SF 2 ,so I can't help you. An SF 2 version is not supported at this time. Raven
  19. Ok I just Downloaded the SeaHurri 2c Droped the folder into my PTO install (No other Hurris inthere) and the decals showup fine, What platfrom are you using, I'm doing everything on XP . You might try to redownload it.
  20. Are the Roundels and seiral numbers showing? if so then that's all that was included, I did forget the SHD file. I will add it to the update. Just checked agin and I forgot to X out the numbers.lst file during the copy over form my master file, sorry
  21. View File SeaHurrican Mk.IIc SeaHurricane_Mk_IIc (Hurricat) SF1 06 Patch Level Installs. Creidts: Cockpit By Myself TW AC 3D Model,Textures, Myself. Light Fix Wrench MAC Hinchinbrooke Hawaii Terrian Wrench Sound ? This Mod is Freewear and not to be sold! Raven 08/14/2013 Submitter RAVEN Submitted 07/04/2012 Category Allied Fighters
  22. RAVEN

    4th of July

    Happy 4th
  23. Version V2.0

    275 downloads

    SeaHurricane_Mk_IIc (Hurricat) SF1 06 Patch Level Installs. Creidts: Cockpit By Myself TW AC 3D Model,Textures, Myself. Light Fix Wrench MAC Hinchinbrooke Hawaii Terrian Wrench Sound ? This Mod is Freewear and not to be sold! Raven 08/14/2013
  24. P-38Pit Data ini change [Fuselage] ModelNodeName=Fuselage ShowFromCockpit=True //FALSE Cockpit.ini add //Move----------------------------------------- Instrument[038]=Move1 Instrument[039]=Move2 //Move----------------------------------------- [Move1] Type=AIRSPEED_INDICATOR NodeName=Right_I_Wing MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 [Move2] Type=AIRSPEED_INDICATOR NodeName=Left_I_Wing MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 //End-------------------------------------------- The texture for the pit Inner wings is P-38LTex in the cockpit folder. Works ,but looks funky. The camara view is so close to the innerwings that they go transparent. Raven
  25. USB Pit B-17G This just makes the nose goaway, I did not try to reposition the pit. Cockpit.ini add //Move----------------------------------------- Instrument[049]=Move1 //Move----------------------------------------- [Move1] Type=AIRSPEED_INDICATOR NodeName=Nose MovementType=POSITION_Z Set[01].Position=-99 Set[01].Value=0.0 Set[02].Position=-99 Set[02].Value=1.0 The texture for the nose is: Patch.bmp in the cockpit folder. Raven
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