Jump to content

RAVEN

MODDER
  • Posts

    1,545
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by RAVEN

  1. I've done it using 'SpecificStationCode' I duplicated the weapons rack, changed the name and gave it a code. Then had to add a weapons station to the aircraft _Data.ini with just that AlowedWeaponsClass and the same code. Then added it all to the loadeout.ini. It's a lot of editing,but it works.

    I forgot to add that the fun part is making sure it doesn't mess up the other weapons of the same type that the aircraft can carry.

  2. Just noticed, ANSI .lod's will load Ok when lod is selected by lod or ini in a temp folder with no cat pointer. Pre extracted UNICODE lod's won't lode at all. mue I know your working hard to get your program to run for everyone, Thanks. If you get the time can you look into it.

  3. Just to let you know the V0.1.2 worked fine on my laptop, Textures were nice and clear. My only wish is that your program worked with Win XP, but i just swap stuff via Flash drive, so i can live with it. Keep up the good work and Thanks.

  4. OK. I re-updated and everything works as far as the UV. In fact it even shows stray mapped mesh sections,(First Pic) I see this a lot when mapping using LilthUnwrap. haven't tried with the cat again yet. I'm using Intel® HD Graphics (Core i5) in my Laptop. Model is still black in the viewer.

    post-300-0-53700500-1422465510_thumb.jpg

    post-300-0-97510000-1422465543_thumb.jpg

  5. OK I copied in the update, now it only shows a black model, i tried .jpg,.bmp, no .ini / With the .ini. Put texture files in a folder with just the lod. Tried SF2 cats, 2009/ 2013, Still no textures. Left click won't select mesh. Click on Tree then can't deslect. Right click dose nothing.. So what am I missing or doing wrong. Cat pointer won't load .lod from cat file not sure if It can?

  6. Just had another thought. If your using a single pixel tga. And the the added sections are mapped different, the texture stretch will be lighter or darker depending on the amount of stretching of the tga. I'm Not 100% on this. The only way I fixed it was to remove the texture from the mesh and the texture library, Max will inport textures with imported meshes. That's why some of Geo's ground objects are missing textures. Their textured in max, but not textured with the same "Library" texture when exported. I ran into it doing the Hurricane's swapping meshes with the same texture names. I hope this makes sense.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..