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RAVEN

MODDER
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Posts posted by RAVEN

  1. Hum! If it was really cutting edge, and viable, you'd think a big corporation would back it 100% and not need my lunch money. Seems fishey, I think I'll hide and wait.

  2. I dropped a lod and the textures in a temp folder, no ini and it's very clear and clean. The lines show much better then in max. Searching for misspelled mesh names in multiple lod's is eseyer then scanning out files. I Like it!

  3. I downloaded the executive by mistake and Norten fogged a Trojan, but got a cleane Zip. This tool is awesome, I've been looking for a cockpit mesh name for years to remove a part, found it in ten seconds with this tool.

    Hopping the. View rotation gets a refinement, also I can't select a texture folder? Everyone give mue a beer.

  4. I forgot, in max, transparency has to be Enabled for that to work, sorry.

    What if you used the Fakepilot.lod instead of the m55, you'll need the mesh name for it instead of Hull and remove the Turret statement from the .ini I use Simi-transparent boxes all the time as ground objects for size testing. The game don't care what the .lod shape is, just the 'Pivot Point'.

  5. Man, I've had a horrible digital collapse last month. First the PC Desktop HardDrive crashed, then the Lap Top Fan decided it didn't like me anymore. My nices PC got a Trojan an took a dump, (New almost everything now.) New 1TB drives Cloned to both my laptops and PC. (Have fun cloning a drive in a Laptop without a DVD, Aspire One) Finely have everything fixed,BackedUp and ready to jump back into 3d Max. Screw it, I'm going to have Beer!

    Venting complete!

    • Like 1
  6. 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.

    • Like 2
  7. 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.

    • Like 1
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