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Everything posted by PureBlue
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FC is right these missing entries are filled in for the WOV 08 Patch. And the target areas you listed, that gave errors, have continuous numbering. (Mostly vBarrack1 for the target objects 43 thru 49) I compared the SF2V Cat and WOV 08 Patch, _Target.ini. The two main differences were: 1) SF2V has some objects with ActiveDate=MM/YYYY WOV with ActiveYear=YYYY 2) SF2V has a few target areas with the definition starting: AirfieldDataFile=vietnamSEA_airfield1_NV.ini NumSquadrons=3 Target[001].Type=Runway1_NV WOV has the same areas with this: AirfieldDataFile=vietnamSEA_NVairfield1.ini NumSquadrons=3 Target[001].Type=Runway1 The two target.ini are essentially the same. (The Runway1_NV has a darker runway texture then Runway1)
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Well if you mean you want it to be a Terrain Object instead of a Ground Object (you can add both of these types directly to the terrain) Have it as: ModelName=PT-76s UseGroundObject=FALSE AND Copy the LOD & Corresponding bmp textures to the terrain folder. Also copy over your ini file from the first message. IF you do it this way, it will just sit there and not fire at anything. It won't have the necessary info from _data.ini.
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My Projects (EricJ)
PureBlue replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Looking better with every shot. You got back up to speed w/ Max pretty quick Eric Are the turret and guns moving yet? I think all you have to do is detach those meshes and name them Turret,Guns and set their pivot points to bottom/center. The stock Shilka should be a good example for the data.ini. TK's Notes have something like A. Mesh Hierarchy Ground Object should have meshes for all moving and detachable parts. The hierarchy should be constructed in a logical manner so when one mesh isremoved, all parts attached to it would also be removed. The following is alist of sample mesh hierarchy; the exact list would depend on the particularobject. Chassis Turret Gun Barrel Radar Dish Left Tracks Right Tracks [/Code] -
Camo Poligonal Pucará
PureBlue replied to a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Nice work! -
My Projects (EricJ)
PureBlue replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hey man, glad to be of any help. Both the Calliope and new Hornet tweaks looking good. -
Thanks Comrpnt. Here's Gepard's Hopsten Airfield, with some more facilities. (Hangars by Stary, firetrucks by Ravenclaw) Northern Ramp & Arming Area Control Tower by Amokfloo Southern QRA, Hangars and PLO facilities I take it these are mainly fighter bases, not much space to park large aircraft. (Right now with 3 parking slots with 50m span)
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SU-25 Project
PureBlue replied to Sparkchaser2010's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Thanks for offering this. But I can't download either: ERROR:(DOWNLOAD-PERMCA01A) REASON CODE: User type is not permitted to download files. Guests please register an account to use this feature. -
SF2I screens up on facebook
PureBlue replied to eraser_tr's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I bet it's not just a straight WOI conversion. TK must've squeezed some new effects and shaders in there for sure. So we'll be able to merge this into our SF2 merged installs.. That'll be nice. -
My Projects (EricJ)
PureBlue replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I work on very primitive shapes, but at the end all I do is export with the TW Plugin. You got an Out and a Lod file right? Do you mean you can't see it in-game, or in Max? -
HDR Mod opinions
PureBlue replied to FalconC45's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks for the Beta 1.01. It's not dark and gives nice bright visuals. I tried the default ini, not the alternate one. The only thing I can report is, late afternoon, when it just gets dark, the trees kind of look like they're reflecting too much light. But no big deal, it might be my environment settings, flying this in WOE 4xSeasons SF2E. Approaching target POL site, with a flight of F-100 escorts. -
Tunisia terrain upgrade WIP
PureBlue replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Prop Heads Forum
I knew you'd be adding them anyway Nice tourist map, weird alphabet! Yeah those lighthouses are nice, and you ought to build a new pier too! Get into some basic 3dsMax modelling man!! -
I get a CTD also. For groundobject.dll. Got a 06 SFP1 base, with all the ships/tanks that you mention in the readme, installed. CAT pointing correctly and Nations ini edited per your advice. Still investigating, I must have missed something. This happens at all mission types, both start on runway/in air. CTD at %80.
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Very nice work Comrpnt! There is only one thing we might consider. The light stays there even if you destroy the object under it. In other words they are not connected. Actually, the place is lit up so nice at night, this little flaw is not important IMHO. But I'm thinking during the day, the red collision lights are not really visible from the ground or high above. And if you bomb the place during the day, they might look weird? Am I nit-picking too much? Help me out decide on this will ya?! So who else has been testing this, any comments? Like the damage points or damaged models.. Remember, things stay destroyed during a campaign (Until replaced, according to RepairRate variable), So It's more tempting to go out of your way, during or after a mission to bomb an enemy field, and come back next day to see the place torn up..
