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Everything posted by logan4
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SF2 Oct 11 patch
logan4 replied to Gr.Viper's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Quick peak in versions.ini: StrikeFighters2 NorthAtlantic=FALSE -
I got some starting "results". First I rem-ed the above in all items, I and my wingy managed to crash on the runway without freez in the game. Next try I enabled all min-max extent and the plane was only reported "damaged" me still being alive, but the srceen itself was a big white image and speed and altitude readout was 1kts and 1ft. Aside the whiteness and unable to get an outside - F5,F6,F10 view of my own plane the game was running the wingies still in landing patern. I use the following sounds which I listed in the data.ini. They are all located in the sound folder, and other planes using them have no landing issues. [sound] WindSoundName=USNwind StallSoundName=USNstall EngineSoundName=JetEngine AfterburnerSoundName=Xle2 DamagedEngineSound=USNovsp FlapsSoundName=USNflaps AirbrakesSoundName=AirBrakes GearsSound=Gear LandingSoundName=TireTouch So going for check all collision data. Just for clarification, originally I used the mesh connection/touch points to each other. Was I on the right track or way off in my methode? Again thanks all the info and the help you gusy gave logan4
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ErikGen, The only difference in the model is that I have the landing gear open. Attached some pics. Others did not tried out my models yet as I thought it is better to send over if I have it working properly in my installs then can be tested on various systems and I wasn't sure that if I ever get to the finish line on it. Thank you the info on the decal solution. Since 3 of you advice on the ini problem, after work I gonna start to look it through searching for the missing mesh or colision points mistakes. Thank you for the infos and the data. Have a great day/night for all! Logan4
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Hi, I'm kind of new to modelling and working on few models of my own in 3ds max2k9, but with 2-3 of them I ran into a strange symptom. Namely when ever I try to land (landbases) and I descend to 40 to 50 ft AGL range the game freezes up and only ctrl-alt-del the solution to clear it. It happens with both type of lods either exported with decal or without it. This happens in SF2 regardless it is single or full merged install. I have tried the followings so far to pinpoint the faulty mesh but had no luck: - checked with 3ds max for any open mesh or surface or loose vertex - all was said good, no openings or problems - checked every mesh that it has the same amount of vertices, lines and polygons as it is visually accountable - no strangers - checked the direction of faces on all meshes - all faces/polygons are facing outward, no backflips - checked the min-max extents for every mesh - all is in the right place, size and position - direction and position of pivotpoints - all aligned with the max x-y-z coordinates as required in tw games centered to appropiate mesh with the exception of slats, flaps, rudders, ailerons and gear system components they are aligned to their proper angles and turning points. - exported and reimported either the whole model or given meshes that didn't seemed right, to formats, 3ds, obj - no difference - recreated most of the meshes from scratch - no avail either, some of them I had done or remade 5-6 times already - checked _Data.ini and cockpit.ini files for object parameters - I saw no problems with the values as the min-max are set based on the min-max exporter list. - no loose mesh in models that are not linked to either the fuselage or given related mesh and the fuselage is the top-most in the list 2 of the models are not UVW mapped yet, but the third is in the middle of mapping, the meshes are either "editable mesh" or "editable poly", none of them "line, bolean, cilinder or such". No animations were set in the models yet. The meshes are using the standard blinn type max materials with the exception of canopyglass and formation/position lights or IRST sensors, each required tga is located in the given plane's skinfolder. Number of materials are bellow 8 on each model No meshes are set with "backface cull" parameter. Models are around 20-24k polys and 48-73k verts, number of nodes ranges from 82-107 (but these will change slightly) Models were made in "meters" where 1m equals 1m. I have gone through the knowledge bases in sf1 and sf2 sections but didn't found relevant information. Earlier I had decal issues with some meshes but those seem to be sorted out as I started to UVWmap the model and done it on those given meshes, now those show correctly, but this landing freez issue still persist. Any advice will be much appreciated. Thank you very much in advance! logan4 A side question: What is the best/proper solution to avoid second decal showing on the inside of the intake or cockpit? Only with separate mesh for the interior of it or detaching the inside somehow (wouldn't this create open mesh)?
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Since its still planing.. the area on the pic allows for the yugoslavian wars/nato, Stary's Belarus idea, a 56 scenario in the hungarian revolution, 68 czech intervention, an all out push from bulgaria/romania/hungary in a fictional cold war scenario against the balcan/italy and central europe countires, or a very fictional croatian-hungarian allyship wars to regain their theritories owned before the trianon peace treaty...
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Hello, franklin the 3rd is on the way with paypall so should be there in few days.
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A second transfer with PayPal on the way, same like before
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Since my status was inorder, a PayPal fr...n on the way. At the moment that I can spare.
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BAC Lightning F.53H
logan4 replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Thank you very much! -
BAC Lightning F.53H
logan4 replied to Spinners's topic in Thirdwire: Strike Fighters 2 Series - Sci-Fi/Anime/What If Forum
Looks great Spinners. Do you plane to release it? -
Glad to be help. Regarding the decal positions I'm afraid to say it is a trial and error series. If you didn't yet checked out, then I suggest TK's decal tutorial, out of it page 4 is respective. For basic positions you can use the appropiate view of max and with the cursor you can determine approx value. Then in the game you can see howmuch more to move and if needed also what modifications you have to make to the scale and/or rotation of the decal. The values are in meters. You can find it here: http://combatace.com/index.php?autocom=downloads&showfile=345
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Regarding question no1, There is a min-max extent script in the SF1 utilities section. It gives the extent data for all components comprising your model. Downloads> Strike Fighters / Wings Over Vietnam / Wings Over Europe / Wings Over Israel by Thirdwire> Strike Fighters 1 Series by Thirdwire> SF/WO* Utilities/Editors> Min Max extents http://combatace.com/files/file/10253-min-max-extents/ It has the description how to install it and use it. It does work in 3dmax2k9 also. Great model, congrats!
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May 11 updates out now!
logan4 replied to tn_prvteye's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
I dig this line "DecalNumberBlockSize=26". Makes life a bit easier.... -
From the album: screens
wip skin, wingman on the way home -
From the album: screens
Guess architectures didn't tought about Jumbos taking off in this direction.
