Jump to content

Brain32

+MODDER
  • Content count

    3,005
  • Joined

  • Last visited

  • Days Won

    12

Everything posted by Brain32

  1. Check out Outerra engine, it has a free demo they call alpha, it sure has some bugs and the people there say it's still unoptimized but let me tell you something, I still didn't pick up my jaw from the floor after running it...craaaaaaaaaaaaaazy stuff
  2. FlightDATA.ini changed and you have the old one still in your mod folder that's causing this
  3. You know what this means right? We have to make some nuclear submarines for retaliation!
  4. Don't think so, because it's not free if you merged it that actually means you have them all, if you ask me if anything you should get even more options when merging.... Now as for the problem I don't know what that happens in my merged install Tomcat works normally if I start with SF2Europe.exe as do all other items from NA...
  5. Wait! It had more polys in game than in max?
  6. Raven, this has Bloddy awsoooooooooooooooomeeeeeeee! written all over it
  7. For Stary.

    Darn, I thought this will be about badly polished cars...
  8. I understand locking the LOD's(somewhat atleast) but what's the point with locking other stuff? We don't really need the lods anyway...
  9. I think the key might be in the locked shader files/scripts...
  10. Yeah but will be called SF2: Don't mod my wings... But I'll hold on with such remarks, I know the guy is busy preparing the patch, but if he refuses/evades to provide any guidance for new terrain moding then we can assume where all this is slowly but surely going...
  11. Until TK gives us some guidelines I'm afraid it's going to be a case of heavy trial and error
  12. Yeah 5000 I remember that because that was one of my first mistakes when I started 3d modeling, fortunately Capun straightened me out...
  13. Yup, exporter is limited to 5000 polys per mesh, otherwise it crashes.. Ahh too bad, cu buddy
  14. As for the mesh limitation, did you try cutting parts of the main mesh into smaller ones, then linking them together in hierarchy like cockpit meshes for example and THEN calling them out in data.ini?
  15. Nope, you get the entire pack Wait, so texturing is not done in max at all?
  16. Well I say let's cool down now and get really pi**ed later if this really is a case of some strange decisions...
  17. Naah I don't think so, since it's max driven a simple exporter notes pages might be enough. I think the guy will answer us as he finds some time...
  18. Yup and while I can somewhat understand locking out the LOD I really don't get the point of locking the fx. files. I mean God forbid we make some mods for the game right? Well I hope TK will atleast provide some support in our tries to make new terrains, instead of guess how it's done approach. Although the whole thing might actually be a free for all whatever you make in 3dsmax kind of thing...
  19. Well one more thing about it is a bit strange, Iceland CAT takes up almost 400 MB's but when you extract all, it's just 36 MB's...
  20. Yup considering the size of Iceland I figured 266 entries for the land and one for the water that covers the rest of the map...
  21. Okay so we have 1000x1000km map split in 1000 chunks, so chunks are 1x1km? BTW, I think ICELAND_DETAIL_MAP.BMP means TK is using texture splatting(blending) for terrain texturing which is great...
×

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..