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WhiteBoySamurai

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Posts posted by WhiteBoySamurai


  1. I decided to upload the initial version (SM-2s, no helo ops). You can download it here. I hope I didn't forget anything; let me know if there are any problems with it!

     

    Just a couple more questions before I start work on the next version:

     

    --Could someone point me to a walkthrough of how to make a flight deck? I thought I knew what I was doing at first, but apparently the deck mesh has to be a completely separate .lod file or something??

     

    --What's expected of a damaged/destroyed model, especially in terms of ships? I guess I could make a big hole (or more like a big dent) in the hull near the center where missiles are most likely to hit, but beyond that I'm not sure what to do.

     

    Thanks again for all your help and support! I hope you enjoy the ship.


  2. CG-47 Ticonderoga class Aegis cruiser


    This model represents the early Baseline 1 Ticonderoga class cruisers (CG-47~CG-51), serving the US Navy from 1983 until 2005. They were the first vessels to be equipped with the Aegis combat system and the advanced SPY-1 radar.

     

    This is my first major 3DMax project and my first model release for the Thirdwire games, now completely overhauled using everything I've learned about modding over the past year. This update gives the ship full compatibility with the SF2:NA/March 2012 patch game engine. It includes features such as working fore and aft Standard Missile launchers, new effects, optimized collision mesh, and helo deck that doesn't turn the ship unsinkable. Note that these updates may not be compatible with earlier versions of the game.

     

    If you have any questions, comments, concerns, or constructive criticisms regarding this model, please do not hesitate to contact me. Thank you!


     


  3. Okay, the decals are working! I just needed to get the DecalFacing entered right like Wrench said.good.gif

    gallery_33721_313_100314.jpg

    I've decided not to redo the skins right now. UVW mapping has been extremely frustrating for me so far, and I'd like to get this model out at least in time for the heat death of the universe. heat.gif

     

    On the other hand, I made a second LOD with only 12000 polys. And the Harpoon launchers are now installed.

    gallery_33721_313_91436.jpg

     

    And here are some "proof of concept" action shots!

    gallery_33721_313_81938.jpg

     

    gallery_33721_313_117362.jpg

     

    She's almost ready for launch. I could just whip up a .rar with all the folder trees and the ship would be ready to upload. The helo-carrier version will require some more testing though, and I could always add more hull numbers. Do you want to wait until I can release everything as a single package, or is there a pressing need for some AEGIS up in here?


  4. Thanks for the help and encouragement, everyone!

     

    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...in-max-extents/

     

    It has the description how to install it and use it. It does work in 3dmax2k9 also.

    Great model, congrats!:good:

     

    That's exactly what I was looking for. Thanks!

     

     

    in 1stGens, the decals were working, as I'd done all the nameplates and hull numbers for the Daring DDs. They stopped working (well, for me -- might have to recheck the decals ini)

     

    TKs' carriers (CVA63) seem to have working hull numbers. At least, as I recall.

     

    I'd say it's a damn fine looking ship!

     

    For something less 'cruvy/faceted', we could use some auxiliries ... APAs, AKs, etc (and lots more early destroyers/cruisers!)

     

    keep up the work!!

     

    wrench

    kevin stein

     

    Ah, okay. I just tried it out and got decals to show up, but how do I figure out the right coordinates? The ship's hull is a single mesh, and "Position=0.0,0.0" seems to be the center at one side, so it's tricky. Will it just take trial and error, or is there something I'm missing?

     

    At some point in the future, I might try to do a Supply class fast replenishment ship (if I can find enough reference materials). She's got CIWS and Sea Sparrows! How's that for "auxilliary?"

     

    Well,

     

    3/ I may be able to help, what does your UV map look like?

     

    4/ Decals work the same for ships as aircraft, at the very least. Is there a way of not having to use the bmp's in every ship folder? I don't know. I just do it the same way as aircraft.

     

    5/ These days, 15K polys should be ok. The Daring Wrench mentioned is about that, and works well in game.

     

    6/ The Harpoon launchers would be great, how many extra polys?

     

    Thanks very much for the Tico BTW, we lack any sort of modern USN carrier escort, Spru-cans being the most modern IIRC. And a Burke (and a Kongo) are not a million miles away.

     

    And I'm very glad to have another helo deck to operate from!

     

    JB5

     

    I still haven't gotten the hang of doing UV maps, so I'm sure they could be a lot better than this:

    Superstructure

    Hull

    Salvagable, or should I just do them over?

     

    The Harpoon launchers shouldn't be more than a couple hundred polys total, so I guess it wouldn't be too bad. I might as well add them in just in case the game engine gets an upgrade like Icarus999 said.

     

    By the way, I intend to make two data.ini versions for the ship, one with a working flight deck (and thus invincible), and one without (and slightly less invinciblegrin.gif). Maybe the flight deck version will have RGM-84s instead of Standard Missiles, and that way there'll be something for everyone.


  5. I'm a very infrequent poster here, but I've always wanted contribute more to this community rather than just mooch off everyone else's work (especially since I finally got SF2 and have been in a downloading frenzy recently). Over the past two years I've been slowly learning how to do this fancy CAD stuff and trying to put together this ship. It's much harder than I thought, and in hindsight I really bit off more than I can chew. Aside from a couple of simple missiles for practice and personal use, this is my first model for the Thirdwire series. I hope it doesn't suck too badly.

     

    gallery_33721_313_5585.jpg

     

    So here it is, the Ticonderoga class Aegis cruiser. More specifically, the early version (CG-47~CG-51) with the Mk26 launchers. Naturally once I'm done with this, I'll do the modern versions with the VLS system. (And then hopefully something less geometrically complicated...)

     

    gallery_33721_313_27992.jpg

     

    Currently, the ship is working in-game. The radars spin, the guns shoot, the missiles launch, and it's so totally sweet that it made all the hard work worth it.

     

    gallery_33721_313_53140.jpg

     

     

    So far so good, but there are still things I need to tweak, and some things I'd really like some assistance with.

     

    1. How do I best determine MinExtentPositon/MaxExtentPosition of all the parts? So far I've just been eyeballing it for the major components, but I see in the data.ini supplied by other modders' objects it's calculated to like five significant digits.

     

    2. I can't seem to get the rear missile launcher to work. Is the SF2 series still limited to one launcher and one missile type?

     

    3. I am absolutely hopeless with making skins. The one I threw together is completely bare-bones. "Yep, this part is grey, I think." Can anyone lend a hand with making the textures look decent?

     

    4. Speaking of skins, how do I add decals for a ground object? It would make the hull numbers and aft name plate much easier to read at the very least.

     

    5. It's just shy of 15000 polygons right now. Is that too high? Should I try to make another .lod with some simplified features?

     

    6. Also with regards to detail, I left out the Harpoon launchers since I figured they'll never actually do anything; should I add those in anyway and take the polygon hit?

     

    7. Despite having radars all over the place, the ship only seems to track and engage a single target at a time. When I'm flying OpFor, the cruiser methodically picks apart my flight whereas the real deal would engage many targets at once. Is this a game limitation or is it something I can fix?

     

    Any comments or criticisms would be greatly appreciated!


  6. I just upgraded to the SF2 series and have been having the exact same problem with the Raptor. Neither button-mashing or button-holding was getting AHMs to launch on my end.

     

    I looked through the data.ini's of other aircraft with automatic doors, particularly the F-35 which is working perfectly for me, and on a hunch I added a line to the F-22's [MissileBayInner] and [MissileBayOuter] blocks:

     

    MovingPylon=TRUE

     

    ...And inexplicably it's working perfectly now! good.gif I hope the same thing works for you too.


  7. My new job is leaving me with a little more free time, so I wanted to try contributing something to the community (as well as fully equip one of my favorite aircraft). My goal is to make the AAM-4, ASM-1, ASM-1C/SSM-1B, and ASM-2 missiles.

    I don't have a 3D modeling program yet and thus have no way to make something from scratch, so I decided to try altering existing weapons with a hex editor and my ancient Paint Shop Pro 4. After much trial and error, this is what I ended up with:

    med_gallery_33721_313_5751.jpg

    med_gallery_33721_313_46605.jpg

     

    What I used for reference:

     

    http://rightwing.sakura.ne.jp/equipment/ja...m-4/aam4_01.jpg

     

    http://sistemadearmas.sites.uol.com.br/aam/aam4close.jpg

     

    http://www.mhi.co.jp/ngpsw/introduction/co...mages/asm_1.jpg

     

    http://www.page.sannet.ne.jp/inoino/mis05_0119.jpg

     

    http://moriair2.hp.infoseek.co.jp/images11/IMG_9128.JPG

     

    I based the AAM-4 off the (stock?) Sparrow, and the ASMs off of the Sea Eagle from Bunyap's weapon pack. They're the exact same diameter and wingspan which gave me a good starting point. Does anyone know who made the original model? I hope it's someone who signed the "Freeware Licensing" post.

     

    I'd appreciate any advice or criticism. With enough positive feedback I'll finish these and upload them, and maybe invest in some software to cook up some original models. Otherwise I can just go back to lurking. :good:


  8. I'm wondering if perhaps the armor values for MBTs should be based on their effectiveness against high explosive anti-tank rounds rather than kinetic penetrators. According to figures I've seen, the M1A1's frontal turret is 600-700 RHA equivalent strength against penetrators, for example, but a whopping 1000-1300 against HEAT.

     

    Those are the figures I use in my install. It may be overly optimistic, but I'd rather err on the side of Awesome than let an Abrams get taken out by a puny 57mm rocket (even if I'm the one flying the MiG that shot it! :wink: )


  9. I've got some wierd glitches with shadows on certain aircraft. I updated the ini's for the patch as recommended in another thread...

     

    [shadow]

    CastShadow=TRUE

    ShadowCastDist=10000

    MaxVisibleDistance=800

     

    ...And recently I just happened to go to external view when taking off in a Viper and noticed this. Did my plane grow stretchy invisible legs or something?

     

    th_67780_shadows3_122_842lo.jpg

    th_67786_shadows4_122_799lo.jpg

    th_67787_shadows5_122_717lo.jpg

     

    It only happens when viewed from certain angles, and only on certain planes including the F-16's, F-111's, and MiG-25. Terrain type doesn't seem to matter.

     

    th_67777_shadows1_122_355lo.jpg

    th_67778_shadows2_122_30lo.jpg

    th_67792_shadows6_122_1142lo.jpg

     

    It's not a huge deal or anything, but I was wondering what might be causing it.


  10. When I installed the Bunyap pack, I backed up/deleted the data.ini's it created, and then used the extractor tool to pull the originals for each aircraft. This is to make sure they had the right nation names on the weapon stations. "WP" needs to be "WP,SOVIET" for the MiGs, for example, in order to make sure the weapons work right. (I think there's an article in the Knowledge Base for this sort of thing.)

     

    Anyway, it's a little tedious, but worth it!


  11. I've encountered a problem with the Fuel-Air Explosive bombs from Bunyap's weapon pack (CBU-55, CBU-72, etc.). They just fall straight through the ground without exploding. I used them extensively pre-patch (mostly because they looked cool... :rolleyes: ), and they worked just fine, so I'm not sure what's wrong with them.

     

    Nukes and cluster bombs do not share this issue. I've tried altering the Fuzing Distance and tested them on several different terrains, but no luck. Any thoughts?


  12. A thread for noobs? That's me!

     

    Things I'd love to see from Thirdwire in the near future:

    -Working (pitch-linked) thrust vectoring

    -Support for simultaneous launch/guidance of active homing missiles in TWS mode

    -Support for designating ground targets in ground map radar mode (for long-range AGM/ASM shots)

     

    Things I'd love to see from the modding community some time:

    -An updated F-16C cockpit using Avionics70.dll

    -Some modern bombers (B-1, B-2, F-117, Tu-160)

    -GBU-32 (1000lb JDAM)

    -A few modern capital ships (Udaloy? Arleigh Burke?)

     

    That's pretty much everything I could want, aside from some things that others have mentioned. I don't post here much, but I'm totally loving this game.


  13. I've had the same problem with the A-7, as well as the A-6 I downloaded. Most bombs work fine on the racks, but the game tries to put 6 Paveways on a MER and there's significant clipping. I'm positive that I've seen pictures of the Corsair II with racks of 6x Mk82 on inner wing HPs, so I think it should be kept in the game.

     

    Is there a way to tell the game not to put LGBs on that type of rack? Maybe create a separate StationID with the same StationGroup?


  14. Yeah, I forgot to mention that I'm flying as a merc. I like this mode; it adds an interesting demension to the campaign.

     

    Anyway, it seems you're right about aircraft range being an issue. I did some testing with the F-5A's NormalMissionRadius and MaxMissionRadius values, and found this--

    Radius 798/898 : $65000 (original)

    Radius 598/498 : $60000

    Radius 398/298 : $57000

    Radius 198/098 : $54000

     

    That's as low as it will go from MissionRadius changes. Price seems to be unaffected by Celing, CruiseSpeed, ClimbSpeed, and most other FlightControl values. However, MachLimit has a significant effect. With MissionRadius still at 198/98, I changed the MachLimit value from 1.40 to 2.40, and the F-5 jumped to $71000.

     

    I don't know if any other modders will find this useful for anything, but I think it's interesting to figure out how game mechanics really work.


  15. Hi everyone. I recently picked up SFP1 and I'm pretty much addicted to it. I'm currently playing the campaign, and I noticed that each aircraft I could potentially upgrade to has a set value. For example...

    A-4E: $47000

    F-104G: $60000

    F-4B: $155000

    And after adding a few third party planes, I noticed one from the Mirage Factory show up...

    F-5A: $65000

     

    Anyway, my question is, how are these prices assigned? And, will all add-on aircraft integrate into the campaign with their own price tag like that? (Or just the ones with a fancy self-installer?) I've looked everywhere in the knowledge base and older posts and can't find anything related to this, but forgive me if it's a noobish question.

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