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Everything posted by Velo
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Hi, i`m learning to make a cockpit. Now just have a prototype for study. I stuck in interacive light. I dont kown where i wrong, either texturing in 3dsmax or coding in INI file. Here `s my work. ------------------------------------ I try to make 3 lights in my cockpit. "A" indicates AA weapon, "B" for AGweapon, and "C" for hook. These symbols are already made in my TGA file, which of course in alpha channel. See my game and 3DSMax screenshot. Now the light just show the ABC, no interactive funcation at all. So ,there are 3 questins: 1, Am I wrong in texture setting in 3dsmax? 2, The code is not correct? How to fix it ? 3, What is "Position=0.0" stand for? and what is the meaning of Value=0,1,2 ? I put my INI and Max file here. Hope someone can help. COCKPIT_test.zip -- ----------- and here is my code. I am sure NodeName are correct. Instrument[002]=MARM_AA Instrument[003]=MARM_AG Instrument[004]=HookLight [MARM_AA] Type=HUD_MODE_INDIDCATOR NodeName=AALight MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 [MARM_AG] Type=HUD_MODE_INDIDCATOR NodeName=AGLight MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=1.0 Set[03].Value=2 [HookLight] Type=ARRESTING_HOOK_INDICATOR NodeName=HookLight MovementType=LIGHT
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I doubt that the speed in SF2 is slower than reality. Everytime i watch the trees buildings or roads below my feet when i am in low altitude flight, they pass intolerably slow. Comparing with the low passby in Las Vegas ( DCS ), things movement is much slowler even if you at 500 knots. This issue bother me all the time when i make my jet mod. I ve seached that in forum, but find no answer. I guess focal length ( camera zooming ) is the reason. In my experiment, changing the zooming value dose make sense, but that also cause side effect: fish-eye lens. ( seem like this is not the right way) So, is there any way to change the physics in SF2 ? By coding something for example, i `m not sure. Or alter the corresponding relation between velocity and unit. Any information will be appreciate.
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Speed in SF2 is slower than reality ?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Actually, I set OffsetDistance value a little more than yours. Of curse cooperate with wider FOV . That cause the distortion in view corner noticeable. For individual aircraft, I think there should be a balance point between sensation of speed and distortion in field of view. By the way, OffsetDistance value may cause the camera out of cockpit room space when player turnning his head in some situations. So should be carefull. Anyway, modding the viewlist.ini can solve this problem...... half. As for higher density of terrain, "KoreaV3", Should i install Korea3 visual update v 1.1.7z first, then install Korea3 megaupdate v1.7z ? -
Speed in SF2 is slower than reality ?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
humm..... That sounds strange. Since the unit of length is correct, time may be the reason left. But time in game matches the reality in my test. very strange. As the Jet model size, i m not sure the TW`s models match exactly. Some other mod have the issue. It s fine, just a little. -
Speed in SF2 is slower than reality ?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Terrain is the default one. By the way, when i establish my model in real unit, i find some jet mod is a little bigger than reality. However, just a little. Whether the FlightEngine.dll in \Strike Fighters 2\Core could be the key? -
Hello, I have some questions about DeploymentMethod. Taking slat for example: SystemType=HIGHLIFT_DEVICE ... DeltaStallAlpha=0.80 [1] What does it mean? Seens like something about AOA, I think no one will stall in 0.8 degree. AreaRatio=1.003 [2] mean? DeploymentMethod=AUTOMATIC_ANGLE_OF_ATTACK Setting[1].Angle=3.3 [3] What s the different from "MaxDeflection"? Setting[1].DeployValue=3.2 [4] Is this value the real angle which initiate the model? Setting[1].RetractValue=2.6 Setting[2].Angle=7.0 Setting[2].DeployValue=4.6 Setting[2].RetractValue=4.3 MaxDeflection=7.0 [5] Again, if the "Angle" above means the model deploy angel, Why need this one ? MinDeflection=0.0 ControlRate=3.0 [6] moving speed, right? Besides, I find the AUTOMATIC_MACH also has "Angle" setting here, DeploymentMethod=AUTOMATIC_MACH Setting[1].Angle=25.0 [7] What does the Angle mean under AUTOMATIC_MACH set ? Setting[1].DeployValue=0.6 Setting[1].RetractValue=0.7 sorry too many questions, I just want to know it better and set my mod.
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Hi, i have another question about skin of my aircraft mod. as you see, the canopy glass of original F-15A is transparent and shining. But in my jet the specular highlight is weak after set opacity. This time I use Diffuse color, Specular Level, Opacity and Reflection. Of course my TGA file has alpha channel. I dont know what is wrong, could someone tell me how to keep strong highlight while set opacity?
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[Help] How to keep strong highlight while set opacity
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It works by following ravenclaw `s step. Thanks verymuch!! I will go addtional test tomorrow, try to learn more. Any infomation about this issue I will put reply here -
[Help] Specular map
Velo posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi, I get problem in specular map. I have search and read topics in forum, including the one below, but game still can not be displayed my specular map for my jet. http://combatace.com/topic/85113-help-with-specular-and-bump-maps/ For testing, i make a specular map file with black number to observation. It is a JPG file. See it below. and, it can not be displayed in the game This is my work process. Could someone tell me what s wrong ? many thanks. -
[Help] Specular map
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes,of course. But this project will not finish soon, the cockpit will take time to accomplish. Thanks all of you. -
[Help] Specular map
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oh, Much appreciate ! I think the specular color or specular level is unreplaceable function for its image. The INI is able to set the high light in the whole part. I do consider that specular level maybe a optimized option, but if it can not display high light in pattern, i shall choose the specular color instead, even it makes the size increasing. This aircraft mod is the ChengDu J-10B, which is 100% hand made by me from Jan.2015. I dont know there is a Banidos Team's J-10B. Anyway, maybe J-10B gets more attention than past. Since I make it after work, it goes slowly. Now I `m making its texture, animation is the next step. There are many modding techs which i dont know, I may ask you for help someday. -
[Help] Specular map
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Cheers !! It woks! the sp texture file should be in diffuse texture folder when use the specular color . Many thanks! Besides, i have 2 addtional question: 1, As Sophocles said, there is a file which introduce the export notes. Where can i find this file? I really want to read it for further infomation. 2, To Russouk, No, i use DX11 in Win7 . I am very curious about Specular level. When i set it, the specular highlight does work, very much shine. Only the pattern in Specular file does not show. (the Sp file is placed in aircraft folder, not the texture folder ) So, Is there some way of Specular level also can do this? If you know, please tell me the setting, i will test it again. I think this way will reduce the size of this mod and make me learn more about SF2 modding. Thanks guys! -
[Help] Specular map
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I already set the specular level, but same result. see my setting -
[Help] Specular map
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
- I try as you said. But still failed. Do i miss sonething? -
[Help] Is the gear torque arm function by IK bones ?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I didn`t realize the torque arm rotation occupy one Animation ID. Now, things goes on. Thanks verymuch. I also test IK animation, unfortunately it fails in game. Maybe i get something wrong, or the game does not allow IK animation. Well, i `ll go ahead with my project, if someone know about IK animation in SF game, please give me some hints. Thank you. -
[Help] Is the gear torque arm function by IK bones ?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
The problem is : If i need the torque arm move when touch ground, how to set the rotation animation? and the code in INI file? Since the torque arm is moved by the lower cylinder upside moving when the wheel touch the ground, So, the animation of torque links can be defined by any fix parameter? As far as i know, only IK bones in 3dsmax could lead to the result. Maybe there is other ways to make it? I don`t know. Could someone tell me how to do -
Hello everyone. I get a question about texture optimiztion when i make my jet model. To clarify my question i draw a picture, which is put below. All i want is make sure which texturing method can improve the computer performing when the texture file goes larger. Case 1 use the same texture file, which is big one. May be 1024 or 2048. In case 1, when use the file twice to map each object (wing and flap) , is there only one texture file data in RAM? Even if the flap is small, it takes whole data calculating of the large texture, is that ture? Since it has to separate flaps or ailerons or refueling pipe to independent objects for interactive function, I am afraid it will increase consumption of calculation when such parts get more. Case 2 use different but smaller texture files for each parts. However, the game has to load more file datas to RAM everytime. May somebody tell me which texturing method can improve the computer performing. I gonna use files of 2048 size for my mod. .
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[help] Texture Optimization Question
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Great! THANKS! I gonna use large ones :D -
Hi, me again :P I can not export my .LOD with normal map. My normal map works fine in 3DSMAX, but after export, the .OUT file and the game show it fails. Here s my step. Is there any mistake ? -- -- I have checked the normal bmp file, it `s OK. I put the file in Objects\Aircraft\MyTestAircraft. I think this postion is also right I am confused. .
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[Help] Normal map can not be export
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Much appreciate ! My first jet mod can go on :D