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Everything posted by Velo
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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
It works! Many thanks! Another 2 questions which i am just curious: 1,Although the normal bump map work in game, the .out file is still a little different than others. In the end, the DDS file does not in the Textures list. I checked other aircraft, once the bump map is added in materials, it appear in the textures list. 14 Materials: ( 1) Material #504: AirGrayMapA.jpg AirGrayMapA_Normal(temp) - test2.dds (bump map) skip...... 5 Textures: <----------- no, AirGrayMapA_Normal(temp) - test2.dds AirGrayMapA.jpg FactoryGreen.jpg FactoryYellow.jpg FactoryBlueDark.jpg FactoryDarkGray.jpg 2,There are 3 types of bump map at least. BMP, DDS, JPEG. BMP is the biggest, DDS is smaller and JPEG is the smallest one. I prefer to use the JPEG or DDS, but I dont kown why most mods choose the BMP as their bump map. Which one is the best from all aspect? Is there something I should kown about BMP ? -
[help] Texture Optimization Question
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I thought it may result in low performance when there are so many objects like flaps, gears, gear doors, airbrakes, lights,etc. Now, it is better to keep them as independent objects but use a large texture file to map them all, is it ? Thanks for all of you! -
LOD Viewer
Velo replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks for addtional work . But by overwriting the v0.4 with this "v0.4_noXP" patch, it failed to fix it I also overwrite the v0.2 with this "v0.4_noXP" patch, same result. You said there s no change of the texture rendering funcation after v0.2, so , what could it be? Shoud i install something like framework 4.5 or any other data base to make the latest LODviewer works fine ? -
LOD Viewer
Velo replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Interesting. Does that mean this software need different DX at the same time? I `ve got DX9 in my Win7 system already. That makes no change. -
LOD Viewer
Velo replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi,mue. Here is my test result: Version 0.1 & 0.2 is good. From version 0.2.1 it shows dark scene.(black object) By zooming in, the texture color gets smoothly brighter from black to the normal color. -
LOD Viewer
Velo replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes. v0.1 works fine. If i recall correctly, v0.1 & 0.2 can display the texture fine. From 0.3 (or hotfix of 0.3, can not sure) , it show dark texture as now. This problem happens to every object. My system and device info: Win7 64bit DisplayCard HD6950 2G GDDR5 DirectX Version: DirectX 11 Not only me, but also my friends, have this problem. Their systems are similar to mine -
LOD Viewer
Velo replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Mue, I update Lodviewer from 0.1 to 0.4 now. Since v0.2(or 0.3) it displays object as black ( in fact it is the scene light problem) The texture only can be seen when the camera is close enough to model. See my screenshots. - - - I remenber you said that the light in scene was in progress. So i thought the light problem may still there. But , when i see the v0.4 screenshot from others, i find it may be goes wrong somewhere in my LODviewer. I always overwrite the old version files when updating. From 0.1 to 0.2 to 0.3 to 0.4. Is there anything i missed ? -
Question about cockpit interactive light
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Much appreciate for your patient explanation ! Both them are so valuable to me ! I used to consider the ItemNumber as a game engine preset value indicating weapon type, now i see my mistake. I will contiue to test the light indicators and switch Things getting alive ! -
Question about cockpit interactive light
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Much appreciate ! After check other aircraft cockpit and follow your clue, it is fixed. The key is Type=WEAPON_TYPE_SELECTOR It will determine the meaning of "Position" and "Value" Position means Ture or False and Value means the current weapon type, 2=heat also, ItemNumber=2 set the weapon type to sidewinder As far as i test, it works. Do i have any mistake here ? I `m afraid there are something i dont kown despite it seems work apparently. -
LOD Viewer
Velo replied to mue's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Great tool ! Since this tool is able to rebuild the vertex, lines, and faces in scenario, I am curious about that: is there any possible to write a plug-in which can import LODs into 3Dsmax ? Well, THAT IS JUST CURIOUS..... I have to say, tools of importing exported models is a.... double-edged sword. But at least, importing plug-ins for .bundledmesh and .W3D greatly expand the mod achievements of BF2 and C&C. -
Terminal Guidance really work?
Velo posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I `m confused about the "Terminal Guidance" ablity in AA weapon. According to its mean in literal, it actives when the SARH missile goes into final chase, like R-77. But, is it really work in game? I did a experiment. This is my testing SARH missile. Please ignore the accuracy, G, lock on chance or any other CounterCountermeasure, i ve tried as 100%, same result. By the seeker and ablity porperty, I think it should goes into auto guidance in terminal phase (20km). But, when the missile gets into 20km closed, i turn my nose by more that 90 degrees, or just break the lock in my radar screen, as a result of that, the missile dose not tract target anymore. So, I really dout that "Terminal Guidance" ablity works. Am i wrong somewhere ? -
Terminal Guidance really work?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Oh, That helps me a looooot ! Thanks very much!! ! Well.... i dont have got Redbirds, and i also never dout the modders `s works. By learning from these files i just kown it better. -
I try to move the massages from bottom center to other position. I mean the massages is the one pop up from bottom center, tell info like weapon selection or AWACS commands. This is the only thing I found in HUDDATA.ini [Messages] ShowMessages=TRUE SystemMessageOnly=FALSE I want move this massage to other potion and change its font size, not block it. Where can I find the code define that ?
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Need help for moving massages to other position
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I find it. All in MESSAGESYSTEM.ini -
HUD roll indicator position
Velo posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi, I try to fix the HUD problem. As you see in my screenshot, the roll triangle which indicate the roll status is in wrong place. It should have be in the middle down side when the aircraft is level and be in the 40 degrees in the right side of HUD. But now, the whole thing is offset to the left side. ( I load my modified .tga IMG instead of default one, make it easier to identify. You can see it in left side of the picture. The default IMG is HUD_bankindic.tga which is just a small downward triangle to indicate the roll status ) I modified the [HUD_BankIndicator] from (aircraft)_AVIONICS.ini [HUD_BankIndicator] SymbolType=ROLL_INDICATOR ImageFilename=cockpit\hud\HUD_BKI.tga ImagePosition=0.0,0.030 ImageSize=0.35 ScaleImageFilename=cockpit\hud\HUD_bankindic.tga ScaleImageSize=0.133 ScaleImagePosition=0.0,0.030 <------ I guess it is in form of ( X,Y ). But no matter what value I set, the HUD_bankindic.tga is in the wrong position as it before Scale=1.0 MaxValue=40 MinValue=-40 HorizontalAlignment=CENTER VerticalAlignment=CENTER Can somebody tell me how to fix it? -
HUD roll indicator position
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Perfect solution ! Thanks very much! -
Visual distance issue
Velo posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi,everyone. I try to increase ground object visual distance but get stuck. Fail to find answer in searched topics. So start topic here. What i want to do is making the carrier and destoryer model can be seen in far distance, like 20km or more. After modifing the dis to 20000 it seems be as it default. The ships can be seen in 12KM (6.6NM). Here is my modify, I dont kown where is wrong. -------------------------- In KASHIN_DATA.ini ( the destoryer ) [DetectSystem] ... NightSight=TRUE //VisualRange=15000.0 VisualRange=25000.0 <------------- i increase this value, seems in unit of M ViewportPosition=0.0,24.0,17.1 //MaxVisibleDistance=20000.0 MaxVisibleDistance=40000.0 <------------- i increase this value, seems in unit of M RadarCrossSection=10000 In Kashin.ini [LOD005] Filename=Kashin_lod5.lod //Distance=10000 Distance=20000 <------------- i increase this value [shadow] CastShadow=TRUE ShadowCastDist=500 //MaxVisibleDistance=1500 MaxVisibleDistance=20000 <------------- i increase this value As a result of that, I can target the ship in 40km by increasing MaxVisibleDistance in KASHIN_DATA.ini, but no model appear at this distance. No matter how far i modified in LOD distance, it seems have no effect. I still have to close to 6nm to see the model. In such distance, the ship figure appear suddenly. I am pretty sure I have set the game option. How can I make them be seen in 10nm ? -
Visual distance issue
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks! Learned new things from your info. -
Where is the Crash Info log?
Velo posted a topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Hi,everyone I intall many mod objects these days, SF2 crashs from time to time. I `m not able to find which new object cause the game crashing. So, i think there should be a log file somewhere tell me why the game crash. Can someone tell me where is it ? -
Where is the Crash Info log?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I download them from your links. This time I took TMF F-14D_06 into test. The resoult was same. The cockpit has no texture but blank white model. I think maybe there are some other reason for this. -
Where is the Crash Info log?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I made some test, at lastest 2 shipps has problem ( maybe more ) I take one of them for example: Udaloy I http://forum.combatace.com/index.php?app=downloads&showfile=10336 Udaloy II http://forum.combatace.com/index.php?app=downloads&showfile=10330 After add Udaloy class destoryer into game, the F/A-18E and F miss their cockpit plate textures. The F-14 serials miss their cockpit plate textures too. Only blank white model can be seen. F/A-18 EF and TMF F-14 serials all work fine before adding Udaloy class destoryer. How does the Udaloy affect these aircraft ?? ------------------------------------------------------- The F/A-18E and F are made by EricJ Super Hornet Package for SF2 v3.1 3.1 http://combatace.com/files/file/9401-super-hornet-package-for-sf2-v31/ The F-14 serials is made by TMF TMF F-14 Tomcat Superpack v1.21 -------------------------------------------- PS: My SF is a merge game. It contains SF2 + SFE +SFV +SFI +SFNA. . -
Where is the Crash Info log?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Exactlly. I bring new war shipps into SF2. After deleteing them, or setting the scenario year beyond these shipps Service Year, everything goes fine. I am curious to know why putting the "issue" ship into SF2 will cause the aircraft and weapon which works well before miss skin texture? I aready update the SF2 to Jul 2013. -
Where is the Crash Info log?
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Well.... Seems like Thirdwire doesn`t like modders do it in easy way . Anyway, Thanks my firend. -
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Hi, I m new for SF2 modding. I have a question about cockpit camera position. Personally,for getting more flight info, I have to adjust the distance between player camera and instrument board a little more manually every time. ..Although it is nothing big case, but i would like to know the data of SF2 more by figuring out how to modify the player camera property in cockpit. I modded the code in file "F-8J_cockpit.ini" [CockpitSeat001] ModelName=F-8J_Pit //Position=0.0,4.15,1.05 Position=0.0,3.00,1.05 Offset=0.0,-0.2,0.0 ViewAngles=0.0,0.0,0.0 MaxYaw=180 .... I guess the red line may be the XZY value of player camera. But there`s nothing happen after i changed the value. I have seached the forum but there is no herlp. Some one could tell me how to modify the camera? Even clues or links, any help would be appreciated. ps: i know the distance can be change by pressing F2 key. I just want to figure out the camera (F1)