Jump to content

Velo

JAGDSTAFFEL 11
  • Posts

    57
  • Joined

  • Last visited

Everything posted by Velo

  1. Thanks! I will try.
  2. You mean the GERMANYS-JA.tod could be replaced by other tree mod to change the density and size of trees?
  3. Given such beautifull high resolution terrain, If the density of the forest is higher, and the individual tree size is smaller, that would be superb, even if the forest area is reduced for game optimization.
  4. Beautifull mountains !
  5. 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 ?
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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
  11. 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?
  12. Yes,of course. But this project will not finish soon, the cockpit will take time to accomplish. Thanks all of you.
  13. 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.
  14. 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!
  15. I already set the specular level, but same result. see my setting
  16. - I try as you said. But still failed. Do i miss sonething?
  17. 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.
  18. 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.
  19. 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
  20. Hello, I `m working on my jet. Now i get a question about gear torque arm function. See my picture. To get this torque function, Do i have to add IK bones to gear model in 3dsmax? Is there something i should know before i link models to bones ? - -
  21. Much appreciate ! My first jet mod can go on :D
  22. 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 ?
  23. 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. .
  24. 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!
×
×
  • Create New...

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..