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Everything posted by Velo
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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 ?
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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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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] 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
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[Help] Specular map
Velo replied to Velo's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
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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.
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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.
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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
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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 ?
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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. .
