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Posts posted by sophocles
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3 hours ago, ravenclaw_007 said:Thanks for the answer
i cant afford a 3rd computer just to make this large textures , i have to stick to the win7 64 bit because of 3ds max , 3ds max is not running on any higher win version
Volker, 3dsmaxworks just fine on windows 10 (just upgraded myself and have run into no problems at all (32 bit version). What i'd suggest is to see If your paint programme is configured to use your graphics card. There's no need to buy a new computer, your specs are way more than enough.
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Thanks to all but the solution was simple .. I'd forgotten to add the system entries for the extra tank in the wings section of the Data.ini All is good now!
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9 minutes ago, Wrench said:wonder if he didn't duplicate the nodes somehow???
Kevin I added another dummy node to the model onto which I added the Fletcher tank, but still no success (-:
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19 minutes ago, Soulfreak said:@ErikGen did it with his F-80s & T-33s 😉
Hello Carlo. I just downloaded his files and it appears that he has different ModelNodeName entries for the different tanks whereas the F-5 tanks are all attached to the same ModelNodeName entries; that is Left_Pylon_inner . I wonder If this is how he did it?
example from the T-33 Data
[RightWingTipStation01]
SystemType=WEAPON_STATION
StationID=4
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition= 5.792,-0.527,-0.065
AttachmentAngles=0.0,0.0,0.0
LoadLimit=900
AllowedWeaponClass=FT
AttachmentType=
ModelNodeName=Tip_Tank_point_DX
PylonMass=5.00
PylonDragArea=0.02
LaunchRailNodeName=
FuelTankName=F-80_Lockheed_tank
FuelTankNodeName=L_Tank165_DX[LeftWingTipStation02]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=2
StationType=EXTERNAL
AttachmentPosition=-5.792,-0.527,-0.065
AttachmentAngles=0.0,0.0,0.0
LoadLimit=900
AllowedWeaponClass=FT
AttachmentType=
ModelNodeName=Tip_Tank_point_SX ================> These are different!
PylonMass=5.00
PylonDragArea=0.02
LaunchRailNodeName=
FuelTankName=265_Misawa_tank
FuelTankNodeName=Misawa_Tank265_SX -
5 minutes ago, EricJ said:Could it be an actual limitation of the game? I would figure it would allow it to show up, but if not then it may be a simple limitation, unless somebody has done it before?
Maybe you're right Eric .. I don't know if anyone has done it before but I'd sure like to find out!
Thanks for your response!
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Hello all! Could someone please tell me why the game only accepts 2, but not 3 different fuel tanks under the same pylon? (with different station ids ofcourse).
I can get 2 different fuel tanks to function, but when I try a third, it doesn't show in the weapon selection screen.
Here is the relevant part of the Data.ini
Any help would be greatly appreciated!
[LeftWingStationInboard]
SystemType=WEAPON_STATION
StationID=5
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=-2.154,0.395,-0.653
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.490
LoadLimit=520.0
AllowedWeaponClass=BOMB,RP,LGB,FT
SpecificStationCode=HAF
AttachmentType=NATO,USAF
ModelNodeName=Left_Pylon_inner
PylonMass=51.71
PylonDragArea=0.03
FuelTankName=F5a_FuelTank_150
FuelTankNodeName=FuelTank_150_UnderWing[RightWingStationInboard]
SystemType=WEAPON_STATION
StationID=6
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=2.154,0.395,-0.653
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.490
LoadLimit=520.00
AllowedWeaponClass=BOMB,RP,LGB,FT
AttachmentType=NATO,USAF
SpecificStationCode=HAF
ModelNodeName=Right_Pylon_inner
PylonMass=51.71
PylonDragArea=0.03
FuelTankName=F5a_FuelTank_150
FuelTankNodeName=FuelTank_150_UnderWing[LeftWingStationInboardAltFT]
SystemType=WEAPON_STATION
StationID=7
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=-2.154,0.395,-0.653
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.610000
LoadLimit=885.000000
AllowedWeaponClass=FT,
AttachmentType=NATO,USAF
SpecificStationCode=HAF
ModelNodeName=Left_Pylon_inner
PylonMass=51.71
PylonDragArea=0.03
FuelTankName=NF5a_FuelTank_275
FuelTankNodeName=FuelTank_275[RightWingStationInboardAltFT]
SystemType=WEAPON_STATION
StationID=8
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=2.154,0.395,-0.653
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.610000
LoadLimit=885.000000
AllowedWeaponClass=FT,
AttachmentType=NATO,USAF
SpecificStationCode=HAF
ModelNodeName=Right_Pylon_inner
PylonMass=51.71
PylonDragArea=0.03
FuelTankName=NF5a_FuelTank_275
FuelTankNodeName=FuelTank_275[LeftWingStationInboardAltFT2]
SystemType=WEAPON_STATION
StationID=9
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=-2.154,0.395,-0.653
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.610000
LoadLimit=885.000000
AllowedWeaponClass=FT,
AttachmentType=NATO,USAF
SpecificStationCode=HAF
ModelNodeName=Left_Pylon_inner
PylonMass=51.71
PylonDragArea=0.03
FuelTankName=F5a_FuelTank_SF150 ============ These do not show up!!
FuelTankNodeName=FuelTank_SF150_UnderWing[RightWingStationInboardAltFT2]
SystemType=WEAPON_STATION
StationID=10
StationGroupID=3
StationType=EXTERNAL
AttachmentPosition=2.154,0.395,-0.653
AttachmentAngles=0.0,0.0,0.0
DiameterLimit=0.610000
LoadLimit=885.000000
AllowedWeaponClass=FT,
AttachmentType=NATO,USAF
SpecificStationCode=HAF
ModelNodeName=Right_Pylon_inner
PylonMass=51.71
PylonDragArea=0.03
FuelTankName=F5a_FuelTank_SF150 ============ These do not show up!!
FuelTankNodeName=FuelTank_SF150_UnderWing -
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This just came to me .. have you tried exporting both "with/without decals" to see If it helps because I suspect that without decals option doesn't tesselate polygons (which may impact the exporter's management of normals.
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Hello Volker, here's a couple of suggestions:
Have you checked that you have the same smoothing group on both sides of the seam?
You've probably already checked; but is the seam properly welded?
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4 hours ago, Menrva said:The only major issue about shadow casting is that it would require cockpit 3d models without holes in them.
Yes; this is the main concern; I guess it's doable but it'll take a lot of work. I wish we'd known about this earlier cause it has the potential to really make the cockpits look more dynamic.
Great find @muhammad !
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My deepest condolences to his family and loved ones.
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My condolences brother, ..
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it's on hold till I finish the Norwegian R/F-5a variants.
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16 hours ago, Nyghtfall said:TK came out of nowhere and wanted money
I refuse to believe that this was a scam/money grab .. maybe I'm naive, but I truly think that he was serious about the update. I know he didn't raise what he expected, and this is the result .. I guess I'd better resign myself to the fact that SF2 will remain as is .. it's a crying shame though because this game is so bloody cool!
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6 hours ago, Menrva said:Strike Fighters 2 is pretty much dead, we few remaining modders can keep it alive only for so long. A mere hundred downloads don't justify spending some years behind the development of a new terrain. Sometimes it feels like a waste of effort to my eyes. I wish the community was still active as it used to be. These days it's mostly about end-users asking for such free additions. Unfortunately this stuff doesn't grow on trees and actually is very annoying to develop in the long term.
Unfortunately, I have to agree. I suppose we were all pinning our hopes on the release of the windows 10 update; but this has not materialized and I've given up hope that it ever will.
If something miraculous happens and we see an update then maybe all the work we modders put into the game will have some purpose .. but as it stands, I have to concede that we modders are working inordinate numbers of hours to please only ourselves, each other, and the handful of users left.
I wish TK would read these forums and at least give us a clear idea of what to (or not to) expect.
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15 hours ago, Nippy said:This is a really old program it was first released 6 odd years ago (v2.3).
In what way has it been updated?
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Congratulations brother!! I hope it does well.
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You know .. most of you are probably thinking WGAF .. but it's now infinitely more rewarding when you can fly Recon missions - and instead if just pretending it all, you get to 1. activate the camera, 2. get an image of the camera view in the top right corner, 3. get a sound of it operating .. and 4. have the camera frame counters on the left console of the pit rolling backwards as you run out of film..
Huge shout out to @Cliff7600, @logan4, @paulopanz and @yakarov79 for helping me put it together!
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14 minutes ago, yakarov79 said:here is something like a "gun group" in aircraft data ini ? maybe try to match the item number to gun group number (if there is something like this - do not remember now)
I just seperated the primary guns and the "camera frame" secondary gun as different gun groups in the data.ini and it worked!!!!!! By selecting the secondary gun group, the counter now only counts back when you fire the secondary gun! Good job @yakarov79!!!!!
BTW I also added "item number in the cockpit .ini as you said..
[CameraFrameCounter]
Type=GUN_ROUNDS_INDICATOR
itemnumber=2 => This now works!!!!!!!!!
CounterNodeFormat=gun_dial%d
MovementType=ANALOG_COUNTER- 4
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1 minute ago, yakarov79 said:try something like itemnumber= 1 or 2 ??? in cockpit.ini.
But if I remember correctly..round counter refers to the total amount of rounds. And also did not work with gun pods.
Thanks @yakarov79 I tried "_2" but it didn't work. I fear you're right about the total number of rounds .. never mind it's still cool!
how to make 4096 x 4096 textures
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted · Edited by sophocles
spelling
What problem did you have? remember that Win10 deletes "some" files so you have to turn security settings off before you try to install onto Win10.