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Everything posted by Geezer
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3D Construction
Geezer replied to Constellation1710's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Dunno - I've never played with Gmax. I DO know that Gmax is a truncated version of Max R5.5, so Gmax and Max should play well together. Maybe... -
As you can see, Lloyd has done an outstanding job on the Sea Gladiator skins, plus two sets of decals for Malta and 84 Squadron. Not shown in his shots is an upgrade I just sent him - a dinghy pack mounted under the fuselage, between the landing gear legs.
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3D Construction
Geezer replied to Constellation1710's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yep. Despite their obsolescence, Autodesk protects even its oldest editions. However, the old stuff can often be bought for a low price - if you can find it. The only reason I suggest obtaining a copy of Max is the difficulties of importing models into Max from other applications. It can be done - but its not always easy. -
Have finished the menu screens for MK1 and Sea Gladiator, plus I'm working on LODs. Shouldn't be too much longer - maybe a week or so.
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3D Construction
Geezer replied to Constellation1710's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Very interesting thread here. I worked on an aerospace project that upgraded a digital training simulator to a more advanced, and more marketable, configuration. It was a joint effort in that several different organizations contributed 3D models, so we constantly imported models made in different programs - just like importing Blender into Max as discussed above. The 32-bit version of Max will be a sort of bottleneck. Not only will 3D models have to be imported into Max, but most models will not import perfectly. Typically, the simulator project had to devote 1-5 hours AS A MINIMUM to each model from an outside source because an unpredictable number of verts would detach from each other, and had to be manually re-welded together. More elaborate stuff like animations or bump mapping often had to be reworked also. So...using other 3D programs (such as Blender) will probably have hidden flaws that will significantly increase the workload. There is an alternative however. The obsolete nature of 32-bit software could be a blessing in disguise? Older versions of Max, in use when TK made SF2 and FE2, are available for free or close to it. This is the version of Max that I use - Max R9 - I bought and paid for mine way back in 2007. It and Max 2009 have TW export modules - only the Max 2009 export module can handle specular maps or bump maps. http://en.freedownlo...2-bit-FREE.html It's unlikely the TW series of sims will be upgraded to current 64-bit technology, but that is not the end of the world if the community cannot exploit the potential of the 64-bit technology. I freely admit that I can't. So why not turn a vice into a virtue? Old tech will still get the job done, and will be within the capabilities of guys who aren't pros. EDIT: Disregard - I just tried the link and it no longer works. -
Bombs and rockets
Geezer replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Thanks! -
Some time ago, LloydNB suggested an intruder version with wheel spats removed. He recently tested the prototype and found the tail wheel sunk into the ground. A quick revision to the data file fixed the problem...it should get released in the near future, along with the 1930s bomb pack. Thanks for the suggestion! I don't have time or motivation to make elaborate cockpits anymore, so I'll look into using Stary's stuff.
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Bombs and rockets
Geezer replied to Veltro2k's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Has anyone ever fooled around with vertical bomb stowage? At a minimum, it looks like a new animation would be required? Any other observations, or speculation on how to set up the bomb files? -
The Gladiator effort is progressing well - the MK1 should be ready in about a week, followed by the MK2 and Sea Gladiator shortly thereafter. We are also devoting some time to upgrading the CR42. Initial releases will be for FE2, followed by releases for SF2 at a later date. Release of the late-war CR42, equipped with bomb racks, requires release of the 1930s bomb pack I have developed. The LODs and art are done, but each bomb requires a data file and none of us have time to do the research and make the files. Is anyone out there interested in helping with this upgrade to FE2 and SF2? If so, speak up and we'll work something out.
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Got the late-war intruder version working ingame.