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Old Diego

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Everything posted by Old Diego

  1. Thanks, its becoming more clear now.
  2. http://www.geos-aircraft.com/SFPilots.htm
  3. If you're new to modeling, I'd suggest starting with a ground object and move up incrementally until you arrive at a cockpit. There are lots of things that you'll learn along the way. Those things, as a whole, will be your skill set that will make you say - a cockpit, no biggie. Just don't bite off more than you can chew or you'll become overwhelmed very quickly and just give up.
  4. I know that you can have landing lights switch on when the landing gear is lowered. How do you add this to aircraft that have fixed gear? Also, the new code for variable geometry lights, anyone know what code to add? I need it for a rudder.
  5. Thanks, Kevin. Even after pouring through those DLLs I didn't notice that code for the moving light. I might have to see about that tail gear. I tried that before and the spring went crazy.
  6. Not sure if you've tried this place - http://maic.jmu.edu/ordata/srdetaildesc.asp?ordid=282 Scroll down and look at the 7 tube launchers. It might be listed.
  7. No, just preaching to the choir.
  8. This bothers me too. I'm not into gore per se, but an empty pit is odd. There is a way to do this but not as a pilot. The "pilot" would have to be created as a gun turret. You want to keep the ability to look around and a turret has this ability. Pilots don't take damage, they get destroyed and go *poof*. A turret can take damage and show a damage model. Hope this helps.
  9. Yes, the Fuselage00 is the parent to the 01,02 and 03 children.
  10. I had a shadow issue as well but it was due to a polygon count. On the Cobra, I broke up the fuselage mesh that was over 3000 polys and it finally showed up. I'll keep the concave/convex issue in minf too.
  11. Not to derail this topic but what are those parameters? BTW, mppd, your idea will work as long as you can keep enough distance between your decal mesh and the aircraft mesh - Z fighting will produce flashing textures.
  12. Instead of fighting the decal count, why not increase the mesh count? Cut the fuselage (or whatever mesh) into slices where most of the decals would go. Then rename those sections as fuselage01,02, 03 etc. They don't need to be removed for the DM or have any FM. That could be determined by the main fuselage00.
  13. Dave asked me to post up some wip shots of the stuff I have going on. I've been working on a new replacement for the O-1E. Since he's gone missing from SF2V, I guess you can consider it new. The package will be for the new SF2 series but I'm sure with a bit of folder manipulation it will all work as a package in the WOX series. I'm planning all new weapons, pilots, texture sets and especially a kick ass FM. About that FM...My God, Kreelin has taken my shameful attempt of a FM and turned it into something you have to "feel" to believe, if that makes any sense. So far, it has the moves of a wide receiver and the the speed of fastball. I've gained a new found respect for Snoopy. Think you got the balls to tangle with Charlie's AAA this low and slow? Can't have a Vietnam sim without the US Army, now can we? Yep, they were there too but left out in SF2V. So I've taken the liberty of making the needed files for you to take a trip to the Delta as a Wobbly One and see if you can't spot a few VC. Once you've found him, call in a Snake or two and remind them why you carry eight willie petes. If you manage to score a few brownie points, the brass will have a new set of medals waiting. The Cobra is a an early model G (glass nose). The rest of the variants will follow...along with a slew of helos. All in the same detail as the Bird Dog, of course. No time frame. Don't ask. I'm going for quality not quantity.
  14. Thanks to Kreelin and Steve for the flight model work. A thank you isn't enough to match the quality and detail of this FM. The good part is that the AI can handle it too. With that major hurdle left behind, I began work on the damage model. Interesting learning all this and what can/can't be done.
  15. LOL...it looks like the OFFLINE Forum killed the fix for this. The fix was posted by TK on his board. All that is needed is to add the "effect" to the specific weapon data ini. For example from the Mk40_Hydra_M156 data ini add this code to the end of the data ini [WpRocketEffects] EffectShaderName=twColor1.fx -----------------------------< this may not be needed > GroundHitEffectName=WilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=WilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 Once you do that, go and test the weapon. It should show the WP effect.
  16. Hey KB, this is looking like the effects robbing culprit. About half way through the post my eyes started to glaze over.....huh? Good find. I think I'll wait until people with the proper knowledge can beat this beast into submission.
  17. A few people including myself have noticed that some weapon effects are gone. Not blaming the weapons pack because my stuff wasn't tested in SF2V until today. Has anyone else noticed this? Specifically, my willie pete has gone away even though all the names and content appears in the missleobject.ini located in the Object folder.
  18. Not sure. I'm testing the O-1 and noticed that the WP are gone. Others mentioned the Nuke effects. Odd how some are fine and others just went *poof*.
  19. Fully patched here. I double checked my non-patched version and they're missing there too.
  20. This is an easy one. Helo FM capability and turret weapons that can track and shoot at GROUND targets by the AI and player.
  21. The initial release will be the OH-6A with the V-tail and will be geared toward SF2V. Since the aircraft will be a package with cockpit etc, I don't want to get side tracked by later year variants and add more work for myself. I won't rule out future variants though...just not right off the bat.
  22. Thanks for the enthusiasm, guys. I'm glad you like the work. Not having a time line to meet allows me to do the things I want to do correctly. Yes, there are other projects. Off hand, I have the O-2, OH-6A and the UH-1 series after the O-1 and AH-1G. Just to clear this up, there is no YAP involvement on my part. What you see of mine in YAP2 is lots of reused work. So, like lots of other things, lets just leave all that in the past and move on.
  23. DCS:BS - Some WIP sneak peaks from ED

    Guys, look at BS for what it gives you - a helo sim. What you call eye candy is nothing more than essential below 2000 ft. This isn't BS set in a bare desert environment. I think you might be looking at all this from a fixed wing bias where anything below 2k ft would be just eyecandy. I think they got it pretty close from all the images I've seen.Another thing is that eyecandy is created after all the major code is in place. The asset artists are not sitting around waiting for the programmers to do their thing. They are hired on after. What I agree on is that the DRM is a poor choice. Even if Starforce was now working correctly, it has a black eye and ED should have looked elsewhere. How many lost sales due to SF? As for MP, unless you can have CoOp missions, its going to be nothing more than slow dogfighting IMHO. I'd pick this up in an instant if there was no SF, CoOP and had a more open architecture. The button clicking near future conflicts do nothing for me. I want a helo sim based in the Vietnam era or in the 80's Fulda Gap.
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