Old Diego
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Everything posted by Old Diego
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Yes, you can fix it. Open up the aircraft data ini and scroll down to the landing gear section. This data is not from the F-15 so just pretend it is and change the rolling radius info... [RightMainGear] SystemType=LANDING_GEAR Retractable=FALSE DragArea=0.1 HideGearNode=FALSE ModelNodeName=LandingGearR ShockNodeName=LandingGearR ShockAnimationID=2 ShockStroke=0.21 SpringFactor=1.8 DampingFactor=3.00 WheelNodeName=FtGearAxle_R RollingRadius=0.275 <---------------------------------increase/decrease this number until you are satisfied that it looks ok. CastoringWheel=FALSE ReverseWheelRotation=TRUE HasBrakes=TRUE BrakingCoefficient=0.600 RollingCoefficient=0.07 RotationAxis=X-Axis MaxLoadFactor=6.0 ShowFromCockpit=TRUE
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Passed two pinkie finger nail sized stones. I don't know which was worse - the morphine induced itchiness or the pain. A female friend who had passed a stone told me it was worse than childbirth...if that puts it in perspective.
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B-2 and F-117
Old Diego replied to Hubertus's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
I think I'll resurrect this one as it has a variety of methods on making a chute. I'm running into the same problem as Marcelo. I can make all the animations but it (the chute) never shows in the game. I've tried FastCargo's method, Erikgen's suggestion and even a few methods that aren't in this thread. All deal with the animation controller settings and they vary widely. I've made one chute before for the LAPES "weapon" and it works ok. If I use that chute on a flare I've made, the chute doesn't show up...just the flare mesh. Can someone please lay out a step by step on making a basic chute animation and have it posted in the knowledge base? Heck, if I can get mine to work, I'll do it. If someone with Max8 is willing to take a look at it and make the needed changes it will save me from putting my fist through a monitor. -
Altimeter TYPES?
Old Diego replied to Old Diego's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Thanks, its becoming more clear now. -
WW2 Pilot models
Old Diego replied to zmatt's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
http://www.geos-aircraft.com/SFPilots.htm -
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.
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M-109
Old Diego replied to rebel ryder's topic in Thirdwire: Strike Fighters 1 Series - File Announcements
Very nice -
Keeping the pilot from disappearing when shot.........
Old Diego replied to quack74's topic in Thirdwire - First Eagles 1&2
No, just preaching to the choir. -
Keeping the pilot from disappearing when shot.........
Old Diego replied to quack74's topic in Thirdwire - First Eagles 1&2
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. -
3dsmax and decal idea..?
Old Diego replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Yes, the Fuselage00 is the parent to the 01,02 and 03 children. -
3dsmax and decal idea..?
Old Diego replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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. -
3dsmax and decal idea..?
Old Diego replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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. -
3dsmax and decal idea..?
Old Diego replied to mppd's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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. -
Some of my WIP
Old Diego replied to Old Diego's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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. -
Using Custom Effects in SF2
Old Diego replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
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. -
Using Custom Effects in SF2
Old Diego replied to 331Killerbee's topic in Thirdwire: Strike Fighters 2 Series - Knowledge Base
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. -
Effects missing
Old Diego replied to Old Diego's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
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*. -
Effects missing
Old Diego replied to Old Diego's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Fully patched here. I double checked my non-patched version and they're missing there too.
