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Old Diego

+MODDER
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Everything posted by Old Diego

  1. Is anyone able to unpack the ObjectData010.cat file? I keep getting a error message...Error:Cat file size-data does not match <2>. This is with CatPack v1.1.
  2. 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
  3. 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.
  4. I think only damage textures such as ***_holes.TGA and ***_loadout.TGA are needed now in the specific aircraft folder.
  5. Extract it from ObjectData001 Right, ObjectCat001...not having a good day am I KB?
  6. 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.
  7. Thanks, its becoming more clear now.
  8. I've run into something that had me scratching my head. I can't find anything written on the altimeter types. Specifically, the number after them. Example: Type=PRESSURE_ALTIMETER_2 I've seen PRESSURE_ALTIMETER_1 and PRESSURE_ALTIMETER_3. What are the differences and where should they be used?????
  9. http://www.geos-aircraft.com/SFPilots.htm
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. Yes, the Fuselage00 is the parent to the 01,02 and 03 children.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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.
  22. 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*.
  23. Fully patched here. I double checked my non-patched version and they're missing there too.
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