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Everything posted by mue

  1. The problem here is, that the model was exported without setting the option AllowDecals=True. With the option AllowDecals=True, your mesh can be as smooth as you like without getting decal bleeding problems.
  2. Mainly to motivate myself, I made an initial test regarding using 3D assets from SF2 in the open source flight simulator FlightGear. Since FlightGear uses the same 3D graphics library (OpenSceneGraph) that I also use in the LODViewer, I could easily reuse my LOD file loader plugin with only minor modification. This is only an initial test. There are still a lot things to do regarding 3D models: animations, shader adaption, .... not to mention reimplementing the SF2 FDM in FlightGear. But maybe some day... TWs P-51D at Honolulu International (the current FlightGear default airport). Note the missing landing gear caused by nonworking animations: Cockpit view:
  3. Thanks! I didn't know about the movie Zero Hour! before. After some googling, I found this: Zero Hour! is a remake of Flight into Danger (1956). There is also a german remake (1964): And another US remake (1971):
  4. From the Thirdwire forum (archive): Post by ThirdWire » Sat Dec 20, 2008 1:56 am: OnGroundPitchAngle is the angle the object is first placed, but once the object is placed, its final resting place depends on where your gears are and what their shock values are. So check your wheels data.
  5. Australia forest fires

    I didn't know you grew up in west germany. I always thought you grew up in east germany. I don't understand, what east german propaganda has to do with climate change? That's straw man fallacy. Of course you are allowed to say that 2+2=5. But if scientist then say that's incorrect because 2+2=4, that's not shouting down!
  6. Australia forest fires

    @Gepard you sound like the typical climate change sceptic . All of your climate myths are already debunked. e.g. here: https://skepticalscience.com/ Maybe the climate experts? 97% of climate experts agree humans are causing global warming. Source: https://skepticalscience.com/global-warming-scientific-consensus.htm and https://skepticalscience.com/empirical-evidence-for-co2-enhanced-greenhouse-effect.htm https://skepticalscience.com/climate-change-little-ice-age-medieval-warm-period.htm https://skepticalscience.com/surface-temperature-measurements.htm They believe they are right, because they are backed up by most climate experts and scientist. https://skepticalscience.com/mitigation-cheaper-than-adaptation.htm
  7. I love this community! @Nyghtfall Thank you for giving user support
  8. This is the first release of the LOD Exporter for blender. A main reason for this release is to get feedback / bug reports from you users (3D Modeler). I'm not a 3D Modeler myself. I only tested the exporter with rather simple object (hierarchies). I tried to implement the exporter only based on the information I found by investigating LOD files. Thanks again to logan4 and angelp who provided me with specific lod files that helped me to understand the lod file format better. The Bottom line is that I have no idea if the exporter works for you. So please give feedback. The Exporter Script: Update: The latest version can be found in the download section: https://combatace.com/files/file/16747-lod-exporter-for-blender/ 1.) Installation Open the Blender User Preferences - Add-ons Tab (File -> User Preferences... -> Add-Ons) Click "Install from File..." Browse to and select the exporter python script "io_export_sf2_lod.py" Click "Install from File..." (or double click on the script name) In the Add-Ons Tab under Supported Level select Testing and enable "Import-Export: Strike Fighters 2 LOD Exporter" The LOD exporter is now installed and enabled. Under File -> Export you should see the menu item "Strike Fighters 2 LOD (.lod)". It's greyed out until an exportable object is selected. 2.) Usage Select the object you want to export and click File -> Export -> Strike Fighters 2 LOD (.lod) The file browser opens. In the lower left area you see the LOD exporter options. Currently there is only one option: enable/disable writing the out file (text file with information about the exported object(s)). The selected object and all child objects are exported. Please note! The objects must meet the following requirements: -No scaling in the Transform Properties allowed (that means: scale x = y = z = 1.0). If your object has scaling, it should be applied to the mesh (Ctrl-A) -A material must be assigned to the object. Only the first material of an object is exported. Only the following material parameters are exported: -Diffuse Color (the lod file format also contains ambient color. Currently the exporter set ambient color = diffuse color) -Specular Color -Specular Intensity -Specular Hardness (I think in 3ds Max it's called glossiness) -if "Shading -> Emit" > 0.0 then self illumination is enabled -Transparency (if transparency is enabled, then the object doesn't cast and doesn't catch shadow. if transparency is disabled, then the object cast and catch shadow. The specific LOD format version the exporter writes, doesn't support arbitrary cast/catch shadow combinations. The other LOD formats I don't understand enough (yet). Sorry!) -Alpha -Mirror Reflectivity -Diffuse texture image name (as diffuse texture the exporter uses the texture where "Influence -> Diffuse -> Color" is enabled) -Normal map texture image name("Influence -> Geometry -> Normal" is enabled and the Normal value is also exported) -Specular map texture image name("Influence -> Specular -> Intensity" is enabled) -Normal and specular map can only be used together with a diffuse map. (If I exported a normal or specular map without diffuse map, then the LOD wasn't shown in the game or the game crashed. I don't know why...) The exporter supports no animation yet
  9. The LOD exporter isn't compatible with blender 2.80. They made a lot of API changes in 2.80. I haven't found the time yet to update the LOD exporter for the newest blender version. But the exporter should work in 2.79. You run the exporter via File->Export->Strike Fighters 2 LOD. In the User Preferences->Add-ons section the plugin is listed under Supported Level = Testing!
  10. View File Mues Toolbox In this package you find the current versions of my programs. Since all programs are using the same Qt and Microsoft Visual Studio libraries I thought it is convenient to put them all together. This package contains currently: LOD Viewer V0.5.2 Target Area Editor V0.2.2 (Updated) CAT Extractor V0.1.0 (NEW!) For usage instructions of the programs please read the readme files located in the Readme folder. Submitter mue Submitted 12/09/2015 Category Utilities / Editors  
  11. This guy is hilarious. Quite entertaining. I already had a laugh when he described the fighter generations
  12. He removed the link. His answer to my comment to his latest SF2:Vietnam Ep 43 video:
  13. It seems as he started his SF2 video series the Thirdwire store were down. From the description of his first SF2:Vietnam video: I think at this time he thought the SF2 games were abondoned. But later as the Thirdwire store were up again, although he now mentions that you can purchase the games from the store, he still provides the link to the illegal copies.
  14. I really like his videos. What I don't like is, that he provides a link to a download site where you can download illegal copies of all SF2 games.
  15. I wrote a tool that someone may find useful: a LOD viewer. I tested it on Windows 7 and 8. Unfortunately it doesn't run on Windows XP. From the readme.txt: LODViewer Version 0.1 Author: mue Use at your own risk. The program is free for personal, non-commercial use. Usage: LOD files are loaded with File->Open... The program also tries to read the ini file with the same basename (eg. tank.lod -> tank.ini) for textureset information. The texture directory can then be selected via the texture directory combo box. If no ini file is found or it does not contain textureset information then the texture files are assumed in the lod file directory. The left upper window shows the node structure: node names and material ids. Nodes can be selected with left click and deselected with ctrl+left click. The lower left window shows the texture file names of the materials. The right graphic window displays the 3D view of the lod object. The view can be manipulated with the mouse: rotation: left click + move translation: right click + move zoom: mouse wheel reset view: middle click Nodes can be selected with ctrl+left click, and deselected with ctrl+left click on a blank area. Selected nodes are highlighted in red. Nodes whose texture couldn't be read are displayed in green. Known issues, missing features, bugs: -simplistic lighting (no specular, glossiness, reflection, bump mapping,...) -no transparency -no decals -problems with reading some tga files Screenshot: (Download link temporarily redacted)
  16. I'm curious what features FE has what SF doesn't have? Regarding flight models, I would think the (prop) FM in both games are (nearly) identical. Maybe the AI or campaign system is different? What else?
  17. The stall modeling in SF2 (e.g. the Stall*TableData) is still a big unknown to me. The regime between -AlphaDepart and AlphaDepart I mostly understand. Currently I'm implementing the SF2 P-51D FM in JSBSim/FlightGear. In the normal non-stall/non-departure regime it already "feels" quite similar to SF2. But I still have to run some validation tests. Yes, while sifting through the TW forum archives I noticed that back then there were several FM guys active. And according to the questions they have asked, it seems they know that they are doing. I think one guy was from avhistory.org and wanted to port CFS? flight models to SF.
  18. Since I had a look into the shaders I also extended the drawing distance for fading objects. The modified object shaders: Update V1.1: fixed incorrect calculation of object distances outside the view center. sf2_extfadingdistance_shaders_v1.1.zip -Copy the shader files (*.fx) into the Terrains\<terrain> folder. -Adjust the variables fadeStartDistance and fadeLength to your likings in the follwing code section of both shader files: float fade_with_distance(float FadeDist) { float fade_alpha = 1.0; //mue: distance at which the object still has alpha = 1.0 (full opaque) const float fadeStartDistance = 16000.0; //in meters //mue: fadeStartDistance + fadeLength = distance at which the object has alpha = 0.0 (full transparent) const float fadeLength = 3000.0; //in meters const float fd = FadeDist - fadeStartDistance; if (fd > 0.0) { fade_alpha = clamp(0.0, 1.0, 1.0 - (fd / fadeLength)); } return (fade_alpha); } -Set in flightengine.ini DetailMeshSize so that (fadeStartDistance + fadeLength) / terrain_tile_size < DetailMeshSize -Set in options.ini ObjectsFade=false -Enjoy your flight!
  19. In your TrackIR profile (in the TrackIR software) disable the z-axis.
  20. Maybe I'm getting old...but, how can I embed youtube videos in forum posts? I couldn't find it in the editor. I know I have done it in the past but that was before the site update.
  21. Note: The LODViewer has a bug. If you reload textures while an animation is "shown" (like in the first post, where the gear is extended and the gear doors are open) then the decals are (erroneously) applied to the current (animated) position of the mesh and not the original one.
  22. AFAIU: If you want proper 44100Hz sounds, you have to change ALL (incl. stock sounds) to 44100 Hz.
  23. Yes GPL means General Public License. Only if you want your aircraft included in the official FlightGear hangar "FGAddon", then the GPLv2 is obligatory. Otherwise you can license your model as you like (assumed the whole model is your own creation and don't contain or uses GPL content) and use it in FlightGear.
  24. Correct! But the buyer/recipient also get the same rights as you from the GPL. He can use/modify/distribute/sell the content under the GPL. His right to modify the content also means that you have to give him the "source code" of your content. The GPL says about the source code: "The source code for a work means the preferred form of the work for making modifications to it." I think (maybe Richard can confirm or correct me here) that means, that if you sell the lod file then you must also include the e.g. *.3ds or equivalent file.
  25. For those who don't know the GPL: If you use GPL content for your aircraft then the derived work, i.e. your aircraft, is also automatically licenced under the GPL. That means you can not distribute your aircraft under the CombatAce Modders License Agreement, because the CombatAce Modders License Agreement forbids the sale of the content (as payware). However the GPL doesn't allow those restrictions. Under the GPL the user has the right to sell the content!

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