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Posts posted by umm
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25 minutes ago, daddyairplanes said:yakarov, are you saying something like this visual (was working it up evidently while you were posting)
the red areas were what i was suggesting cutting, while the white areas are what i was sugessting a bluish gray for. the yellow is to highlight the shrink and space between the tower and edge of image
Thanks
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1 hour ago, daddyairplanes said:to specify the above question a little more, is the model a solid model with the latticework painted on or a lattice work with a lot of open space? (the pic leads me to believe solid model) no format will extend past teh physical model (jpeg, bmp or tga)
30 second observation of the pic: cut the material out of the arches and the trapezoids in the middle out, then redo the white portions as a darker bluish gray. that should save the time of cutting out alll the space between every brace, but provide an illusion of transparency.
finally, give yourself a pixel or two of space between the top and bottom edges. it will cause the decal to bleed out to the edges of the node. i use this fact intentionally when putting stripes on planes (airliners are big and most of the time the tga doesnt go all the way to the back end of the plane. the bleeding extends it past where it should end) but in your case like most others its a pain.cut your tower, paste it and shrink it to 98 or 99%. that should give you the space you need
Yes the model is solid one I try to make it a simple as I can, as the tower is time consuming to make. i will take your advice into consideration.
Thank you all for your replay and help.
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I have tried to make the tga file for Eiffel tower but I keep getting this can some one take a look at my tga file
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Locking really nice.
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Excellent work, and team effort thank you all.
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2 hours ago, Wrench said:The TAE also give the offset's from the 0/0 point (and is much better at doing so). How else would you place the object? The TFD is only useful for obtaining the basic X/Y coordinate.
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Umm, if you could ex-plane (see what I did there?) exactly what you're trying to do, perhaps we can give a more detailed answer
Your explanation cleared everything👌
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32 minutes ago, gerwin said:TFDtool can give you the offsets by dragging with the left mouse button. In other words: click target location, hold mouse button pressed and drag to targetarea origin, then release the mouse butten.
For rotated airfields it does not work; runway must be angle zero.
Thanks a million
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1 hour ago, Menrva said:The offset coordinates can be obtained via TFDtool. Just move to the center of the target (what you call Position Coordinates); the offset is an offset, meaning how much distant that object is from the center of the target. Just read the .html file included in TFDtool, it should explain more. Discover all of the functions. I have learned much from experimenting. Don't forget to zoom in, in TFDtool: only if you zoom in, you can see all of the objects of a target area, as blue/red dots.
Thank you for your assistance in explaining how to further work with the program. I tweaked with the controls via your advice and eventually figured it out.
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17 minutes ago, Menrva said:Download gerwin's TFDtool and open the terrains with it. You'll understand everything then. My word!
Hi Wrench Thanks for your help. I did get the TFDtool and I found out the position Coordinates but I didn't understand hot to find out the Offset Coordinates numbers it tried a lot of numbers but it didn't show in the map
20 minutes ago, Wrench said:I think that was covered in a post in the Knowledge Base someplace...because I wrote it.
in short, the main coordinate is the position on the map, measured from the southwest corner (lower left) of the map
the individual item offsets are in meters from that 0/0 point
Thanks for your help I did look in the knowledge forum but didn't find it forgive an old man please can you but the URL for me. Thanks
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Hello,
Can someone please give me some hint to how to find out the correct position Coordinates and the Offset Coordinates numbers in _TARGETS.ini file. I looked but couldn't find an explanation
[TargetArea071]
Name=HAWK Battery
Position=605375,91250 <----------
Alignment=FRIENDLY
Location=1
ActiveYear=0
Radius=800
Target[001].Type=HAWK_HIPIR
Target[001].Offset=40.000,90.000 <----------
Target[001].Heading=45
Target[002].Type=HAWKL
Target[002].Offset=-10.000,180.000
Target[002].Heading=315 -
Thank you for your support and help
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Hello,
Can someone help me I have the 3ds Max export utility tool and I have 3ds Max 2009 32-bit but I can't find the exporter when I go to export the file to .old
I am missing something I know but I can't but my hand on it
Thanks
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It would be really nice to fly SF2 with VR headset. may be one day soon
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Thanks for sharing the information and looking forward to any update.
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Any news regarding the use of HTC Vive with the game?
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Hi daddyairplanes ,
Thanks a lot for you help on the way to the download section -
1 hour ago, daddyairplanes said:almost. as i am sure is covered in the knowledge base...
object folders (the aircraft, decals, weapons, pilots) will go into the above plus\Objects. this should make it appear in game. they will not show up if outside the objects folder
better functionality will occur for the things like effects, sounds etc will go in their respective folders (FLight, Terrains, Sounds etc) these folders go into the overall mod folder (the file path you wrote above)
most modders i have observed the last few years set things up so that you unzip the file (you did remember to do that right?) then open the folder and drop everything into the overall mod folder. example: my recently released JSTARS had objects folder, wtih the aircraft and decals inside. it also had a sound folder, with the proper sounds . After unzipping all could be dropped in as you asked because the aircraft was already in a objects folder
HOWEVER, you have to pay attention esp to some of hte older mods. not everyone does what i described. so if the things are not already in a objects folder and hanging out loose in the overall mod folder, it will not show.
hopefully the level of specificity you were needing to get it to work. Question for you: is there a specific mod that is giving you a fit or is it all mods?
Thank you very much. Your post helped locate the issue I was having and make some progress.
With regards to your question, its just that its been a while since I've played and so I don't remember how to do things.
One more question if you don't mind me asking; SquadronList.ini is this something that automatically gets created? or am I supposed to do something to get the squadron list to update with the new squads?Thank you very much.
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On 3/12/2018 at 12:42 AM, Wrench said:and always, ALWAYS read the enclosed read me text
I tried but it didn't understand
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Gentlemen do I extract the files to the game folder or this C:\Users\*username*\Saved Games\ThirdWire\StrikeFighters2
I tried both but with not lock
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Hello,
It's been a long time since the last time I played the game or adding any models to it. So what I need help with is how to add model airplane to the game?
I tried searching the forum to find how to add a new airplane, but couldn't find any ,may be I am just getting old lol. So my question to you all please can someone tell me after downloading the files do I just place those folders in their correct location in the game folders only? because I did so and the airplane does not seem to show up in the game. so my question to you is there is anything that I am missing please let me know.
Thank you all very much for your help.
UMM
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hawk site models without wheels skin textur
Hello,
This is the Hawk site models without wheels skin textur.
requested by AGOSTINO
http://combatace.com/topic/69457-hawk-hipir-model/
Take care,
umm
PS the pic is form AGOSTINO post.
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Submitter
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Submitted01/03/2012
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Category
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New House
in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Posted · Edited by umm
this is a new house just worked on today it is my house. lol Soon I will have it completed, but I have one request please don't do air strike on it lol