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bigal1

+MODDER
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Everything posted by bigal1

  1. File Name: Bloodhound SAM File Submitter: bigal1 File Submitted: 10 Jan 2009 File Category: Ground Objects Mods This is the Bloodhound SAM used by the RAF and and a few other countries from the 1950's to the 1990's . Click here to download this file
  2. Bloodhound SAM

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    772 downloads

    This is the Bloodhound SAM used by the RAF and and a few other countries from the 1950's to the 1990's .
  3. Hi , i was testing something with a red transparent tga i made maybe you can make use of it . Red_transparent.rar
  4. Hi all , I have a BloodHound SAM and Radar control which should be ready quite soon . Used by the RAF and many other countries for quite a number of years from the 50's onwards . Just wanted to know if we already have it in game or not ( i've checked cannot seem to find it ) . Thanks
  5. Yup can confirm they like to kill bears :yes: One problem i have with it at the moment is getting mulitple boosters ( booster positions ) for the 7 engines this beast has . In the missile ini i have tried to define multi booster but upto now only seem to get 1 showing . So far i used BoosterPosition001 , BoosterPosition002 etc etc and also tried BoosterPosition1 etc etc but no joy . Does anyone know if it is possible to have multi booster positions set in the missile .ini , also was wondering what units the max range and seeker max settings are in , thanks .
  6. Thanks a lot , recieved the photo's and they will sure come in handy . Great photo's aswell btw
  7. Sure that would be great , i'll be starting the .ini work soon so the more info the better thanks .
  8. Same for me aswell , works fine in raw version but not with new patch . Interesting what the other thread is saying about the z buffer think i'll look more into that .
  9. I downloaded and installed your shader effect , it has fixed the blue outline around waters edge but left me with flickering on the water ? . I've checked the entries regarding the fix and they seem to be ok in your shader effect so i'm sure somehow this can be fixed as before your shader was installed i had no flickering but blue outline and after have flickering but no blue outline . Somewhere between the 2 i think i'll find a fix lol
  10. I already had this fix in place but i still get the dark blue outline around the water
  11. Hi there , i'm also getting the dark blue outline at the waters edge . I'm using the payware euro terrain from razbam store and i also have square box's appear in the water which seem to be visable at about 20k ft , the dark outline flickers and sometimes goes away the closer u fly to the land . On a side note i have some flickering on the cloud when close up and wondered if it was a clipping issue and how to sort it ? I use an nvida 8800 gfx win xp pro
  12. I've had this problem before and the only way i found to fix it was to unlink all the landing gear parts then reset xform . I'm guessing the problem was something to do with mesh pivot point orientation and animation , after resetting xform i think you will have to redo gear animation . Good luck Ps . Dont forget to have backup of file just in case as xform reset cannot be undone ( i think lol ) .
  13. Hi all , i have a model of the XB70 which has been sat on my HD for a while so i decided to give it some attention . One problem i have found is that when i powerup on the runway the aircraft will veer off to the left , not by a huge ammount but enough to have to correct it with full rudder . Everything seems to check out fine with the model in max so i'm guessing it could be an ini issue and wondered if anyone here had any ideas on what could be causing this and any fix's i could try . Thanks
  14. Yup when it is at beta stage i'll be sharing this and a few other things i have been working on but at the moment i'm still held up by uv mapping . Once i figure out mapping i can move on and get things out .
  15. Cheers Fubar first thing u said worked , was one of the engines which had a minus missing from the thrust entry so was bias to one side . Thanks again
  16. Hi there , constant rudder application has to used to correct the issue .
  17. Hey all , the B1-B is still going but at a slow pace due to the uv mapping ( still lol ) . The main model is not far from completion i think but the cockpit is still early WIP . I've been doing some fine tuning to the model recently and have this screenshot from a test mission i flew a few days ago .
  18. Hi all , this is a quick update on the b1 progress . I had some computer storage problems and lost my main file for the b1-1 which was not good , so went to backup storage of my 3ds files loaded up the backup and somehow this file was a very early one and not the current one . Now i very much wanted to get the bone completed and in game but just couldn't bring myself to go back to the start of the project lol so i have aqquired a new b1-b model through the correct channels of course :yes: and this one is waaay better than my model was . I'm still having problems with uv mapping which is slowing me down on quite a few projects ( still skinning them my own cheap way haha ) but as soon as i can figure this out hopefully the bone and a few others can get released , so here are a few screenies of the new b1-b ( some of you may recognise the model ) .
  19. Hi there , the B1-B is not complete yet but when it is finished you will be able to download it from this web site :yes: There is not much more work to do on the actual model but the uv mapping is gonna be the hardest part for me to sort out ( i have serious uv problems lol ) I'm in touch with a few people at the moment who hopefully will be able to help me sort out the uv stuff , if this happens it may be ready a lot sooner than expected .
  20. Lookin very nice Veltro one of my fav's , keep it going
  21. Yeh you right there mate , these things would be a nice addition to the sim .
  22. i've been looking at some photos of the b1 with this hardpoint ( set near to the front of the aircraft ) if its the same one , and yeah its gonna have to get added . not sure if we have the sniper pod in game already or not ( not too well up on it yet ) if not guess i'll make one of them aswell :yes:
  23. Hi all , i've decidied to try and model a cockpit and have run into a problem . I have the basic cockpit structure made in 3ds max and have exported the lod to my cockpit folder and added a few bmp's to the same folder to give it some basic color but ... when i switch to in cockpit view all i see is open air ( no cockpit ) . So i was wondering if anyone had any good tips and suggestions on what may be wrong , there are only a few sub components to the model at the moment and all are linked to the main cockpit structure . Thanks
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