Lexx_Luthor
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Everything posted by Lexx_Luthor
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How to add waypoints?
Lexx_Luthor replied to tank03's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
I use ... keyboard Ctrl + Left Mouse and that puts a waypoint where the mouse cursor is. You have to have a plane selected, or a plane's existing waypoint selected first to add additional waypoints. -
Change colors of fonts
Lexx_Luthor replied to Dale's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Example from HUDDATA ini file in Flight folder... [infoDisplay] //BackgroundImage=TextBackground.tga BottomLeftPosition=0.01,0.985 BottomRightPosition= //BottomRightPosition=0.99,0.985 DisplayWidth=0.30 VerticalBorder=0.0015 HorizontalBorder=0.008 EnemyTargetColor=1.0,0.0,0.0,1.0 FriendlyTargetColor=0.0,0.0,1.0,1.0 UnknownTargetColor=1.0,1.0,0.0,1.0 WaypointColor=1.0,1.0,1.0,1.0 TextFile=HUDText.str NormalColor=1.0,1.0,1.0,1.0 WarningColor1=1.0,1.0,0.0,1.0 WarningColor2=1.0,0.0,0.0,1.0 AGLAltStart=0.0 AGLAltWarning=0.0 The colours are defined as "red,green,blue" vectors [x,y,z] with each element having range of [ 0.0 , 1.0 ] x is red y is green z is blue example...[1.0,0.0,0.8] is full red, zero green, and almost full blue (8/10's blue). Thus, a good purple colour. I suggest changing the cockpit colours too. I find them having too much irritating blue light. So I decrease the blue a bit, and make things a bit brighter in general on the instrument panel. More here ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...asc&start=8 Just found out tonight...if your cockpit is very shady, and some instruments (F-104 cockpit clock for example) are not lit up well, you can change this too in each cockpit's ini file... LightOuterConeAngle=90 Now the full F-104 instrument panel is illuminated equally. -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
say what pylon? WP = Workin Progress ... or the weapon model is not ready yet. SargeantVinceMTL to Private Pylon:: -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
WP = Warsaw Pac ... the red equivalent to NATO -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
US aircraft need "USAF" or whatever the code for navy. NATO does not work for US aircraft anymore, like WP does not work for Soviet aircraft anymore. -
Can I rant here?
Lexx_Luthor replied to tn_prvteye's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Actually, HUD brightness control is not confined to immersion, but essential to ease gameplay for the customer. In night or low light level missions, the industry standard cfs daytime HUD lighting blinds the player. This happened to me in my first flight sim DOS Su-27 Flaker 1.0 from 1995. The ability to change HUD brightness is both easy gameplay and fully realistic. Of course, most sim developers don't think of the importance of night or low light level operations to their sims. Perhaps the primary exception would be the cancelled sim Target For Tonight which was to be created specifically for night RAF bombers vs Luftwaffe night air defenses. Target For Tonight interview ~> http://www.womengamers.com/interviews/t4t.php Perhaps the ancient Microsprose F-117 sim was another exception. Falcon I don't know. -
USSR and Russia weapons and planes
Lexx_Luthor replied to StormKnight's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Put an A-4 cockpit inside the Tu-16 external model's crew compartment. You can use the chopped A-4 pit that was made for the frameless canopied B-57A, but that has no radar or RWR -- you could use the radar box though, and there may be a way to hack an RWR but some A-4 pits don't have clocks I don't think...mmm. Or, find a good pit to stuff inside the Tu-16. The reason I suggest this is the ThireWire Tu-16 external model is absolutely wonderful -- check it out -- explore the inside using free camera view (you can slow the camera speed down in the ZoomScale variable (not panscale) in Viewlist file if you need to). Even more immersive is the inside of the An-12 external model crew compartment. Aussom! The most interesting is the B-58 which has some fantastic 3D modelling in the crew compartment. Nice model. Tu-22 won't work. There is something wrong with it when viewed from the inside. It vanishes when looking forward. You'll see. -- Mistakes -- zoomscale not panscale -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
What are you trying to do? Are you trying the E-152 thing? WARNING --- I may be using changed names for the R-8 missiles. I prefer the Soviet names, and I use my own naming system for the 3D weapon models (skins require original author's naming unless you change them in hex editor). Don't go exactly by what I did. My new weapons folder is strictly for one purpose -- SAC vs PVO. You may have to learn the SF/WoE system. The stuff I'm doing for myself is really bizzare. -
Can I rant here?
Lexx_Luthor replied to tn_prvteye's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Hey Julhelm, your poast last page about Wings (1990) is interesting for one very good thing... Julhelm:: That's the basis of the perfect immersive dynamic campaign engine -- you simulate a war, not one single "pilot" or career. When you die or get captured, you start again as a newbie pilot for the same side. Let me explain... My original idea for FB/PF dynamic campaign engine (dropped when I got into SF) was like this...Eastern Front, you start the campaign by first choosing a side -- Soviet or German/Italy. You have some options at campaign start. You can choose fighters or bombers or (most realistic) you can choose to follow orders and be assigned the plane you are ordered to fly. You can have some input on this, but not total. When you get killed or captured, you are "reborn" as a newbie pilot, with some restrictions (optional at campaign start) on view panning speeds, field of view, joystick sensitivity, etc...that makes flying and looking around the sky more difficult for the newbie. Again, you can choose these newbie restrictions at campaign start, and you don't have to choose them at all if you don't wish to. Even more interesting is an option, selected at campaign start, that if you get killed/captured, you start out not as newbie pilot, but as gunner for a number of missions, or until you shoot down your first enemy aircraft as gunner (another option). This is interesting because you can simulate trying to survive as a bomber gunner long enough to become a newbie pilot, but optionally without so much newbie restrictions, as for example, gunners that survive and live in warfare learn to look around the sky, so they already know how to do that once they take controls as pilot of a fighter or bomber. Another option to select at campaign start -- If you fly German or Italian, if you get killed or captured you can be "reborn" as newbie gunner/pilot in the same nation or either nation. ie...German is reborn as German, Italian is reborn as Italian, and either German/Italian is reborn as German/Italian (the Axis to Axis campaign pilot option). I included the Italians because Oleg Maddox included some really nice Italian aircraft in FB/PF, and the Italian side can fly German aircraft as they did historically. Of course, if you fly Soviet in this Eastern Front campaign, you must fly Soviet again if you are killed/captured, as the only "Allied" side on Eastern Front is Soviet. I was personally most interested in getting assigned aircraft that I didn't want (orders are orders -- for example like Su-2 pilot or gunner, using SBD dive bomber as standin for flyable Su-2). Again, that would be an option at campaign start. Alas, Patch after Patch continually changed things often very much for the better for my purposes, but also making obsolete my previous development work, and I eventually abandoned the FB/PF idea when I started getting into StrikeFighters for exploring the all time Titan of air war subjects -- SAC vs PVO, the LeMay years ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3233 Nice to know an ancient sim from last century had similar campaign ideas. Thanks for that! -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
mmm. You need the new weapon editor. July 2006 I think, made for Service Patch 4. You have that? -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No link. I would need Pasko's permission to releace the hack job, or maybe C5's permission -- they made the Su-11 the MiG is built on, and maybe the Tornado Team's permission, as I use the Euro Tornado drop tanks. I can poast what I did....start with Su-11 data ini file. Add the following to the file in the proper places. Step 1... =========================================================== This sets up the 4 Euro Tornado 1500gal drop tanks as a zero strength "jammer" much like Pasko's MiG-17PFU radar nose "jammer" that is made to be added to the MiG-17F. [Fuselage] : : : SystemName[009]=X1 SystemName[010]=X2 SystemName[011]=X3 SystemName[012]=X4 SystemName[013]=FuselageSpineCell //Weapon Stations --------------------------------------------------------- : : : : [X1] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=5 StationGroupID=4 StationType=EXTERNAL //AttachmentPosition=0.0,2.10,0.95 AttachmentPosition=0.0,2.60,0.95 AttachmentAngles=0.0,0.0,0.0 LoadLimit=140.0 AllowedWeaponClass=Spine_E152 AttachmentType=Soviet ModelNodeName=Spine_E152 PylonMass=10 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [X2] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=6 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,0.70,0.95 AttachmentAngles=0.0,0.0,0.0 LoadLimit=140.0 AllowedWeaponClass=Spine_E152 AttachmentType=Soviet ModelNodeName=Spine_E152 PylonMass=10 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [X3] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=7 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-1.10,0.95 AttachmentAngles=0.0,0.0,0.0 LoadLimit=140.0 AllowedWeaponClass=Spine_E152 AttachmentType=Soviet ModelNodeName=Spine_E152 PylonMass=10 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [X4] SystemType=WEAPON_STATION ShowFromCockpit=FALSE StationID=8 StationGroupID=4 StationType=EXTERNAL AttachmentPosition=0.0,-2.90,0.95 AttachmentAngles=0.0,0.0,0.0 LoadLimit=140.0 AllowedWeaponClass=Spine_E152 AttachmentType=Soviet ModelNodeName=Spine_E152 PylonMass=10 PylonDragArea=0.08 LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= //Fuel Tanks --------------------------------------------------------- : : : [FuselageSpineCell] SystemType=FUEL_TANK FuelTankID=1 MaxFuelAmount=1440.0 SelfHealing=TRUE FireSuppression=TRUE MinExtentPosition=-0.30,-2.70,0.50 MaxExtentPosition= 0.30, 2.40,0.80 Su-11 didn't have this spine tank, and I think I changed the other Su-11 internal fuel capacities to match E-152 fuel capacities. =========================================================== Step 2... =========================================================== Add to your weapon data file... [WeaponDataXYZ] TypeName=Spine_E152 FullName=Spine_E152 ModelName=Tank1500_Tornado ... select a Tornado tank. There are several, with different skins. Mass=150.000000 Diameter=0.500000 Length=1.000000 AttachmentType=SOVIET NationName=Soviet StartYear=1955 EndYear=1980 Availability=2 BaseQuantity=20 Exported=TRUE ExportStartYear=1957 ExportEndYear=1980 ExportAvailability=1 WeaponDataType=4 StoreType=0 JammerStrength=0.000000 ...and... [WeaponDataXYZ] TypeName=Tank1500_E152 FullName=1500ltr Drop Tank ModelName=Tank370_F4 Mass=1320.000000 Diameter=0.620000 Length=6.160000 AttachmentType= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=1200.000000 Asymmetrical=FALSE Remember to use the WeaponEditor and open and SAVE the new weapon data file so it generates a new weapon file for the game. I predict the Tornado Team made the Tornado drop tanks (I don't have the Tornado, just the drop tanks in Bunyap's weapons file). Choose what you want to use for the -152 fuesleage spine. I am slowly making my own personal weapon folder to use, and strictly limited to SAC and PVO weapons only, with a bit of TAC and NAVY thrown in, and maybe some RAF if I decide on that. There are several Tornado tanks to choose from, using different skins. Choose one. Also, I painted the Tornado tank I selected to match the MiG's grey colour I chose. There is probably a better way to do this. Perhaps one big B-58 bomb pod will do. Did you know, the B-58 bomb pod -- not the much larger fuel tank pod -- makes a *perfect* MiG-25R drop tank ... (use AttachmentPosition=0.00,-1.50,-0.20 and AttachmentAngles=0.00,-4.00,0.00 ... and make sure the Load Limit can handle such a large store). =========================================================== Step 3... =========================================================== In your new E-152 LOADOUT file...this is what I'm using for now, as we don't have R-4 or K-9. [AirToAir] Loadout[01].WeaponType=R-8MR Loadout[01].Quantity=1 Loadout[02].WeaponType=R-8MT Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank1500_E152 Loadout[03].Quantity=1 Loadout[04].WeaponType= Loadout[04].Quantity=0 Loadout[05].WeaponType=Spine_E152 Loadout[05].Quantity=1 Loadout[06].WeaponType=Spine_E152 Loadout[06].Quantity=1 Loadout[07].WeaponType=Spine_E152 Loadout[07].Quantity=1 Loadout[08].WeaponType=Spine_E152 Loadout[08].Quantity=1 Note -- loadout[4] is not used. The Su-11 had two fuselage pylons for two drop tanks. The MiG used one drop tank on the centerline. Its close enough for me. In my Siberian Sky scenario, I assume the MiG people move the -152M missles, whatever they may be, back under the wing. According to Yefim Gordon's Heavy Interceptor book, the wingtip rail launchers were a failure and were never going to work, even with the planned stabilizing fins at the wingtips. So, I keep the missiles under the wings at the Su-11 model's pylons ... for now. The Matra R.530 model looks just like the R-4 missile, but the Matra is too small. But, do that if you wish. =========================================================== Step 4... =========================================================== For the 1500 litre drop tank, I use an F-4 drop tank. This is done in the [LeftFuselageStation], but I move the drop tank from the Su-11's pylon position to the centerline. I hope this helps, and hope I didn't miss something here, and I had to edit some mistakes, so look again. -
Fulcrum Lag?
Lexx_Luthor replied to Sky Captain's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Skins? yes. Also, another thing, if I understand this properly, you can change LOD models used depending on aircraft distance. Assuming the MiG-29 comes with only one (1) super high polygon model, which is common among ThirdParty aircraft, use this high detail model for close aircraft only. ie...in the aircraft.ini file listing LOD models at various distances, set... (1) Super high poly MiG-29 lod for within 500 meters or 1000 meters distance. (2) Very low poly F-18 model or anything similar for beyond 1000 meters. You will not see the difference, as you only see a tiny smudge of model. I believe, and I may be wrong, if you zoom in field of view on aircraft, the LOD model displayed changes...ie...the model used depends on a distance and zoom. But I'm wondering if you do zoom in, MiG-29s outside your now more narrow field of view that you cannot see are not only not displayed, but the models are simply ignored (can't see them, ignore them). I ran into this issue in programming one time...zoom in for more detail one one object, and other objects now outside the field of view should NOT used increased detail, because they are oustide the field of view entirely. -
Some Soviet missiles needed
Lexx_Luthor replied to Anhnguyen's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
No Awl -- and -- No plane that uses Awl. ... well ... almost. I kinda made a E-152M from Pasko's Su-11 by adding some Tornado drop tanks along the fuselage top... near the bottom of this ThudWire page ~> http://bbs.thirdwire.com/phpBB/viewtopic.php?t=3233 I kinda need an Ash for this, the similar shape R.530 is half the size, so I use Anab 3D model. -
Mee Too! Thanks Dante!! For SF cockpits, I usually just replace the dark tga with a clear 1 pixel file for those pits that allow that. Maybe you could find a way to make a general "reflection" on/off option for the common user in the grafix options menu. SF has this option, but it only works for the stock aircraft in the sim, and not the 3rd Party aircraft -- in effect, closing the sim to this one option offered by the developer. One has to change or replace the tga file. I guess the options are hardcoded with the stock aircraft's tga file names, or something like that. For rocks at greater distance, possibly depending on rock size, can you switch to sprites or something less than a 3D model? Or would calculating those rock distances cause the cpu to wipe any performance advantage of doing this? Thanks!!
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Can I rant here?
Lexx_Luthor replied to tn_prvteye's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Baffmesiter:: Two opposing aircraft...spot on. For tactical fighter vs fighter ops, the best example would be F-4 vs MiG-21, both flyable, both equally detailed with equally detailed overall operational environment surrounding each aircraft. The unique thing about these two aircraft is they offer not just different planes, but totally different gameplay or tactics depending on which you fly. These two opposing aircraft are probably the most mass produced jet fighters and the longest developed fighter aircraft in all military aviation history. Both F-4 and MiG-21 cover about 20 years of upgrading, and with complete overlap of time span -- leading to many years of sim upgrades. A sim can offer F-4B and MiG-21F in the initial package, and then offer later versions, with later overall battlefield environments (later SAMS for example) in future addon packs. -
Nice large rocks!!! Very nice indeed in the video. Good idea -- low polyrocks everywhere. Do you have lower poly rocks for greater render distance? Or just one poly for all distance? That could help performance. Please Don't Do This -- The video shows external view with clear and bright outside environment, and switches to cockpit view with dark tinted smoked canopy "glass" that darkens the entire outside world. The industry standard Flight Sim dark tinted canopy "glass" kills night and low light level operations. If the dark canopy tinting is required for modelling canopy "reflections," something is wrong. IL2/FB has from the start offered clear canopies that shine blindingly and dynamically with relative sun direction (Fw-190, I-16, are some examples) and do so with absolutely no dark stained tinting. Granted, IL2/FB also offered on many aircraft (La-7, F6F, etc..) the inferior, and static, method of modelling "canopy reflections" with the dark stained tinting and garish colours fixed on the canopy, with the result that the customers pleaded with the developer to offer Windex glass cleaner. Please resist the Artistic temptation to step between the customers and their purchased sim in the most brutal way possible -- crippling the customers' visual interaction with their sim. If we must model canopy glass, we can do it without unrealistic (unlike glass) dark tinting. If we can't avoid static dark tinted stained glass, then either hardware or software are not yet ready for modelling canopy glass in flight sims, and its best not to try modelling glass at all. Leave it clear. Thanks~
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Cirrus clouds for SF/WoV maps (beta) SP4 update
Lexx_Luthor posted a topic in Thirdwire: Strike Fighters 1 Series - File Announcements
File Name: Cirrus clouds for SF/WoV maps (beta) SP4 update File Submitter: Lexx_Luthor File Submitted: 05 April 2006 File Category: Environmental Mods Original cirrus clouds, replaced by these newer effects here... ~> combatace.com/files/file/6567-siberian-sky-cirrus-clouds-for-missions-and-terrains/ ---- original description... : : *Beta* test, updated for SP3 and SP4 generation of Patches, of very large layers of high altitude cirrus clouds that can move across SF/WoV maps and can be set to any desired altitude (you can fly through these clouds). Cloud effects are created by a type of "ship" object that follows a waypoint across a map. Read the Install file, it describes what's going on here. The website is a thread on this at the ThirdWire SF/WoV forums. Thanks to TK/ThirdWire and all the modders who made this Aw-Sim possible. Thanks to Polak for encouraging me in this. Click here to download this file -
What a Review
Lexx_Luthor replied to Fates's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is something TK should be aware of...2nd comment at the review... cjw101:: I noted some time ago that TK's WoE Hawker Hunter, with cockpit, is the most radical and revolutionary concept in combat flight simming since...well, since the original concept of StrikeFighters and IL2 Eastern Front. Interestingly, TK has said that he chose Hunter over BAe Lightning (with cockpit), as he didn't have the resources to do both. I guess the Hunter was a more generic useful aircraft in the limited wars that actually happened, as the Indian Air Force found out for example. But, proper game design that makes use of Lightning as high speed interceptor is possible -- for example, notably missing from WoE is the widely used Yak-28 bomber with its original design role of high altitude high speed tactical strike. -
Fiat/Aeritalia G.91Y "Gina"
Lexx_Luthor replied to a topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Awsim addition. Thanks. The missing G.91 cockpit texture discussed at simhq may be caused by enlarged Field Of View settings (Viewlist file), and not the cockpit.ini look angle settings. Zur mentioned that he/she does not see the missing texture with "my default" field of view (or zoom). The SF+ sim ships out-of-box with a default "default" FOV set to 60 degrees -- FOV=60.0 -- this "default" or "starting" FOV is what you start in-game with, and this *default default* is 60 degrees. I think Zur is using the limited "default" view of 60 degrees. Are others using something different like a non-default "default" of 90 degrees? That's what I do. Hope this helps, if it was a language mixup. Tip:: One may place a small 3D object, say a small rocket or other object LOD that is not otherwise used, and repaint the bmp skin to match the untextured cockpit area. I haven't gotten this small before, but I have placed the oil drum behind the pilot's seat as I like to look back far more then normally allowed, and the drum blocks you from seeing the terrain below and behind your seat from the rear-open cockpit 3D model (assuming fuselage model is turned OFF when in cockpit, which is needed in some aircraft). B-36 soon? -- just a few polys for the kitchen sink, stove, sleeping quarters, gym, and library will do fine. Thanks. -
del6
Lexx_Luthor replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
1. B-36 2. Tu-128 3. SR-71 -
Guesss.......
Lexx_Luthor replied to NGHENGO's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Man this is great news. I am slowly working on the right map... oversized to 1500 SF kilometers for strategic ops. B-70 Map (Lake Baikal) -
Colorful links to SFP1/WOV/WOE websites
Lexx_Luthor replied to streakeagle's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Wow that's very nice. -
2nd Project
Lexx_Luthor replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Vautour as multirole aircraft would be my fave from a truly classic 1950s perspective. Yes.....Vautour. Veltro, you are about to join the small Mach-3 modding club. M.50 would be *very* interesting indeed, but have you thought of the SAC B-70? I hope TK notices the efforts of strategic ops aircraft modders, and add features to simulate some strategic air offense and defense operations. The giant downward drooping wingtips for Mach3 flight are the largest moving surfaces of any aircraft, and would be the largest moving objects in any 3D aircraft model. F-111 cockpit would work well with this one, with some "minor" adjustment to the airspeed and mach indicator. And, B-70 is a good match for the MiG-31 with R-33s. -
Clouds and EnvironmentSys
Lexx_Luthor replied to atoll1's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Try a sky distance of 100000.0 ... (100 thousand) That puts the horizon band so far away, the sky is a solid blank blue. Fix this by putting sky panel height to 15000.0 , this raises the sky horizon so high, you can see it again even though its farther away because of sky distance. -
MCAS Yuma
Lexx_Luthor replied to Jimbib's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Wow! How long is it? I was thinking recently of what it would take to model Nellis AFB. I don't have 3dMAX, so I'd have to use painted bmp tiles and manually place the many tiles Nellis would need manually in Terrain Editor. I guess one may use mixed resolution tiles in Terrain Editor, as I'd use very large res for Nellis tiles if I could. Just some thoughts, don't know if it would work though. Its something way on the back burner though, as it won' t really be useful, maybe in a Mississippie vs Nevada campaign.