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Sundowner

+MODDER
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Everything posted by Sundowner

  1. Ban decals....that's the solution............
  2. Ahhh, yes my bad. I misunderstood the 32 bit thing......old age..
  3. de Havilland DH.110 Sea Vixen - Skinpack

    A thing that everybody needs to be aware of is ALL of my skins are different in some way, I vary colours, weathering, shading etc in some small way, spec maps too, they are not the same on all the different skins. This is something that I've ALWAYS done from day one on all of my work so if you go sticking the bits that are " common textures" in the root folder of the particular aircraft it would screw up the skins originally made by me ...... The reason I didn't do every squadron or include the FAW2 was to keep the download size down to a manageable size .....FAW2 will follow.. BTW I'm not knocking your work Paulo...I'm glad you like the aircraft.
  4. @ GKABS.....if you're using photoshop just enable the alpha channel to view or edit it , there really is no need to have multiple programmes to create .tga's....whatever the other programmes can do, believe me so can photoshop it's just a case of learning how.
  5. Sea Vixen FAW1

    Version 1.0.0

    397 downloads

    Sea Vixen FAW1 new model for SF2........this addition will not conflict with the old model made by Skippybing. Please read the readme and post any issues/bug reports etc here at Combatace.
  6. There is a bug in the old Photoshop 7.0 where by it automatically creates the alpha on a tga .....been using it since day one.
  7. Ahhh, the good old days....I remember it well. And just because the game works on Win 10 today there's no saying that it will after the next major update, we DO need the Win 10 version.
  8. How do you know it's been abandoned? Have I missed something...
  9. Only use .bmp for normal maps m8, any other file type seems to open up a can of worms of abnormalities.
  10. 3d painting in viewport

    For years now I've been using Maxon Cinema4D, don't be confused by the name it has capabilities to paint in 2d and 3d , works with layers and will save your results as .psd, jpeg etc. I only use it on heavily distorted meshes or to line up the panel lines/camo where I don't have the original max files at hand but you can import photoshop brushes into the programme which make using your custom brushes a bonus. Iv'e really only ever scratched the surface on what it can do though. Other than that I'm stuck in the 20th century with the old panel finder and Mues lod viewer...
  11. B-57G Tropic Moon.

    Version 1.0.0

    361 downloads

    This model is created from the old freeware AlphaSim B-57B which is a LOT more work than most folks realise. Pit is by myself but not 100% correct. Lots of ini work by Wrench......without Kev's help this model would not of made it to this downloads section. Read the readme and enjoy.
  12. SF2 F-4D IRIAF

    Version

    1,160 downloads

    This will give you yet another F-4 to fly... For SF2/SF2V........read the readme
  13. View File B-57G Tropic Moon. This model is created from the old freeware AlphaSim B-57B which is a LOT more work than most folks realise. Pit is by myself but not 100% correct. Lots of ini work by Wrench......without Kev's help this model would not of made it to this downloads section. Read the readme and enjoy. Submitter Sundowner Submitted 04/12/2021 Category B-57  
  14. There used to be a TW colour picker tool/utility........dont know if its in the downloads section....maybe for SF1.
  15. The best I've managed to do so far is to create a dummy object then link the fuselage and everything else to it, set the dummy object pivot point to where the main wheels touch the ground and set it up as a dummy flap.....this will then rotate the whole aircraft whatever amount you want, you can get the shock and wheels etc to extend as needed.......pilots and seats dont move with the fuse though....just some tweaks needed there I tthink, all pylons have to be set as rotating pylon and recessed missiles also need a dummy pylon to make them work......sounds pretty easy eh?......nope, not worth all the effort too much pissing about for a bit of eye candy.,
  16. Might be worth trying some different values in the MISSIONCONTROL.INI.... [Altitude] Normal=3000 Low=500 VeryLow=100 High=5000 VeryHigh=8000 These are the stock values and are in meters.....I think..
  17. You can edit the waypoint height and airspeed parameters if you create a mission using the mission editor.
  18. Are you some-one who likes the control of setting them up via the loadout screen, or would you rather have more varied selectable pre-set loadouts as is possible using the mission editor? Obviously by pre-set I mean loadouts that already have been set up in the loadout.ini. But at least this way pretty much anything is possible. Its a pity we cant get the pre-set loadouts on the loadout screen so that you can see exactly what you're getting because with a custom setup what you see in those drop downs is not always what you get. The six ( selectable ) group limit is a pain I fly prefer A/G missions and usually set them up via the mission editor, just me and my wingman, everything else is covered by the other flights so my loadouts are set up this way, sometimes with AA missiles "just in case" What do you guys like ??
  19. Just as a side note.....the TER's on my current F-4C and D models are now part of the aircraft model and use the the wing maps for their skins as I've seen some nam era F-4's with their unit colours on the nose, they have stations assigned to groups 4,5&6 but to get proper asymmetrical loads you still need to set them up in the loadout ini. The fuselage MER set ups are achieved just by using different MER's for bomb type/quantity and position.
  20. Not sure about the exporters working differently but I get that issue when the texture map is set as "2 sided"......just something to check.
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