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WTRAdmin

+DEVELOPER
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Everything posted by WTRAdmin

  1. Sukhois

    Gents, don't often stray from our forum - but in this case wanted to take time out and say that this is surely evolving into a masterpiece. Well done to the team behind it, and keep up the fantastic work!
  2. Decided to post here rather than in the WTR Forum since hoping this might be a good collaboration opportunity. We are trying to better understand the current logic of fuel consumption and potential for air-to-air refueling (although a long shot). So first question, in debug mode does the "Fuel Weight" variable as displayed actually represent the remaining fuel? There must be a logic check given against a certain memory register, especially because there is a trigger that signals the Bingo Fuel call (I think we narrowed that down to 2.2 if I recall). So therefore, theoretically it could be something like: If FuelWeight<=2.2 then...messagesystem Bingo Fuel. Does anyone have any more insight or info to share on this? Would under the Gen2 series, would we still need a 2nd "fake" engine to reverse fuel flow? What about creating, just for test purposes, an engine that only runs in reverse so to speak? If we were to collaborate on that, then we could assess from the debug what values are changing. After that of course, I would think someone on our team could dig deeper through the memory registers but I realized we don't have all the base knowledge to start. Interestingly enough we were able to make the fuel gauge "go up" but realized that was just the draw call on how to paint the needle. So the hunt continues...
  3. If that is true about Centurion, what another big and disappointing loss for the community...
  4. It is easy to see what tool is being used, but unfortunate that it's being shared like this...Yes Mue, it intercepts Directx draw calls using an api hooking strategy..
  5. Gents, I'm confused - using folders to keep things neat and organized within the terrain folder has been around for a long time in SF2 and I certainly assumed was a best practice (e.g., also how our entire WTR project is structured). So I'm not following - are you saying you are just now figuring this out or am I completely missing the point of this post...
  6. Please drop me PM when you can to discuss potential collaboration area if interested, thanks.
  7. Art101 For Modders - Theory

    Wow - now this is a nice write-up from an experienced artist that can clearly deliver outstanding results. Thank you and well done!
  8. Gents / All, Could use a little help. On a few custom models, when weapons such as bombs, rockets, etc. strike the model, the game is not registering a "hit". And therefore, not displaying the destroyed .lod file. We have set the armorvalue and damagepoints to 0 and used a stock destroyed .lod to validate, but the destroyed .lod never appears. Any ideas on why that would be happening?
  9. Appreciate you taking time out to offer your suggestions! This was for a terrain_types.ini building/factory object. I believe we have resolved the error, but just need to run a few more tests to confirm. Strangely enough, it appears to have been related to a DamagePoint entry being set too high...but still need to validate!
  10. Hi everyone, thought it might be a good idea to reach out here especially since we always welcome and encourage community member support! Summer typically brings a slow down in availability/progress. Are you a 3d modeler or texture artist? If you have availability/interest in contributing to the When Thunder Rolled project on either a volunteer or paid-basis, please send me a private message. Thanks for reading and your consideration! More project details here in case you missed it: http://combatace.com/forum/295-wtr-general-discussion/ Sample 3d Models and Texture Work:
  11. Don't choose "Normal Map" from material list. Choose first option, "Bitmap" then pick your file. Even faster, simply drag and drop your normal file onto the "button" (which currently reads Map #34 (Normal Bump) to the right of the bump checkbox.
  12. I understand the frustration of losing models and work; can clearly empathize with that as it's happened to us as well. Just a consideration...but for the minority why not just provide proof that you're the original author and ask him to convert the models for you on a case-by-case basis? Rather than putting out a potential "reverse engineering tool" for the masses (which would stir all kinds of controversary)...
  13. Outstanding achievement - and you should be commended for creating this tool. But like others have said and I also thoroughly agree....I would kindly ask if you would please respect the time, talents and efforts of all 3D works and distribute this as a viewer only....thanks for your consideration.
  14. Thanks Migbuster, really thoughtful of you and appreciate it! We are proud to be hosted here at CombatAce and welcome additional support from those that would like to get more actively involved. Since our spirit of development has been one of welcoming the community, if you are interested in taking a more active role and wish to contribute, please PM me. Preference of course will be given to modders and long-standing community members, but all are truly welcome and encouraged to inquire. Thanks for reading and for your consideration!
  15. Hi there, does anyone happen to know the width and length dimensions of the default/stock SAM launchers?
  16. Yep, Wrench totally has it right - that's what you want to use!
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