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Everything posted by yakarov79
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Ultimate Israel terrain ?
yakarov79 replied to penaratahiti's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You can put Stary's tiles on Wrench/Gepard terrain. Lots of work. But. Works for me. -
Super Sunday
yakarov79 replied to daddyairplanes's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Super Jolly Green Giant -
Strike Fighters 2 Screenshots Thread
yakarov79 replied to Wrench's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
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German Bugs
yakarov79 replied to crisisloaner's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
oh? how about BUFF and Albert ...not really younglings. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
little below 7Mb. switch to a position via hook indicator (or any of the empty/unused /not important indicator) and one animation in 3dmax. In fact you are not switching position in the cockpit - you are moving the whole cockpit to a different position as a point of view is defined in cockpit ini. my way in my two-position cockpits (Cobra, Loach, TAV-8) Type=ARRESTING_HOOK_INDICATOR MovementType=ANIMATION AnimationID=10 AnimationTime=1.0 Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=1.0 Set[02].Value=1 but can be also (if you have an empty animation slot in the external model) by adding and animating some hidden mesh in an external model. Then cockpit animation can be done as tornado-guuruu way [Co_pilot] Type=EXTERNAL_ANIMATION_LINK NodeName=whatever you are moving -top mesh in a hierarchy. MovementType=ANIMATION AnimationID=1 ? ItemNumber=4 ? -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
In my twin-seat harrier after transferring to back seat - cockpit ini moves whole front panel (and some other nodes that are not really visible from the back seat) to the back behind back seat - so generally it is not in point of view from 2nd seat. This is still a prototype mambo jambo..but in fact form back seat you are not seeing front panels...so move them out of POV. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
now we are talking about which one performs better or visual difference? Fly ravenclaw's F-4G and then stock F-4/C/D/B...and tell me that there is no visual difference in the cockpit. And then Ravenclaw just wasted time because he could just paint all stuff on texture instead of making meshes. All looks the same, obviously for some. anyway. @ ravenclaw - there is no sign of temptation to make backseat at all? -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Yes. But still, switch with normal texture will still be flat mesh. And switch made as 3d mesh will be 3d mesh. And if you are saying that it shouldn't make a big difference then I prefer 3d mesh than bumped texture. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I flew a test mission. No issues with loadouts all is well as in the previous version of Weasel. So the user shouldn't have any problems if all installed correctly. I noticed that you reduced polycount (and size of the cockpit) compared to that one uploaded previously. As for the test. On highly modified Korea terrain. Two SEAD escort for four of my Harriers loaded with your bombs, escort with 8th of your F-4E, some additional fighter sweep with F-4S. A lot of enemy intercepts. All my red radars are from my mods..so also high details. And full loads of aircraft on airfield flightline. A lot of SAMs, explosions, smoke etc... I didn't have any problems with graphic performance. Only time screen was choppy occurred during landing when I was looking at a few parked Sea Stallions. So the mission was in a highly detailed environment. So please do not change a bit . The ejection seat (or lack of it) is not an issue. But could be a nice touch... -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No. You can create an illusion of 3d objects on flat texture using a bump map. But it is still an illusion. No texture with a bump map will give you the effect of 3d mesh. Flat mesh with extra hyper texture will still be flat mesh. No matter what. Maybe it is not so obvious in external model, but in the cockpit where POV is much closer to objects, the difference is noticeable. But perhaps I am wrong I am not a 3d artist or graphic designer. Just my observations. I am quite good at baking by the way. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I do not have Anatolia terrain. But on other terrains it is quite ok. Of course, there are some fps drops if encountering some specific cities/bases but nothing drastic. -
High Detail Cockpits in SF2
yakarov79 replied to ravenclaw_007's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
No. No bump on texture will give results as 3d mesh. But we can understand the concerns. I would like to suggest something but this pit is so pretty that I do not wish you to change anything. Just tell me cuts on DZUS are on texture or modeled? You want to add a whole seat or just frame and parts that are visible? What will happen if you will add this seat as a seat model for the pilots folder (external model) and make it visible from the cockpit? It is still high polycount to display but the size of the pit file will not increase. Out of curiosity, I've checked my new cockpits for Mojave and Huey and I just realized that Mojave is 6.26MB and Huey 7.10MB. -
Mistral Man-portable air-defense systems
yakarov79 replied to GKABS's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Should still have max file somewhere laying around. I will look for it if you want. But generally, missile lod is present in game (included in Celtic Gazelle mod) But indeed we need some launcher and crew for it. -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
do not know. Never tried like this. but looks like this should work. if not you can also make right leg - type=rudder_pedal and left leg - type=rudder_pedal etc.. -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
item number not always reflect animation for engine stuff- is usually the no of the engine (in case you have few engines and few gauges for each) item number for weapon station entry in cockpit represents weapon stations same as fuel tanks item number=1 is fuel tank no 1 in main aircraft data ini. as for animation (example canopy of Cobra aircraft data ini [Gunner_Canopy] SystemType=ANIMATION InputName=ANIMATION_9 AnimationTime=5.0 AnimationID=8 [Pilot_Canopy] SystemType=ANIMATION InputName=ANIMATION_10 AnimationTime=5.0 AnimationID=9 cockpit ini [Canopy-pilot] Type=EXTERNAL_ANIMATION_LINK NodeName=Pilot_canopy MovementType=ANIMATION AnimationID=9 ItemNumber=9 [Canopy-gunner] Type=EXTERNAL_ANIMATION_LINK NodeName=Gunner_canopy MovementType=ANIMATION AnimationID=8 ItemNumber=8 but you can have door in aircraft animationID=5 and then in the cockpit you can set animation for 1st slot in 3dmax but then in cockpit ini ou have to put: animation id=1 ItemNumber=5 (represents animation no 5 from an external model) rudder you do not have to animate or collective or cyclic stick.. Use cockpit ini to give movement [Throttle] Type=THROTTLE_CONTROL NodeName=Throttle MovementType=ROTATION_Y Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-120.0 Set[02].Value=1.0 [StickPitch] Type=CONTROL_STICK_PITCH NodeName=Control-pitch MovementType=ROTATION_X Set[01].Position=5.0 Set[01].Value=-1.0 Set[02].Position=-5.0 Set[02].Value=1.0 [StickRoll] Type=CONTROL_STICK_ROLL NodeName=Control-roll MovementType=ROTATION_Y Set[01].Position=-5.0 Set[01].Value=-1.0 Set[02].Position=5.0 Set[02].Value=1.0 [RudderPedal_L] Type=RUDDER_PEDAL NodeName=PedalPilot-L MovementType=ROTATION_X Set[01].Position=15.0 Set[01].Value=-1.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=-15.0 Set[03].Value=1.0 [RudderPedal_R] Type=RUDDER_PEDAL NodeName=PedalPilot-R MovementType=ROTATION_X Set[01].Position=-15.0 Set[01].Value=-1.0 Set[02].Position=0.0 Set[02].Value=0.0 Set[03].Position=15.0 Set[03].Value=1.0 [Collective] Type=THRUST_VECTOR_CONTROL NodeName=Collective MovementType=ROTATION_X Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=40 Set[02].Value=1.0 -
cockpit Q
yakarov79 replied to russouk2004's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
create 'fake nodes' and link with proper hierarchy then use cockpit ini TYPE= to move or rotate one node (for example rudder pedals) and another entry TYPE= for another node to use as a brake or something. -
LAU-118 launcher adaptor
yakarov79 replied to Svetlin's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
was thinking about it for a long time already. By any chance, if you can share data in pm - will be great. Will save some time on modding. -
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Missiles on a piston fighter
yakarov79 replied to A48Racing's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
you attached data ini file and loadout ini file. and there is no station for IRM missiles so I just posted my observation. -
Missiles on a piston fighter
yakarov79 replied to A48Racing's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
You do not have weapon stations on aircraft that can carry IRM (AIM-4). Be advised - most of the AIM-4 carry specific station code (usually AIM4) There is no even station that can carry AIM-9 so I do not fathom how you were able to get AIM-9B correctly. -
Syria Map
yakarov79 replied to unitedLoves's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I want lighsaber but still, I am able to write in normal font size. back to the topic. The easiest way is to say - I want. I wish it could be - How can I help to make it happen. -
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Whirlybird Wednesdays
yakarov79 replied to allenjb42's topic in Thirdwire: Strike Fighters 2 Series - Screen Shots
Jeep fits perfectly...but Jabba could fit also.- 113 replies
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If it is not life or death issue. Hold on on those helos. Have not seen skycrane..but Zulu Cobra is barely ok...(in my opinion) I Can not promise anything.. when and how it will be released but Cobra saga will continue.