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yakarov79

+MODDER
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Everything posted by yakarov79

  1. How do you want to call her?
  2. by the way, if we are around pilot stuff... ....wife sometimes asks me - why my co-pilots are so SquarePantish-SpongeBobish so I 'un-square' things little...
  3. Decals

    if modder wants to keep the smoothness of the fuselage or other part.. this can be a pain in the ass. Sometimes the shape of a node is a problem. But you are right that Mossie nose is a nightmare - that can be resolved if we have max file.
  4. In all his dickness around SF2 he still knows how to do money..... guessing later it will go back to old prices before that complete edition...claiming that it is W10 game... Crap. Or I do not know. Decency?
  5. J-2 pack

    Nicely done! More targets
  6. J-2 pack

    Cool! That is what I needed recently! I can't wait!
  7. Thirdwire with MirageFactory Cockpit. edit: And Crusader avionics.
  8. AV-8B Plus Harrier II (Marina Militare)

    Nice job !
  9. I mean you need an animation slot if you want to hide pilot on flightline aircraft.
  10. yes it works need proper nodes names. but it will show pilot in parked aircraft on the flight line... but there is also a solution - you can animate - hide pilot for parking animation. But then there is a different sequence of parenting nodes - and in that case, the head movement does not work. But head still can be animated via SystemType=GUNNER_STATION trick. I did that in my Harrier. pro the pilot is part of the model that gives the chance to make a more personalized crew for each aircraft, decals on the face, helmet etc....(wonder if someone noticed that in Harriers some squadrons have decal sets for pilot helmets) et contra: it will eat one animation slot for sure (hide), adds polycount to model (not issue actually in fact - but some might think so) - generally adds more work to model, In my opinion - it is a nice touch worth trying.
  11. Decals

    I've also noticed that sometimes decals will bleed on model exported with 2010 exporter (last one - with specular and bump maps) if you use older exporter bleeding is not appearing.
  12. this is just tga that is displayed by the game engine in case you are hit by enemy fire....The Simplest way is to get skin template, make a new layer, add all those desired damages, hits etc..into new layer in places on the skin where you want them displayed - then export only damaged layer as tga - and done. Each texture that is assigned to a model can have damaged texture overlay. So if you have - wings, fuselage, tail, you will need wings_damaged, fuselage_damaged, tail_damaged...and that is almost all. in aircraft ini add those lines: [DamageTexture] DamagedPostFix=_damaged.tga But you can still add hidden meshes that will be shown when a particular part of the aircraft is damaged. But this is a different story
  13. oh...just asking cause I thought it was for years already here somewhere. At least I have it for ages in F-111.
  14. yes. in max or lod viewer determine where you want to put decal and write coordinates in decal.ini file. depend on the mesh you have to put a specific statement of how the decal is placed. TOP/BOTTOM/LEFT/RIGHT/FRONT/BACK. And that is all. Example - Wings usually use TOP / BOTTOM placement, fuselage markings on sides will be LEFT / RIGHT, etc..etc. decals can be literally put anywhere and on any mesh of the model. Some guys here are putting civil airliner decals on the whole airplane - just to hide the real purpose of that plane... and ok now...I saw your "plane" in downloads...
  15. you are not doing this. I am guessing that you are aware of game mechanics - model - skin - decals. Model and decals are quite different things. Yes, decals depend on model meshes. And decals need to be placed on model meshes - not on skin. In fact, you do not need UV mapping of the model to put decals. But generally, create a model. UV map it. Create skin. Create decals and put it in any position on any mesh of the model. Decals can be placed anywhere on the model. Of course, there are limits, which changes when adding specular and bump map...but this is a different story. You will find more about it in tutorials linked above. textures for every skin - I am guessing you are trying to say different skin sets for different country/squadron. Yes, it is easier to change decals for each country and squadron. You can have one skin set in the main aircraft folder. And skin folders for each squadron or country only with texture and decals ini in it. This saves space o your drive. why all this mystery fog... Here, all are usually very open about ongoing projects. just asking....no sweat...
  16. not want to be rude but what is so special about this ccip ?
  17. this will be easier. and yes sub object materials are not supported..
  18. 5-10-15 minutes.. It does not matter. It is still minutes not half-second of ctrl+some key. Grippen video is cool like all peacetime propaganda stuff...Did ever any Grippen been involved in combat? If not then it should be out of the discussion about combat readiness in time of war... as for game.... Flying over target let say 1.5h then combat sortie a few minutes and then head home another 1.5h...rearm and launch again...go (1.5h) over the same target area and of course targets for those 3 + hours were waiting in patience like a virgin on Friday night... Guess pilot in a real situation will be overused quickly... I can understand the need of refuel and rearm for some FOB's Harriers, choppers and similar stuff flying short quick CAS mission on the frontline...on a dynamic campaign (which is unavailable in this game).
  19. Despite evidence of the contrary I would recommend using the editor as this is a very useful tool and changes gameplay for better. Playing single missions out of the box will make you bored after a short time. Maybe the editor is not so complex as you would wish, but it has lot of advantages in single mission gameplay.
  20. I do not fathom sometimes. At one point some want sim to be realistic and that is ok but then rearm on the ground and take off, fly, fight, bomb, missiles, and cherry napalm again... this is realistic? Not able to rearm on the ground and take off again is possibly the most realistic feature of SF2 series. Unless rearming and refueling will take a real deal amount of time etc. etc...then perhaps you could fly again. But I guess targets are not there where left before 'rearming' anymore... Sorry but hitting the deck, pressing rearm and going to catapult again...noooo this is ridiculous.
  21. Sometimes it pop up on ebay. So stay sharp. I think It was around 60-80 $. was biding once...unfortunately, someone was faster and richer
  22. Blahhh.. as long as Union Jack blow in the breeze there...Falklands.
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