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Everything posted by yakarov79
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Unlink messed nodes (or better everything) reset pivot points ( or even reset xform first) link again as desired
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as gerwin said. I am guessing - nodes not treated by Reset XForm nor pivot points reset/set properly. Particular parts have a different alignment of pivot points. When parts with incorrect, non-reset pivot points are linked together - that what is happening.
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It is a certified Windows 10 game. perhaps you will see on bottom corner 2020, not Jul 2013...
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Bravo. If assistance is needed I can offer some help as well. promise I will be forbearing.
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ask their technical support.... you bought a game, you paid - demand then.
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How do you want to call her?
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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...
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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.
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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?
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Thirdwire with MirageFactory Cockpit. edit: And Crusader avionics.
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I mean you need an animation slot if you want to hide pilot on flightline aircraft.
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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.
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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.
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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
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oh...just asking cause I thought it was for years already here somewhere. At least I have it for ages in F-111.
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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...
