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Everything posted by yakarov79
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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...
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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...
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not want to be rude but what is so special about this ccip ?
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this will be easier. and yes sub object materials are not supported..
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Is Rearming, Repairing, Refueling possible?
yakarov79 replied to DarudeSandstorm's topic in General Discussion
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). -
How good/complex is the official TW Mission editor?
yakarov79 replied to Flapsfull's topic in General Discussion
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. -
Is Rearming, Repairing, Refueling possible?
yakarov79 replied to DarudeSandstorm's topic in General Discussion
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. -
F-21A or IAF KFIR - Flight Manual
yakarov79 replied to pitkun's topic in Military and General Aviation
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 -
was: now: most of the dark blue parts are unchanged...(nozzles and wings were processed also) the rest (colorful) is tinkered...one way or another. And I am not even a big fan of F-22. Reason and motivation is behind one person - his dedication to the project is remarkable. It was a great pleasure to work with him on this. It was not just demands and requests - waiting for the final product. It was full cooperation in all aspects. If ever you need to work on something - go with Menrva.
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Dumb Question #8221 - No A-1 Skyraiders in my Vietnam...?
yakarov79 replied to beachav8r's topic in General Discussion
yup You can occasionally run into some strange trees areas...etc. but I run same config as you (Generally as My exp Pack is highly modded and handpicked necessary objects for my use) and I do not give a damn.... As long as I am serious about the mission I am spending the whole duration in cockpit....so hell with what is down there.. -
Dumb Question #8221 - No A-1 Skyraiders in my Vietnam...?
yakarov79 replied to beachav8r's topic in General Discussion
You might want to add Menrva's new realSKY environment mod now. -
this is from my skin pack. I've made this way because I always do things my way - like it or not. Generally, there is always a good explanation of 'flight path' if I want to have a specific, certain solution. Because that pack is dedicated to Nam and obviously RA-5C in Nam did not carry Nukes. And, RA-5C generally did not carry nukes. Simply - delete fake pilot lines from data ini. It will not use fake pilot. Fake pilot - in fact is , Julhelm 'weapon' that I put in RA-5C ass. To represent ...as I said before. Correct lines in data ini files at weapon stations make sure that it can carry weapon type NUC and BOMB...and all will be well. Make sure you have nukes from Julhem pack. Yes, weapon editor is not required in SF2 but believe me, it is more convenient. I would say it is required to have easy weapon mod solutions. basically what you need to do is a basic simplest modding - editing of ini files. No witchcraft required.
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strike fighther 2 Command configuration assistance
yakarov79 replied to AxtonJT's topic in General Discussion
No. It is more enjoyable...but You can also set up everything on a keyboard. years ago when I was traveling a lot at work and i wanted to work on mods as well - I was using a laptop. And testing - playing without a joystick. And It is not hard, not so hard. I would say it is easy like brushing teeth. You just need to have comfy key mapping. I had no single issue with that. I was able to fly, here and there, do some dogfights, strafe ground targets, etc. All sorts of stuff as with joystick but on keyboard. still have my Test fighters install on laptop. throttle + / - (Z and X) rudder (A and S) general movement on arrows...the rest is just matter of easy access on the keyboard more like first-person shoooter....easy peasy. -
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perhaps in my Nam skin pack, there is fake pilot -'fuel tank tail cone gizmo' so the cone is always present on aircraft ...
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believe it is worth of trying..can result in interesting behavior...you can also experiment with puting them in 3/4 of that distance...but it also depends on COG and reference area of a model. if rudder will be enough to make a hard turn on low-speed then maybe rcs on yaw is not important. trial and error is my friend on helos...and moonshine. cheers m8
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i'm puting rcs roll and pitch somewhere on end of cross created by wings disc and COG. on height of wing discus also.
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