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Everything posted by yakarov79
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you need to do 2 animations. you need to do another 'fake' node (im usually doing some small poly that can't be seen ) should be parent mesh with same pivot points as gear doors. - animate it for airbrakes. example animation 2 gear doors - select and link to those new parent meshes...set animation ex.3 never mind how it looks in 3d max but in game, engine will use animation 2 for airbrakes and 3 for gears. if you need a visual example let me know... in my HH-53 cargo bay door is animated that way although i'm not guru...
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imagine that I have to mod most of the mods...because once upon a time I decided to have my own way of naming weapons (and use some order in weapondata.ini) and aircrafts folders. The benefit is - I have everything where I want..
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Ha! I was right with my guess...after seeing some shots on fb. Good job mate !
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Cool.
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If you will make it as a simple shape object with tga it will not cast shadows. I would make it as a solid frame then space between main construction 'fill' with simple planes with braces painted on tga.
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Cool. Looks like still a lot to do..but promising. Looking forward.
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depends on material settings in 3max (transparency) Also on TGA format. Not all tga formats are supported by game.
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Is there any chance that someone is working on a new MD.450 ?
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SF2 Euro: Are the Beagles the IL-28REB model?
yakarov79 replied to Arrow's topic in General Discussion
no worries...count this as bad luck...And forget. Fly again next mission. small s..t happens all the time... Ah... and next time use Crusader -
guess you did a little research on steam bird recently... screen. all S-65 models gained Mk.1 BumpMap and Specular upgrade recently...
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Remember that Weapon pack 2 was released some time ago already...and since then some weapons were already updated/remodeled here and there ..and often popped up with some aircraft/updates etc... For example, my weapon folders are always tailored for my own needs for a specific game mod (Nam/Iran/Israel etc)
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looking good ! Beagle. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Yes you can. here is from *.out file of one of cobra pits. Armament_Control-Panel [270 polys, 280 verts] '14 - Default' SwitchWeapons [85 polys, 111 verts] '23 - Default' Selector_Weapons [138 polys, 178 verts] '16 - Default' SwitchesWeapon [288 polys, 356 verts] '23 - Default' Switch_L-Wing-out [2 polys, 4 verts] '18 - Default' Switch_L-Zuni-out [2 polys, 4 verts] '18 - Default' SwitchARM1 [66 polys, 70 verts] '23 - Default' - THIS is switch that is really swich - both above are just invisible nodes assigned to specific stations. Switch_R-Wing-out [2 polys, 4 verts] '18 - Default' Switch_R-Zuni-out [2 polys, 4 verts] '18 - Default' SwitchARM4 [66 polys, 70 verts] '23 - Default' Switch_L-Wing-gp [2 polys, 4 verts] '18 - Default' Switch_L-Wing-in [2 polys, 4 verts] '18 - Default' Switch_L-Zuni-in [2 polys, 4 verts] '18 - Default' SwitchARM2 [66 polys, 70 verts] '23 - Default' Switch_R-Wing-gp [2 polys, 4 verts] '18 - Default' Switch_R-Wing-in [2 polys, 4 verts] '18 - Default' Switch_R-Zuni-in [2 polys, 4 verts] '18 - Default' SwitchARM3 [66 polys, 70 verts] '23 - Default' and in cocpit ini file it works likr this: [weaponStationL3] Type=WEAPON_STATION_SELECTOR NodeName=Switch_L-Wing-out MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-30.0 Set[02].Value=1 ItemNumber=2 - weapon station IDnumber [WpnSt_ZuniOut-L] Type=WEAPON_STATION_SELECTOR NodeName=Switch_L-Zuni-out MovementType=ROTATION_Z Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=-30.0 Set[02].Value=1 ItemNumber=4 - weapon station IDnumber meaning make 'switch node'that is visible in pit and is moving in pit...but it is last child in node tree...where nodes higher in the hierarchy are responsible for moving switch depending on weapons station used...
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avoid this area! Cthulhu!
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Observation on EndDate = 2020
yakarov79 replied to daddyairplanes's topic in Mods & Skinning Discussion
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Israel is using Mk83. In 2015 US government approved 500 JDAM kits for 1000lb in Israel. So i'm assuming they still have Mk83 in stocks. Iran was one of the users also. I have somewhere pic of Tomcat (!) conducting test with 1000lb bomb long before Navy.
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All pilots, scramble! New terrains inbound!
yakarov79 replied to Menrva's topic in General Discussion
this might be fun -
On Gr.3 nose houses only a Ferranti LRMTS - laser range finder and marked target seeker. That latter could not illuminate targets itself but acquire targets that were marked by other lasers.
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you need only TW plugin in your plugins folder in the main 3dmax folder.
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Am not saying yes...am not saying no. Having this in mind for some time already... Not to mention that there is a working blender exporter...
