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Stary

+MODDER
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Everything posted by Stary

  1. true, good level of details a must, large formations are literally a showstopper
  2. Ludo just turned 40 !

    Have a great one
  3. File Name: WW2 "generic, stand-in" cockpits -Series 1 edition File Submitter: Stary File Submitted: 05 June 2011 File Category: Prop and Helo Cockpits Generic cockpits pack for WW2 installs (series 1 edition) by Stary June 5th 2011 This pack contains 8 "generic" World War 2 era cockpits for use in WW2 installs. Read the included readme for details on cockpits types and usage guides. This is "Series 1" .LOD format re-export of the cockpits pack I did for SF2 WW2 installs, tested in Wings Over Africa mod by A-Team (Wings Over Europe, October 2008 patch level, Windows7 32&64) Click here to download this file
  4. Thanks to Kulbit80! I've found and used older TW exporter to, well, export the meshes to older Series 1 format, for those having both Series 1 and Series 2 WW2 installs (like me), available here: http://combatace.com/files/file/12022-ww2-generic-stand-in-cockpits-series-1-edition/ includes Spitfire-like cockpit corrections posted several posts back
  5. We'll be waiting Ed! Get well soon! There are unexpected twists we all have... and overcome in time!
  6. after many requests TK started adding (since First Eagles 2 back in Feb 2010) specular and normalmaps support to the models -in short -specular map sets the "reflectivity" (or glossines) of given part of the texture (black-white, black does not shine, white does) while normalmaps are bumpmaps adding fake 3d to the texture (panel lines, rivets etc, those funny cyan-magenta-blue bitmaps). I'm pretty sure now stock TW Spitfires do support both. Check the Object_XXX.CAT files for those Contact Julhelm, he's the actual expert in modern computer graphics
  7. Nigel, try fiddling with the specular maps, TK made them usable for a reason. And no, no showing off here, just... err... showing work (Yes, I have CFS3 ETO PTO and MAW installs on my drive too... yesterday had a quickie 109G vs. Wellis in MAW )
  8. Sure,update your DirectX libraries and graphics drivers what kind of GPU do you have? Might be it's choking on higher settings... Laptop build-in chipset?
  9. I found the exporter version that works with Max 11 and exports to Series1 format in the process of converting to Gen1
  10. Once upon a time divebombers ruled the battlefield... Emergancy landing near bombed Tripoli One must hit... must, right? and mighty Spitfires
  11. then post the repaint and tweak Nigel this is a "basic" pack for everyone to tweak and modify after all I made the gunsights this way (build into model caged) because I hate the TW floating ones, especially in old no fancy avionics/Head-up display planes I'll do the late 109 in near future
  12. I know one that does... I see his ugly unshaved face in the mirror every morning
  13. one more thing -I tried to make them working in series 1, BUT seems the verison of exporter I'm using doesn't export to LOD format Gen1 reads no longer, so it's a no go sadly... I hope more and more propheads will be moving towards Gen2 in following weeks... at least the second half of whole dozen of us
  14. ATTENTION!!! Fix for "EARLY_WW2_COCKPIT_3" (British fighter look alike) cockpit -fix moves the gunsight a little to align aimpoint better (was set to high) and fixes airspeed indicator (needle was rotating along wrong axis) unpack to the (aircraft) directory you're using this pit in, overwrite cockpit ini file:
  15. hehe what I meant was that I'll try one for Gustavs perhaps, not that Kess pit is ok for them (but it's fine cockpit)
  16. yes I'll do, but not right now -for later 109s (G,K) Kess' pit is ok, but for Emils. Sf1 pits work without problems in Gen2
  17. great! I'd like some weathering on these... like on the last pic close to wing root. Up to you of course
  18. WoA has one particular nice feature -the use of engine damage effect, which by default isn't used. By adding the effect file pointer in AircraftObject.ini, DAT aliased the AircraftSmokeEffect to EngineDamageEffect= BUT, some of you might be using one of my effects packs in their install -if that's the casse, then AircraftSmokeEffect starts with big plume of smoke scattering in all directions -nice but not as this effect of damaged engine... So I created new simple "AircraftEngineSmokeEffect" to be used as, well, you guessed right, EngineDamageEffect= entry To use it, you must open the AircraftObject.ini included in WoA install, and change this line to point the effect call to new effect file: [Effects] AircraftSmokeEffect=AircraftSmokeEffect FuelFireEffect=AircraftFuelFireEffect EngineDamageEffect=AircraftEngineSmokeEffect EngineFireEffect=AircraftEngineFireEffect FuelLeakEmitter=FuelLeakEmitter ContrailEmitter=ContrailEmitter AfterburnerMaterial=AfterburnerMaterial WaterSplashEffect=ShipDamageEffect So, as I use my Unified Effects pack in my test, unstable WW2 install (that WoA is integrated part of) here's small new engine damage effect: extract to your Effects folder, IF asked, overwrite here's the effect ingame, visible on the damaged right engine of SM.79 on the left: it's darker, more grey/blue-ish tint to it, but also more transparent than standard aircraft smoke
  19. try this with updated Unified Effects (update available as separate download)
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