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Everything posted by Julhelm
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More AA/SAM cover over the Dhimar/Paran theater?
Julhelm replied to Julhelm's topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Guess that means I have to run the dreaded terrain editor. Thanks, though. -
YF-19 Excalibur
Julhelm replied to GrinchWSLG's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I know about being busy. I have perhaps a day a weekend to work on my stuff if I'm lucky. -
YF-19 Excalibur
Julhelm replied to GrinchWSLG's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
You could always pass it on to someone so that your work isn't lost. I do that occasionally when I have old models I can't bother finishing. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I went back and got it to work last night. The correct hierarchy looks like this: WEAPON_TYPE_SELECTOR -> WEAPON_STATION_SELECTOR So you'll need separate station indicators/lights for each weapon type and they will show up. Now the main problem is that neither WEAPON_QUANTITY, RIPPLE_INTERVAL or RIPPLE_QUANTITY displays work. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I have some problems pertaining to the stores screen: The way I want it to function is the following: Depending on the selected station, symbols + counters appear to the left, center or right, and for that purpose I've set them up with the following code: Instrument[062]=LS . . Instrument[066]=LS_QuantityCounter . . Instrument[070]=LS_IRM Instrument[071]=LS_AHM ...and the entries for the instruments are as follows: [LS] Type=WEAPON_STATION_SELECTOR NodeName=LS MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 Set[04].Position=1.0 Set[04].Value=3 Set[05].Position=0.0 Set[05].Value=4 [LS_QuantityCounter] Type=WEAPON_QUANTITY CounterNodeFormat=LS_Qty%d MovementType=DIGITAL_DISPLAY [LS_IRM] Type=WEAPON_TYPE_SELECTOR NodeName=LS_IRM MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=1.0 Set[03].Value=2 Set[04].Position=0.0 Set[04].Value=3 Set[05].Position=0.0 Set[05].Value=4 Set[06].Position=0.0 Set[06].Value=5 Set[07].Position=0.0 Set[07].Value=6 Set[08].Position=0.0 Set[08].Value=7 Set[09].Position=0.0 Set[09].Value=8 [LS_AHM] Type=WEAPON_TYPE_SELECTOR NodeName=LS_AHM MovementType=LIGHT Set[01].Position=0.0 Set[01].Value=0 Set[02].Position=0.0 Set[02].Value=1 Set[03].Position=0.0 Set[03].Value=2 Set[04].Position=1.0 Set[04].Value=3 Set[05].Position=0.0 Set[05].Value=4 Set[06].Position=0.0 Set[06].Value=5 Set[07].Position=0.0 Set[07].Value=6 Set[08].Position=0.0 Set[08].Value=7 Set[09].Position=0.0 Set[09].Value=8 Needless to say, the actual hierarchy looks like this: LS -> LS_Qty -> LS_IRM, LS_ARM, etc However, nothing lights up at all. I know the EF-2000 has a similar setup and it works there so what could be wrong here? -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Sure. This is how the pit looks now. Still lots to do. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Well it's mostly done. The real holdup atm is the cockpit which I haven't had time to work on lately. Also I need to setup decals for it and model a couple special stores it needs. -
There was also a shooting spree in Orlando. Guess these nutters inspire one another.
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If he really was a sleeper he'd probably have pulled a McVeigh and blown up some serious infrastructure on the base. Shooting sprees like these where random guy goes postal and guns down a bunch of random strangers happen all the time and it's always because random guy is a nutcase, so why would it be any different this time around?
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It sounds like he's one of those guys who signed up for the college benefits and then freaked out when he realised his butt might be in danger, so he used his religion as a cover.
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Mercs and basing
Julhelm posted a topic in Thirdwire: Strike Fighters 1 Series - Mission/Campaign Building Discussion
Is it impossible to base a merc unit on a merc carrier station? I only end up with my base somewhere outside the map (desert) despite having the carrier placed right outside the Paran mainland. -
Very Very Sad News
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
This is shocking news to say the least. Noone should die so young. RIP -
Eagles Gone Wild
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
I have a truckload of early Macair concepts for what became the F-15, including VG variants. Would you like me to post them or not? -
Good initiative. There's also the possibility of recycling and refining surplus fat (from food joints or even tummy tucks) into jet fuel. The only reason biofuels are 'less efficient' atm is because current engines are optimized for running on oil-based fuels.
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Looks like Q-5 Fantans.
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Screenshot Thread
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The joys of testing -
Very nice.
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www.thelocal.se
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New F-23A inbound soon
Julhelm replied to Dels's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Did you find the flight manual useful? -
A-12 Avenger II need help
Julhelm replied to Stratos's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
The A-12 was one hell of a s**tty design that was even less suited for carrier use than the commonly derided F-111B. Basically the navy had no idea what it really wanted (Hint: A stealth strike a/c does not need to have AIM-120's for self defence since the whole point of LO is to not be detected, and especially when these requires bays to be cut out in the most highly stressed part of the entire airframe. Also the need to carry 24 Mk82's internally is a ridiculous demand). Also even if the A-12A had met it's 40.000lbs weight limit it would still have lacked a waveoff capability, so I'd wager the flight characteristics are quite accurate. It should basically be a suicide plane to land on a carrier as you only have one shot. -
My Projects (EricJ)
Julhelm replied to EricJ's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
It has a lot of shallow panels on the sides that you could just texture on by using max's render to texture function using a projection. Would save tons of polys. -
P-61 WIP
Julhelm replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Why so many sides? I bet you can save several thousands of polys by just making all those parts 8 sides instead of 18 or whatever it is you're using now. Also the wheels seem to have objects inside them that aren't doing anything? -
P-61 WIP
Julhelm replied to Veltro2k's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well it does look like 5-6000 poly mesh to me. Do you have lots of sides for the cylinders that form the landing gear and such stuff? -
Crimson Skies aircraft
Julhelm replied to tn_prvteye's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Could you post some wireframe images? -
Crimson Skies aircraft
Julhelm replied to tn_prvteye's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
The models look accurate and nice but you are using way too many polys for that level of detail. Generally you can get away with only 12 sides on cylindrical objects like guns or oleos in order to make them appear smoothly rounded. Generally, for realtime graphics, smoothness is not a valid excuse to use lots and lots of polies. 10.000 is a good goal for a plane with most details modelled. Anything more than that and there should be geometrical detail that cannot be faked with textures to justify it. If you can optimize these down to a reasonable polycount like that I can help you get the models ingame.