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Julhelm

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Everything posted by Julhelm

  1. HAWX has specular mapping as well which allows for different specular properties on a single material. Which of course SF does not have. Also SF has bumpmapping, but just not on objects (so we can't make proper use of it). In order to set different specular properties one must assign separate materials to those parts that are matte and those that are shiny but the drawback here is that one gets far more drawcalls than are necessary. Basically because the engine handles materials in a totally obsolete way.
  2. I usually fly merc or USN. If I fly USN it's usually VF-111 or random Vigi unit.
  3. What's SDB stand for?
  4. Unwrap and texture before separating everything into meshes or simply attach everything together for the texporter and then rigging it.
  5. Julhelm

    Best Game of 2009

  6. Julhelm

    Best Game of 2009

    I'm having a blast with Mini Ninjas. It has really awesome art direction; much better than MW2 IMO.
  7. That happened here as well. Lots of snow on christmas even, then all gone the day after.
  8. Remind them to unmirror that swastika on the right side ;)
  9. Yeah, the built in tools have everything you need like cylindrical unwrapping and smart move/stitch.
  10. Exported it into the cargoship folder so I know it'll show up for sure.
  11. Fubar handed that model to me for texturing, but it was such a mess that I elected to remodel it from the ground up, and here she is @ 20k polys:
  12. If you send me the model I can unwrap and texture it. It'll take some time to do that, though.
  13. You should've mapped most of it before cutting up all the doors and rudders. Makes life easier.
  14. If you have the model properly unwrapped (that is, no faces mirrored or overlapping in 0-1 space) you can export it as an .obj or .3ds and then run it through xNormal using it for both high/low meshes and get a pretty good occlusion bake if you use a floor and crank the rays up to around 300. I think that'd look pretty good ingame.
  15. You can still be of help, since due to release of our game this week I haven't had the time to go back and mess around with the pit. Do you know why the counters refuse to function? Basically what I want is for the counters to appear only when a weapon is selected.
  16. Cool, I'm going to try this out with my already difficult custom campaign this weekend.
  17. Guess that means I have to run the dreaded terrain editor. Thanks, though.
  18. Does such a mod exist, or how can I go about the easiest way to beef up the air defense on the stock map to where it's actually challenging?
  19. I know about being busy. I have perhaps a day a weekend to work on my stuff if I'm lucky.
  20. 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.
  21. 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.
  22. 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?
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