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snowbird2

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Everything posted by snowbird2

  1. Looks like we have some work ahead of us. :thumbup:
  2. Just a little something to wet the whistle. :thumbup:
  3. And why would a simple symetry of these objects with some filling in be such a big deal? :huh: Anything can be done.
  4. And why the does it seem like it cannot happen? It is just a matter of doing it. Like I said in the above post.
  5. Hey Eric, Nice model of the Super Bug there. :thumbup: As many of you are aware from Sabertooths topic on the F-14D model project, I am helping him out to get the F-14D into the game. I really think it would be cool to have the US arsenal of carrier based aircraft in this game. As I have pretty much completed my hydroplane project now, I would be willing to get this one into the game for everyone to enjoy. Being that both the Super Bug and the Tomcat are roughly at the same point and require the same things done to them it should not be to difficult to work in tandom. What works on one just transfer to the other and move on to the next item. What I would do here is one day on F-14D and the next on the Superbug and give each of them equel modelling time. As I am sure the F-14 guys would love to have this flying along with them in the game as you would like to see the F-14D along with the bug. Why don't you shoot me a PM and we can see how we can setup a transfer so I can get started. This one is just to good to let die. :thumbup:
  6. Can anyone elaborate on how this was done? There seems to be some boundry box in the kabina that has really been giving us fits. We cannot get any new cockpit model to show up which is the correct size. They keep looking the size of a football field all the time. Plus I can never get that darn cockpit canopy aug to work right. The exterior model canopy opens and closes but the cockpit one always stays open. Not good for a side opening canopy model.
  7. I would think the pickup point could be adjusted in lets say the draw.info.lua or some file like that. I know you can move the smoke exit coordinate points around in space so if you could find the correct command line in the right lua file, I would imagine you could move the refueling pickup piont in X-Y-Z in some file somewhere like you can do for the weapons. (Which will have to be done also to get them to match up to the new models pickup points. So in the cockpit you would be hooking up visually on the left side you would see the F-14D refueling probe extend out. You would most likely also have to move the fueling basket coordinates so that it looks like it connects up the the right fuel probe. This final option may not be possible as I believe the basket is tied to the refuling plane model and thus you would reqire a new refueler also. NOT!!!!!!! Of course, another option here would be to swap the stairs and the fuel probe on the D to the other side of the model. Just throwing it out there........This would most likely be the quickest and easiest solution. I could move the models probe slightly to match up exactly to the SU-33 position so it would look and act like an exact hook up. From the exterior view it would look great. As you can see, there is way more then just animating and textureing a model to get this whole thing to come together correctly.
  8. By far the best way I have heard for this thus far Aeroscout. I will be setting it up this way unless there are strong objections or a better idea.
  9. In case anyone was wondering what was taking a small moment of my time away from the F-14D, here is what I was working on and is just a few short days from completion.
  10. Hello Everyone, My name is Racer, team leader of the Virtual Golden Hawks demonstration squadron. www.virtualgoldenhawks.com Our team currently has a slot position which need to be filled by someone who possesses the strong desire to work in a team environment and can contribute to the team. If you are interested in the team please email me at: mihelic1@comcast.net and we can setup a time for a test flight on our phantom server. I feel our team can offer you and exciting experience in the on-line formation flying environment. I look forward to hearing from you. Racer VGH #1 Team Lead
  11. Hey everyone, I have just a few more days till I am completed on my current project and I will be hitting the F-14D hard. Those are some nice suggestions for the wing sweep aurg's. :smartass: I will keep up to date posts coming this way as we move along towards completion of the project.
  12. Rikus, It is true the pilot eye point is slightly high. The reason for this is that you will see the canopy in the open position all the time when you look to the right. So I had to move it up to see over this open canopy. Even though you see the external canopy close the one in the cockpit Kabina model will not close. I am not sure how to correct this issue. If someone does please speak up and fill me in and I would correct this right away.
  13. Good pickup. :doh: I have corrected the head motion and re-uploaded the zip file.
  14. Yes...They are posting there team around the net now. The Frecce Tricolori Virtuali Team FS2004 starting ouer new Years 2008 also in Lock On We are Happy to have this beautiful aircraft Mod by RACER in The Frecce Tricolori Hangar and using it for the next Future to present the Frecce Tricolori Virtual together with outer Teams in the SKY also Events and Airschows. http://freccetricolorivirtuali.makeforum.org/index.php a good pilot is always in training.
  15. MB339 Frecce Tricolori Mod v3 Public Release In the sprit of helping the Lock-On formation flying community to continue to prosper and expand, I would like to take this time to announce the release of the MB339 Frecce Tricolori aircraft mod for Lock-On Flamming Cliffs 1.12a. This mod features all 10 aircraft flown by the team and also includes a LOM with the planes gear on the ground for video shots. Also included are the PSD files for the MB339 just in case you would like to create a different team paint scheme. This mod is totally unrestricted and may be used as you see fit. This mod may not be sold for profit and is for personal use only. I hope you will enjoy this mod as much as I have enjoyed creating it. To install: Please unzip the downloaded zip file. Inside you will find the zip file of the mod which is to be loaded with Modman 6.0. You will also find a folder containing the PSD files. http://www.virtualgoldenhawks.com/Frecce/Frecce_Tricolori_Mod_v3.zip
  16. The Virtual Snowbirds are looking for 2 new pilots for the #3 and #6 positions. We are also looking to fill 4 alternate pilot positions on the team. Everyone who is interested in being active with our team in 2008 will need to fill out an application and email it to rotorblade@virtualsnowbirds.com http://www.virtualsnowbirds.com/rtr/2008_VSB_Application_Form.doc In order to acheive a solid 9 plane team we need to find people that have the time to practice by themselves on the phantom server and with us as a team a few nights a week on a regular basis. With a number of positions to challange for, we'll be holding tryouts for VSB the months of December and January and conclude with the final roster in January. We'll need to shoot for 10-14 flying positions. _________________ Racer VSB #1 Team Leader
  17. Everyone who is interested in being active with our team in 2008 will need to fill out an application and email it to rotorblade@virtualsnowbirds.com http://www.virtualsnowbirds.com/rtr/2008_VSB_Application_Form.doc In order to acheive a solid 9 plane team we need to find people that have the time to practice by themselves on our phantom server and with us as a team a few nights a week on a regular basis. All positions will be up for grabs this next season. We'll be holding tryouts for VSB all this month. We'll need to shoot for 12-15 guys including and a full time narrator and music/communications positions.
  18. I currently have place the 3d model onto the SU-27 flight model. As for an update, all I have left to do is the animations portion to complete it.:thumbup:
  19. I have been working on this project for a few months now. The MB339 as used by the Frecce Tricolori. I pretty much have all the texturing completed with just the animations to complete.
  20. Can anyone clue me in on how to go about programing and utilizing the cruise missile in the game?
  21. Hey guys, I had asked the question on how to add a GUID to a 3D Studio Max model and I did find this description on how to do it. (Below) I now have to ask if I need to associate the model to multiple GUID numbers? One for each squadron for the plane I am using? If yes, how what how can you add multiple entries for more than one GUID entry per model? It keeps trying to overwrite the first entry. OR.... Do I only have to add one GUID to the 3D model? (the CLSID number from the plane model I am using in Lock-On) I am also assuming the texture I have mapped in the 3D model will be used for the 0.0 skin in the game. "To assign a GUID value in 3dsMax you need to download Guidgen.exe form Microsoft, install the app and run it. This will give you a GUID value. (use the Registry Format from the pop up) Copy this value. In 3dsmax select your model then select File/File Properties. From the popup go to Custom. under Name, type the word FriendlyName, under Value, give your object a name, then click Add. Keep the popup open, and under Name again type the word GUID and under value paste your GUID value obtained from the GUIDGEN app. (Remove the Curly Braces from the begining and end of the value), Then click Add, Click OK. Now export the model LOM. Thats it. Hope this helps. Took me some time to figure this one out". Regards, Racer
  22. You are correct Teka that is our baby. BTW, the Virtual Red Arrows are up and running at http://www.virtualredarrows.com These guys are doing a great job getting up to speed and are doing great justice to the the mod. :thumbup:
  23. Hey guys, Just thought I would update this post and let everyone know that the team has finished our CT-114 Tutor model in Snowbird trim. It came out really nice and is a blast to fly. :joystick: This model is unrestricted and is available for download at our new website. Please stop on by and check it out. www.virtualsnowbirds.com
  24. I see what you mean here as far as the .skins folder. From the .skins LOM: value = 0.2; material = {"Bottomwingrt", "per pixel specular", "bottomwingrt-3.bmp"}; material = {"fusalageltside", "per pixel specular", "fusalageltside-3.bmp"}; material = {"fusalagertside", "per pixel specular", "fusalagertside-3.bmp"}; material = {"rudderrt", "per pixel specular", "rudderrt-3.bmp"}; material = {"rudderlt", "per pixel specular", "rudderlt-3.bmp"}; And the corresponding MEinit file: A-10A - <ColorSchemes> <ColorScheme CLSID="{2C99F172-EAF3-4E49-8020-475E89467C02}">Snowbird 3 Left But, when I have the model on the screen in 3D studio Max, it only can display one texture when I use the utility to create the .LOM file of the plane, which is the texture I am seeing when I import it into the game. I am not sure how to tie in these 3rd plane textures when I only am displaying the first plane textures in 3D Max when I create the plane LOM. Being that when you apply a texture in 3D Studio Max, you first select the part of the model to texture then apply the bitmap to it. Let's say it is xxxxxx-1.bmp texture. How does the game know to apply the xxxxx-3.bmp texture when the plane LOM was created only with the xxxxx-1.bmp texture. This may sound confusing but it is the only way I can explain it.
  25. I have been following this thread and have been picking up a great deal from it. The one issue I am still stuck on is once I have generated and placed the CLSID's for the different skins into the MEinit.xml, how do I connect that to the 3D Max model with the LOMUtils? I have my 3D Max model on the screen in the program with the proper textures applied but I am not sure what to select in the LOM Utils to connect the displayed textures to the CLSID and then to the final LOM. Can someone please get me past this last hurrdle.:helpsmilie: Tom
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