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luckybob9

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Everything posted by luckybob9

  1. can you post your steps on how you are doing this?
  2. Have you tried changing the contrast and saturation for ONLY the LOD2 textures? Those textures only show up at a distance, so in theory, you could increase the contrast and saturation for those while leaving the contrast and saturation for the LOD0 textures as they are.
  3. This is what I did, select one of the four that you want. Attach that one to the other 3 to form a big square. go into vertex mode and select all the verts. Next to "weld", there is a little box square, click that, then set the threshold to .001. That should combine all the overlapping verts while not messing with any of the other ones. Next step is to reset the pivot point. Then, apply a uvw modifier to the entire thing. Finally, link it to a LOD2 dummy.
  4. check to see if the numlock is active or not
  5. Package it into a .cdds then try it
  6. That green seems to be the noise file. Double check that your textures are in the TempTexture folder. There is a TestTexture folder, do not confuse these. Also, if that is the noise layer, it should not be appearing at such a far visible distance. There is a setting in the graphics.cfg file i think that says at what distance the noise file kicks in. Check your graphics.cfg file. The bold part is the visiblity of the noise file....I think.. OldLandNoise { perSquare = 5; perSquare2 = 150; front = 1000; back = 10000; top = 2500; map_high = 20000; bottom = 2000; noisemax = 0.6; noisemin = 0.1; } NoiseStrip { min = 2095; max = 2505; }
  7. I believed we needed 75000 as the magic number to make the strength of the displacement match the scale that the game uses. The DEM's that we used were such a high resolution, that it would crash the maxscript when we tried to use it. That is why we had to use the displace method. If you use the displace method, you would need to use 75000 as well to maintain the correct scale
  8. I do what I can :)
  9. I used the link you gave me and it worked. Can you list your steps?
  10. Sorry about the delay, I have been quite busy lately. Did you try applying it with the displace modifier in max anyways? my Geotif files will no show up in Photoshop correctly. They appear solid black. However they work fine in 3ds max. Can you upload or link me to the exact file that you are trying to use from that previous link that you gave?
  11. Hmm. What does the original tiff look like? Can you upload it?
  12. :) I knew it was somethink like that. Also, it seems to only go to the second monitor when you have I set to the right of your main one. I tried to set my second monitor to the left in windows display properties and it didn't work
  13. ummm, I did this a while ago on my xp machine but I think I got that error at one point. I think it was because I didnt have the files in the right directory. Read the directions on how to install again. I think I had to place it in the C:\ directory and maybe even create a new folder someplace. Im not at my desktop so I'm going off memory here.
  14. The new tools untilize new formats so I don't think the new tools will work for old stuff. I have no idea on any release date. The tools do the same features as the current ones, but support the newer file formats. For those who are having problems with the AssembleScenes.exe, I should have a solution shortly.
  15. I think i encountered this problem in the past but I was able to solve it by adding key animation points at every 45°. You just have to go into the curve editor and make it a straight line. But I am going off memory here..
  16. Im not sure. I have never used this before. When I did my textures, I had one huge giant texture. From that, i cut it up into slices that matched the tiles, so my textures were always exact. There is not one single grass texture. Each texture is unique for each unique tile. So likely, not a small seamless texture.
  17. Pike, if you want to email me your files, I will take a look
  18. what are you trying to do?
  19. the mission editor will still have the old map. did you try actually flying it?
  20. save the .lsa2 file here: C:\Program Files\Eagle Dynamics\Ka-50\Bazar\Terrain\Surface place your textures in the temptextures or in .cdds archives
  21. The SDK are the plugins located at the eagle wiki here at the bottom: http://en.wiki.eagle.ru/wiki/All_about_land You export your land by using the MaxSuperficial plugin. select all the land and helpers/ dummys. Then go under the Surface category and click export.
  22. its in one of the tutorial documents, but here it is Template.rar
  23. I have not done any of the map views because I am working on stuff for the A10C and that part is not completely finalized yet. Sorry :(
  24. I would imagine pretty small. You have to do that when you make lakes, and I have some parts of a lake on a tile that are only a few polygons.
  25. select and detatch the part that you want to apply the smaller map to, apply your map, then link it back to the dummy/ helper
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