Jump to content

OldCrow

3rd Party Developers
  • Posts

    422
  • Joined

  • Last visited

Everything posted by OldCrow

  1. hmm sounds like lomac 1.02 to me, what version of lockon do you have?
  2. Superb!!! Indeed its an awesome plane:)
  3. Great stuff! Cant wait to see you guys at VFAT!:)
  4. probably boundry boxes and damage boxes would fix that
  5. I used to have the same problems as you guys, but I dont have them anymore. The system I run is: Vista Premium x64 2x Ge9800gtx AMD 9850 2,5 ghtz I have the cd install of flaming cliffs, and I use patch 1.12b. When Im gonna play lockon, the first thing I do before starting lockon is to end all uneccecery processes running in hte background. Before when I didnt do this, I got ctd, but after, I can run the game for hours without crash. Also I run lockon with no sounds. Maybe alittle boring for some, but I cant get the sound to run correctly, and for the flying I do, I dont really need sounds. For graphic options, I think it doesnt matter what settings I have, lockon will still run (as long as I remember to stop unwanted processes). Hope this helps
  6. WOW! That is just amazing!
  7. P sorry just had to :D
  8. Sweet! :) I think you can maybe keep the 170k polys, since the aircraft carrier is only one object, its not like you will have alot of these in the game at once. Maybe you can use Lod models aswell to ease the preformance. Absolutely love the idea of the static aircraft on the deck there, makes everything more alive!:thumbup:
  9. Looking good :) Just alittle feedback of the screenshots: Im not that familiar with the F-22, but it semes to me that the main wheel tires are alittle to "thick", and the landing gear might be alittle "short"
  10. "hte textures" was just a mistype by me, it should have been "the textures", sorry for the confusion:D The problem with making the Eurofighter a "conventional" mod is that the Eurofighter is not present in the game from before, we're just basically flying a F-15 with a Eurfighter model on top. For the 3go Flanker, it is much easier to make it compatible with other mods since it uses alot of default files from lockon, as on the Eurofighter we have to modify alot of files to get it to work properly. The Ada mod is only "conventional" because of its success, but if you fly the ada mod on a non ada mod server, you will notice some strange things happening to this aswell. So until we get some VEAO servers online, you might have to live with having this graphic error outside the right window, but with a screenshot it would help alot to see what is causing it. (sorry if you already posted a screen of it, the internet filter may try to block ot)
  11. Seemes like the problem is to connect to toher servers when using the Eurofighter. This can be caused by a few things When you are denied to fly the EF on a server, U think its the server that denies you, not the aircraft, but im not sure. There are some files that is decided by hte server wich we have modified in order to get the Eurofighter to work properly, one of these files is the server.lua file wich decides where the cockpit possition is located. If the server doesnt run the Eurofighter files, the cockpit possition will be wrong. The thing you see out the right side of the window is probably the refuling probe, this will be fixed in hte next update. For the errors in hte texture, I would need a screenshot to see what its about, but most likely its a conflict with another mod. The EF have not been ajusted to work with other flyable mods atm, this will be looked into in the future, but most likely we will create a VEAO pacage with different aircrafts wich are compatible with eachothers.
  12. The problem you are having with the su-27 is because of the view possition. Somehow the viewpossition of our hawk (modeled over the su-27) was included i nthe Eurofighter mod. To correct this, you'll have to change the view possition by editing the server.lua file in the config/view folder. The correct viewpossition for the default suæ-27 is: CockpitLocalPoint[PlaneIndex.iSu_27] = {8.15, 1.38, 0.0} So just replace this line in hte server.lua file with the one above. Make sure you make a backup first. For teh texture errors you get on hte Eurofighter, I would guess a reinstall would fix it, but then you would get the su-27 problem again, so we'll look into excluding the hawk from the mod (or the bits that are mistakenly included of it)
  13. Very nice indeed!:thumbup:
  14. Bare in mind that the way lods are made in this file doesnt work properly, not for me anyways
  15. http://forums.eagle.ru/showthread.php?t=26447
  16. Sorry to hear about the difficulties with the team, but im sure you guys will be back in action soon enough:thumbup: Good luck with the team:)
  17. For the lights, I think its best to have them blend into the colour of the light, so a green light would be bright (almost white) in the center, and a green colour at the edges. Then you would get a green transparrent tone instead of the black at the edges of the light. I have never tried to make lights myself though, so maybe there is a different way too. Also, you can look at the BANO.tga texture for refrance.
  18. The lod models are saved as separate lom files, so lod1 as F-15_lod1.lom and so on. The distances of when the lod's should appear is given in the f-15.skins file. This means you can decide the distances yourself, aswell as how many lod models you want. You can look at the su-25t.skins file for refrance of how to make this. Hope this helps:thumbup:
  19. Hmm, so if I understand correct, you want to animate the weapon pylons, and have the weapons follow these animated pylons? I dont think its possible since the weapon possition is determined by the meinit file. So you can get the pylons to be animated but the weapons will not be animated.
  20. Looks great! Keep us updated:thumbup:
  21. Love it!:thumbup: My favourite aircraft:D
  22. Thats a job well done! Beautiful model, and done in such short time!:clap_2: +1
  23. Animating in arguments is really simple when you know how to do it, I will try to explain below: First some settings about the animation settings: FPS should be set to custom to 100 Start time should be -100 End time should be 100 In the lockon tools you will find a list of all available arguments for the plane. You will need to have the lockon tools installed in either 3dsmax 7 or 8 to be able to use the tools When animating you use the same principles as all other animations, only differance is taht you will assign the different animations to an argument number before starting to animate. How to assign an animation to an argument number you ask? 1. Select the object you want to animate and go to the animation tab on your right panel in 3dsmax. You will see a tab called Assign Controller and inside it you will see possition, rotation and scale. 2. Select one of these 3 (depending on the animation, forexample the ailerons would be a rotation animation and the wheel damping would be a possition animation). 3. On top left just below assign controller you will see a small button with a question mark in it, click it. You will get a new window, and in this window you can select ArgBased possition/rotation/scale. Select it. 4. Another window will pop up, this is your argument window. Click add. There should be a line apprearing with the writing: "-><0>: Event" Write the argument number in "Argument" and press enter. The line should now change from 0 to the argument you just typed in. 5. Now you can close this window. NOTE: This window will now move to the bottom right of your screen. You now have a possition/rotation/scale argument added to this object, therefore you dont have to add it again. When you want to add other agruments to the same object, just click add, and it will appear. Now you can start animating. NOTE: Make sure when you animate that the argument is active, otherwise the animations wont be saved in hte argument. The line should be like this when its active: "-><0>: Event" and not like this: "<0>: Event" or this: "0: Event". To activate an argument you simply dubble click on this line to make it active. Also, if you have already animated an object as a rotation, but you also need to have a possition animation in the same argument, you will have to add a possition argument to it first (see1-5). So you can say there is 3 argument types: possition, rotation and scale. So even if you have a rotation argument added to your object, it will not be animating in the argument if you use a possition animation. Hope this helps, if you have any questions I would be happy to answer them, good luck! ;) Oh, and great models, awesome work:thumbup:
  24. OldCrow

    TGA position

    Yes its possible if you make your own 3d model
×
×
  • Create New...