i downloaded it 2 hours ago
f-5e, f-5e3 and fw-190: checked all countries what use those aircrafts (only default skin visible)
p-51 and tf-51: checked all countries (mainly usa and russia have few skins what do not change but few others skins are ok - and have weird specular silver lights on many skins too)
by the way, unfortunately i did not download the 1.0 version in time so how can i freeze the camera when/after i changed the livery - i would like to try that - instead of resetting the camera view angle and distance
only old/index based skins use the id number from the description.lua file
(old models use the arg70 coz newer models do not have arg70 skin-visiblility, however you can add id number usage to the description.lua if animations or visibility is set to arg70 in 3dsmax to new models)
id number usage is good to over the arg70 value 1.0 too (for new user-made skins)
for example if you add new skins with numbers in the texture dds file name then id=14 will load texture name with "tex-name-14" however that's not the same if a built in skin (in the 3D model) use the arg70 value 1.4
old models use 10 textures (or maximum 11 if it defined in the 3d model file "inside") but you can load textures from "outside" as well - see above - LOM models used the "skins" extension for this too
yes, those old models use arg70 for sinks
arg70 value 0.0, 0.1, 0.2 and so on - that's the id number in the description.lua file
however the modelviewer able to read skins both way: from description.lua by material and texture names and from description.lua by id number - that read the 3d model texture names what connected to arg70 skin-visibility
so can you implement that arg70 value changes/variable usage into your lua file ?
(if not we can convert that old arg70 skin names texture usage to a description lua file - how newer skins/liveries works - but this "conversion" needs some time unfortunately)
:worthy: oh man, this ▲ sounds f**king awesome and professional :bounce:
i believe you will really shorten that monstrous c++ development time :thumbup:
i have no problems with shadows at all
trees are few polys only, those use only one texture (caucasus)
new trees (nevada) use few textures only (2-3 textures iirc)
moreover we have fixed tree models/materials around caucasus buildings so those have shadows again without fps loss
that's (was) SuperVasya's model what probably ED dropped few years ago
i think there were numerous inaccuracies and mesh problems
afaik we will see a brand new more detailed carrier model in the future
http://simhq.com/forum/ubbthreads.php/topics/3597545/1.html