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Posted

CENTERLIGHT (night light animated)

 

centerlight.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model (full)

- 3DS max model (LOD1)

- Textures

- Compiled LOM files

- skins file for LOD model

  • Like 1

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

Deflector

 

JET BEAM DEFLECTOR (Bounding Boxed)

 

deflector1.jpg deflector2.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model (with Collision)

- Texture

- Compiled LOM files

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

LAMP-HSL (Animated,Bounding Boxed)

 

lamp_HSL.jpg lamp_HSL_LOD1.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model (Animated light,Collision)

- 3DS max model (LOD1)

- Textures

- Compiled LOM files

- Skins file for LOD model

 

ATTENTION!

Insert this model into the technicshtable.sht with classname = "lRadarQuery";

  • Like 1

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

TRUCK (Bounding Boxed)

 

truck.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model

- Texture

- Compiled LOM files

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

ILS horizontal, vertical (nignt light lamp, Boundig Boxed)

 

ILS-horizontal.jpg ILS-vertical.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max models

- Textures

- Compiled LOM files

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

PAPI (Bounding Boxed)

 

PAPI.jpg PAPI_LOD1.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model (full)

- 3DS max model (LOD1)

- Textures

- Compiled LOM files

- Skins file for LOD model

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

If I may ask...what exactly does this do? Replace new models? Add these models in-game or are these open for tweaking by someone to implement these into FC?

Posted

I think you can out the Lom files in your shapes directory and edited the meinit.xml and the structurestable to add the objetc. Like this you should be able to use this new objetcs in the mission builder...

 

 

It could be really cool to improve the Merzifon scenry,... 666Birdy if you are reading that ;)

 

SO, this is a very great post Huaf thy a lot :)

Lothamroth - www.Lockon.Fr - Vimeo Channel - Youtube Channel

[sIGPIC][/sIGPIC]

Posted
If I may ask...what exactly does this do? Replace new models? Add these models in-game or are these open for tweaking by someone to implement these into FC?

 

How to create SCN file in FC: http://simmod.pbwiki.com/LOFC%3B+Editing+scenery+files

 

How to expand Mission Editor objects: http://simmod.pbwiki.com/LOFC%3B+Mission+editor+expansion+mod

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

FENCE1 25m (Bounding Boxed)

 

fence1.jpg fence1_LOD1.jpg fence1_LOD2.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model (full)

- 3DS max model (LOD1)

- 3DS max model (LOD2)

- Textures

- Compiled LOM files

- Skins file for LOD model

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

FENCE2 25m (Bounding Boxed)

 

fence2.jpg fence2_LOD1.jpg fence2_LOD2.jpg

 

DOWNLOAD LINK

 

Content:

- 3DS max model (full)

- 3DS max model (LOD1)

- 3DS max model (LOD2)

- Textures

- Compiled LOM files

- Skins file for LOD model

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

yesterday eveing to implemant this new objects.

I used the classid generator, add the 2 lines inthe meinit.xml, in the structurestable.sht, I've copied the files , they are good look in the model viwer... but not in game.

 

Any idea how to add this objetcs ?

Lothamroth - www.Lockon.Fr - Vimeo Channel - Youtube Channel

[sIGPIC][/sIGPIC]

Posted
Any idea how to add this objetcs ?

 

Static objects installation:

 

1. Copy LOM file(s) and .skins file (if needed) to Bazar/World/Shapes directory

2. Copy texture file(s) to Bazar/TempTextures directory

3. Edit meinit.xml

 

.

.

.

 

<Fortifications>

<DefaultCategories>

<Category CLSID="{7F1597F0-88EB-41cb-A04E-E9A4D5EF7466}">Buildings</Category>

</DefaultCategories>

<Tasks>

<Task WorldID="15">Nothing</Task>

</Tasks>

<DefaultTasks>

<Task WorldID="15">Nothing</Task>

</DefaultTasks>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000001}" Name="Fence 1" Rate="100" ShapeName="fence1"/>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000002}" Name="Fence 2" Rate="100" ShapeName="fence2"/>

<Fortification CLSID="{71AC463C-310A-41ce-B7E7-923AC3CA5EDC}" Name=".Block" Rate="100" ShapeName="block"/>

 

.

.

.

 

<Countries>

<Country CLSID="{B2A43A73-E650-49B0-98B9-F67A53DA95FD}" Name="Russia" ShortName="RUS" WorldID="0" flag="Russia.tga">

 

.

.

.

 

</Helicopters>

<Fortifications CATID="{7F1597F0-88EB-41cb-A04E-E9A4D5EF7466}">

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000001}">Fence 1</Fortification>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000002}">Fence 2</Fortification>

<Fortification CLSID="{71AC463C-310A-41ce-B7E7-923AC3CA5EDC}">Block</Fortification>

 

.

.

.

 

4. Edit /Bazar/structtable.sht

 

Example: http://simmod.pbwiki.com/LOFC%3B+Mission+editor+expansion+mod

  • Like 1

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted
Thy for the classids and the links which are very useful !!!

I still have some pbs, I think it come from my own edit of the structuretable... by the is it the structuretable or the technictable which has to be edited ? what is the index value ?

 

lamp_HSL is animated model. It use the ArgN=7 argument for light animation effect.

 

Put lamp_HSL identification to technicstable.sht:

.

.

.

// ZIL-4331

shape

{

file = "zil-4331";

life = 4;

desrt = "Atmz-5_p_1";

// load = { false, false};

fire = { 300, 2};

username = "zil-4331";

index = 71;

}

 

shape

{

file = "lamp_HSL";

vis = 3;

username = "lamp HSL";

classname = "lRadarQuery";

}

 

.

.

.

 

I don't use index row in .sht files!

AMD Athlon 64 6000+, 4GB DDRII 800+, 400GB RAID0, HD4870 1GB, 22" LCD 16:9, Saitek X52, TrackIr 3 Pro

Posted

thy for the replies ;) that's very nice from you :)

 

I had those lines in the meinit.xml, (your magnificient als mod is working good).

I use the classids your provide for the fence1 and 2 and another generate by the classidgenerator for the lamp_HSL :

 

<Fortification CLSID="{71AC463C-310A-41ce-B7E7-0000000000001}" Name="ALS" Rate="100" ShapeName="ALS"/>

<Fortification CLSID="{97B81AD9-C7BF-48f6-A34A-07F16FA34A05}" Name="Lamp HSL" Rate="100" ShapeName="lamp_HSL"/>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000001}" Name="Fence 1" Rate="100" ShapeName="fence1"/>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000002}" Name="Fence 2" Rate="100" ShapeName="fence2"/>

and :

<Fortification CLSID="{71AC463C-310A-41ce-B7E7-0000000000001}">ALS</Fortification>

<Fortification CLSID="{97B81AD9-C7BF-48f6-A34A-07F16FA34A05}">Lamp HSL</Fortification>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000001}">Fence 1</Fortification>

<Fortification CLSID="{88F7F956-2958-47ff-AF6A-000000000002}">Fence 2</Fortification>

In the technicstable.sht I put :

// ZIL-4331

shape

{

file = "zil-4331";

life = 4;

desrt = "Atmz-5_p_1";

// load = { false, false};

fire = { 300, 2};

username = "zil-4331";

index = 71;

}

// ALS

shape

{

file = "ALS";

life = 5;

desrt = "self";

fire = { 300, 2};

username = "ALS";

classname = "lRadarQuery";

index = 72;

}

 

// Lamp HSL

shape

{

file = "lamp_HSL";

vis = 3;

username = "lamp HSL";

classname = "lRadarQuery";

}

And in the structurestable.sht :

// fence1

shape

{

name = "fence1";

file = "fence1";

life = 120;

fire = { 0, 2};

username = "fence1";

}

// fence2

shape

{

name = "fence2";

file = "fence2";

life = 120;

fire = { 0, 2};

username = "fence2";

}

The ALS mod is the only one visible in game :( I don't know where i've comitted a mistake.

 

Thx to anyyone who can help ;)

 

My files are available here :

http://lothamroth.free.fr/huaf/

Lothamroth - www.Lockon.Fr - Vimeo Channel - Youtube Channel

[sIGPIC][/sIGPIC]

  • 1 month later...
Posted

I have the exact same problem. Only the ALS is working, not even a texture showing on the new mods. I used Lamp_HSL,ILS and PAPI for the approach lights. Did the tech.sht and put the lines in for the Meint.xml file. NO go. Hope you can help. cheers.

  • 8 months later...
Posted

Hello there !

 

I have an important thing to do and ive been searching on the forum for an answer but no help !

Okay...

So i would like to modify BelBek airport.

First i would like to be able to put some holding point textures before runway entrance . HOW TO DO THAT ?

Second , i would like to modify the PARKING SIZE, and assign a texture for it and ONLY FOR BELBEK airpot parking area ! HOW TO DO SO ?

 

Third : I would like to insert new 3D objects, like an ILS or localiser antenna and would like to know how to do so without replacing static objects in lock on.

 

PLEASE REPLY ASAP. THnks

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