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Posted

Hello Rattler!

 

I downloaded your zip package and tested it.

The hangar2.lom and hangar2destr.lom is incorrect maded.

The model parts uses equal texture file with different material name.

This method wrong coded and the LOm file highly increase the memory usage.

 

So, your LOM files wrong.

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

Posted

HAUF_074

 

Hauf_074:

 

Thanks very much for looking into that. Alfa redid the hanger two and destr .lom's. I could send you the original and see if the problem is in those as well. If you don't mind? I will wait for your reply before I send them because, you I know are very busy. Cheers and Thanks for looking.:thumbup:

Posted

rattler,

 

What Huaf-74 said is that there is something wrong with the 3D models(lom files) themselves.

 

I only re-did the structtable.sht and Meinit.xml.

 

It is not possible to modifiy a model in *.lom format as this is an inaccesible "end-product" that cannot be opened by 3DS Max - in order to "re-do" it, you would need access to the source model in its open format such as *.max or *.3ds and then generate a new *.lom file using EDs plug-ins.

JJ

Posted (edited)

Alfa

 

Hi Alfa:

 

Ok, I understand, I am not a modder by any stretch of the imagination but I can manupulate files that can be. So really the only person who could do this would be tomcatz himself, seeing as he did the original or any one with the software make a .lom file if tomcatz gave him the files. I can understand now if you make one on your own that is fine but someone else would have to give you his files because you don't know what arguments etc. he used. This part of modding is out of my league but I can understand what you are saying. Just might have to ask a question or two to get it straight but still something that is beyond what I can do. Thanks again for that info. Anything like that helps me understand what can and can not be done with this sim. and that is really good info. Cheers and have a good day!!!!

Edited by rattler
Posted (edited)
rattler,

 

What Huaf-74 said is that there is something wrong with the 3D models(lom files) themselves.

 

I only re-did the structtable.sht and Meinit.xml.

 

It is not possible to modifiy a model in *.lom format as this is an inaccesible "end-product" that cannot be opened by 3DS Max - in order to "re-do" it, you would need access to the source model in its open format such as *.max or *.3ds and then generate a new *.lom file using EDs plug-ins.

 

Here is the code from hangar2 LOM files:

 

lom.jpg

 

This LOM file's material texture file is equal but the material name is diifferent.

I think the Lockon load all texture to the memory what have different material name.

Edited by HUAF-074

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

Posted
Here is the code from hangar2 LOM files:

 

lom.jpg

 

This LOM file's material texture file is equal but the material name is diifferent.

I think the Lockon load all texture to the memory what have different material name.

 

Then that means we need the original tomcatz .lom files. to see if they are all like that. I know most people removed the hangers because of the parking_area mod but I think it effects more than that. I know that the large hanger is at Merzifon airbase and if you are making a mission or adding object to that airbase as soon as you go near and the hanger comes into view it will lock your computer up. Have tried it in grandsuf,s scenry mod 1.3 and just the Merzifon airbase mod and both react the same. I do not use either so I thought I might get it working and poor Alfa spent a lot of time with me and we got as for as a building but he and I tried it without textures, soon as textures go in trouble starts. I don't know if it will ever work with some of the other mods without a complete overhaul. Thanks for looking into it Hauf. Appreciated. If you come up with something please let me know, even a different hanger would be nice. Just to have something different at the airbases you use. Or want to bomb. ha ha. Cheers.:thumbup:

Posted (edited)

The TomCatz LOM files size is:

hangar2 - 458.7 Kb

hangar2destr - 403 Kb

 

This is some optimized model pictures from my Scenery project:

 

Building1 (Vetices: 632, Faces 720) -> Building1 LOD1 model (Vetices: 142, Faces: 140)

 

max1_www.kepfeltoltes.hu_.jpg epulet1_www.kepfeltoltes.hu_.jpg

 

Bulding with small Tower (Vetices: 2038, Faces 1849) -> LOD1 model (Vetices: 247, Faces 240)

 

max2_www.kepfeltoltes.hu_.jpg TWR1_www.kepfeltoltes.hu_.jpg TWR2_www.kepfeltoltes.hu_.jpg

 

And my LOM file size:

 

TC_www.kepfeltoltes.hu_.jpg

Edited by HUAF-074

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

Posted
rattler,

 

It is not possible to modifiy a model in *.lom format as this is an inaccesible "end-product" that cannot be opened by 3DS Max - in order to "re-do" it, you would need access to the source model in its open format such as *.max or *.3ds and then generate a new *.lom file using EDs plug-ins.

 

:music_whistling: Zmodeler2 import the Lockon LOM files :music_whistling:

 

zmodeler2_www.kepfeltoltes.hu_.jpg

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

Posted

HAUF_074

 

HAUF:

 

I knew you did some buildings for your Sqd. and a lot of other stuff as well. You are one of the modders who know how to get the most out of things. I have seen some of your mods and man they are fantastic. Is there any big frame hits with any of your mods. I have the ALS just the approach lights and they work great. You did a complete runway package that looked awesome. You know your way around LOFC for sure!!!:thumbup:

 

rattler

  • 2 weeks later...
Posted (edited)
:music_whistling: Zmodeler2 import the Lockon LOM files :music_whistling:

 

zmodeler2_www.kepfeltoltes.hu_.jpg

 

Yes but please read again what I said...

 

 

 

It is not possible to modify a model in *.lom format as this is an inaccesible "end-product" that cannot be opened by 3DS Max - in order to"re-do" it, you would need access to the source model in its open format such as *.max or *.3ds and then generate a new *.lom file using EDs plug-ins.

 

Zmodeller can import *.lom files.....but it cannot export to *.lom or even *.3ds, which would be needed to modify them ;) .

Edited by Alfa

JJ

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