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Author
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Topic: 3 more 1024x1024 schemes at 26th site
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casualty26ac Pilot
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posted 08-03- 10:44 PM
Go here http://26th-aircorps.org/
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Diego Lozano Pilot
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posted 08-03- 10:57 PM
Cas, I thought your talent was awesome at 256 but, looking at it at 1024, you are a GOD! IP: Logged |
Psi Pilot
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posted 08-04- 12:16 AM
Wow the Yak's even got white letter tires. You are the man Cas, really! P Even though my system does not support hi-res textures they still look great, thanks bro. [This message has been edited by Psi (edited 08-04-2001).] IP: Logged |
Karaya 2 Pilot
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posted 08-04- 02:56 AM
Cas these are AWESOME as usual  Um, it says 3 skins in your post and I see only 2 hehe. Psi you are missing out Bro. How come your system wont support it? In case you don't know, all you need are the hi-res sm files which you can get from capper over at simfiles. If you need help to set 'em up pls let me know. They're really cool to fly online with..  ------------------ IP: Logged |
Shadowcat Cadet
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posted 08-04- 05:49 AM
Absolutely Beautiful!!!Karaya, Psi probably has a video card that doesn't support 1024 textures. Myself I have a Voodoo 2, and I'm not sure that even supports the 512x512 skins. Still, I should be replacing that before too long -- those Geforce 2 prices are looking rather attractive, now that the GF3 has been out for a little while :) ------------------ -- Shadowcat One of Many IP: Logged |
li'l bastard Pilot
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posted 08-04- 07:34 AM
hey cas, u showed me some time ago a nice work for the cfs2 P38, u think it's possible to convert it for our p38f?li'l b ------------------ ***BROUGHT TO YOU BY THE CAMPAIGN FOR A BETTER ROTABUGGY!!!*** IP: Logged |
casualty26ac Pilot
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posted 08-04- 09:41 AM
Matey Psi, I didn't do the tires--Tailslide must've done those. Lil B, I heard or read somewhere that the 38F and L have been retextured. If this is so, you should be able to convert one from cfs2. I have one that I painted for 80th FS in CFS2 that I may try to cut/paste later. Jedi changed the sm for the corsairs to fix the tail bleed and landing gear, so these skins will match correctly later. For now they won't look good on anything but the F4u1a. Diego, thanks!!! Ka, here's the other one bro--new "Pappy" paint IP: Logged |
Psi Pilot
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posted 08-04- 10:47 AM
Thanks for the offer K2 but Shadowcat is right, I have a Voodoo Banshee. It's a good card but I think it was designed around the time when chickens flew, no pun intended. I still enjoy them though, their how Cas would say; "sexy" P IP: Logged |
SteveTheDrummer Cadet
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posted 08-04- 12:08 PM
You Cas & Cpt. Farrel  IP: Logged |
Jerry Pilot
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posted 08-04- 04:05 PM
HELP! Casualty, you say the Corsair skins are for the F4U-1A. The Hi-Res .sm folder only has .sm's for F4U, F4U1 and F4U4. My Aircraft folder has F4U, F4U1, F4U1A and F4U4 but when you go to Hangar or Training you get F4U-1, F4U-1A, F4U-1D and F4U-4B. I have tried all kinds of different combinations and only get mis-mapped skins. How many Corsairs should there be? Which models? Where is the hi-res .sm for the F4U-1A? And which plane gets your new skins?  IP: Logged |
casualty26ac Pilot
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posted 08-04- 04:37 PM
Jerry, the two corsairs are for the 1a only. The f4u1a can be found at simfiles.com. However, you may have to write Jedi for the new sm file. For those that know how to modify the 1a sm file themselves, the 1a should look pretty good in 1024 with only some slight changes to mapping around tail and landing gear. If I knew how to work w/ OPS, I'd send you Jerry. Me putting up the corsairs and the 51b, is just me being a pain in the A$$. Those are the last beta skins I ever do. I just couldn't resist those and I wanted to put them up so I didn't lose them. I got more excited about those two than any other planes for sdoe in a while. When I put up the 51b I thought it was nearly release time for it, but I think Razer is busy with other planes now, so sorry bout that too. And I don't see a 1A in Capper's zips either, so sorry Jerry, it will look screwey on the older corsairs--flaps will be up on wings. If Jedi sees this thread, he may can update the beta 1a at simfiles, or mail the .sm file to you. On an up note, I'm proud of the corsair skins and they'll be good for later on brethren. With the stuff Jedi has added, it'll be worth the wait. Next 1024 schemes I do will be 109s and they'll be ready to go hehe. [This message has been edited by casualty26ac (edited 08-04-2001).] IP: Logged |
Jerry Pilot
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posted 08-04- 05:35 PM
Thanks for the explanation casualty. Now, if I could make a polite request of you and anyone else planning to release hi-res skins - Please make sure that there is a hi-res .sm available to support your skin before you release it, or at least say there isn't one in a readme. I wasted an entire afternoon swapping skins and .sm's between all the Corsair varients trying to get your skins to work.  Thank you, they are beautiful. Just wish I could see them in the game at hi-res. If Jedi or anyone else has made a F4U-1A hi-res .sm please (pretty please) email it to me. I don't know OpenPlane to make my own. P.S. Casualty, for your screen shots how did you get the skins to show up in hi-res if you don't have the .sm? [This message has been edited by Jerry (edited 08-04-2001).] IP: Logged |
casualty26ac Pilot
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posted 08-04- 06:27 PM
Jerry, I have the sm bro, but I don't have permission to send it. Here comes more confusion...what I meant was, I could send the original sm file in 1024 if I understood OPS. I was hoping someone w/ OPS experience would send it to you. I have the new .sm file, and Jedi may or may not mind me sending it out. If he reads this thread and says it's fine for me to send it, I will. From the readme, "This texture is painted in 1024x1024 resolution and only displays correctly on Jedi's F4u1a corsair." I should have noted that the sm was needed but I took for granted that we all understood how that was, at least temporarily. For a while, I assumed the 1a was included in Capper's Pack, but it's not because of being a beta. I was thinking of it as a finished plane. I was so excited with the work that I just had to get it up and out--with my luck, I could have lost them all. Sorry bout the trouble but for later(or now for those w/ an understanding of OPS)they'll be good. IP: Logged |
jedi Pilot
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posted 08-06- 08:10 PM
Hmmm. Outta town for a few days on job interview, so just catching up here.Nice skins as usual Cas!  OK, Corsair stuff: There are NO "sanctioned" 1024 Corsair models out there yet. I believe someone did go through and make an update of all the planes to accept 1024 skins, but that will of course render your planes online "nonstandard" and therefore unusable online. Cas's new skin is for the newest Corsair beta, which is so beta it hasn't been posted yet  The reason I've delayed is that I've FINALLY outsmarted the patch team and gotten the broken DOF trick to work in 1.5.2.9, so I'm trying to get all of the parts of the plane that rely on that updated so the plane is completely compatible with the patch. So, I don't think I'll release an "interim" version and then a "final" version 2 weeks later--that will cause more trouble than it's worth IMO. If you want the "unfinished" version, email me directly and I'll send it out--but I won't vouch for how the DM works. That is the only one that will properly display Cas's 1024 Corsair skins. As to which are which, the only thing I can say is that if you have plane pack 6.1, you should have 4 "standard" Corsairs: F4U-1, F4U-1D, F4U-4, and Corsair Mk II. If you downloaded the beta -1A from simfiles, that one is "nonstandard," but it's the only -1A out there I think. None of the "released" Corsairs will display 1024 res.
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jedi Pilot
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posted 08-07- 05:11 PM
Well, I spoke a little too soon there  One of the many tools the patch team has taken away from the builders in exchange for 1024 skins and pilot damage that doesn't work right and "alt explosions" that require the rebuilding of every single plane is the ability to call obExec damage functions "across" the model. Now you can only reference functions "downward" to DIRECT child objects. You can't reference a function on the left wing from the right wing, or on the main object from a child, or even on a "sub-child" from the main object  This means that almost all of the damage functions that once worked great on the Corsair now have to be re-figured somehow. And I was so proud of myself for fixing the "breaking DOFs"... So don't hold your breath for a "working" 1024-res Corsair--unless you can hold your breath for a week or so 
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ArgonV JAG
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posted 08-17- 08:34 AM
Jedi, I discovered this a while back...Go here to see what I picked up: http://www.wingswithwires.com/patch/mb/posts.asp?id=324&fid=3 IP: Logged |
jedi Pilot
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posted 08-17- 09:34 AM
Hehe like I said...don't hold your breath Last response in that thread...almost 3 weeks ago.What I've discovered on the obExec thing is that if you put the function in the parent object, and all the parts concerned as direct children of the parent, the onChildDetach will still work. For instance, if you have a piece coming off of a wingtip, and your onChildDetach is in the wing, you're out of luck. The piece that falls off has to be in DIRECT "lineage" with the part that has the onChildDetach. So you could have a piece come off the main wing object, and have an onChildDetach property in the wing that executes another function in the wing, or in one of the wing's "immediate" child objects, like the flap or the wingtip itself, but not a child of the wingtip or even a "grandchild" of the wing, like, say, the wheel. This is worse than the breaking DOF thing, as far as "clever" building goes. The breaking DOF will work if you change the way the airfoil/spring is set up, but there's no way to make the obExec work again short of having the code fixed 
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ArgonV JAG
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posted 08-17- 10:07 AM
LoL I just recently found out about this thread...  Hey Jedi I just thought of something... Maybe one of the reasons the breaking DOF method doesnt work is because of this? I know the breaking DOF method uses onChildDetach's obExec's and obFunc's to get the job done. If what you say is indeed true, then this would make perfect sense! I do think the DOF itself is not the problem the more I look at it... For instance: Wings can still rip off and they have rotational DOFs that are put under stress via an airfoil. This is exactly how the DOF on the breaking DOF method works! If this onChildDetach problem is fixed, I do believe the old breaking DOF method will still work! [This message has been edited by ArgonV (edited 08-17-2001).] IP: Logged |
VDU Pilot
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posted 08-20- 03:41 AM
Thanks for all your input.Could you just give me a hint on how I could test this ?I may have found the problem, but I'm getting trouble trying to reproduce it !  Vincent IP: Logged |
Condor Pilot
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posted 08-20- 11:32 AM
Hi Vincent,Only another question here: If this fix works correctly, will it also work for the online damage? The engine damage code I created for pp6.1 only seems to work properly offline. Engine damage does not function offline in 1.5.2.9 as well as in the 1.5 patch but it does work. Online it really doesn't work at all. In rare cases I have seen it work online. Thanks for all your efforts looking into this problem. I have my fingers crossed big time! I will leave it to the other guys as to how best to test whether or not the fix does indeed work correctly. ------------------ Condor out IP: Logged | |