Test low-poly toys in BMS4..
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That part is directed to texture # 1999. An old pilot skin since ff3.
Changes to 1999.dds do not appear on the model. Figured it out: replace nose-texture (unused on mesh) with 1477/8/9 (any Fulcrum pilot skin version).dds in 4th slot.
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Hi ccc, there is some strange behaviour with the etendard. It looks and flies ok in game, although the rotate point for the refulling probe DOF seems off (when you extend the probe it seems to just slightly move). When I tried to open the Etendard in LOD Editor to see what was going on, it crashes.
Also, while we’re talking about refuelling, I’m sure I’ve seen a LOD replacement that turns the refuelling arm into a drogue basket. Is that one of yours?
cheers
Skipper
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Hi ccc, there is some strange behaviour with the etendard. It looks and flies ok in game, although the rotate point for the refulling probe DOF seems off (when you extend the probe it seems to just slightly move). When I tried to open the Etendard in LOD Editor to see what was going on, it crashes.
lod should be ok.
the refueling probe DOF data is in se.dat.
go to Sim>acdata>se.datedit the two lines…
animRefuelAngle 30.0
animRefuelRate 10.0Also, while we’re talking about refuelling, I’m sure I’ve seen a LOD replacement that turns the refuelling arm into a drogue basket. Is that one of yours?
cheers
Skipper
the basket refueling test has been done in old FF versions… not in BMS.
old pic here…
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Is that last pic a Sea Fury? Nice! If anyone’s interested: the LP MiG-29SE/SMT.zip contains the same mesh as the MiG-35 with the correct texset: 225, 226, 227, 1999, 2000, 1584, 1582 (from memory but that should be correct). Also, better built gear. I’d use either of those rather than the MiG-35.lod.
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Not sure if the right thread to ask the question but seems close enough. I wanted to modify the flag/symbol on the Mirage 2000-D aircraft (Tail and wings insignia/patch). Was able to replace the texture via loadedit and from the loadedit 3d viewer it shows up well. However when I launch BMS 4.33 campaign or TE, it is still showing the old tail and wing insignia in game (ammunition loader screen)- Is there an update or commit some where even after replacing in loadedit maybe that I am overlooking?
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if you have added new skin to DB, then…
in TE weapon loading screen - hit [change skin]. -
Did not add a new skin, just exported an old skin/current skin form LE, made small modificaitons and imported it back in via LE. It shows the changes in LE 3D viewer but not in the game it self
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Check camp .tdf files make sure drawing from same folder as you have saved the mod’d skin to?
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The updated dds file was on my desktop, in LE i used Replace Texture button to replace the particular texture with the updated markings. It shows up replaced in LE as I mentioned but not in the game
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The updated dds file was on my desktop, in LE i used Replace Texture button to replace the particular texture with the updated markings. It shows up replaced in LE as I mentioned but not in the game
Which theater’s database did you use in LodEditor when editing the skin? Did you have the same theater active in BMS?
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Have you tried simply giving the new .dds file the same name and copying it to the KoreaObj folder, rather than using the replace feature of LE?
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I can see the file (my updated file) there in Falcon BMS 4.33 U1\Data\Terrdata\objects\KoreaObj with the right file name 3755 to be exact for Mirage 2000D. That means its in the right folder already (I think that’s what the replace feature in LE does). Really strange
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Figured it out, LE replaces files in KoreaObj folder while the particular item I was trying to replace was in KoreaObj_HiRes folder. Could not figure out how LE can look into KoreaObj_HiRes as it only pulls from KoreaObj. Ended up putting the file manually in the HiRes folder and it showed up in the sim- Thanks for every one’s help
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now with BMS4.33U2 - wingmen is attacked by large-caliber AAA.
over an USN carrier group…trailing fake torpedos are hitting several ships…torp launched by 12 torp bombers.most ships hit and burning…
an accidental finding - dive bombers come late and find most damage ships become static - so the level bombing achieved better hit - one burning destroyer got hit and sank immediately(disappear at left hand), carrier Yorktown got several hit(at right hand)… no burning yet.
back to homeplate - it takes a while watching all 16 attack flights back home.
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That is just cool as heck.
One question: shouldn’t torps fm this era mostly travel in a straight-line? I didn’t think the Type-93’s were seakers (pix look like they’re lead-pursuit curves)…
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One question: shouldn’t torps fm this era mostly travel in a straight-line? I didn’t think the Type-93’s were seakers (pix look like they’re lead-pursuit curves)…
yeah those are harpoons…i tried to remove its seeker - no go.
OTOH shooting unguided torpedo at moving ships takes some lead angle - we have no such AI.
so, seeker-equipped torpedo is acceptable… just tune down the hit rate. -
Hmmm wouldn’t rockets work better than harms for this torpedo trick?
Just saying… -
Hmmm wouldn’t rockets work better than harms for this torpedo trick?
Just saying…rocket idea is considered… but it won’t fly sea skimming.
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why not….
Does what you do now?
u can create a new one from rocket so no tracker just straight and for the FM to go skimming use the data u got already.