Polak is the Master, These Korea tiles (when complete) will be awesome!, I love this guy and his great work, its fantastic news that things are proceeding as planned, I wish him the best of luck, and will certainly raise a glass (more like whole bottle) to the final product!, I’ve never lost faith in the mighty Polak.
Latest posts made by RPG
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RE: WIP-New Korea Tiles (….yet another project).
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RE: Cockpit wings model for F-16C25-D52 (Correct nose shape)
Well if your adjusting blk 50 (1196) then try selecting very bottom subtree (302 I think its called), this will select more than nose but its easier and I can’t notice any graphical glitch doing this either, but try it and see how you go?, so block select that (subtree 302), from tools select ‘model-rotate’, in the pop up window change Y 0.00 to Y -5.00 and check the ‘selected’ circle thing before pressing the rotate button, then save lod……then go fly block 50 and see if you notice any errors?.
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RE: CCIP Cockpit Mod
Ok……you asked for it so here it is:
Install Chuck’s fantastic CCIP Cockpit mod first then:
Open Lod editor 6.23, then open ‘pilot.lod’ in PL_Harpoons pilot mod folder by selecting ‘File’ then ‘Open Model File’ and navigate to the ‘pilot.lod’, edit the lod, when on the edit screen open the 0.root node, click on ‘1.XDOF’, then in the tools drop down folder select ‘block select’ and press ‘go’, all 3 node folders should now be highlighted in blue, (i.e. 1.XDOF, 2.XDOF, 3. Subtree), now from the tools drop down folder select ‘block export’ and export the ‘blk’ file to your desktop, you can give the ‘blk’ file any name you like…thats that bit done so you can can close Lod editor now. (do not press the ‘Br Mode’ button at all during this whole proccess).
Now…open Lod editor again, type ‘2’ next to ‘Normal’ button and click ‘Normal’, under ‘LOD indexes’ you should see ‘7318’ click on the ‘1’ next to it, then click on ‘Edit LOD’ to take you to edit screen, first thing to do is click on ‘ACTION’ then ‘Set HDR Max nodes’ then click ‘yes’, now double click on ‘0.Root’, in the Node-Root window click on the ‘+’ next to ‘nxPtr’, from the drop down folder select ‘Split’ then select ‘chP’ for branch and click the ‘ADD’ button, then click ‘Rebuild’ Node Tree.
Next, open ‘0.Root’ and click on the new ‘Split’ folder thats been created, then select ‘block import’ from the tools drop down folder and import the ‘blk’ file from your desktop, make sure the ‘Split’ folder is still selected and select ‘block paste’ from the tools drop down folder, when asked ‘Remove the Subtree or DOF?’ click ‘NO’, the pilot lod should now be merged with 2.LOD, click ‘SAVE’ and your done.
Step 2:
Applying Correct Pilot Mod textures:
Open Lod Editor 6.23, type ‘2’ next to ‘Normal’ button then click ‘Normal’ button, under ‘LOD indexes’ you should see ‘7318’ click on the ‘1’ next to it, then click on ‘Edit LOD’ to take you to edit screen, double click on ‘0.Root’ to get the ‘Node-Root’ window up, then click on ‘Textures’ button, type in ‘8018’ in the box above ‘Add Texture’ then click ‘Add Texture’ button, do the same for ‘8019’ then click ‘Accept’ and ‘Accept’ again which will close ‘Node-Root’ window, next press the ‘isolate’ button then open ‘0.Root’ folder, then the ‘Split’ folder and click on the first folder inside the split folder, select ‘block select’ from the tools drop down folder then press ‘go’, all the folders in,the split folder should now be highlighted blue and you should only be able to see the pilot mod wire frames in the editor.
From the Tools drop down folder select ‘batch node processor’, the ‘Batch Node Change’ window will open, in the bottom left corner where it says ‘change texture’ click the bottom drop down box and change ‘-1’ to ‘(6)8018’ then click ‘change’ then ‘ok’ then click ‘save’ to save the lod, click the viewer button to check texture is ok (knee boards not done yet).
Next open ‘0.Root’ then the ‘Split’, then ‘5600.XDOF’ and scroll down to node ‘14739.CP-d149’ and click on it and select ‘block select’ from tools drop down box, all nodes from ‘14739.CP-d149’ down to ‘16002.CP-d149’ should now be selected and highlighted blue, if the ‘isolate’ button is still pressed then you should only see one of the knee board wire frames in edit screen!, select ‘batch node processor’ from the tools drop down box and change texture like you did earlier from ‘-1’ to ‘(7)8019’ then click ‘change’ then ‘ok’ then click ‘save’ to save lod, click the viewer button to check texture is ok, one knee board should be textured correctly.
Next, open ‘0.root’ then ‘Split’, then ‘5601.XDOF’ and scroll down to node ‘11443.CP-d149’ and click on it and select ‘block select’ from tools drop down box, all nodes from ‘11443.CP-d149’ down to ‘12706.CP-d149’ should now be selected and highlighted blue, if the ‘isolate’ button is still pressed then you should only see one of the knee board wire frames in edit screen!, select ‘batch node processor’ from the tools drop down box and change texture like you did earlier from ‘-1’ to ‘(7)8019’ then click ‘change’ then ‘ok’ then click ‘save’ to save lod, click the viewer button to check texture is ok, both knee boards and pilot should be textured correctly…your done!.
If you try hard you can do it!.:D…the node numbers may be different if your install is not the same as mine but this should give you general idea of how it is done.;)
Also make sure you have 8018.dds and 8019.dds textures pasted to KoreaObj folder before starting the merge.
And of course a big thanks goes out to PeCa_Chuck and PL_Harpoon for these two great mods.
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RE: Cockpit wings model for F-16C25-D52 (Correct nose shape)
No I didn’t move head central position because that seems to screw things up, if you do that then you need to move ejector racks etc as well, right clart on……so I just block select front parts of lod and did a slight 5 degree rotate on the Y-axis to move nose into view, I’ve looked all around the pit using Track IR, leaned right out the sides any everything and I can’t see any graphic anomalies, if I find one I’ll scrap it…but looks good to me so far.
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RE: Cockpit wings model for F-16C25-D52 (Correct nose shape)
Moved a few nodes 5deg and bingo, needs testing but could be a simple solution for this, took 5 mins to do.
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RE: Horus Skins
I always liked Horus’ work. Some people (Aragorn:)) think they’re ‘too dirty’ looking, I always thought they are a real nice addition bringing a lot of authenticity to the Sim. Thumbs up!
Your right, these Horus skins are nice, also I’d like to say that HRenner has some great weathering on some of his skins, if your out there Harold……big respect from RPG.;)