OT: 3d modeling for Jane's USAF

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ccc
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OT: 3d modeling for Jane's USAF

Post by ccc » 2001-11-22 05:32:00

wow! seems USAF fans made great progress!
http://www.simhq.com/simhq3/sims/boards ... 01622.html

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Re: OT: 3d modeling for Jane's USAF

Post by T Bone » 2001-11-22 23:52:00

Now if they could only fix up that crap terrain :roll:
Exec. Producer- F4ME: Iran Theater
Q/A Tiler/ Artist- PMC: ODS Theater
Advisor- Flashpoint: Afghanistan

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2001-11-23 03:58:00

Im afraid NOT. that terrain system is differnt from F4, encrypted, unable to touch anything after months' effort.

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Re: OT: 3d modeling for Jane's USAF

Post by T Bone » 2001-11-23 04:02:00

I'm thankful that MPS didn't encrypt Korean terrain :D
Exec. Producer- F4ME: Iran Theater
Q/A Tiler/ Artist- PMC: ODS Theater
Advisor- Flashpoint: Afghanistan

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Re: OT: 3d modeling for Jane's USAF

Post by 172ndhamm » 2001-11-24 04:43:00

aside the the encrypting issue, be thankful mps used a tile system rather than high altitude photos. Am I wrong, or is it not still rather difficult to get consistently lit high altitude photo's of terrain? :roll:
"Burning debris never reversed on anyone."

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2001-12-19 04:33:00

Max builds nice models for J/USAF. i think you should have a look. :)
http://www.simhq.com/simhq3/sims/boards ... 01800.html

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-02-26 04:24:00

Max has added a new toy to Jane's USAF: IAI Kfir!
http://www.simhq.com/simhq3/sims/boards ... 02153.html

hmm..i've one 3ds too, just collecting dust.

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Re: OT: 3d modeling for Jane's USAF

Post by Tazz » 2002-02-26 11:55:00

WOW That Kfir looks AMAZING!

:) :) :)
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-02-26 12:01:00

Honestly i've got some 3ds models from Max.

no matter what he made, the models still need lod conversion.

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-05 04:24:00

seems J/USAF fans are turning it into Jane's US NAVY Fighters!

Basic carrier operation screenshots:
http://www.angelfire.com/tx5/coyote1/carrierops.html

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-06 04:54:00

one more a/c done by Max..wow, they made big progress..again!!
http://www.simhq.com/simhq3/sims/boards ... 02185.html

BTW, some nice shots from Airshow in Signapore:
http://www.simhq.com/cgi-bin/ax.cgi?htt ... rshow.html

nice shots of typhoon pits and brimstone adaptor.

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-06 15:17:00

Just found Kfir's model is *very* similar to mine in 3ds format. just my specularion.

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Re: OT: 3d modeling for Jane's USAF

Post by Tazz » 2002-03-06 21:58:00

CCC,

Why is YOUR Kfir not in MY F4 yet? :D
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-07 02:08:00

need lod conversion and texture-mapping. and tons of logistic work to enable a flyable.

3ds modeling is merely the very front end of the whole job...i can only do this part :o

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Re: OT: 3d modeling for Jane's USAF

Post by Tazz » 2002-03-07 14:00:00

You do it very well too!
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-23 01:19:00

in case you miss it, modelers have upgraded Jane's UASF with new toys like:

Tornado
http://www.simhq.com/simhq3/sims/boards ... 02256.html

new fuel tanks
http://www.simhq.com/simhq3/sims/boards ... 02228.html

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-29 04:12:00

http://www.simhq.com/simhq3/sims/boards ... 02287.html

Max updated his sweet Tornado again.
Guess ours will be availabe soon. :)

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-03-31 10:32:00

Oh no.. Max added one more vnam a/c in J/USAF mod!
http://www.simhq.com/simhq3/sims/boards ... 02295.html

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Re: OT: 3d modeling for Jane's USAF

Post by Hunter » 2002-04-01 04:35:00

This guy never stops! :D
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-04-01 04:48:00

Modeling for J/USAF is much easier.. they got p3d plugin for 3ds max. No wonder they move faster than us.

I've made contact with him, exchanging 3d models. Even though i dont expect a detailed A6 could be ready in near future. A6 is such a nice a/c that we got to model it right, with reasonable, balanced details.

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-04-06 03:12:00

Max keeps upgrading viper in J/USAF. new shots available:
http://www.simhq.com/simhq3/sims/boards ... 02304.html

i got more interest in that sweet fire truck :D

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-05-11 23:25:00

Stunning shots by Max..i suppose Jane's USAF WAS DEAD but..
http://www.simhq.com/simhq3/sims/boards ... 02534.html

that hornet make us look pale!

BTW i check SimHQ Projket 1 board recently, modeler ArmourDave showed several nice rendering shots too..
http://www.simhq.com/simhq3/sims/boards ... 00281.html http://www.simhq.com/simhq3/sims/boards ... 00321.html

too bad unable to make contact yet.

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Re: OT: 3d modeling for Jane's USAF

Post by Vexx_0071 » 2002-05-12 00:36:00

No worries, our hornet is on the way! http://photos.groups.yahoo.com/group/q3 ... =t&.last=1

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-05-12 00:55:00

I see..cool.
Did your team texture-map it before LOD conversion? I feel it's a real pain to texture-map complex 3d model in LE (Rick said his MacLE can do this rather fast).

Vexx, if Jamal can create texture and map it in 3ds max, the exported 3ds model will contain mapping data, should save lots effort later!!
Also working on a textured 3ds, you can easily create several low-poly models for LOD2/3/4(collapse vertices), with their skin textured already.

and that's why i keep collecting TEXTURED 3ds models.. hopefully their textures in right format.

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Re: OT: 3d modeling for Jane's USAF

Post by Vexx_0071 » 2002-05-12 01:18:00

Well, we will see how it goes, right now we are getting help from Quake and Spike with eliminating subtrees and doing splits. I am still a LODC rookie, and Spins is too, but he is a master at 3ds.

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-05-12 01:52:00

yeah, be sure to remind Spins texture the model first!

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-05-13 05:13:00

Be sure to check Max's F18 thread again..carrier added..they're turning USAF into USNF now!!

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-05-17 22:23:00

http://www.simhq.com/simhq3/sims/boards ... 02534.html

incredible! MAX add F-14 to J/USAF flightline!!

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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-05-31 02:47:00


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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-06-04 01:55:00

http://www.simhq.com/simhq3/sims/boards ... 02651.html

This time J/USAF modelers add mirage two seater and some harrier variant. nice job.

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Re: OT: 3d modeling for Jane's USAF

Post by Wildcat » 2002-06-07 18:33:00

usaf has new upgraded terrain. 3 are available for download for superpak9\Full download here 260mbs. http://65.194.235.13/superpro.exe

-----------------

3. Helmut "Steel" Fritz - steel@rlgaming.com

Read me File. VIEW
SUPER PRO.EXE - DOWNLOAD
Multi Play - DOWNLOAD
Patch #1 - DOWNLOAD

Terrain #1 - DOWNLOAD
Terrain #2 - DOWNLOAD
Terrain #3 - DOWNLOAD

4. Mats "SwedeBear" Palm -mats.palm@palmco.se

Terrain, Mulitplay and The Patch Super Pro Files are available for a limited time on
this server - ftp://ftp.palmco.se/ Thanks Mats.


For those that could share a server for the cause please write McFlySend to: mcfly@bobsyouruncle.net

:cool:

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Re: OT: 3d modeling for Jane's USAF

Post by Widowmaker » 2002-06-07 21:32:00

the link doen't seem to work
when I get it to work I'dd like to
give my ancient USAF copy another try

in ccc's words.
just for fun... :D

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Re: OT: 3d modeling for Jane's USAF

Post by Wildcat » 2002-06-10 03:03:00

SUPER PRO.EXE - DOWNLOAD
Multi Play - DOWNLOAD
Patch #1 - DOWNLOAD

Terrain #1 - DOWNLOAD
Terrain #2 - DOWNLOAD
Terrain #3 - DOWNLOAD

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Re: OT: 3d modeling for Jane's USAF

Post by Wildcat » 2002-06-10 03:03:00


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Re: OT: 3d modeling for Jane's USAF

Post by Wildcat » 2002-06-10 05:24:00

Slikk
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From: Detroit Mi. USA
Registered: Dec 2001
posted 12-25-2001 12:49 AM
--------------------------------------------------------------------------------
I have been working on a Super Pro version of the admin file its very very hi powered. If an object is in the game and it has a weapon it fights no matter what it is! Some of the enemy objects are so lethal you cannot even get with in visual range or you will be dead. The Mobile SAM's are really a threat now. They will go from point A to point B and if you happen to cross paths with them watch out! If you have 10 Mobile SAM's loaded you will have 10 firing at you and not all are radar guided some even have IR missiles so you'll never know what to look for. All the SAM's fire at you too so if you have 8 SA 10's loaded for one SAM battery you better get to duckin & dodgin when they fire at you because you'll have 8 SAM's coming at you. This is as real as it gets no more casually evading the ground threat. This one will get your heart pumping. The AAA batteries will take you out quick too. As far as the AA threat. Their weaponry is more lethal too now it can only take one missile and its lights out you might not survive and no more having a bandit on your six getting shot a bunch of times just to turn around get on his six and kill him even the enemy's bullets have more power. The SS missiles are very dangerous too you'll really want to take these out or you might not have an airbase to land at when you get back from your mission. There are even ground troops now (Foot Soldiers) that fight each other and they have AAA & Stinger missiles for the air threat. Now CAS missions can really have meaning because you'll be helping your ground troops out as well as tanks. Mission designers will have a ball with this one. You could set up all kinds of different scenarios with the new ground troops. You'll be able to have all your objects fight each other from Land Sea & Air. Helicopters can now fight each other as well as ground targets. The Navel threat is no joke ether. They also have very lethal weaponry don't get too close because they are just as lethal as the new SAM's. If you have a few of them loaded theirs no telling how many missiles you'll have coming at you if you get within range. You can even have Navel battles. That's right! The ships can now fight each other you'll have even more types of CAS missions that you can do now. This admin will keep you on your toe's because it's very easy to get killed the enemy is just as lethal to you as you are to them like I said this is as real as it gets! There is also a wide variety of weapons for (ALL) the aircraft including Helicopters & Transports you can now do transport missions fly a C-17A or an IL-76 and actually drop troops and cargo right from the plane. There are over (One Hundred and Twenty) aircraft in the game now and all of the aircraft will now be available to you all at once to eliminate the need to change skins as much. (All) fighter's & bomber's have a wide variety of weapons to choose from in the loadout screen as well. In the mission Briefing screen you will now be able to tell what the vulnerability is for your target because there is a chart that tells you what the vulnerability is for each target in the game. At the loadout screen you can now look at each weapon's description and tell what type of weapon you'll need and how many you'll need for the mission because the weapons pressure units are right there in the description it take's the guess work out. All of the objects will now be at the right size and have the right names. There is even a new way to design missions! No more placing every single object for every single mission you can now simply place whole city's down all at once then all you have to do is place the key objects for the mission this is (VERY VERY) convenient and will drastically shorten the time it takes to design missions.

BTW I'm calling this version Super Pro because I don't intend for it to be used with the stock missions they wont even work with this one its almost like a whole new game this one is definitely (HARDCORE!!!)


P.S. I have fixed the landing gear problem all of the aircraft in the new Admin Super Pro will now have landing gear.

(COMMING SOON!)

In the mean time here's some Admin Super Pro screen shots.
http://community.webshots.com/album/27608666QCfWQmmuhA
http://community.webshots.com/album/27658192CnXQnTnPpS

http://community.webshots.com/album/27108764IRWQYXrdLh
http://community.webshots.com/album/27076786dbDyXbCxpr

(Slikk)

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Re: OT: 3d modeling for Jane's USAF

Post by Wildcat » 2002-06-10 10:22:00

USAF Super Pro

To install Super Pro you will have to rename your existing USAF folder to ensure that your new Super Pro files are NOT installed into the existing USAF folder.

Example: Change USAF to USAF2

This is NOT an overlay. Super Pro is a stand alone game. DO NOT make a new folder to put Super Pro into let the installer do that.
Before installing Super Pro the installer will ask you if you want the USAF folder created.
Click 'Next' and let the install program create your new USAF folder for Super Pro.

USAF Super Pro has been completely reprogrammed and any custom user missions created under any previous Admin versions will not run under this version.

After Super Pro has been installed you will have to copy the terrain & sound files from your existing USAF into Super Pro.

After you copy the terrain & sound files copy the content's from the SP SoundFiles folder into the SoundFiles folder.

There are also optional Terrain Mod's available for Super Pro.

Most plane skins in Super Pro are 512 x 512 high-resolution. These will not work with Voodoo 3 video cards, as the planes will appear to be all white. These can be fixed by re-sizing the skin .bmp's to 256 x 256 pixels using your favorite graphics editing program.


NEW FEATURES

1: RWR Mod 1
With so many aircraft in the game now the RWR system has become out dated so there has been a new RWR system added to the game. Now instead of the number of the aircraft showing up in the RWR there are 5 new categories added. 5 being the strongest down to 1 being the weakest.
Example: an F-22A would be in category 5 and a MiG-17 would be in category 1

RWR Aircraft Category Chart

[5] F-22, X-32,

[4] F-15, F-16, Rafale, Mirage2000, MiG-29, MiG-31, Su-27, Su-35, Su-37, S-37,

[3] F-4, Mirage5, Kfir, F-21, F-111, Tornado, Su-22, Su-24, Su-25, MiG-25,

[2] F-105, F-5, AV-8B, A-10, MirageF-1, Jaguar, MiG-23, Yak-38,

[1] A-1E SkyRider, MiG-17, MiG-19, MiG-21,

2: RWR Mod 2
With all the new SAM's in the game the RWR system has become out dated for that as well. The new system for SAM's will be as follows. Now instead of the number of the SAM tracking you coming up on the RWR there are 3 categories for SAM missiles now.

Example1: an SA-10 SAM site is Radar Guided so instead of a [10] showing up in the RWR there will be an [R] to let you know that a Radar Guided missile is tracking you.

Example2: an SA-6 SAM site is guided by a Simi Active Radar so instead of a [6] showing up in the RWR the letter's [SR] will show up to let you know that a Simi Radar missile is tracking you.

Example3: an SA-19 SAM site has an infrared guidance system. So instead of a [19] showing up in the RWR the letter's [IR] will show up to let you know that an infrared missile is tracking you.

RWR & (HARM-MFD) SAM Category Chart

[R] SA-15, SA-12, SA-10, SA-8, SA-5, SA-2,

[SR] SA-17, SA-11, SA-6, SA-4,

[IR] SA-19, SA-18, SA-16, SA-14, SA-13, SA-9, SA-7, SA-3,

3: (Air-dropping troops & supplies)

To deliver your cargo simply hit the (Shift+C) keys and you will drop your cargo just like you would your fuel tanks.

4: (Recon missions)

To take a picture of your target go to FULL SCREEN MFD mode and then hit the print screen key once you are over the target aria.

5: New Cities

There are over 250 cities to fly over now. To load a new city for your mission you will have to know the DME somewhat.
First go to the terrain section of the DME then select the region you want to fly in and then scroll through the list of BM Missions. The BM Missions ARE! the cities. Once you have selected your city then go to the UME and put your mission together.
All of the Red Flag missions were done with the UME & the DME so you can use the Test mission in the UME folder as a guide if you like.
NOTE: You can use any structure in the city as a target.

6: (Cockpits & Rear View Skins)

Almost every plane in Super Pro has a Rear View Skin & a Cockpit slot assigned to it so everything can match when you do your mission.

NOTE: Mission designers should state what type of plane you will be flying for the mission so that you could ALT+TAB to windows and switch Rear View Skins & a Cockpits just before you fly the mission.

Example: If in your mission Buick1 will be flying the F-16C_AV simply ALT+TAB to windows then go to cockpits\F-16C\F-16c_av\F-16c 2MFD's or 3MFD's once inside that folder copy the content's into the main F-16C folder over righting the existing files. Now you will have all the right cockpit & skins to match you mission every time then ALT+TAB back to the game and off you go!

7: (Terrain for new missions)

If you have downloaded the terrain for the new missions then you would do the terrain just like you do the cockpits & skins over righting the existing terrain with the new terrain.

Example: If you wanted to fly the new missions over Vietnam you would simply go to the Terrain folder then the Vietnam folder once inside that folder you would copy the content's into the main terrain folder over righting the existing terrain files and that's it you now have your new Vietnam terrain.

BTW the new Vietnam terrain is twice as big as the original.

8: The Mission Brief screen

From the Mission Brief screen there is a BUILDING PRESSURE CHART: that tells you how much the building can take before it is destroyed use this to determine what type of weapons you need for the mission.
Also from the loadout screen in each weapons description tells exactly what the weapons is capable of.

Example: AGM65D Mid-range, (TV-guided) AG missile. (Pres.1500)
Example: GBU36 Laser-guided standoff GPS bomb. (Pres.30000)

If the building you are going to destroy is an AirDefenseCenter and its pressure units =90,000 and you used the GBU36 you would need to use 3 of them to accomplish your mission. This chart really takes the guesswork out! You'll know just what type of bomb to use and how many to take along.

9: The QME section has so many planes in now that it will make your head spin

10: The Fly Now section has been redone also so no more arcade stile shootem ups.

11: There is a new Red Flag Campaign with everything from Air-drops to Recon missions.

12: I have added numerous weapons to the game and all have been researched! and every plane in the game has a full loadout from the loadout screen (lots of weapons to choose from)

I have fixed so many bugs in the game (far to many to make a list of) that my callsign should be The Exterminator instead of Slikk lol but there is one that I couldn't fix but there is a work around for it.

Some weapons will CTD if you load them from the loadout screen in the game.

Work around: Change the weapon in the UME and it won't CTD when you run the game.

Mission Designer Tips: to make really good missions the first thing you do is THINK LIKE THE ENEMY! Defend the target like you really don't want your opponent to win. All my missions start at the hanger and end at the hanger just like they would in real life, Now with that out of the way here goes!

1: You will have to use both the UME & DEM first go to the terrain section of the DME then select the region you want to fly in and then scroll through the list of BM Missions. The BM Missions ARE! the cities. BTW it will help very much if you a world map. Once you have selected your city then go to the UME and put your mission together. (NOTE :) The game has a limit to the amount of objects you can use before the UME crashes.

2: Now that you have your terrain & city Name the mission set the time & weather and SAVE OFTEN just in case the UME crashes!
Then go to the blue structure tab and scroll down and select the sencer object place it over one or more of the hangers these sencers will be used to end the mission once you have made it back to base.

3: Now go to the red structure tab and scroll down and select the sescer object place it over one or more of the ground targets in the mission. We will use this sencer later to view the target from the brief screen.

4: Place all your objects in the mission

5: Go to the mission event tab and set your mission events there are 3 very important events to set!
[1] Designate the target that must be destroyed.
[2] Set your reach condition Example [ IF] Friendly Struct_1(sencer object) to Buick1 goes under 50 [THEN] that would end your mission with a win.
[3] Condition type destroyed [IF] Buick1 is destroyed [THEN] that would end your mission with a loss.
Note: Make sure you put a check by END MISSION.

6: Next go to the pass fail condition and set event 1&2 to things that must occur. and event 3 to things that must not occur.

7: Now you must cut & paste your mission from the UME folder and put it into the mission folder then go to the DME and hit the A tab located at the top of the program. Then rename your targets. Example: change
EnemyStruct_1 to Target1$$
EnemyStruct_2 to Target2
EnemyStruct_3 to Target3$$$
EnemyStruct_1 to Target4$$$$
What this dose is tell the game witch targets to show in the Target Photos: section (this makes your mission look really professional)
Another really cool thing to do is to give your mission a certain amount of randomness by setting the objects Appearance Percentage to 75, 50, or 25% this makes it so that you never have the same mission twice.
Note: Never change the first objects Appearance Percentage because the rest of the squad follows his waypoints and without hem the planes will crash and or the ground forces wont know how to get to there waypoints.
Also for Friendly planes you can only change the last object in the squads Appearance Percentage because if you have 4 planes in a squadron and the second plane dose not show up for the mission planes 3&4 will not move because they follow plane #2 and if he is not there planes 3&4 will not what to do!
As for SAM's you must not change the first 3 at the SAM Site because the 1'st object is the radar the 2'nd object is the command and the 3'rd is the missile that is launched at you. To me this is very important because this makes it so that you never know how many SAM's are gonna be coming at you it could be 1 or all of them depending on who shows up for the mission.

8: After all that go to the mission section in the DME you can finish setting you weather here if need be.
Then go to the mission side this is were you set the Aircraft to start in and also how you tell the game were to find your Mission Brief Info Example: \Brief\Brief\Brief24 The best way to do this is to go to the Brief folder and simply copy an exsisting Brief file and change the content's of the INTEL & the MISSION OBJECTIVES: and then rename the file. that way you wont have to set everything els in the file up.to make this work there two files to copy Example: Brief22 and Brief22.brl
Next go to the Mission tab and make sure you mission is in there. This is where you set up your campaign. Like I above USE the Test mission as a guide everything that I have just mentioned is in this mission. Hope this helps. :)

(Slikk)

ccc
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2002-08-27 11:38:00

Just found USAF modder added the Black Widow!
http://www.simhq.com/simhq3/sims/boards ... 02908.html

ccc
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2003-01-05 12:23:00

Alright, i keep watching 3d modding on simhq board and found they got better and better..

Umm607 from Kuwait keeps refining his modeling skills in new posts. now this blackbird looks really great. i've asked him for borrowing this toy... hehe guess the only theater you can maneuvor this bird must be 128x128 map!!

http://www.simhq.com/simhq3/sims/boards ... 03551.html

Jetfighter
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Re: OT: 3d modeling for Jane's USAF

Post by Jetfighter » 2003-01-05 22:22:00

Sorry Tazz, but I don't like that Kfir at all... I don't say my skins don't look like plastic, but THIS is worse than the plastic models on my desk... :) No hard feelings intended :D :D

Basil

ccc
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Re: OT: 3d modeling for Jane's USAF

Post by ccc » 2003-01-18 05:17:00

First thanx Umm607 from Kuwait send me his wonderful SR-71 max file.
Regretfully it can't be converted by LodEditor for several reasons, probably some inherent modeling layout.

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