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Author Topic: msh Binary format  (Read 109361 times)

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SAS~Storebror

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Re: msh Binary format
« Reply #84 on: April 23, 2014, 07:18:09 AM »

I've been earning money the last few days, sorry  :)
Hm... okay, we didn't approve that but so be it :P (just kidding...)

You're about to become the 3D artists' super hero, prepare yourself for some of them will want to marry you ;)

Best regards - Mike
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Don't split your mentality without thinking twice.

Stainless

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Re: msh Binary format
« Reply #85 on: April 23, 2014, 10:21:23 AM »

My wife might be a bit upset about that  ;D

I found some bugs in my matrix code which I have now fixed. A lot more meshes load correctly now.

This mesh actually has a control surface bug. The rear elevator does not animate. Flaps work and ailerons work though.

I'll have to work out how to do the gear animation now.

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Stainless

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Re: msh Binary format
« Reply #86 on: April 23, 2014, 05:33:04 PM »

Can someone please check to see if the front nose wheel works on the HE 280

Can't seem to get it right.

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nzmigman

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Re: msh Binary format
« Reply #87 on: April 23, 2014, 11:20:47 PM »

Confirmed front nose wheels works fine
on my 4.12.2 TFM Install
Gear retract no problem
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Stainless

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Re: msh Binary format
« Reply #88 on: April 24, 2014, 01:56:20 AM »

Thanks, I don't know why the transform for gearc3 is not propagating to gearc2.......
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Stainless

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Re: msh Binary format
« Reply #89 on: April 24, 2014, 05:46:09 AM »

I have got the gear working on the HE, but I have major issues now.

The HE has the gear organised with Gear{}3 as the parent. (So GearC3, GearL3, GearR3)

If I rotate them all is good.

When I look at other meshes like the Spitfire MkI they use Gear{}2 as the parent.

It can't be both, doesn't make any sense. Anybody know anything about this?

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hello

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Re: msh Binary format
« Reply #90 on: April 24, 2014, 06:07:44 AM »

 :( no sorry, but one thing is certain: the game engine manages to display both correctly.
No useful info here :(
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Stainless

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Re: msh Binary format
« Reply #91 on: April 25, 2014, 08:30:37 AM »

I've added a material editor, I have been wondering for a while why my lighting wasn't working.

Turns out that the textures all have Ambient set to 1

Anybody got a reason for this?



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Stainless

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Re: msh Binary format
« Reply #92 on: April 25, 2014, 10:23:44 AM »

Added guns



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Stainless

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Re: msh Binary format
« Reply #93 on: April 26, 2014, 07:42:39 AM »

I've added support for fuel leaks, fuel fires, and external bombs.

The bombs always come out slightly lower than I would have expected. Is that normal?

A couple of questions.

What is the _ExternalDev hook used for?

Where can I get the textures for mods? For example the LateCorsairs SASrepack V2 by 101tfs-Crazyflak-Birdman-Red_Fox90 uses american pilot skins which aren't in the pack.

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hello

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Re: msh Binary format
« Reply #94 on: April 26, 2014, 09:44:48 AM »

I guess a good start for most mod textures would be the new TFM mod collection. When installed it is about 20 gigs of mods though. The download is a few gigs, but installation takes a bit of time. Good mods that are not in that pack you'll find easily just searching this site. One sec, I'll find you a link for the pilot txtures.
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hello

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Re: msh Binary format
« Reply #95 on: April 26, 2014, 09:57:32 AM »

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