Ideas thread.
#46

Wonder if you can help guys.... I'm trying to find the little wooden jp signs, and the hickham gates... was wonderin' if you would be kind enough to point me in the right direction mates...?


Cheers,

Mag's
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#47

\Mods\BuildingsTextures\3do\Buildings\Pacific\Hickham_sign
\Mods\BuildingsTextures\3do\Buildings\Pacific\Hickhammirror
\Mods\BuildingsTextures\3do\Buildings\Pacific\JASIGN1
\Mods\BuildingsTextures\3do\Buildings\Pacific\JASIGN2

All are in the Buildings textures DL (The link is inoperative) Skins/BuildingsTexturesV1_unconverted.rar


(The link is inoperative)
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#48

Sweet thanks for that mate,

Cheers,

Mag's
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#49

Hey Fisneaky & Co...

I'm having a problem here opening the unconverted .tga's, the screenshot method isnt working for me... Sad Could someone help?

I'm trying to open those above, and the large pacific hanger... could someone please post up a converted version of these? or at very least the large hanger? It would be much appreciated guys...

sorry to be a pain... :oops:

cheers,

Mag's...
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#50

I've been using Fraps for grabbing screenshot as the Print Screen methods been a little tetchy lately.

Why not PM Willy (a most obliging gent) he's got the "ToW" extractor that captures alpha Ch too.
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#51

Might have too... Sad

I too use Fraps because the standard screenshot utility brings back only the landscape at the current point in time. My problem here is that I cant even get the .tga showing up as the splash screen... Thanks anyway mate, I'll give him a PM Smile
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#52

2 choices in "#:\'46\Mods\STD\gui"

1) paste tga and change it's name.

2) edit name in:- background0_ru.mat

Quote:[ClassInfo]
ClassName TMaterial
[Layer0]
TextureName background.tga
tfNoWriteZ 1
tfNoDegradation 1
tfMinLinear 1
tfMagLinear 1
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#53

Yeah tried that mate Sad to no avail Sad
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#54

A minor discovery (for me at least).

I was checking out the Crimea Rock1 (cliff) object , and how it interacts with other stuff.

Interesting to note that vehicles and trains can pass through it.

Prompts me to do a tunnel entrance on one of the buildings.

[Image: tunnel2a.gif]

Also , not "working" track but -

[Image: arches1.gif]
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#55

I think you have the skill to create bigger camo nets for bigger aircrafts viewtopic.php?t=2949 but we need only one net 2-3 times bigger as default 8)
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#56

O tom dost pochybujem Dudok. On robi len jednoduche (a dost nekvalitne) upravy textur. Na upravu tych sieti potrebujes mat skusenosti s 3D modelovanim.
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#57

Dudok22 Wrote:I think you have the skill to create bigger camo nets for bigger aircrafts viewtopic.php?t=2949 but we need only one net 2-3 times bigger as default 8)

Thinking of an earlier post , may have a solution

shakthamac Wrote:................

another good thing to have would be to take the top portion of the camo netting and making it 8 to 10 times larger, so we could camouflage factory areas, or large hardstands filled with A/C.

specifically i think of the Douglas facility in burbank that was camo'ed during the war


[Image: d15_under_end_of_a_long_day.jpg][/code]
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#58

thanks for all this labour!

But i belive we need mediterranean buildings (white houses whit flat roof for example) for malta or MTO.

We can't really populate with accuracy this theatre of operation.



8)
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#59

Pity the floor uses same texture as roof

[Image: PBYnet1.gif]




messeranck - trust me , I've been looking for houses with a flat roof and there doesn't really seem to be anything.
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#60

Fisneaky, for larger camo nets, if we ask FC maybe he finds some time to stretch the default 3D mesh? And even the default one may be improved as skin, I'd like to see more green there...
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