04.06.2009, 03:43
Veltro Wrote:It should work for sure, but i don't know what gauges is for ex. prib_three_damage.mat. If we copy prib_one_damage.mat we'll have probably the wrong texture when gauge is damaged. BTW, be sure, it works.The dummie solution won't display any texture apart from a transparent one, so the only drawback is that we'll see no damage. Mat files are material definitions which will define how a given texture will be displayed; if we point the prib_three_damage.mat to a transparent tga, there won't be any apparent problem, and the freeze will not occur.
But for my opinion, this time would be better code Sea into the Hurricane folder to avoid problems.
Another bad news is the missing 'STREL_ALT_SHRT1' mesh which unfortunatly is the "hundreds" hand on the altimeter... I tried to force the use of individual stock Hurricane cockpit meshes with no luck. It seems that's an all or nothing thing.
Now if I code the SeaHurricane into the stock Hurricane cockpit folder, I should be able to keep the new cockpit details, hook lever and "hook down" light, however I'm not getting any success either - what seemed to be easy, isn't so easy after all, or am I stuck on doing things the hard way?...
Anyway, I think I can "borrow" the "hundreds" altimeter hand from the Spit, and name it 'STREL_ALT_SHRT1'...