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#1725910 04/15/05 05:10 AM
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Polak Offline OP
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Just like in title of picture .READY_TO_MOD \:\)

Perhaps more accurately - just about .. because while we will be hard at work to ugrade those pits and maps HCl will need to figure out how to SHP and TRE this back so we can test it.

And enjoy it !


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Quote:
Originally posted by Polak:
HCl will need to figure out how to SHP and TRE this back so we can test it.
Don't need to TRE them back, just delete the original TRE-file and leave the data-folder intact but place it in parallell to your Longbow 2 folder.

Nice pic. Found the Apache pits yet?

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Quote:
and leave the data-folder intact but place it in parallell to your Longbow 2 folder.
I did that, or something like that, but I must have done something wrong because Lb2 did not want to start. Tell me how to again please.

And we need HCl to open many things including DOBJECTS.TEX , because the aboves is only stuff found in Art folder right on the open. Spr2bmp applied and only with the right palette. Thanks to Mario for all those tools. Without them I would still be scratching my head.

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Originally posted by +G:


Wow!

Why am I getting Grand Prix Legends-ish, Deja Vu?!?

Is there a limitation on the color palette for the 2D Pits? Would sure be nice if we could get someone/or two from say the F4 crowd to adjust these pits. IMO, the work done on those, by that group is outstanding!

Here's what I did with the TRE files.

Extract every TRE file from the c:\janes\longbow2\ folder and the CDROMs to

c:\janes

It puts them into a folder called c:\janes\data

You LB2.EXE resides in c:\janes\Longbow2
(delete every *.tre file in this folder when done).

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Quote:
Here's what I did with the TRE files.

Extract every TRE file from the c:\janes\longbow2\ folder and the CDROMs to

c:\janes

It puts them into a folder called c:\janes\data

You LB2.EXE resides in c:\janes\Longbow2
(delete every *.tre file in this folder when done).
No separation here for any subfolders like \ART, \FONTS, \IFF - equivalent and representing names of old TRE files? Just all bunched up and crammed into \DATA?

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detre creates all the subfolders automatically
Cheers,
Keith

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Polak, you could ask this guy to give you a hand





He was sure looking for a home for his 2D cockpits.

http://www.simhq.com/simhq3/sims/boards/bbs/ultimatebb.php?ubb=get_topic;f=30;t=003759#000000


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Howbout everybody giving a hand here?

3 sets of pits are ready for the repaint: Longbow, Blackhawk and Kiowa (one day we need a Cobra here too). I will make even a multilayered templates.

The question is and the major issue: where to go for some photo materials to make those Pits really better?

PS. That with exception of that linked BH pit that is. I PMed eyewave right now.

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Quote:
Originally posted by Polak:
Howbout everybody giving a hand here?
There's a couple PCX cockpit pics in
c:\janes\data\wart

SPLSHS13.PCX for example.


One question, will we be limited as to what we can adjust due to the display animations and locations for radars, etc?

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Up above I have updated pic with what I feel could be template for repaint of the LB cockpit by all and anyone who "dares".

It is not fuly ready as I believe there are more like 5 subfolders with sides and other views and details. Those I will add to template subsequently. But the idea is this that all is "pieced" up on one canvas in separate layers which are named as the name of the cockpit files really are.

If you say ... double the resolution now and overlay this with even new photo/drawing (with equally higher resolution) and cut into new "pieces" and name them same way as before - you end up with modded and new cockpit.

The other way is to metidicoulsly repaint and make better each and every piece, which of course can be done too but would take quite long. Quality accomplished this way can be very good though.

Someone here wanted modding....anyone?

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Before we go further into that we have to make sure that black windshields and MFD's areas are transparent (!) after we put the cockpit back to the game. It should, but unwelcomed surprises are usually always around the corner.

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Quote:
Originally posted by Polak:

Someone here wanted modding....anyone?
I'm no artist, but the potential you guys have unlocked here is amazing.

Is there a limit as to what colours one can use in the pit?

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Quote:
Originally posted by +G:
Is there a limit as to what colours one can use in the pit?
I believe that would be 67K or 16.7M colours.
Enough anyway.

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Quote:
Is there a limit as to what colours one can use in the pit?
Very good question.
I am hoping that we could stay with true colors 32bit tga format (RGB + alpha for transparency), but I am afraid that we soon could be disapointed.

Then back to indexed format with ... again hopefully new palette which will be recognised (this I feel it WILL). 1st position of the palette will be reserved for transparency.

Many ifs, but slowly we may get all that peeled off. But we need to grow larger group, come on people ... don't you like to mod LB2?

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Quote:
Originally posted by Polak:
Many ifs, but slowly we may get all that peeled off. But we need to grow larger group, come on people ... don't you like to mod LB2?
I posted a message over at Frugals F4 forum.
Maybe we should spread the joy a bit around the boards. More LB2 fish may bite!

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Before you go too far, I've got a question. If you update the 2D cockpits, then go to "Virtual" mode (F4), won't the cockpit view revert to the file data used for the 3D cockpit model? That might look strange if you make changes in the cockpit layout, but might be alright if if you just double the resolution of the existing cockpit files and and make cosmetic changes. Or were you planning on developing new 3D cockpit files, too?


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Reporting for duty sir!...need a cockpit? no problem! Require a apache skin, no sweat. Want a modded terrain? never fear! looking for a male escort? you got him!(ermm, i take the last one back)

tell me what you would like?

i will help where ever i can as this title is where i began the my love for helo sims.

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To EL: I believe that 2D cockpit and VC cockpit both use different textures. VC texs, probable in Dobjects.tex and Fobjects.tex. So upgrade to VC would be another awaiting challenge, but only after HCl manages to unlock it.

To Rocky: On behalf of everybody - Welcome man! Try to come up with good reference materials for LB, Kiowa, Blackhawk pits.

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Polak, yeah I figured if the 2D model was modified, it would no longer match the Virtual view, just verifying. It might still look oaky, as long as not too much is changed.
There is one thing that came to mind: if you look at the screenshot of the cockpit that Blind Faith posted, towards the center bottom of the screen, that small green display divided into quadrants is an ECM indicator (and it looks pretty accurate, too) That's what you see missing from the empty instrument holes in most Apache pictures, it's classified stuff and/or not mounted for peacetime use. Now, if a scaled-down version of the ASE screen was to be placed behind that, you would have a more realistic sim, because the symbology/strobe lines/realtive threat position on the current ASE is pretty much what appears on an ECM display of that type (don't ask how I know that - LOL). Understand what I'm saying?


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I come to this forum every day to read what you guys doing. Got to tell you all, I feel Useless.... I Wish I could help you guys more..
If there is anything I can do don't hesitate to say it... I will try my best to help make LB2 better.


Don't be ScAAred.
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