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Author Topic: 2016- New static objects + Retextures Pack - Part 8  (Read 30416 times)

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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #36 on: February 20, 2016, 10:20:46 PM »

yes, to check for problems, we normally need the error  log
i asked for the conf.ini to see if maybe we can change one or two settings to make things look better
kiffy, what are your pc specs - specifically, what GPU are you using?
with that info, i could offer some changes to your conf.ini to make the game look better, and maybe the dogs might even come back..

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max_thehitman

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #37 on: February 21, 2016, 07:12:59 AM »



I still cannot understand why some of you guys are not seeing some of these great models. They show up in my game 4.10.
A while back I posted the Horsa-Gliders for D-Day (many versions) and I am seeing them in my game also
including all the old and new animal models too.




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kiffy

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #38 on: February 21, 2016, 07:55:13 PM »

what you posted is not actually going to show why your game is not working properly with the dog model.
Just posting what Malone asked for. :)

kiffy, what are your pc specs - specifically, what GPU are you using?
2.6 GHZ i7-4720HQ Processor and 16GB of RAM. NVIDIA GeForce GTX 860M GPU. SSD Hardrive. Running Windows 10.
_______________
Now for the logs:

I ran a log, opened IL-2, loaded a very plain mission with FMB. There's 1 aircraft and 9 objects: US Officer, Cow, Skyscraper and the 6 different dogs (German Shepard alive/sleeping, Brown Dog alive/sleeping, White Dog, alive/sleeping). Then I exited IL-2 and opened the log.


*I didn't have any java errors in the logs.

Here're the results from the FMB loading the above mission:
Code: [Select]
[1:37:55 AM] Load bridges
[1:37:55 AM] Load static objects
[1:37:55 AM] ##### House without collision (3do/USOfficer/Live.sim)
[1:37:55 AM] ##### House without collision (3do/Buildings/Troops/Animals/cow/live.sim)
[1:37:55 AM] ##### House without collision (3do/Buildings/Skyscrapers/SCRAPE3/live.sim)
[1:37:55 AM] No Name for Mission
[1:37:55 AM] No Short for Mission
[1:37:55 AM] No Description for Mission
[1:37:58 AM] WARNING: To many faces 2466 or Vertexes  4658
[1:37:58 AM] WARNING: To many faces 2466 or Vertexes  4658
[1:37:58 AM] WARNING: To many faces 2466 or Vertexes  4658
[1:37:58 AM] WARNING: To many faces 2466 or Vertexes  4658
The "WARNING: To many faces 2466 or Vertexes  4658" is repeated till the log finishes.

If I play that mission the log is as follows:
Code: [Select]
[2:38:45 AM] Loading mission map1.mis...
[2:38:45 AM] Load bridges
[2:38:45 AM] Load static objects
[2:38:46 AM] ERROR file: File users/doe/Icons not found
[2:38:46 AM] Mission: map1.mis is Playing
[2:38:46 AM] WARNING: To many faces 2466 or Vertexes  4658
[2:38:46 AM] WARNING: To many faces 2466 or Vertexes  4658
[2:38:46 AM] WARNING: To many faces 2466 or Vertexes  4658
[2:38:46 AM] WARNING: To many faces 2466 or Vertexes  4658
Again the "WARNING: To many faces 2466 or Vertexes  4658" is repeated till the log finishes.

However, like I mentioned in an earlier post the dog objects are present when I play the mission because if I taxi my plane over them the plane breaks apart.

BTW, Thanks very much for the continued support!
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vpmedia

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #39 on: February 21, 2016, 09:08:30 PM »

Did you try OpenGL (perfect mode)?

max_thehitman

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #40 on: February 22, 2016, 05:04:41 AM »

Did you try OpenGL (perfect mode)?

VPmedia may have a good solution for you Kiffy.
Give it a try and see if your game is set up with this. Try and test with OpenGL (perfect mode)

I am also posting my conf.ini file if you would like to try it in your game. Always SAVE the original file you
have now, just in case you dont like my settings.
This was also recomended to me many years ago by VPmedia.
It works very well with my game version.

Code: [Select]

[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=1
Use3Renders=0

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.66875
mapPadY=-0.047222223
viewSet=56
Intro=0
NoSubTitles=1
NoChatter=1
NoHudLog=1
NoLensFlare=1
iconTypes=2
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HotKey gui]
Escape=activate

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[HotKey Console]
Shift Tab=Activate
[Console]
HISTORY=1024
HISTORYCMD=1024
LOAD=console.cmd
SAVE=console.cmd
LOG=1
LOGTIME=1
LOGFILE=logfile.txt
LOGKEEP=0

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=0
RadioEngine=2
MusicVolume=0
ObjectVolume=14
MusState.takeoff=1
MusState.inflight=1
MusState.crash=1
MusFlags.play=1
MasterVolume=13
Attenuation=7
SoundMode=1
SamplingRate=0
NumChannels=2
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=13
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
;ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=1
DisableIME=0
locale=
JoyProfile=0

[rts_mouse]
SensitivityX=1.0
SensitivityY=1.0
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1Z=0 10 20 30 40 50 60 70 80 90 100 0 0

[Mods]
TracersPlayer=400
TracersAircrafts=300
TracersWorld=100
TracersWirbelwind=50

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=1

HardwareShaders=0

TypeClouds=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

TypeClouds=1
FogLow=2
FogHaze=2

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=3
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[QMB]
PlaneList=0



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vpmedia

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #41 on: February 22, 2016, 07:08:29 AM »

A while back I posted the Horsa-Gliders for D-Day (many versions)

I did not notice these gliders or those skins until now, could you please post a link to those textures. I've checked the topics you've started but I cant seem to be able to find it.

Cheers
Istvan

max_thehitman

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #42 on: February 22, 2016, 08:14:41 AM »


Hello mister Istvan,

The original static-model Horsa-Gliders were converted to the IL2+Mods by WCAT
posted Here---> https://www.sas1946.com/main/index.php/topic,36271.0.html

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

I tested them and they worked in my game.
So I painted more skins and created more versions.

I have 20 versions with more detailed skins for the normal aircraft and their new destroyed versions.
Two types are in my package - normal camouflage painted USA + RAF versions and D-Day striped versions.

The complete package is what is inside my game . . .
Download ---  https://www.mediafire.com/download/9rpqfz66a93wo8c/Horsa_Gliders_Static_MAX-Pack.7z

Cheers
MAX

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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #43 on: February 22, 2016, 08:17:54 AM »

i don't recall there being any error log info when the weird stuff happens when viewing the Horsa's - it might even be only one or two of them.
hang on, let me go and check that - reporting back in 5 minutes!
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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #44 on: February 22, 2016, 08:35:47 AM »

Max, funny you mention these Horsa's work fine in your 4.10.1 game - for me, too - there, they have no problems.
for me, this problem is only apparent in my 4.12.2 Modact game.
when it goes funny, i can't even take a screenshot - i have to go into task manager to quit IL-2, that's the only way out.
i made a decent representation in photoshop of what happens in FMB when you select a Horsa (any of them, i just checked)

it goes from your regular FMB view here:



to this, the instant i select a Horsa:



and once on this screen, you're buggered. only way back is to end IL-2 in task manager.
and they are the EXACT same objects that i copied from my 4.10.1 game, where they work just fine, to my Modact 530, where this happens....
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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #45 on: February 22, 2016, 08:41:48 AM »

oops, forgot the error log -

Code: [Select]
ERROR: CARSLPFG: Too many facess (3090)
[3:24:58 PM] java.lang.RuntimeException: ERROR: CARSLPFG: Too many facess (3090)
[3:24:58 PM]
[3:24:58 PM] at com.maddox.il2.engine.Mesh.Render(Native Method)
[3:24:58 PM] at com.maddox.il2.engine.Mesh.render(Mesh.java:56)
[3:24:58 PM] at com.maddox.il2.engine.ActorMeshDraw.render(ActorMeshDraw.java:58)
[3:24:58 PM] at com.maddox.il2.builder.WSelect$_Render3D.render(WSelect.java:106)
[3:24:58 PM] at com.maddox.il2.engine.GUIRenders$WinRenders.doRender(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.GUIRenders.render(Unknown Source)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:767)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindowRoot.doRender(GWindowRoot.java:167)
[3:24:58 PM] at com.maddox.gwindow.GWindowManager.doRender(GWindowManager.java:57)
[3:24:58 PM] at com.maddox.il2.engine.GUIWindowManager$_Render.render(GUIWindowManager.java:168)
[3:24:58 PM] at com.maddox.il2.engine.Renders.b(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.Renders.paint(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[3:24:58 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[3:24:58 PM] at com.maddox.rts.Message._send(Message.java:1217)
[3:24:58 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[3:24:58 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[3:24:58 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[3:24:58 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[3:24:58 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[3:24:58 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[3:24:58 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[3:24:58 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[3:24:58 PM] ERROR: CARSLPFG: Too many facess (3090)
[3:24:58 PM] java.lang.RuntimeException: ERROR: CARSLPFG: Too many facess (3090)
[3:24:58 PM]
[3:24:58 PM] at com.maddox.il2.engine.Mesh.Render(Native Method)
[3:24:58 PM] at com.maddox.il2.engine.Mesh.render(Mesh.java:56)
[3:24:58 PM] at com.maddox.il2.engine.ActorMeshDraw.render(ActorMeshDraw.java:58)
[3:24:58 PM] at com.maddox.il2.builder.WSelect$_Render3D.render(WSelect.java:106)
[3:24:58 PM] at com.maddox.il2.engine.GUIRenders$WinRenders.doRender(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.GUIRenders.render(Unknown Source)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:767)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doChildrensRender(GWindow.java:782)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:770)
[3:24:58 PM] at com.maddox.gwindow.GWindowRoot.doRender(GWindowRoot.java:167)
[3:24:58 PM] at com.maddox.gwindow.GWindowManager.doRender(GWindowManager.java:57)
[3:24:58 PM] at com.maddox.il2.engine.GUIWindowManager$_Render.render(GUIWindowManager.java:168)
[3:24:58 PM] at com.maddox.il2.engine.Renders.b(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.Renders.paint(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.RendersTicker.msgTimeOut(Renders.java:637)
[3:24:58 PM] at com.maddox.rts.MsgTimeOut.invokeListener(MsgTimeOut.java:73)
[3:24:58 PM] at com.maddox.rts.Message._send(Message.java:1217)
[3:24:58 PM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[3:24:58 PM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[3:24:58 PM] at com.maddox.rts.Message.trySend(Message.java:1115)
[3:24:58 PM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[3:24:58 PM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[3:24:58 PM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:131)
[3:24:58 PM] at com.maddox.il2.game.Main.exec(Main.java:449)
[3:24:58 PM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)
[3:24:58 PM] ERROR: CARSLPFG: Too many facess (3090)
[3:24:58 PM] java.lang.RuntimeException: ERROR: CARSLPFG: Too many facess (3090)
[3:24:58 PM]
[3:24:58 PM] at com.maddox.il2.engine.Mesh.Render(Native Method)
[3:24:58 PM] at com.maddox.il2.engine.Mesh.render(Mesh.java:56)
[3:24:58 PM] at com.maddox.il2.engine.ActorMeshDraw.render(ActorMeshDraw.java:58)
[3:24:58 PM] at com.maddox.il2.builder.WSelect$_Render3D.render(WSelect.java:106)
[3:24:58 PM] at com.maddox.il2.engine.GUIRenders$WinRenders.doRender(Unknown Source)
[3:24:58 PM] at com.maddox.il2.engine.GUIRenders.render(Unknown Source)
[3:24:58 PM] at com.maddox.gwindow.GWindow.doRender(GWindow.java:767)

only thing is this error of 'too many faces' which must be the problem. question is, i guess, is why in 4.12.2 and not in 4.10.1....?
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max_thehitman

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #46 on: February 22, 2016, 10:39:33 AM »


Thanks for the test Malone, much appreciated.
I still think its all Bill Gates fault. He is trying to undermine our fun and our game versions!... That sneaky rat!  ;D

Well, nothing I can do for the moment, except use them in the 4.10 game version until a much
better version for the other games will be made.
I am no good at 3d-modeling, so I canĀ“t do it. Sorry folks.


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SAS~Malone

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Re: 2016- New static objects + Retextures Pack - Part 8
« Reply #47 on: February 22, 2016, 11:09:25 AM »

no worries, mate - i'm sure someone'll figure it out one day, and then we'll probably shake our heads and say 'why didn't we think of that...?' :D
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