Special Aircraft Service

Individual Mod Downloads for IL-2 1946 => Other Mods => Vehicles + Artillery => Topic started by: max_thehitman on February 10, 2016, 09:39:48 AM

Title: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman on February 10, 2016, 09:39:48 AM
Take note = Some of you may have these objects already in your game, if you do , just overwrite the files for
new skins and check once again your static.ini entries if everything matches good. --- A "Read Me" file is inside the package.

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

New static objects + retextures package = Part 8 - Posted in February-10-2016


Here is a new package with some retextured skins and some new static objects  for your IL2+mods game.
They work on ALL modded game versions.
This is what I am using in my personal game.


Read the "Read Me First" file inside the package for information about the new retextures
and how to install the new objects into your game.

Enjoy !
MAX

DOWNLOAD --->  http://www.mediafire.com/download/ccd2shjx09n6coo/New_static_objects_and_Retextures_Package_Part_8.7z

--- A "Read Me" file is inside the package. --- Add to your Static.ini game file.

Included inside package...

1 new civilian Farmer (alive and dead models) (More farmer workers will arrive soon!)

3 new dogs (standing models - German Sheppard/Brown dog/White dog)

3 New dogs (sleeping or playing dead models - German Sheppard/Brown dog/White dog)

11 new Pig types (Alive, sleeping and dead models) includes a wild boar

13 new Cow types (Alive and dead models)

3 new Sheep types (Alive and dead models)

25+ new Skyscrapers - Modern tall city buildings in various heights


12 new WW2 Japanese or Asian - airfield crew people (Alive and dead models)

12 new WW2 German Luftwaffe - airfield crew people (Alive and dead models)

12 new WW2 British RAF - airfield crew people (Alive and dead models)

12 new WW2 USA - airfield crew people (Alive and dead models)

(TAKE NOTE = Many of these airfield crew people can be used for many other Countries .
- These are New Models - DO  NOT Change the names on the files because soon I will post the
new WW1 style airfield crew people and 1970s style airfield crew people
and Modern style airfield crew people wearing headphones and ear-protection )


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

Credits to SAS~GJE52 and Ranwers and ALL artist-3d-model creators responsible for these wonderful creations.
Many more new objects and retextures coming soon!
(http://www.freesmileys.org/smileys/smiley-transport015.gif) (http://www.freesmileys.org/smileys.php)---------------------------{ HAVE A GREAT FLIGHT IN SAS-1946 }
 
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Other package downloads with hundreds of new objects + retextures for your game ...

New static objects + retextures package = Part 7 - http://www.sas1946.com/main/index.php?topic=36559.msg401868#msg401868

New static objects + retextures package = Part 6 - http://www.sas1946.com/main/index.php?topic=36131.msg395893#msg395893

New static objects + retextures package = Part 5 - http://www.sas1946.com/main/index.php?topic=36016.msg394104#msg394104

New static objects + retextures package = Part 4 - http://www.sas1946.com/main/index.php?topic=35934.msg393012#msg393012

New static objects + retextures package = Part 3 - http://www.sas1946.com/main/index.php?topic=35788.msg391028#msg391028

New static objects + retextures package = Part 2 - http://www.sas1946.com/main/index.php?topic=35669.msg389426#msg389426

New static objects + retextures package = Part 1 - http://www.sas1946.com/main/index.php?topic=35572.msg388151#msg388151

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

FOR NEW GAME  PLAYERS

If you still need a Static.ini Checker to make a list of static-objects you have
or for checking what you do not have .... get the Universal_static.ini_checker V1.3

DOWNLOAD static.ini_checker ---> http://www.mediafire.com/download/oyygitdgtin/universal_static.ini_checkerV1.3.zip

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

(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max005.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max005.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max004.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max004.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max002.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max002.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max003.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max003.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max006.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max006.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max007.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max007.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max008.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max008.jpg.html)
-
(http://i17.photobucket.com/albums/b75/paulhewson/11022016_max009.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/11022016_max009.jpg.html)
-

Title: Re: 2016 - New static objects + retextures package = Part 8
Post by: Mick on February 10, 2016, 10:35:40 AM
Many THX for this new addition, Max ...!  ;)
Title: Re: 2016 - New static objects + retextures package = Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: Epervier on February 10, 2016, 10:47:04 AM
Thank you very much !  :) :)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: KiwiBiggles on February 10, 2016, 12:30:02 PM
These are awesome.  Thanks Max and everyone involved!  :)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: stanislao on February 10, 2016, 02:26:15 PM
 :D     ;D      ;D       ;D
Eureka !!! Thanks and thanks again !!! Finally, with your exquisite work and soon the Gezeer characters, reassembled from Mission_bug will give a boost to the realism of land scenes !! Thank you !!!

Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman on February 10, 2016, 02:47:42 PM

You are welcomed good friends.  (http://www.freesmileys.org/smileys/smiley-eatdrink004.gif) (http://www.freesmileys.org/smileys.php) The creators of them deserve all the thanks.

 I know that you guys and gals also like to create beautiful dioramas in your game.
So now you have MORE new models to play with and to create ! - Go have some Fun !
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 10, 2016, 10:24:58 PM
awesome stuff, max - big cheers, mate! :D
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: David Prosser on February 11, 2016, 02:46:06 AM
Thanks, Max, I've no doubt they'll be top notch as per usual.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: Rambouk on February 11, 2016, 08:26:25 AM
looks great thank you
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: Vampire_pilot on February 11, 2016, 09:30:44 AM
yay
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: mandrill on February 11, 2016, 10:31:36 AM
Looks lovely! Downloading now!
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: Whiskey_Sierra_972 on February 11, 2016, 11:48:29 AM
Great!
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 11, 2016, 11:52:48 AM
that London screenie with the skyscrapers is making me want to do Red Bull Air Racing :D
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: SAS~Poltava on February 12, 2016, 12:15:50 PM
Great job Max, really great!!!  :)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: SGT68 on February 12, 2016, 12:56:43 PM
Thank you very much. installing now  ;D
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: Mission_bug on February 12, 2016, 11:05:49 PM
Outstanding work as always Max, thank you very much, greatly appreciated. 8)

Love the London skyline, I will try and find time to install and test today. ;)


Take care.

Wishing you all the very best, Pete. ;D
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: xxxautoxxx on February 15, 2016, 07:51:23 AM
Mod looks fantastic MAX - but i cant get your (newest # 8 static objects set) to actully show up when try to add any of them to a map in FMB ? :(

- do i need to have ALL /some of your prev mod static object sets installed first?

- im running 4.12 and all the STATIC.INI / OBJECT text entries DO show up in FMB - but no actual OBJECT will appear/ or able to place on map?

Imust be missing something very simple???

thanks,

auto'
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 15, 2016, 10:26:14 AM
hi auto
it's really hard to make a mistake with static entry objects.
my first guess is that you have installed the Mod folder incorrectly, most likely at the wrong folder depth.
for instance, if you installed it so that the folder structure looks like this:
 IL-2MAIN/#SAS/New_static_objects_and_Retextures_Package_Part_8/Mapmods/3do... then it's WRONG, you won't see any objects in game!
it must look like this:
 IL-2MAIN/#SAS/Mapmods/3do..   
let us know, as this is really about the only thing that could be wrong...
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: cgagan on February 15, 2016, 10:57:27 AM
Work of art Max!!!! 8)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: xxxautoxxx on February 15, 2016, 11:02:48 AM
hi,

Thanks for getting back so quickly.

And i do have it in correct path/structure (Il2/#SAS/mapmods/maps/3do/buildings...) but no objects will show in display or allow to be placed onn map (they text for each item DOES show in drop box though?)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: xxxautoxxx on February 15, 2016, 11:06:04 AM
********* EUREKA !!!*********
figured it out while typing ion my own reply - i had placed teh '3do' folder (and all inside it) in teh MAPS folder WITHIN the MAPMODS folder..my dumbbb :(
sorry for the trouble -and thanks again for the AWESOME work on alll these additions !!!


autopsy'
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 15, 2016, 12:33:35 PM
i knew it had to be a wrong folder thing... glad to hear you figured it out ;)
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: kiffy on February 15, 2016, 01:36:36 PM
Beautiful objects! I really enjoy the addition of animals. :)

Although I do have a problem with the dogs, they are invisible when added to the map... Everything else works fine, the cows, sheep, pigs, and buildings; they all show up normally in the FMB.

At first I thought I had the same problem as xxxautoxxx but after triple-checking the folders they appear to be in the right order:
(http://i.imgur.com/9d1nDJ6.jpg)

I copied and pasted the lines to the static.ini:
Quote
//===========================================================================
[***]
Title Troops_animals
//===========================================================================

[buildings.House$Dog_Brown]
Title           Dog_Brown
MeshLive        3do/Buildings/Troops/Animals/Dog_Brown/live.sim
MeshDead        3do/Buildings/Troops/Animals/Dog_Brown/dead.sim
AlignToLand     1
Body            FuelSmall
Panzer          0.005

[buildings.House$Dog_Brown_dead]
Title           Dog_Brown_dead
MeshLive        3do/Buildings/Troops/Animals/Dog_Brown/dead.sim
MeshDead        3do/Buildings/Troops/Animals/Dog_Brown/dead.sim
AlignToLand     1
Body            FuelSmall
Panzer          0.005

When I go to the FMB the dog shows up in the drop-down menu and I can insert the "object":
(http://i.imgur.com/g5CnXGx.jpg?1) 

But the dog is invisible:
(http://i.imgur.com/rt3O20g.jpg?1)
This is the same problem for all the dogs in the download: Brown, White, German Shepard alive or dead...

I'm running V 4.12.2m with SAS ModActivator 5.30
 
Any help would be greatly appreciated!
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman on February 16, 2016, 07:07:08 AM

Hello Kiffy,
That is a weird "glitch" you got happening in your game.

You do have the folders and models placed in the correct place... 3do/Buildings/Troops/Animals/Dog_Brown
and the lines are written good on the static.ini too.
I cannot explain why all the other animal creatures show up and not the dog. It is a brand new model
and I have been using it for many months now with no problems. Perhaps there is something happening within
the FMB program which does not let you see it at first, but during the game it might show up (?) I dont know.
Dont forget that these are "Static objects" and do not move, unless you make the necessary written entries
to make a moving object, like you do with cars and such.

Try this change (test) on that dog object in your static.ini entry...
change the value number of the - AlignToLand     1
and change it to AlignToLand     0

This "AlignToLand" line in the objects entry is to make the object be placed on a map according to
the height of the Landscape. For example, be visible when placed on a hill-side of the landscape.

This is the instruction that is written on the top part of teh "Static.ini" paper...
// If need to set object perpendicular to land's surface on slopes, then set 1,
AlignToLand     0


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

Here is another tip from me,
I have TONs of new mods and game objects in my personal game and I keep on adding more and removing others,
and sometimes when I install a new object or aircraft, I notice that it does not show up in the game right away.  :(
The game is not reading the files properly.
I usually do a re-start of my pc, wait 4 minutes for the disc to be read properly, which does not take too long and then
start up the game once again,
then the game reads that particular object or airplane!

I guess its just too many new mods and changes I make on my personal game. But this only happens when I let
many weeks pass by without doing a disc fragmentation. Once I do the disc fragmentation, EVERYTHING and all files
are placed in proper order in my pc and the game starts-up much faster and ALL of the Mods show up much quicker and
with no problems.
Perhaps this is what is happening with your game too.
Try what I do and see if this helps.

THAT Dog has to be somewhere ! -  It cannot be an "Ghost Dog". LMAO
(a joke = this dog was converted/created for this game by a modder-artist called "Ghost"  ;D )

Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: kiffy on February 16, 2016, 12:38:42 PM
Thanks so much for the help Max!

However after trying all your tips the dogs are still not showing on the map...

Even though the dogs aren't visible the dogs are present in the game because if I taxi my plane over them the plane breaks apart.

A real pity because I really like the idea of having high quality dogs on the map.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman on February 16, 2016, 05:27:17 PM
I am sorry Kiffy, I have no idea what to say to help your game.
You just cant have an invisible dog. That is weird  o_O Very strange.
Perhaps we need a "CAT" model to make the dog come out of hiding  ;D

I am using this model in the DBW-1916 and the 4.10 DBW game version.
Its working ok in these games.
Perhaps there is some type of conflict wih another model, although this one
is a new model and should not be having any conflicts with any other static-models.

Its very rare these things happen with Static-models, but it can happen to some game versions.
For example,
I re-textured and did some new skins for those new British Horsa-Gliders from D-Day
and they all show up in my game.
But on some peoples games they did not show in view  o_O very strange.
These are just static models.

Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: BMS on February 17, 2016, 10:35:23 AM
I have installed in DBW and these are amazing!!   Big thanks
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: Epervier on February 17, 2016, 11:07:13 AM
Although I do have a problem with the dogs, they are invisible when added to the map...
Hi and welcome !

Again and again the same answer!

Post your log file please:

Read how to get the log here (http://www.sas1946.com/main/index.php/topic,13457.0.html), and the instant log here (http://www.sas1946.com/main/index.php/topic,19308.0.html).

Important: read here (http://www.sas1946.com/main/index.php?topic=39780.0) which part(s) from the log to post
and how to post it. (code option!)

***************************************

Note: you can not post a link until you have 5 posts on your counter!
(this is a protection against spam bots)

***************************************
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 17, 2016, 11:16:21 AM

I re-textured and did some new skins for those new British Horsa-Gliders from D-Day
and they all show up in my game.
But on some peoples games they did not show in view  o_O very strange.


funny you should mention that. Max - i was going through my static recently (the viewer) and when i scrolled to the Horsa, the screen went sort of strange (hard to explain - the viewer disappears, and the window menu's appear halfway down the page, and you can't select any options, all you can do is quit the game.)
it is strange, and my guess is it only happens to some just because of their particular graphics setup?
as a clue, though, this is exactly the same thing that happens when i scroll through my ships viewer, and get to the Bon Homme Richard Carrier, which is in HD, so my guess is that the FMB viewer isn't handling certain high-res (maybe many polys?) objects.
it's only in the viewer that i have this problem, though - if i place these objects, or the BHR Carrier ingame, they show up as expected....
strange stuff....
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: tomoose on February 17, 2016, 11:52:16 AM
Just a suggestion;

I've found that depending on which graphics program is used, the .tga skin may or may not show up.  In my limited experience so far when I've saved the .tga skin file for one of my objects with my Corel Photoshop it doesn't show up in the game.  If I saved it as a .tga with an older Paintshop program it would show up.  I could never figure out how to tweak the .tga format in the Corel software.

Find the dog's .tga file and open it then save it again in GIMP or an older program.

This may not be your issue but worth a shot.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: Plowshare on February 17, 2016, 05:30:19 PM
tomoose:

Is RLE compression activated when saved through Corel? I use GIMP and ran into that problem before and needed to keep remembering to turn off the RLE. I now have it default to NOT run RLE compression.

In the case of .tga format you must make sure not to write color space information. I've gone wrong countless times with this as I can't find a way to default out of it

Bob
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: tomoose on February 18, 2016, 08:14:26 AM
Bob;
thanks for the explanation.  I figured it was something similar to the 8-bit bmp requirement for skins (i.e. same concept) but am totally unfamiliar with the .tga side.
I'll check out my settings in Corel (I have to figure out how to get to the settings, I find Corel a bit counter-intuitive for new users).
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: kiffy on February 18, 2016, 11:10:04 PM
Epervier, thanks for the welcome and helpful links. I'll post the log when I'm able.

In the meantime I can say there's a ton of the following lines repeated over and over:
Quote
[5:34:49 AM]   WARNING: To many faces 2466 or Vertexes  4658
[5:34:49 AM]   WARNING: To many faces 2466 or Vertexes  4658
[5:34:49 AM]   WARNING: To many faces 2466 or Vertexes  4658
[5:34:49 AM]   WARNING: VA: Not allow MatName GUI/game/detail_1.mat
[5:34:49 AM]   WARNING: RenderMan::TriangleList()- Unsupported type of material for vertex array mesh
[5:34:49 AM]   WARNING: MatName GUI/game/detail_1.mat[5:34:49 AM]   WARNING: VA: Not allow MatName GUI/game/detail_1.mat
[5:34:49 AM]   WARNING: RenderMan::TriangleList()- Unsupported type of material for vertex array mesh
[5:34:49 AM]   WARNING: MatName GUI/game/detail_1.mat

tomoose, thanks for the suggestion.

I couldn't get Gimp to read any of the .tga files so I downloaded IMF Viewer. I saved it as a .tga and over-road the old file to no avail; the dogs were still invisible.
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 19, 2016, 12:28:48 AM
kiffy, i forgot to welcome you in my earlier post - welcome to the forums! :D

can i ask that you post up here the contents of your conf.ini file?
i just want to check if there's something there we can change to make things work better for you... ;)
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: kiffy on February 20, 2016, 04:30:06 PM
Thanks for the welcome Malone :)

Here's my conf.ini file. If this is not what you mean please let me know. I made a gist as the file is pretty big, but at least you can look at all of it if need be.

https://gist.github.com/anonymous/94a72f0d160e5c6a87d7
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman on February 20, 2016, 08:16:42 PM

Hello Kiffy,
what you posted is not actually going to show why your game is not
working properly with the dog model.

Tell us what game version you are using.
then post your "LOG error" file

read slowly the following topics as were suggested already by Epervier.
Otherwise we cannot help you.
With the Log-error file - you can even check to see what is wrong yourself. Its that easy to use.

Topic: Be able to look into the LOGFILE

http://www.sas1946.com/main/index.php/topic,13457.0.html

--------------------------------------

Instant Log File Output

http://www.sas1946.com/main/index.php/topic,19308.0.html

--------------------------------------

Important: read here which part(s) from the log to post
and how to post it. (code option!)

http://www.sas1946.com/main/index.php/topic,39780.0.html



Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone 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..

https://www.youtube.com/watch?v=GqMNUPx3MJM
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman 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.

(http://i17.photobucket.com/albums/b75/paulhewson/21_02_2016maxhorsadogs.jpg~original) (http://s17.photobucket.com/user/paulhewson/media/21_02_2016maxhorsadogs.jpg.html)


Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: kiffy 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.
(http://i.imgur.com/WTx1C78.jpg?1)

*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!
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: vpmedia on February 21, 2016, 09:08:30 PM
Did you try OpenGL (perfect mode)?
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: max_thehitman 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



Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: vpmedia 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
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman 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---> http://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 ---  http://www.mediafire.com/download/9rpqfz66a93wo8c/Horsa_Gliders_Static_MAX-Pack.7z

Cheers
MAX

Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone 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!
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: SAS~Malone 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:

(http://i.imgur.com/Rd1gEQi.jpg)

to this, the instant i select a Horsa:

(http://i.imgur.com/YweZlrR.jpg)

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....
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone 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....?
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman 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 can´t do it. Sorry folks.


Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone 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
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: vpmedia on February 22, 2016, 11:47:20 AM
Thanks for the upload Max, unfortunately I seem to have the same problem/fmb crash with the Horsas as Malone. The dogs doesnt have this problem.
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: kiffy on February 22, 2016, 04:33:48 PM
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)

Fantastic!! Now it works! Thanks so much! :D
(http://i.imgur.com/kIkTQmS.jpg?1)
Everything looks so much better now too.

I had to use the following thread to get "Perfect mode" to show up in the game:
http://www.sas1946.com/main/index.php?topic=8772.0

Thanks again everyone!
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: Whiskey_Sierra_972 on February 22, 2016, 05:18:55 PM
Eugene , if you don't enable 'show' in the FMB object selector and place the item directly in the building up mission you should haven't any issue and the Horsa should show correctly in game....
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 22, 2016, 10:09:29 PM
walter, yes, that's exactly what i do.
they show up in the game, no problem. it's just in the viewer that this happens.
i just posted the info up as an 'fyi' for others, wasn't really looking for a solution.  ;)
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: Whiskey_Sierra_972 on February 23, 2016, 02:24:28 AM
Thumbs up mate!
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: max_thehitman on February 23, 2016, 04:47:00 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)

Fantastic!! Now it works! Thanks so much! :D
-http://i.imgur.com/kIkTQmS.jpg?1
Everything looks so much better now too.

I had to use the following thread to get "Perfect mode" to show up in the game:
http://www.sas1946.com/main/index.php?topic=8772.0

Thanks again everyone!

Fantastic! I am very happy everything turned out well for your game!

https://www.youtube.com/watch?v=XwozVKOkzz4
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: SAS~Malone on February 23, 2016, 05:28:40 AM
i'm convinced in that clip, that Hannibal says ' I love it when a clam comes together' ... :D
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: SGT68 on August 09, 2016, 04:20:09 AM
Can I use these objects along with Boomers Objects Pack ? No clashes?
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: max_thehitman on August 09, 2016, 05:39:09 AM
Can I use these objects along with Boomers Objects Pack ? No clashes?

Yes, you can.
Static-objects can be used with any game version.
Write the entry lines into your games static-objects file using the Notepad according
to instructions.
It´s very easy.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: SGT68 on August 09, 2016, 06:11:36 AM
Can I use these objects along with Boomers Objects Pack ? No clashes?

Yes, you can.
Static-objects can be used with any game version.
Write the entry lines into your games static-objects file using the Notepad according
to instructions.
It´s very easy.

Thank you - I feel encouraged to have my first go at mission and campaign building with this box of tays.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: David Prosser on August 09, 2016, 08:25:52 PM
Go for it!
Title: Re: 2016 - New static objects + retextures package = Part 8
Post by: Seb on July 19, 2017, 12:10:25 PM
I have a question on the skyscrapers.
They are not destroyed by me, is it their feature, or did I make a mistake at installation.
Thank you for your answer.
Seb
Title: Re: 2016- New static objects + Retextures Pack - Part 8
Post by: mandrill on July 19, 2017, 08:18:43 PM
I have a question on the skyscrapers.
They are not destroyed by me, is it their feature, or did I make a mistake at installation.
Thank you for your answer.
Seb

I believe Mission bug is working on that problem right now.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: PA_Keko on November 10, 2017, 04:33:24 AM
Thanks for the Work! Looks great!!

(http://i65.tinypic.com/4gspsl.jpg)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: Hauptmann Held on June 01, 2020, 11:47:53 AM
Hi all, very late to the party I know, but is there any chance that anybody has a working download for these objects?
The mediafire links don't seem to be working and I'm working on a couple of campaigns which could definitely do with the airfields and landscapes sprucing up.
Thanks!
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: roman9078 on August 05, 2020, 11:42:55 AM
I greet everyone, I am writing my first post.
I would like to ask you to update the mediafire links, are not working. Please update them. Thanks ;)
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: milvipes on October 28, 2020, 02:56:58 AM
I think I have the object pack, but I don't have the static,ini file. It would be much appreciated if someone could provide said file. IN the mean time, I'll have to figure out how to upload such a massive pack.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: Epervier on October 28, 2020, 05:38:09 AM
I had "cut into the fat" of this pack... but I think the static is good... to check...
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: milvipes on October 28, 2020, 09:50:15 AM
I had "cut into the fat" of this pack... but I think the static is good... to check...
Thank you so much, I'm in the process of consolidating this pack with Boomer's SFS pack into a single massive pack. But even with both static.ini (Farang's and Hitman's) combined, I'm still missing many entries forn the SFS pack (e.g. arms, such as AIM-9 Sidewinder).
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: coberrick on April 03, 2021, 07:03:51 AM
I don't suppose anyone has a working download link for this wonderful looking pack? Thanks!
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: OLD_DAD on June 30, 2021, 11:04:01 AM
Yes pls..can all the links be restored?
Would like objects from some of the older packs.
Title: Re: 2016- New static objects + Retextures Pack - Part 8 [4.09] [4.10] [4.11] [4.12] [4.13] [DBW-1916]
Post by: milvipes on April 24, 2022, 10:48:55 AM
Here's what I could salvage of it, in SFS format.
Download here (https://www.mediafire.com/file/oq5zw5rql5p4yyz/hitman_objects.7z/file)
Note: it contains a lot of duplicate objects from UP object pack.