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Author Topic: Mi-8T Hip version 1.0  (Read 76439 times)

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kaxII

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Re: Mi-8T Hip version 1.0
« Reply #24 on: February 23, 2013, 05:42:20 AM »

Log time!
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SAS~GJE52

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Re: Mi-8T Hip version 1.0
« Reply #25 on: February 23, 2013, 05:49:29 AM »

The purple colour is a hi res texture issue. You need the Hi-res mod


https://www.sas1946.com/main/index.php/topic,28127.0.html

G
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brav6

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Re: Mi-8T Hip version 1.0
« Reply #26 on: February 23, 2013, 05:51:58 AM »

brav6, no-one can help unless you at least provide some info on your mod environment, etc, mate... ;)



well look-e here...


MOD: DBW 1.7
IL2  4.10
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SAS~Malone

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Re: Mi-8T Hip version 1.0
« Reply #27 on: February 23, 2013, 05:59:28 AM »

well, definitely seems like a texture problem, you might try re-downloading in case it was corrupted.
when i asked about your mod environment, i meant UP? DBW? ModAct? and such....
your screenshot shows a problem , but still provides no clue as to such info..... :D
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Gaston

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Re: Mi-8T Hip version 1.0
« Reply #28 on: February 23, 2013, 06:00:45 AM »

The purple colour is a hi res texture issue. You need the Hi-res mod


https://www.sas1946.com/main/index.php/topic,28127.0.html

G

And if our computer does not support Hi-Res skins ? Is it possible to use it only with 1024 X 1024 skins ? Because I resized all the skins in 1024, but no go with them... and I do not want to use the Hi-Res mod, because my PC will not handle it...

I know there is a retexturing trick, in the summer folder, but I do not remember which one !
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S3231541

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Re: Mi-8T Hip version 1.0
« Reply #29 on: February 23, 2013, 06:04:40 AM »

problem is in 3do\plane\aircraft\summer\.tgb file. you can rename the file to skin1o.tga and open with Photoshop then resize it to 1024 then save. then rename the file again to .tgb and it should use 1024 texture no problem.
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SAS~Bombsaway

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Re: Mi-8T Hip version 1.0
« Reply #30 on: February 23, 2013, 06:04:51 AM »

I'm getting the virus issue here as well. It says its an exe and is unsafe. Can someone who downloaded it make a medifire link please?
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BT~wasted

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Re: Mi-8T Hip version 1.0
« Reply #31 on: February 23, 2013, 06:05:27 AM »

if you don't want to use HD mod, you need to go to your summer folder and rename the Skin1o.tgb to Skin1o.tga, open it, resize save and rename back.

As for turret, and before reporting this, be so kind and test all loadouts. There is a loadout with 12.7 DShK machine gun. It appears only if you select the appropriate loadout. This turret is used to handle it.
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NS~mati140

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Re: Mi-8T Hip version 1.0
« Reply #32 on: February 23, 2013, 06:13:38 AM »

if you don't want to use HD mod, you need to go to your summer folder and rename the Skin1o.tgb to Skin1o.tga, open it, resize save and rename back.

As for turret, and before reporting this, be so kind and test all loadouts. There is a loadout with 12.7 DShK machine gun. It appears only if you select the appropriate loadout. This turret is used to handle it.

Well, sry, what I mean is that the turret is there and working even if there is deffault loadout selected, without the turret - the MG is invisible than, but, oddly, it still works. Other loadouts work perfectly.

EDIT: Strange... after installing Hip my game tends to randomly CTD at launch, here's my log:
Code: [Select]
[23.02.2013 13:14:52] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: NVIDIA Corporation
  Render: GeForce GT 240/PCIe/SSE2
  Version: 3.3.0
  Extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 8192
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
WARNING: ****( Unexpected txr reload (tfNoCompress16Bit): '3DO/Effects/TEXTURES/PlaneDamageSmoke.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 50 -> 32 (delta = -18) to Range 0..32
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/Germ_88mm/flame.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Explodes/Air/Zenitka/USSR_85mm/flame.tga'
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 0.1 (delta = 0.1) to Range 0.1..16384
INTERNAL ERROR: Str2FloatClamp() - Clamped 160 -> 128 (delta = -32) to Range 0.01..128
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'
WARNING: ****( Unexpected txr reload (tfTranspBorder): 'Effects/Materials/SmokeA.tga'

Maybe I hit Java wall?
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Gaston

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Re: Mi-8T Hip version 1.0
« Reply #33 on: February 23, 2013, 06:21:14 AM »

problem is in 3do\plane\aircraft\summer\.tgb file. you can rename the file to skin1o.tga and open with Photoshop then resize it to 1024 then save. then rename the file again to .tgb and it should use 1024 texture no problem.

Did it, working now. Thanks.

But there must be another problem : even if they appear in the menu list, I can not use the custom skins (I have resized them to 1024, 256 colours as usual, they all do the usual 1026 Mo).
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kaxII

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Re: Mi-8T Hip version 1.0
« Reply #34 on: February 23, 2013, 06:24:18 AM »

@ mati140, looks like you have some missing/corrupted textures (or some texture problem) but i have no idea what those internal errors are
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BT~wasted

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Re: Mi-8T Hip version 1.0
« Reply #35 on: February 23, 2013, 06:29:55 AM »

mati140, sorry I don't see any errors related to Mi-8. Can you describe how it happens?

As for disabling cockpit with loadout, it is not possible. The only solution that I can offer is just don't switch cockpit when you use loadout without MG.
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