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Author Topic: New static objects + retextures = Part 6  (Read 19163 times)

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Blumax

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #36 on: August 09, 2013, 05:17:51 PM »

She has got a secret stash hidden on her external hardrive, only today she revealed to me that she has a copy of my Aleutians repaint, something that i thought had become extinct months ago and i know that theres lots of other goodies in there that i don't know about...........pst sssh, between you and me i'm planning a raid!  ;D
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Alex840

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #37 on: August 09, 2013, 11:00:36 PM »

Max, only a suggestion for the next pack: can you make a military shooting range target? Because it will be great to make a boot camp facility for recruit training in the outskirts of an improved airbase for example. The only thing missing is a range target, as we have the trail exercise objects of Infantry mod and good sandbags in UP3. Adding a few Infantry mod soldiers I can see an harsh sergeant drilling the recruits turning rabble into a disciplined troop (making a prone soldier to put below the barbed wire trail object will not be a bad idea too). It will make airfields/airbases more immersive, with a more military feel.

The JaSign objects can be repainted to make this. Here is a good example of a target:





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Griffon_301

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #38 on: August 10, 2013, 06:35:16 AM »

Speaking about Atlantis;
why not try some sort of "Operation Highjump" scenario?
if you want to "believe"-something went terribly wrong for the USN during that alleged "invasion" of the Antarctic.
there is even a russian TV documentary on youtube, telling the story of how the Adm. Byrd led operation was beat back and had to flee from the Antarctic....
crazy stuff if you ask me, but would be a nice fantasy scenario; we do have Bearcats, we have the Lerche and I am sure we have creative minds here who could add still more mystery to that, using all the stuff that is available now in IL2 :D

just food for thought....
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Mick

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #39 on: August 10, 2013, 02:55:53 PM »


Sorry, I am not going to post the full list again. Its still top secret!

if you did not see it, sorry, then you will have to wait for the surprise  ;)



 ... I don't care Max, I've got a small prog on my PC, called PRISM, and I know everything about you ...!!  :D
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VF111Sundowner

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #40 on: August 22, 2013, 09:33:25 AM »



Max has nearly successfully blended Minecraft into IL-2 :P
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Oscarito

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #41 on: June 08, 2015, 10:12:38 PM »

Sphinx and Keops pyramid are not working here!
Corresponding lines are in "static", files are in "egypt ruins" and they appear in FMB "objects" list.
But they are not shown and can not be placed on map... :(

Help!

PS: other pyramids look very good!
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v4.12+MA 5.3 - Win 7

Oscarito

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Re: New static objects + retextures =MAX-Aug.2013- Part 6
« Reply #42 on: June 08, 2015, 11:03:00 PM »

I think the problem is related to the "Shadows added" mod.
The Sphinx TGA file is named "08sphinx". Well, I renamed it just "sphinx" and got it working.
Problem is that Keops pyramid still does not work... >:(

PS: everything is OK if I use just this pack (no "shadows" mod) so that I'll try to find that topic tomorrow to relate my problem to the author.

Thanks!
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CodenameMorgan

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Re: New static objects + retextures = Part 6
« Reply #43 on: September 24, 2020, 11:15:34 PM »

pardon me, i know this post is old but can anyone give me new DL link? the original link is dead.
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apologize for my bad English
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