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  1. #251
    I try to keep an updated list always on my desktop, and typically drop that in with any shader updates that may come along in the future.
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  2. #252
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    Good to know

    The BF110G-4 series of NJG aircraft use the same as the E1's already in your list.


    <Effect Type="Track" EffectName="GR_OKL_Revi16NF_gunsight" PosX="0.001" PosZ="1.672" PosY="0.972" Pitch="90" MinVel="-999999" MaxVel="999999"/>

    Cato said "Carthaginem esse delendam"
    I say "Carthago iam diu deleta,sed enim Bellum Alium adhuc aedificandum est"

  3. #253
    For the ETO He 219 Uhu I use

    Reticle: (but you lose the simulated Reflector Glass Plate as it's part of gc_Revi12_c1.dds)


    Forward Looking Sight
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.0625" PosZ="4.980" PosY="0.835" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>


    Upward Looking Schrage Music Sight for use with ETO_He219A2M3
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="0.0625" PosZ="4.01175" PosY="1.179" Pitch="-1" MinVel="-999999" MaxVel="999999"/>


    I also made a change to the ETO_He219A2M3.xpd so you could properly center the Schrage Music Sight views. (The initial view is still wrong, but corrects itself after you change it the first time with the keypad or hat switch.)

    </Seat>
    <Seat Name="Pilot Schrage Music guns only">
    <Stations>
    <Station Name="Pilot Schrage Music guns only" Type="pilot_station" View="2" FovUp="45" FovDown="30">
    <PadlockLimit AzimuthMin="-117" AzimuthMax="117" ElevationMax="90" ElevationMin="-55"/>
    <Views>
    <View Event="HeadStop" Azimuth="0" Elevation="-40"/>
    <View Event="HeadPitchUp" Azimuth="0" Elevation="-50"/>
    <View Event="HeadPitchDown" Azimuth="0" Elevation="-27.5"/>
    <View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
    <View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
    <View Event="HeadRotLeft" Azimuth="-90" Elevation="-5"/>
    <View Event="HeadRotRight" Azimuth="90" Elevation="-5"/>
    <View Event="HeadPitchDownLeft" Azimuth="-117" Elevation="0"/>
    <View Event="HeadPitchDownRight" Azimuth="117" Elevation="0"/>
    </Views>
    <GunStations>
    <GunStation ID="0"/>
    <GunStation ID="1"/>
    <GunStation ID="2"/>
    <GunStation ID="3"/>
    <GunStation ID="4"/>
    <GunStation ID="5"/>
    <GunStation ID="6"/>
    <GunStation ID="7"/>
    </GunStations>
    </Station>
    </Stations>
    </Seat>



    I found the stock internal reflections of the muzzle blast to be so bright as to completely mask the reticle and tracers. I've revised the cockpit m3d files (hex edited the glass transparency to lower the values from 44 to 12) to tone this down to more reasonable levels.


    Cockpit Lights:


    <Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="4.00" PosY="0.85" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="4.00" PosY="0.85" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>


    US Army, Major, Ret.

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    US Army Ordnance Corps.

  4. #254
    Still looking at German Night Fighters. Here are the effects entries for ETO_JU88C6_R4 JU88C-6c NF.


    <Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.162" PosZ="2.665" PosY="1.035" Pitch="96.25" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.162" PosZ="2.015" PosY="1.255" Pitch="12" MinVel="-999999" MaxVel="999999"/>


    and for ETO_JU88G-6_3 U88G-6-NF and ETO_JU88G-7_V1 JU88G-7_V112


    <Effect Type="Track" EffectName="cockpit_light_uv" PosX="-0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="20" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="cockpit_light_uv" PosX="0.475" PosZ="2.00" PosY="0.85" Pitch="110" Heading="-20" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.158" PosZ="2.665" PosY="1.035" Pitch="96.25" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="GR_OKL_Revi16D_gunsight" PosX="-0.167" PosZ="1.980" PosY="1.285" Pitch="12" MinVel="-999999" MaxVel="999999"/>

    US Army, Major, Ret.

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    On The Line,
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    US Army Ordnance Corps.

  5. #255
    For 3gb_HellcatMK2 the reticle effect should be:

    <Effect Type="Track" EffectName="US_Navy_Mk8_mod6_gunsight" PosX="0.00" PosZ="-0.5" PosY="1.10" Pitch="90.5" MinVel="-999999" MaxVel="999999"/>

    also you can add these other effects as well:

    <Effect Type="Track" EffectName="fx_N_gtrail" PosX="6.4" PosY="0.15" PosZ="-0.2" MinVel="45" MaxVel="250"/>
    <Effect Type="Track" EffectName="fx_N_gtrail" PosX="-6.4" PosY="0.15" PosZ="-0.2" MinVel="45" MaxVel="250"/>
    <Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_r" />
    <Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_l" />

    <Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="6.35" PosZ=".28" PosY="0.20" MinVel=".0001" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-6.35" PosZ=".28" PosY="0.20" MinVel=".0001" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="0.0" PosZ="-6.96" PosY="-.60" MinVel=".0001" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="ac_Light_tail_reflected" PosX="-0.01" PosZ="-6.95" PosY="-.60" MinVel=".0001" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="ac_Light_tail_reflected" PosX="0.01" PosZ="-6.95" PosY="-.60" MinVel=".0001" MaxVel="65"></Effect>

    <Effect Type="Track" EffectName="fx_ac_Light_landing_effect" MinVel="1" MaxVel="65"></Effect>

    <Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_r"/>
    <Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_l"/>
    <Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_l_1"/>
    <Effect Type="Track" EffectName="fighter_exhaust_blue_flame" Location="emitter_eng0_exh_r_1"/>
    Last edited by MajorMagee; February 1st, 2019 at 11:13.
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  6. #256
    The TBM / TBF family of Tarpon / Avenger aircraft cockpits don't display a gunsight mounted in the cockpit, but they do show a static reticle positioned out in front of the pilot.

    This will provide a dynamic reticle to replace the default K-14 style one provided by the original model.

    <Effect Type="Track" EffectName="US_Navy_Mk8_gunsight" PosX="-0.005" PosZ="0.5" PosY="1.2875" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
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    US Army Ordnance Corps.

  7. #257
    For SJ SB2C the dynamic retical effect should be:

    <Effect Type="Track" EffectName="US_Navy_MK8_F7F-3_gunsight" PosX="0.001" PosZ="0.250" PosY="1.1325" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  8. #258
    For AvH_JP_Ki-84 the dynamic retical effect should be:

    <Effect Type="Track" EffectName="JP_AAF_Type100_gunsight" PosX="0.010" PosZ="-0.725" PosY="1.080" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  9. #259
    The stock B-25H doesn't have any gunsight modeled in the cockpit, but as a strafer with a 75mm cannon I thought it needed something to help with aiming. I couldn't put a piece of tape on the windshield so here's a simple reticle to use instead. Call it a field mod...

    <Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="-0.325" PosZ="3.5" PosY="0.865" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

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    On The Line,
    On Time

    US Army Ordnance Corps.

  10. #260
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    Quote Originally Posted by MajorMagee View Post
    The stock B-25H doesn't have any gunsight modeled in the cockpit, but as a strafer with a 75mm cannon I thought it needed something to help with aiming. I couldn't put a piece of tape on the windshield so here's a simple reticle to use instead. Call it a field mod...

    <Effect Type="Track" EffectName="US_AAF_N2a_gunsight" PosX="-0.325" PosZ="3.5" PosY="0.865" Pitch="90" MinVel="-999999" MaxVel="999999"/>
    ha ha, brilliant! Always wanted one of those....

  11. #261
    Here's one for the P-39F Air A Cutie in PTO

    <Effect Type="Track" EffectName="US_AAF_N9_gunsight" PosX="-0.025" PosZ="0.20" PosY="0.70" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="US_AAF_N9_gunsight" PosX="0.040" PosZ="0.20" PosY="0.70" Pitch="90.0" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  12. #262
    For the P-72A you may use:

    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="-0.035" PosZ="0.05" PosY="1.025" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
    <Effect Type="Track" EffectName="US_AAF_K14_gunsight" PosX="0.035" PosZ="0.05" PosY="1.025" Pitch="90.25" MinVel="-999999" MaxVel="999999"/>
    US Army, Major, Ret.

    Service To The Line,
    On The Line,
    On Time

    US Army Ordnance Corps.

  13. #263
    I've been looking at the stock P-38 model, and came up with this set of effects.
    Depending on the armament being used in the particular implementation of the model the Pitch for the gun sight reticle needs to be set to either 90.33 (as shown here) or 90.0.
    The engine effects are moved from the nacelles back to the exhaust from the turbos.

    <Effect Type="StartEngine0" EffectName="fx_engstrt" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="45" />
    <Effect Type="StartEngine1" EffectName="fx_engstrt" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="45" />
    <Effect Type="StartEngine0" EffectName="fx_engstrt_jet" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
    <Effect Type="StartEngine1" EffectName="fx_engstrt_jet" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
    <Effect Type="StartEngine0" EffectName="fx_smoke_touchdown" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
    <Effect Type="StartEngine1" EffectName="fx_smoke_touchdown" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="45"/>
    <Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="-2.44" PosY="0.75" PosZ="-1.8" Pitch="15"/>
    <Effect Type="Track" EffectName="bomber_exhaust_blue_flame" PosX="2.44" PosY="0.75" PosZ="-1.8" Pitch="15"/>


    <Effect Type="Shells0" EffectName="fx_shells_m" PosX="-0.1" PosZ="3" PosY="-0.50"/>
    <Effect Type="Shells1" EffectName="fx_shells_s" PosX="0" PosZ="4.3" PosY="-0.50"/>


    <Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng0_exh_r" />
    <Effect Type="Track" EffectName="fx_high_contrail" Location="emitter_eng1_exh_l" />
    <Effect Type="Track" EffectName="fx_N_gtrail" PosX="7.8" PosY="0.9" PosZ="-0.7" MinVel="40" MaxVel="140"/>
    <Effect Type="Track" EffectName="fx_N_gtrail" PosX="-7.8" PosY="0.9" PosZ="-0.7" MinVel="40" MaxVel="140"/>


    <Effect Type="Track" EffectName="US_AAF_L3a_gunsight" PosX="0.00" PosZ="1.0" PosY="0.930" Pitch="90.33" MinVel="-999999" MaxVel="999999"/>


    <Effect Type="Track" EffectName="fx_ac_Light_formation_red" PosX="0" PosZ="-0.92" PosY="-0.70" MinVel="1" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_formation_green" PosX="0" PosZ="-1.25" PosY="-0.61" MinVel="1" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_formation_yellow" PosX="0" PosZ="-1.58" PosY="-0.51" MinVel="1" MaxVel="65"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="7.90" PosY="0.959" PosZ="-0.35" MinVel=".0001" MaxVel="76"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-7.90" PosY="0.959" PosZ="-0.35" MinVel=".0001" MaxVel="76"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="2.421" PosZ="-7.080" PosY="1.915" MinVel=".0001" MaxVel="76"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="-2.421" PosZ="-7.080" PosY="1.915" MinVel=".0001" MaxVel="76"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_formation_blue" PosX="0.01" PosZ="0.451" PosY="-0.830" MinVel="-0.0001" MaxVel="87"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-4.725" PosZ="0.335" PosY="0.525" MinVel="5.05:07 PM 5/26/2019" MaxVel="54"></Effect>
    <Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="4.725" PosZ="0.335" PosY="0.525" MinVel="5.0" MaxVel="54"></Effect>

    The nav lights need some additions to the TextureMagic.ini [FullbrightSprite] ; section (found in AnKor's shaders30 folder) to show up properly at night.

    nav_blue_light.dds
    nav_glow_blue.dds
    nav_green_light.dds
    nav_glow_green.dds
    nav_red_light.dds
    nav_glow_red.dds
    nav_white_light.dds
    nav_glow_white.dds
    dr_white_light.dds
    dr_flare_light.dds
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