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MAIW_WSMG F-16's

Military AI repaints by Mark Walsh.
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Weescotty
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Re: MAIW_WSMG F-16's

Post by Weescotty »

All yours!
Would be nice to see them in FS9.
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Re: MAIW_WSMG F-16's

Post by f47420 »

Steve I would give it a go .
You can put the models in your folder on the FTP site and I can get them from there ..

Let me know ..


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Re: MAIW_WSMG F-16's

Post by Weescotty »

Never thought...what happens with the lights?
All mine are built in using attachpoints, at the least you would maybe have to add the entries for the light splashes for the taxi and landing ones?
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Re: MAIW_WSMG F-16's

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f47420 wrote: 20 Jan 2024, 16:13 Steve I would give it a go .
You can put the models in your folder on the FTP site and I can get them from there ..

Let me know ..


Mark W..
Hi Mark,
If Steve can let you have the method to redo them as FS9...
I have just put something in your FTP folder you might like - 11 x P3D Sufa models.

There is one small diff in the textures (Mike and I have no idea how it happened). There is on the FS9 texture a red square that is not the same on the P3D one. On the P3D one its for the rear of the upper tail. The red square moved to the left and up.
The pic shows what I mean. The old location is now 'usually' that grey colour.
moved.jpg
Of course mine only have 4 LODs, but you would hope with todays hardware that it shouldn't be an issue.
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Re: MAIW_WSMG F-16's

Post by Firebird »

OK I will package up something for Mark.

On the lights issue it is not a problem as I just added them into the section in the .cfg .
It wasn't too hard I just used the same parms as the earlier FS9 block 15s. The only things that needed altering were the lights on the intake.
I will supply the one texture that I converted for my testing but it sounds like a modification will be needed for all of the textures anyway.

Now providing that there are no issues I will continue through the rest of the Baraks until we have a complete package.

I will then go through the Sufis.

Kev,
just for your info the consensus opinion is that FS9 quite often has problems with 'and' in xml code.
Tom Gibson recommends using '&&' or '&&' instead of the word.

It seems that the xml editor didn't like '&&' and '&&' didn't seem to work. I got around it by amending the code section to :-

Code: Select all

<code>(A:GEAR HANDLE POSITION,bool) (A:LIGHT BEACON,bool) * if{ 100 } els{ 0 } </code>
Basically replacing the 'and' with '*'. Not strictly the same but it works in this case.

Mark,
Will drop you a pm once the package is in your folder.
Steve
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Re: MAIW_WSMG F-16's

Post by f47420 »

Thanks Steve ....

MW.
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Re: MAIW_WSMG F-16's

Post by Firebird »

OK Mark, in your folder is a small package. It contains one model and one scheme. Although I have also left the original dds files there.

The cfg and air file are left as the original download, with the exception of the FS9 lights listing plus all bar the one fltsim entry removed.

Let me know if you get any problems or questions.

Just to let you know that for my testing I was using the cfg file that I use for the F-16s rather than the original supplied ones.
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Re: MAIW_WSMG F-16's

Post by f47420 »

A quick note with this .Have I got to rename the model file ..

I see the model file is called "normal=WSMG_F16C30_BARAK_C4_W30".
and there is no ".mdl" file named that .
Or am I just being dumb..

Mark W..

P.S its being a while since I worked thing these type of files ..
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Re: MAIW_WSMG F-16's

Post by Firebird »

No you are not being dumb. It is in there but I stupidly left all the diag files in there as well.

You can obviously delete everything in that folder with the exception of the model.cfg file and the WSMG_F16C30_BARAK_C4_W30.mdl file which is timestamped 21/01/24 17:24 and is 703KB in size.

It is well hidden in plain sight. However, to simplify things I have re-upped the zip into your folder with the crap cleared out.
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Re: MAIW_WSMG F-16's

Post by f47420 »

Great stuff .I will at plus mig killers in the morning..
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Re: MAIW_WSMG F-16's

Post by Weescotty »

Firebird wrote: 21 Jan 2024, 13:09
It seems that the xml editor didn't like '&&' and '&amp;&amp;' didn't seem to work. I got around it by amending the code section to :-

Code: Select all

<code>(A:GEAR HANDLE POSITION,bool) (A:LIGHT BEACON,bool) * if{ 100 } els{ 0 } </code>
Basically replacing the 'and' with '*'. Not strictly the same but it works in this case.

Mark,
Will drop you a pm once the package is in your folder.
Seems weird because the ladders use...
(A:LIGHT BEACON,bool) 0 ==
(A:VELOCITY BODY Z,knots) 0 ==
and
(A:LIGHT NAV,bool) 1 ==
and
if{ 1 } els{ 0 }

Yet they work??

Also the lights off uses...
(A:LIGHT NAV,bool) 0 ==
(A:VELOCITY BODY Z,knots) 1 &lt;
and
if{ 1 } els{ 0 }

But that works also??

Only difference is these are visibility XML codes, and the flaps are animation XML code.

But yes in this case the * works just as well.
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Re: MAIW_WSMG F-16's

Post by Weescotty »

f47420 wrote: 21 Jan 2024, 19:45 Great stuff .I will at plus mig killers in the morning..
I have 32-bit textures for the BARAK D's Block 30 if thats any help?
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Re: MAIW_WSMG F-16's

Post by Firebird »

Weescotty wrote: 22 Jan 2024, 08:34 Seems weird because the ladders use...
(A:LIGHT BEACON,bool) 0 ==
(A:VELOCITY BODY Z,knots) 0 ==
and
(A:LIGHT NAV,bool) 1 ==
and
if{ 1 } els{ 0 }

Yet they work??

Also the lights off uses...
(A:LIGHT NAV,bool) 0 ==
(A:VELOCITY BODY Z,knots) 1 &lt;
and
if{ 1 } els{ 0 }

But that works also??

Only difference is these are visibility XML codes, and the flaps are animation XML code.

But yes in this case the * works just as well.

I would agree. It may be that animation and visibility are treated differently. All I can go by is what Tom said that FS9 is flaky when it comes across 'and'. Whether it is all cases or just the one I can't say.
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Re: MAIW_WSMG F-16's

Post by f47420 »

OK .Steve and Kevin .I have spent a few hours looking at this model compared with the FS9 models that I already have .
They seem to be the same ..

The rear Stabilizers sit at an angel at rest and a neutral position in flight .
When the gear is lowered the main flaps mover down and the air brakes deploy on contact with the ground ..
The lights look about right ..

I'm not sure what else the model is meant to do ..

How must trouble is it convert from P3D/FSX back to FS9 .

Is it coding , Or does the model have to be reconfigured at a base level..ie from the ground up ..

Mark W ....
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Re: MAIW_WSMG F-16's

Post by f47420 »

Hi Kevin ..

If you have the texture for the D model that mite handy ..

If you can put in my folder that would be good buddy ..

MW
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Re: MAIW_WSMG F-16's

Post by Firebird »

The process for the one mdl I have done is very straight forward. Load it and export it - with the one exception that I mentioned that the xml needs amending in MCX (at the moment).

The only other thing that is needed is to ensure that the textures are not hard coded to dds.

So I am guessing that the next question you are likely to ask is whether or not you can convert them. The answer is sure providing that you have the license key from Arno. This is not a purchasable item, it is purely up to Arno he he deems is suitable to get one.
No animations will be exportable with it. Great for biplanes - not so great for modern jets.

So for the time being I shall convert them all. I will do all of the other Barak single seaters first. So we will have a pack that Kev can OK to release, depending upon whether you need to amend all of the textures (as per Kevs earlier comment) or whether a simple DXTBmp conversion is enough.

Can you confirm that air brakes only deploy on the ground, as I get them turning onto finals. Can you confirm whether the textures need to be modded or not.

In the mean time I will start with converting the rest of the C's I will make them available to you as soon as done. I will then follow on with the D's.
Once those are done I will have to check whether the light locations for the D's are identical to the C's.

Have I missed anything?
Steve
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Re: MAIW_WSMG F-16's

Post by f47420 »

Yeah your right about the air brakes .They deploy in the air on finals ..
As for the textures ,They seem OK ..

I'm hoping a simple DXT Bmp converion is enough ..

MW..
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Re: MAIW_WSMG F-16's

Post by Firebird »

Good, at least we are seeing the same thing so I will continue as planned unless Kev notices anything wrong about what we say, or has any questions.
I will continue to convert the textures unless you realise that the red square is an issue in which case I will leave the modifications to you.
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Re: MAIW_WSMG F-16's

Post by f47420 »

Leave the textures to me Steve .

I will go through them, Just make sure everything is where it should be ..

MW..
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Re: MAIW_WSMG F-16's

Post by Weescotty »

Have placed the 32-bit textures for 109 sqn in your folder Mark.

I don't think I have them for the two Block 30 BARAK Manat ones, or the ones at Ovdo.

I will find the BMP weaps textures for them and upload later.

I'm fine with either of you converting.

'Should' be a simple as grabbing the P3D version, swapping the models and textures out I guess?
With two caveats for some packages -
1) The taxi and landing light positions will mean you will need to split the one that have them on the main gear, from the ones that have them on the front gear door.
2) Some have bigger or different intake nav light housings, these would have to be separate also.

For the IDFAF ones all this means is keeping the Block 30's separate from the 40's
Last edited by Weescotty on 22 Jan 2024, 19:31, edited 2 times in total.
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