F5TigerIIGuy Posted Thursday at 09:40 PM Posted Thursday at 09:40 PM I have my own laundry list of jets I would love to see in game and am considering taking things into my own hands, any advice on where to start? I think I have the text editing down by now (besides the measurements the text editor uses, meters I assume?), and I wanted to ask for pointers on the 3D and texture aspects of the modding process. I’m by no means experienced in texturing or modeling but you only live once and it’d be worth taking a shot at! 1
+yakarov79 Posted Thursday at 10:33 PM Posted Thursday at 10:33 PM Start by securing a large amount of free work hours. No one is going to pay you for this. You upload a model for free download, and people will still complain because it is not "free enough"...but still, modeling is fun. As for the 3D aspect. Start by collecting drawings, plans, and photos of details, walkarounds, and more free time. There is a topic somewhere about modeling for SF2 with all game engine requirements and restrictions ( If I find it, will copy link. Based on some personal experience... building a model is not that hard (if you know how to maneuver in 3d software). Again, it is time-consuming. But if you strategize the whole process, you can avoid some frustration. But anyway, what pointers do you need on the 3d model exactly? (and texture), since the topic is vast. I can write an essay on how I do models, but it is not going to work for you, because everyone is making something a little different. So you will have to find your way through trial and error. But I can try to help if you have something specific in mind. So it would be better if you ask a direct question - then someone can reply with a particular answer. 3
F5TigerIIGuy Posted Thursday at 10:43 PM Author Posted Thursday at 10:43 PM (edited) 11 minutes ago, yakarov79 said: Start by securing a large amount of free work hours. No one is going to pay you for this. You upload a model for free download, and people will still complain because it is not "free enough"...but still, modeling is fun. As for the 3D aspect. Start by collecting drawings, plans, and photos of details, walkarounds, and more free time. There is a topic somewhere about modeling for SF2 with all game engine requirements and restrictions ( If I find it, will copy link. Based on some personal experience... building a model is not that hard (if you know how to maneuver in 3d software). Again, it is time-consuming. But if you strategize the whole process, you can avoid some frustration. But anyway, what pointers do you need on the 3d model exactly? (and texture), since the topic is vast. I can write an essay on how I do models, but it is not going to work for you, because everyone is making something a little different. So you will have to find your way through trial and error. But I can try to help if you have something specific in mind. So it would be better if you ask a direct question - then someone can reply with a particular answer. Yeah sorry about the general question, I just gotta figure out where to begin really. I suppose when I start, I can ask more. Thank you by the way. When it comes to jets, I’m especially interested in adding ST-21, (a new, higher definition) F-20 Tigershark, F2Y Sea Dart, and (X)F5U as a Korean War Fighter (not a jet I know, using it as a general term here). Probably biting off more than I can chew so to speak but hey I’ll see how it goes. Edited Thursday at 10:45 PM by F5TigerIIGuy
+daddyairplanes Posted yesterday at 01:08 AM Posted yesterday at 01:08 AM i will wish you luck on your path. there's alot of folks who just ask for stuff, without anything to offer in return. its nice to see someone who wants to try to learn this gig as more of a skinner, i will concur that the set up will be the longest part of any type of mod you do. for me making a skin, an average time cycle (overly simplified) can be about 50% research, 35% setting up templates, 15% actually making the skins/making small tweeks to the templates do try to look up the basic stuff first, theres tons of things posted previously in forums and the knowledge base. but if youre making an effort, theres plenty that will help you along the way 1
F5TigerIIGuy Posted yesterday at 04:21 AM Author Posted yesterday at 04:21 AM 3 hours ago, daddyairplanes said: i will wish you luck on your path. there's alot of folks who just ask for stuff, without anything to offer in return. its nice to see someone who wants to try to learn this gig as more of a skinner, i will concur that the set up will be the longest part of any type of mod you do. for me making a skin, an average time cycle (overly simplified) can be about 50% research, 35% setting up templates, 15% actually making the skins/making small tweeks to the templates do try to look up the basic stuff first, theres tons of things posted previously in forums and the knowledge base. but if youre making an effort, theres plenty that will help you along the way Thank you, I’ll keep all that in mind. I don’t have too much to add other than thanks for being chill!
Jimbib Posted 15 hours ago Posted 15 hours ago For getting into making add on objects like aircraft, mustang's original SFP1 3d modelling tutorials are a great place to start: https://www.bobsyouruncle.net/StrikeFighter3dModeling.htm If you do use 3D Studio Max, you will need the relevant Thirdwire exporter plug-in for your version of the software, these can all still be accessed via this page on Thirdwire's website: https://www.thirdwire.com/downloads_tools.htm If you do not have access to 3D Studio Max, Mue made a SF2 exporter for Blender which is free, but a lot of the lessons from mustang's tutorials will apply: For anyone getting into 3d modelling in SF2, mue's LOD Viewer is an absolute must have: Also, the SF2 Knowledge Base has lots of useful threads with 3d modelling tips in it (the SF1 Knowledge Base will as well for that matter) https://combatace.com/forums/forum/268-thirdwire-strike-fighters-2-series-knowledge-base/ https://combatace.com/forums/forum/99-thirdwire-strike-fighters-knowledge-base/ 4
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now