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Posted

Maybe there's room for a new hobby for you? Learn how to use the appropriate software and eventually build it yourself?
Sounds good to start with in 2026!

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Posted

allow me to expand on Muesli's reply

those of us who make content for the game (models, skins, decal packs,terrains) do so as a hobby that takes up our free time.

there was a Poseidon in initial works, but that modeller had to retire from modding due to health issues

as for tools to work with, you can use Photoshop and 3DS Max 2009 version to create models and skins. OR... since those are are expensive you can also use GIMP for skinning and Blewnder (version 2.79) to create models

i would make some simple stuff first to practice before launching into a fully functional anti submarine warfare aircraft  tho

Posted

@Benetnasch, as per what daddyairplanes mentioned, 3d modelling for the SF2 series requires some specific tools, although the general principles are the same for getting any model into a game engine (3d modelling, setting animations, part heirachies, UV mapping, painting the texture, exporting to the game engine, writing the data files etc.)

Some useful links can be found at the following post if you want to have a go:
 

 

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Posted

So I usually don't advise people to do things they're not good at, even learning.

However, based on current situation of SF2 community, yes, doing it yourself will be the fastest solution.

I think my situation can serve as a reference for you:

Before starting SF2 modding, I had already accumulated considerable skills in model and texture processing in other games such as ARMA3.  

At that time, I encountered quite a few problems, such as being unable to properly install 3ds Max 2009, pick the wrong version of Max, and experiencing LOD export crashes, etc., which almost delayed me for 2-3 years.

Prior to this, I had also done a lot of INI and texture work.

So I have some basic modeling and texturing skills,as well as ini, but far from expert level.  Therefore, I choose to buy resources from websites like cgtrader, then apart the nodes, rework the textures, and create animations for them.

Completing the modeling and animation parts isn't the hardest (or most time-consuming) part, the hardest part depends on your vision for the projects.

Do you simply want to own it, or do you want it to be as close to how it should act in reality as possible? Even if it's only 50% similar?Then you might need far more than two weeks to complete a mod.

In 2025, I released many mods here, many of which were started in 2024, and some even from 2022-2023.

And here, we can even see many mods that had screenshots released back in the 2012s that still haven't been released. This is all very normal, no need to worry.

So, maybe the P-8 will be your first project, maybe not, but perhaps it's worth a try, and take your time.

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