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Dave

Modders: What Do You Concentrate On?

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My thing if anyone hasn't noticed is unit decals and nose arts. I think it gives life to a plane. I spend a lot of money trying to get decal sheets scanned to give everyone a good crisp looking decal. I like the research too for the history of those units. I have read alot and man some have some colorful histories. I try to use real tail codes if I can find them. Its not easy. Then when you find them, you do not know what unit had them so you have to guess. One thing though is I actually hate making decals, more than one occasion I have made numerous decals then someone found the real tails codes. Well at that point I am not about to re do them. Would you after making 120 of them?

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Textures, and ini edits, especially if I have the proper information.

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Textures, specifically cloud and horizon textures, and weps edits.

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Campaign building, with special interest in, but not exclusively, WW2 and Red-side flyable. Very occasional forays into skins and voicepacks.

 

Have recently branched out into terrain building and, bad move, creating custom tilesets. The last in particular has slowed progress to a crawl, but, you know, it will all be great when it's finished :rolleyes:

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Tailcodes and Unit Histories of USAF Units I find most difficult. This is not s Knock against the Air Force. But it's a very Large Service to goes through many transitions. They change Units Locations, Aircraft, Logo/Patches and Histories so much it's very confusing. If it wasn't for Web Sites like the Maxwell AFB Site, I'd be lost for sure.

 

 

Navy Units second. I know that their TaliCodes start with "N" for PacFleet and "A" For AtlanFleet. They've seemed to kept up with their Histories since WWII.........

 

 

Last is My Marine Corps...........Us Jarheads are easy. Don't change much. For the most part, What TailCode the Unit had in Korea is the same TailCode today. The exception is when they deploy on Ship. They take up the CAG's TailCodes........

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Tailcodes and Unit Histories of USAF Units I find most difficult. This is not s Knock against the Air Force. But it's a very Large Service to goes through many transitions. They change Units Locations, Aircraft, Logo/Patches and Histories so much it's very confusing. If it wasn't for Web Sites like the Maxwell AFB Site, I'd be lost for sure.

 

You just ain't whistlin' dixie brother. Thank god for that site.

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Dave,

I'll share a small SF2V Experience had had while playing in Single Mission Mode testing out some Changes I did. I modded the Stock B-52D into a B-52F. To test it, I went on a Strike Mission up north around Route Package 5. Out of the blue I got an Escort.........SEA Camo F-104-10's..... Talk about Historical.....

 

This is a Example of how even getting the .INI's right pays off. It also serves as a Example that the many Community Members Reasearch in putting together Mods pays off in the Long Run.........

 

 

Just thought I'd share that with You......

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I thinks that is awesome KB. And its rumored you have to go elsewhere to get "like it was" :lol: But only for a fee. :smile:

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I'm focused in on 3D Clouds (read: obsessed).

A few FM mods here and there (Now my F4J cannot be out-turned by a C5 loaded with M1A1s).

I did a few skins for FE a while back, but the skinners for the modern sims seem to have that covered here.

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My thing if anyone hasn't noticed is unit decals and nose arts. I think it gives life to a plane. I spend a lot of money trying to get decal sheets scanned to give everyone a good crisp looking decal. I like the research too for the history of those units. I have read alot and man some have some colorful histories. I try to use real tail codes if I can find them. Its not easy. Then when you find them, you do not know what unit had them so you have to guess. One thing though is I actually hate making decals, more than one occasion I have made numerous decals then someone found the real tails codes. Well at that point I am not about to re do them. Would you after making 120 of them?

 

I like actual color photos so I can make (especially my cockpits) as accurate as possible down to the rivet. When, I can't do any more or I hit a brick wall on accuracy, I just shrug and move on.

 

For consolation, I consider the old Janes US naval fighters, where we were lucky to get even a general likeness and I was happy. The SFP12 series is infinitely more maleable than the Janes series on modding cockpits.

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I like making decals mainly for post-war RAF stuff but I have done a few other bits and pieces. Just recently I've done a few skins by making templates from the skin template and then building up a few simple layers, nothing too detailed but enough to do a one-off 'what if' skin.

BTW a big thank you :clapping: to the modders (like Julhelm and Russo2004, for example) who release templates for their models - very generous!

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My thing is 3d models. Certain things I'm almost obsessive compulsive on (visible holes in meshes or misaligned doors, etc...big pet peeve). Other things I could give it very basic but plasible form and be happy (landing gear). I tend to like doing features or (and some aircraft) no one else has done or tried, or even thought possible.

 

Secondary tends to extend to data.ini files. Not so much in the actual FM area...but most other stuff I've got a pretty good handle on and tend to extend my obessive/compulsive streak. Only now are the avionics entries starting to get away from me as they've become more complex.

 

FC

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lately, terrains and targetization, with the occasional skin/ini mod. I can leave it to the rest of you to give us the toys (planes, ships, vehicles), but where would they be without a playground to run around in?? :dntknw:

 

wrench

kevin stein

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Skins mainly. Since I'm danish I concentrate on Royal Danish Air Force. My ultimate goal is to have any danish squadron represented in game with correct serials.

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Terrains, I mostly concentrate on high res PR tiles but as Korea will show I can build from scratch :biggrin: I don't do the targets but I hope STT will change that :ok:

 

Secondary:

I can also make all kinds of ini dancing(avionics, moving stuff around the pits,weps, pretty much anything) including a good deal of FM, actually I don't do from scratch FM's because well, the only place I can pull RL data is my behind lol

 

Oh and recently I found out I can do skins, I may show something in the nearby future too.

I don't do the 3D modelling as that is not something one learnes overnight, I used photoshop before this game, but I only saw 3D modelling program a few times in my buddies office lol :rofl:

 

I'm almost obsessive compulsive on (visible holes in meshes or misaligned doors, etc...big pet peeve).

This is very well noticed, and VERY appriciated, FC :good:

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I'm "obsessively" concentrated on sounds, plus several area of INI editing including effects.

I've also started to do some 3D modding.

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Textures, and ini edits, especially if I have the proper information.

 

Same here. The research is a lot of fun.

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Terrain and target area creation is my main concentration right now. This opens up to lots of reading, old operations, history of squadrons, armies, bases, cities... Then to remotely come close to creating the real thing in the game, is very satisfying.

I've also done a few skin/decal/data.ini work that is unreleased but I'll hopefully package and share soon.

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My thing if anyone hasn't noticed is unit decals and nose arts. I think it gives life to a plane. I spend a lot of money trying to get decal sheets scanned to give everyone a good crisp looking decal. I like the research too for the history of those units. I have read alot and man some have some colorful histories. I try to use real tail codes if I can find them. Its not easy. Then when you find them, you do not know what unit had them so you have to guess. One thing though is I actually hate making decals, more than one occasion I have made numerous decals then someone found the real tails codes. Well at that point I am not about to re do them. Would you after making 120 of them?

 

Dave,

 

Can you define for once and for all what and who you consider to be a modder ? :dntknw:

Guess it has to do with publishing mods but I would like to know for sure

 

Thx,

 

Derk

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Dave,

 

Can you define for once and for all what and who you consider to be a modder ? :dntknw:

Guess it has to do with publishing mods but I would like to know for sure

 

Thx,

 

Derk

 

In my eyes someone who has made a significant contribution to advancing the Thirdwire sims. It is very subjective and us old heads that have been around from the word go usually make that decision.

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I tend to concentrate on annoying the moderators with very subtlety couched innuendoes that border on being offensive...

 

Oh, and I do the 3D model thing pretty well, albeit sporadically as of late.

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I tend to concentrate on annoying the moderators with very subtlety couched innuendoes that border on being offensive...

 

Oh, and I do the 3D model thing pretty well, albeit sporadically as of late.

 

In-your-end-o :rofl:

 

Airbases, skins, some other 3d work and rivet counting everything I do.

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I'm totally obsessed by researching all the info I can. Before even starting a project I spend a month or more just looking for books, data, pictures, tailcodes and it doesn't stop until it's done.

I actually scrapped a few planes just because I wasn't satisfied with the data I had at the time.

I guess it's my rivet-counter soul...

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I thinks that is awesome KB. And its rumored you have to go elsewhere to get "like it was" :lol: But only for a fee. :smile:

 

 

Yea, It highly rumored the Fee is around $160 US for "Stories" that can't be Varified........... :rolleyes:

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