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SkateZilla

My Carrier Project WIP Status

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I dont really know any of the new modding people on combat ace besides the few people that were around when it was biohazcentral, and the few people that post on SimHQ.

 

Anyway, I'm about to open my Carrier Package up for a wider testing field (currently about 8 users are testing it, not counting myself.)

 

Im would like to open it up to say 25-30 people with varying systems from High End to not so high end.

 

Also would like to keep it in the loop of Modding Teams I know.

 

If interested, Send Me a PM/Email w/ contact info and as soon as the next build is ready, I'll include you in the email/cc fields.

 

Will also credit testers in the readme.

Edited by SkateZilla

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That latest package went out via email on Sept.30th, to all that applied and met criteria.

 

Also, is anyone willing to build a low polygon carrier deck crew model??

The one I built for the carrier model just doesn't look great, and low polygon characters isn't something I'm efficient at,

 

Credit will of course be given for the 3D model and textures. I just need one body in MAX format (preferably posable) and texture maps. I can change the Colors of the crew members, and place them on the carrier deck and pose/animate them.

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You can use mine. It has normalmaps and s**t too.

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A lot of things were fixed and a new beta package should be out this weekend to the testing group.

 

the few remaining things to fix is the deck crew models, Julhelm, I never heard back from you?, and some performance adjustments to help with framerates on lower end machines.

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some performance adjustments to help with framerates on lower end machines.

 

 

using jpg textures should help! :cool:

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Jip! :grin:

saw it on some DLC aircrafts 1st.

Now Enrico is using it on the Fiat G-91 family.

works fine.

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i might convert the TGAs to DDS for the effects and stuff too if the engine will let me.

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A lot of things were fixed and a new beta package should be out this weekend to the testing group.

 

the few remaining things to fix is the deck crew models, Julhelm, I never heard back from you?, and some performance adjustments to help with framerates on lower end machines.

Sorry, I've been up to my eyeballs in work lately getting BF3 ready for launch. I'll send the dude this weekend, promise.

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Sorry, I've been up to my eyeballs in work lately getting BF3 ready for launch. I'll send the dude this weekend, promise.

 

Thanks, no rush, I knew you were a lil busy, BF3 looks awesome!!, looking forward to that!!

 

using jpg textures should help! :cool:

 

i wonder if I can just convert the BMPs to JPGs, and put the JPGs in the folder and delete the BMPs,

 

or if Im gonna have to go back and re-do all the materials in 3d Studio max to use the JPGs.

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Decided to Re-Map the Flight Deck with Twice the Resolution, Here's the results: (note, F-18E/F/Gs by EricJ and Team, 3d Crew by Julheim)

 

(I have some Vertices to fix that moved when I was re-mapping the landing area as well as some "Perimeter Lights" that were accidently deleted.

A few other little glitches/mistakes have also already been fixed since these renders were taken.

 

3d Studio Max 2009 Renders:

 

post-182-0-96162100-1323146959.jpg

post-182-0-36071700-1323146970.jpg

post-182-0-83204300-1323146979.jpg

Edited by SkateZilla
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Looking nice! But SidDogg made a good point as deck crewman don't have their sleeves up, for safety reasons.

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testing in game today,

 

My old system is still getting 20 Frame/sec with everything maxed. (which is actually higher than before, but i think that's a result of the lower polycount).

 

however, the game seems to be downsampling the texture maybe?

 

The renders look great, but in game the texture is worse than the 1024x texture.

 

is there a INI Line that limits texture size somewhere?

 

all of my textures are on unlimited.

 

Will run some more test to make sure its on a FSAA issue. (My nVidia Settings are 8x FSAA/8xAF)

(will upload images soon, CA attach is giving me errors.)

 

Edit: tried changing to jpg, no luck, Gonna try doing it with 1024x downsampled from 2048.

 

Safe Lines, Runway Lines, the tiedowns spots, and other small details are blurry like maybe it was downsized to 512x512??

 

new_deck.jpg

Edited by SkateZilla

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Could just tile a bunch of small 256 textures across the deck and use an atlas for the lines, like the stock carriers do.

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Could just tile a bunch of small 256 textures across the deck and use an atlas for the lines, like the stock carriers do.

 

i fixed it, seemed the game reverted my settings back to a lower setting for ground objects, putting it back on unlimited fixed it.

 

as for atlas.. i dont think i know how to do that.... i'd have to read a guide/tutorial.

 

I usually just UV MAP the objects, then UV Unwrap to move/edit the vertices to where I want them on the texture map, export the wireframe to a bmp and add as a layer in photoshop. then texture over the wireframe. repeat and merge for each object.

Edited by SkateZilla

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Had to revert back to PhotoBucket as I've used up all My C.A. Space for the time being.

 

325577_317544141597261_116514731700204_1269246_1614064356_o.jpg

290653_317544074930601_116514731700204_1269245_1448478702_o.jpg

 

After Changing some 3d / textures around for the Arresting system (not really visible in these images):

339902_317543911597284_116514731700204_1269244_473179921_o.jpg

337394_317543868263955_116514731700204_1269243_1987856358_o.jpg

327883_317543351597340_116514731700204_1269238_182581546_o.jpg

327828_317543511597324_116514731700204_1269240_1130737184_o.jpg

332722_317543244930684_116514731700204_1269237_1812576092_o.jpg

 

More images are on my facebook.

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