Sorry for my late introduction. I've been on board here for a few years, but have only ever been a spectator. I'd like to get actively involved as well and will put a couple mods here on the board.
I have made a few modifications to F-14 (TW and TMF) cockpits, but specifically I am working on a graphical upgrade for the F/A-18 cockpit from Brain32. Especially on the DDI's
Can someone help me redefine the textures for the ICP.
For the F/A-18 A cockpit there is only one texture for the counters - DDI_Counter_1. I would like to have my own definition for the ICP. DDI_counter_3, because for the F/A-18C cockpit there are already two. (fuel)
So that it looks in the end like this:
The result till now is this:
I make the whole Font as Glass Gauge. It's a free font it will match for the hud and DDi's but not for the ICP. (Like DCS F/A-18C)
Hi guys, question primarily intended for 3ds max users/modelers but feel free to contribute if you have an idea!
Assume we have an x-plane with a texture applied (two simple intersecting planes). The game by default does not render shadowing nor catch shadowing using the plane primitives. Also, depending on the lighting angle - one side of the plane’s texture may be “bright” while the other plane’s texture is dark. Is there some way to apply a texture to the planes so that the texture “brightness” remains constant regardless of lighting?