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almost done with the mapping but was wondering how do i set the canopy and windows to be transperent and work with the tga file? 

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iN 3d max in material editor I am doing like this...

tga  assigned as two-sided material, 

specular level 255 (generally between 235-275)

glossiness 50 up to 75

opacity 10

then rest you can play with opacity on tga itself...

and of course, make UV mapping like on any other piece of model.

 

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i put the specular to 255 but i have no clue where the other settings are, gonna research a bit. i currently have this problem where spots apear when the glass is seeing more glass in its wayimage.png.2e693d91185310313628d7b313f3853a.png

 

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image.thumb.png.46b60d52ff1c708896a0d600ea52d267.png

mapping is finally done, However the only problem i still have is the glass looking weird in the lod viewer, if someone can help me take care of that 

image.png.acfa301d7063864a7b0e4b1e8a51fb0f.png

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are you talking about all the smaller dark spots in background?

it does happen, multiple smaller seems abit different but not majorly odd (only really noticing because of your focus on it

for comparison, here's a ravenclaw/Sundowner class model

66521474319eb_canopyglass.jpg.af1e0fb3c2f9b3e590acbaac993391df.jpg

big question is not how it looks in lodviewer, how does it look in game? and yes, there can often be subtle differences that highlight more in one than the other

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any chance you can test the lod and see if it's alright ingame? i wont be on my main pc for around 3-4 weeks, only on my laptop which is where ive been making the plane. 

 

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if you can use blender and lodviewer on what youre working with, you can use SF2

i might not run the ODS mod on unlimited setting, but basic settings work just fine. hell, i got started on a Compaq C30,  so whatever you got should be fine

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66642e85b6dda_StrikeFighters2Israel08_06_202413_10_58.thumb.png.5340614d5ae2eb3bd42eeaf161c0a320.png

it looked bigger in lodviewer...

is this a game related thing or do i need to make the entire model larger in blender? also for some reason my fuselage texture is missing

  • Haha 2

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im cooked they are the same size when i load them

image.thumb.png.098689a21627a33f8c4a99bc638e8dc6.png

Image

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Posted (edited)

image.thumb.png.9f7165ac4e8e3d82dbaecac2e6e51541.png

Edited by toot

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You should try and resize it, as that looks to be the problem to me.

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2 hours ago, EricJ said:

You should try and resize it, as that looks to be the problem to me.

made it 2x larger in blender but for some reason in lod viewer when i spawn that in it looks the same, might be different if i put it ingame

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did you set your blender into "meter" measure units? Not cm, not inches.

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12 minutes ago, yakarov79 said:

did you set your blender into "meter" measure units? Not cm, not inches.

ill be totally honest with you i never knew blender had a size setting i just thought it was by the pilot's size 

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57 minutes ago, toot said:

made it 2x larger in blender but for some reason in lod viewer when i spawn that in it looks the same, might be different if i put it ingame

From what I understand that it doesn't matter the actual size of the model, it'll still show it as visible in the viewport. I'm sure @mue can clarify, but more or less that's what I believe happens anyway.

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Posted (edited)

Set the "Unit Preset" in Blender to meter and don't ever change the Scaling for a mesh to anything other than "1". That means, if you resize things, do it in Edit-Mode and NOT in Object-Mode. You can also lock the scaling for every mesh, so you don't accidentally change it.

Edited by Nyghtfall

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1 hour ago, Nyghtfall said:

Set the "Unit Preset" in Blender to meter and don't ever change the Scaling for a mesh to anything other than "1". That means, if you resize things, do it in Edit-Mode and NOT in Object-Mode. You can also lock the scaling for every mesh, so you don't accidentally change it.

cant i scale everything and then ctrl-a and press on scaling?

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Posted (edited)

I managed to fix the aircraft's size, but when its ingame the plane is missing the interior. I'm guessing its because blender is optimizing models that way (or the game engine). Not sure how to fix, will appriciate tips

 

6665fa9d278df_StrikeFighters2Israel09_06_202421_50_33.thumb.png.d1bbf63becf2ad811b4d062bfb19cec3.png6665f57a60384_StrikeFighters2Israel09_06_202421_30_59.thumb.png.d015b5e7b94fceb77a659f7660fab10f.png

Edited by toot
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well, I can see the interior in the screenshot above.  I mean floor and guys. what are you referring to?

fuselage walls?

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1 minute ago, yakarov79 said:

well, I can see the interior in the screenshot above.  I mean floor and guys. what are you referring to?

fuselage walls?

In the screenshot you can see some parts are gone like some of the right wall or the top of the fuselage

In the other screenshot you can't see the interior through the glass too

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but the question is did you do actually interior or are you referring to the "left side" of the fuselage? because to see the interior you need to have one. 

you can use two-sided materials, but this is just a mirrored version of the fuselage - so not really good solution in the cargo bay. 

 

 

 

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I guess I worded it wrong, what I meant was that I don't see the inner walls in the game

What do you suggest besides mirroring the other side?

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but do you have inner walls or inner walls are made of the fuselage walls

generally, you need to have two meshes (best if they are separate) one representing an outside surface of the fuselage and the interior part 

here like this,

otherwise, you will always end up seeing outside (from the inside)

07.thumb.jpg.9fc7a746c81c71ffd08c607fedcfeaa1.jpg

 

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