Leaderboard
Popular Content
Showing most liked content on 10/24/2019 in Posts
-
8 pointsSo after another coat of Mothers Mag and Aluminum polish, we have this. But I rubbed all of the maintenance marks off so the crew chief is pissed. ( I thought those chock kickers knew where things were. :) )
-
7 points
-
7 pointsMade nice hot blue AB effects....seen this colour on an Fmk6 years ago at Bruntingthorpe P1211 and the Vickers 553 by the time pressed F10 Then Tower view it was gone..man this thing can climb..
-
7 points
-
6 pointsWIP report. The Kuz sinking after bomb hits. Kashtan flak systems are firing with guns. Kashtan is firing with gun while VLS launcher is firing a SA-9-N missile.
-
5 points
-
3 pointsVirginia ANG off experiencing the English countryside and accompanying weather so this is a Thunder themed thread ......
-
3 pointsWhile the decals from allenbj42 come to me, I can do this bird, a "CAG" 00 bird from when VMFA-232 was on a carrier deployment. Current progress is the tail emblem so far.
-
3 points
-
2 pointswould need to make the current airliners ground objects, and different models for each airline. ground objects cant use my tga based skins, and its no garuntee in the airfield data ini that planes park at the gates, or even that the correct type plane park (F-4G from Spangdahlem, now arriving at Gate 23C) in theory not hard. there is a thread in the SF1 KB about making aircraft models into trucks so they taxi around the airbase, including instructions on setting a path for them like the trucks in a convoy get. have not seen if this works in SF2 however, plus as said many of the SF2 airliners would need skinned to the model rather than tga. not hard, just apply the tga layers to the jpg skin. but time consuming esp depending on how many different airlines you would want. btw, not saying i wont do this, just not saying i'll get right on it either
-
2 pointsMore work, and also found the right bird for the skin, since from an only reference shot it appears to be an older version of the Hornet.
-
2 pointseven if animated damage isnt supported...its a good way to animate how you think it happens when hit by ordnance...and a good way to have the debris arranged by animating and then exporting the scattered and burnt remains lol..
-
2 pointsOkay, this is another test run with windows shattered this is just to show how it will look I can make it with one hit impact or more like the photos. but the poly counts are around 24,000 if that is okay but with less damage, it gets less of cores.
-
1 pointso i've been going through KB331's old weapons kit and looking at the nukes. there are some issues noted, and once again im asking for any modeler to help out and knock out some simple yet more accurate shapes. by the numbers B28RE this is the parachute retarded version of the B28 external carry bomb. current version in game does not have a chute, and has four fins to 3 IRL B53 9 megaton special weapon back end needs corrected with wedge shape, fins thicker B43 70kt and 1.1MT nuclear weapon this actually looks ok in game. however, the original max file had the bmp named as B-58pods and the white areas next to and on the orange chute? thats all the mapped space for the weapon(not any of the stuff in the upper half) given its a 256x256 bmp, its a very small space to detail. it also needs a parachute retarded version, as well as regular. in photos seems to be no difference in shape between the versions B83 Nuclear weapon it just seems a bit off in the fin shape, and the nose is stepped rather than smooth. not a high priority compared to others. a redux would also need a chute to retard it B57 nuclear bomb and depth charge we dont have this at all as far as i can tell. B28FI, RI, and EX models are good to go, the Mk41/B41 bomb and Hound Dog missile are good with light reskinning, B61 has been updated in depth recently, and SRAM probably good to go with reskin. i can do major skinning once a map (even all one color) is provided, and aim to release a post 1968 pack (after all MKxx weapons became Bxx). this was originally to be a release of all the B28 models (KB331s updated and russouk2004s new models) but once again im getting ambitious. ini work i can also handle, just not the models (esp those needing chutes) thank you in advance for any help you modelers can give, and hopefully this one can get knocked out fairly quickly
-
1 pointthinking about it i dont think it does even for aircraft. ground objects get even less love (no serial numbered decals for example) on the new pics, like the roof holes and the close in debris as well as doors blown out. might want to just jaggedly darken the windows on the skin, rather than cut out the holes. that is based on looking at the white/light lines around the building on the second floor, which im guessing would be a part of the structure. color selecting the windows in PS or GIMP then darkening should work quicker than doing every single window individually, and hopefully enough pixels would be different than selected color the make it jagged at the edges. even if not the structure would be preserved but windows "blown" out devils advocate FOR the side holes, reminds me of some buildings in Urosevic(?) Kosovo that we were told were strafed by A-10s so i guess it depends whose attacking the airport
-
1 point
-
1 point
-
1 pointYes, you are correct it is just to show how it is working, but as far as a destroyed model, it will be a secondary thing , as it will be showing only after the hit. So I do not know if the game engine allow animating a destroyed model. I totally agree with you and I can do that. That why I have created three model you can see in the photos as to let the user choose the one he would like to use I will do that. Although this will increase the poly size of the model. May be that will affect the screen frame rate. daddyairplanes I truly appreciate your feedback and comment. Many Thanks
-
1 point
-
1 pointa more knowledgeable guru will probably weigh in and prove me wrong, but i think its the particlesize entries. from the J57 water injection ini ParticleSize[01].Time=0.00100 ParticleSize[01].Value=0.120000--------------------- ParticleSize[02].Time=0.00770 ParticleSize[02].Value=1.200000----------------------- ParticleSize[03].Time=0.00770 ParticleSize[03].Value=1.500000---------------------- ParticleSize[04].Time=0.07700 ParticleSize[04].Value=10.00000----------------------- ParticleSize[05].Time=0.77000 ParticleSize[05].Value=25.00000---------------------- these all grow as time progresses, and the longer it runs the bigger around the smoke gets until that generated particle dies i played more with emisson volume and particle lifetime when i messed with this tho, trying to make a thick, long trail from the aircraft to the point of takeoff.
-
1 pointthe good: i like how the roof collapses in like a bomb hit and explosion damage to the holed section would do. sped up to near instant ( im guessing slowed down for peer review) and wow the bad: a long building would have more localized damage, not three sets of holes generating. perhaps segment the building so each part takes a hit? the ugly (or you want how much level of detail!?!?!?!?!?!): windows and doors would blow out with weapon detonation (weak points in construction). at game scale, it would look like short range confetti i think. if not the pieces blown out then at least holes on the sides, even rectangular for doors blown out and jagged holes for windows. but thats just my two cents on it(nit picking more than anything), and its still way better than anything i could do with modelling
-
1 pointClearly the F-14D Super Tomcat is missed by some around here...
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
-
1 point
Important Information
By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..