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Showing most liked content on 05/20/2020 in Posts

  1. 6 points
    RAF Manston Fighter Command (as it was in 1940. The big runway came in 1943 as emergency landing place for heavy bombers.)
  2. 6 points
  3. 5 points
    Convair F-102J Delta Dagger - 302nd Hikotai, Japan Air Self-Defense Force, 1973
  4. 4 points
    Ooh darn seems I've dropped a brick once more! First of all I am sorry, I had no intention of ripping model files. I wanted to improve some of the ground objects (more versions etc.) without having to completely start over... So again I am sorry.
  5. 4 points
  6. 4 points
    Hawkinge Airfield of the Fighter Command
  7. 3 points
    Convair F-102J Delta Dagger - 203, 204 and 302 Hikotai, Japan Air Self-Defense Force, 1970 Skin Credit: Razbam
  8. 3 points
  9. 3 points
  10. 3 points
  11. 3 points
    "Go Do, That Voodoo, That You Do, So Well"
  12. 2 points
    straight out of Shady J (and somewhere in Texas) you know, i said i was gonna keep it to two camo schemes this skin. i lied to myself
  13. 2 points
    Well, to convert them, you'd need missionaries to preach at them for whatever religion you want them to convert to. Hopefully, circumcisions won't be necessary. Or human sacrifices. AND, they would really want to change. --------- But yeah, once the model is exported to the final LOD, nope. Can't go back. There are, however, plenty of free models all across the net for the taking. Most will require SEVERE reworking to bring them to SF2, but it's doable (just ask Cocas, and Russ, and Swam.....)
  14. 2 points
  15. 2 points
  16. 2 points
  17. 1 point
    First for anti-aircraft: Roland anti-aircraft Flakpanzer-Gepard Radar: P-40 radar Other: Toyota truck with different armament. UAZ-3741 I have other ones but these I have started doing some work on.
  18. 1 point
    I like the way you add the heat blur on your pics. Well done!
  19. 1 point
    ahh yer forgot that....try download section most are there IIRC
  20. 1 point
  21. 1 point
    Check you have right ones here....http://thirdwire.com/downloads_tools.htm
  22. 1 point
    I dread cylinder mapping, not to mention the risk of distortion but also having to figure out the seam lines, etc. Anyway, one suggestion definitely to try is using the "Relax" tool. Under Edit UVWs, goto "Tools..." and choose "Relax..." - that tool for sure gets me out of a jam every now and then! Edit - I see you mentioned it was between segs, then I would start by trying "Relax by Edge Angles" specifically.
  23. 1 point
    Make sure they arent in Weapons folder in another folder...sometimes ive dropped weap folder into it and realised after...if not...try using weapon editor.....open up the editor and open the weapondata ini for your game...then save and close...see if that works
  24. 1 point
    Maybe map the cone in segments....devide it to smaller areas and planar map...dont detach so the texture will not have gaps or funny areas...
  25. 1 point
    check creators...maybe they can supply the files....max can export to blender or a format it reads worth a try
  26. 1 point
    Good job I've set the service end date as 1977 then isn't it?
  27. 1 point
    The numbers have to be arranged like the sample one. You can have them any color you like. The game engine is set up that way so it reads 5 times to the side from left to right and in two rows, the size of the numbers must match or close to the ones you see. You only need a single square mesh for each digit and to map the mesh in position '0', from there on the game will do the rest for movement. The naming and positioning(sequence) of the individual meshes are identical to the analog counter systems (dig5,dig4,dig3,dig2,dig1 = 00000). The game will only activate those meshes that are used, so if it should display like 58%(or what ever) only the last two digit will be activated on the counter.
  28. 1 point
    Someone said Voodoo?
  29. 1 point
    Deffo..NO.if you want a model make one is best advice..
  30. 1 point
    Dear friends, Update 4.006 will be released soon and we can show you more of the coming improvements. Today we'd like to demonstrate how the aircraft materials and textures will look in the new renderer compared to the old one. For instance let's look at La-5 series 8, He 111 H-6, P-38J-25, Albatros D.Va: We also have good news about the changes in 4.006. First, the airframe damage model for the WWI planes will be tuned according to your feedback. Second, the ships in the sim will have more advanced physical models - they will be able to run aground, receive an impulse from collisions, etc. - this is important for the Battle of Normandy where they played a major role. Third, according to Tank Crew players' feedback, we added a server option to disable tank AI gunners in multiplayer. Another option that has been requested for a while - now tech chat messages are a difficulty option so the players will be on equal terms in multiplayer. Our engineering department improved the FM and systems modeling for a number of planes, including Yak-7 and Bf-110. Tank Crew assault guns will be able to fire indirectly at a heading and distance set by the gun or platoon commander. In the graphics department, we're adding an alternative antialiasing method, FXAA, which trades some AA quality for a noticeable performance boost. It also has a side effect of somewhat improving the visibility of the contacts against the ground, especially when used in conjunction with the "Sharpen" graphics option. Several planes from already released modules will get the 4K quality external textures and the rivers and sea will get the updated water surface visualization. As usual, the full list of the changes and improvements will be available at the update launch and it is already close to 70 items total. We're hoping that the next update will be another step forward in the development of the project and you, our customers, will enjoy it. And to finish today's Dev Blog, here are a couple of Yak-9 and Yak-9T Collector Planes screenshots from our Producer: You can discuss the news in this thread
  31. 1 point
    arent you backwards in case of a scramble? some more NKAWTG
  32. 1 point
  33. 1 point
  34. 1 point
    The Yak-23 masquerading as the Westland Wolf!
  35. 1 point
    Mach Loop , Buccaneer S2B going low and fast
  36. 1 point
    Flying these days is much more enjoyable...
  37. 1 point
  38. 1 point
  39. 1 point
    The sky is a beautiful place, and who says otherwise is wrong...
  40. 1 point
  41. 1 point
    LSK (East German) MiG-23BN.... attacking a US position of mostly mechanized infantry behind the lines:
  42. 1 point
  43. 1 point
  44. 1 point
    Daily Screenshot Challenge - Day 4 Theme - Soviet-Afghan War Mi-24s on 'anti-bandit' operations..
  45. 1 point
    After more than a year from its first release, the much appreciated realSKY mod has received a major update. This is a glimpse of what to expect; Added different cloud textures for each weather type. Rebalanced sky colours; twilights have been reworked to be more dramatic and atmospheric, whilst keeping realism as the main aim. Here below, screenshots taken during Scattered weather (plus two suggestive shots with Broken weather). Notice the different cloud texture between the two, and the complete twilight transition. Following a suggestion by baffmeister, the realSKY mod will now include alternative files which provide different weather effects for Inclement; you can choose between thunderstorm (default), sandstorm (for hot, desert terrains) and snowstorm (for cold, icy terrains). Reworked rain effects; lightnings are now rare, added new rain drops as a camera view effect. Added alternative environment files for snowstorm and sandstorm effects. Screenshots show the new effects (especially the ones that look best when the camera is fixed). Sandstorm weather features darker, brownish fog. Snowstorm features a brighter fog than thunderstorm. Suggested by tiopilotos, the mod now will feature additional tweaks for some stock game effects, namely contrails, wingtip vortexes and exhaust emitters. Added better contrail effect (thanks to EMCON360 for an old comment on the subject). Added improved wingtip vortex effect (credits to Eagle114th). Added new exhaust emitter effects (credits to viper63a and NeverEnough). Contrails are no longer flat; they are volumetric and expand as much as possible, within the limitations of the game engine. Wingtip vortexes are brighter, more varied and longer. Those effects now use their own textures, instead of using the same texture for different purposes as in the stock SF2 game.
  46. 1 point
  47. 1 point
  48. 1 point
    I don't know how, but after downloading a skinpack for the F-4C, it LODViewer finally picked up my custom skin. It ain't much but it's something.
  49. 1 point
    Escort mission over Europe
  50. 1 point
    I am still tweaking colours, trying to find better balances. They are something in between Cellinsky's widesky and the stock SF2 colours. Fog colours are a real PITA to get right. My huge thanks to Cellinsky, Stary, PanamaRed, Fubar512, Brain32, ShrikeHawk, BearGryllis, Orsin, luk1978, for their respective mod works! Following screenshots are just a work in progress, not the final quality; for some reason the new night colour seems very dark on screenshot, but in-game the environment is reasonably visible. Day Sunset Dusk Night Overcast Inclement


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