Leaderboard
Popular Content
Showing most liked content on 02/16/2021 in Posts
-
8 points
-
7 points
-
5 points
-
5 points
-
3 pointsTesting completed for all three brown navy boats. as soon as swambast send me the new texture for the PBR boat I will have them uploaded. here are some screenshots from the game, not the best lol.
-
3 points
-
3 points
-
2 pointsalways, Always ALWAYS make sure you text/image in CENTERED. All decal must be square (128x128, 256x256, etc) Also, it's reccomended you read TK decal tutorial (don't tell ya how to make 'em, but how the decal system works) REQUIRED READING' as someone who's made, literally, 10s of thousands of decals.... once you past the first 1000, it's super easy DecalTutorial_11-12-02.zip
-
2 points
-
2 pointsA few disclaimers: I use GIMP for my tga work, have even back when i did have Photoshop proper. And yes i have read that tutorial many moons ago. That said, like any craft, good tga work takes time. Some of my generic tips that should work across any graphics program - mainly use mue's lodviewer. It saves so much time for checking things than firing up the game. But occasionally, still fire up the game just to be sure. - set up your decal ini with a test decal before going full bore on decal product. It can be the first decal in the series or something you whip up to check positions - for serial decals ( numbers, nose arts anything that is different aircraft to aircraft), not only have your number.lst file done in advance and open while working, have some other file up with all relevant info. Since I like to do whole hog across the years mods, I often use excel to keep track of serials, tailcodes, nosearts etc as I serialize all of it normally - making the tga itself, clear the alpha channel and usually keep at least a pixel of space around the produced artwork. Seems basic knowledge, but think of iconic pics of basketball players in game winning poses: they are usually displaying form taught since elementary school on making the shot. - when you can, use good source imagery to produce images. Pictures of subject, not copyrighted artwork. Bigger is always better, you lose more detail when scaling up than when scaling down. Ninety percent of my nosearts and unit patches are pics from Google or books. Of that, fifty percent need no editing other than to remove( erase) the picture around the desired image. -Most of the rest gets perspective shifted, color tone changed, lightened or darkened. Play with the tools; every program has neat stuff to create your artwork - When you can't find good source pics, or when doing serial work, use the text function in your program. GIMP I know uses whatever fonts are available in my copy of Word, - use Word or other similar programs to match fonts with source pics. A spot on match is great, and sometimes you can download the needed font if not available in your program. Other times you get as close as you can and make minor tweaks after typing it all out - when using the text function for your program type out a series, the backspace and type the next one. IE: D1234, save as whatever000, backspace the 4 away, type 5 to get D1235, save whatever001. Seems time consuming and it is. But to me less so than than tutorial and once I get going its not that long in happening. - remember when i said usually leave a pixel of space? Give i often do complete paintings or major parts of paint jobs as tga rather than on skin i use that extra pixel at the edge to an advantage for pinstripes and colors. The colors all the way to the edge will cause that color to go all the way to the end of the mesh. If all along the tga edge it puts color all along the mesh; if a stripe that touches the edge it runs a pinstripe along to the end of the mesh. I will use the pinstripe effect esp as it produces the desired effect without hours spent bending, expanding and matching a line direct on skin. -So long as the meshes are listed in the decal ini, you can have text and a stripe on the nose, with the stripe running clean an true to the back of the aircraft! Keep the same location and scale information in each entry, changing only meshname as it progresses along the model Biggest tip of all: backup your work regularly. I do a decent job at this and will still lose some hours of work when Windows updates overnight or i goof and delete a wrong file. It's worse if you don't back up stuff and lose days or weeks of progress.
-
2 pointsAFAIK that's not true, Wrench. Map Scale does not affect anything in the TE from what I see, you always end up with a 60% sized terrain. The only way to create a Real World scale terrain is to do what Gepard says in his tutorial. I do not suggest to create Real World scale terrains for the jet era due to a lack of in-game refueling mechanic. A real scale terrain will work just fine with islands and archipelagos, though. The only Real World scale terrain I made is the Hawaii one I released in December, and there's another one which is a WIP.
-
2 points
-
1 pointI decided to make a post so I can put all my work in one place I hope you okay with that. Okay here is the update of the M978/M977 HEMTT more detail will be added but this is how it looks so far.
-
1 pointView File FW-190A6 FW 190A6, this is my final version of this device that includes all the experimental effects never seen in this simulator, this pack contains the plane with 1 historical skin and a clean one so you can fly with the nation you like, the new pilot of the luftwaffe (there are 2 lods, one with glasses and one not, the pilot with glasses is worn by default). Hope you enjoy it, more info in the readme file. Sorry my English is bad TORNO Submitter torno Submitted 02/16/2021 Category FW-190
-
1 pointHi Modder's can any one steer me in the right direction on making Decals that look like this? I am using Adobe 7 and used the Decal Tutorial and just need to get to the next level. Help Please? I just want to change the color and able to read what is on the decal like this one. I have the stencil set that Wrench and Daddy Airplanes gave me I am trying to make some Ship names.36915-Decals Tutorial for serial numbers.pdf
-
1 pointif you use gimp for tga you dont needback layer ...just make your decal (numbers or whatever) and put them on layer,in gimp select only layer of 1st number and export as tga in export dialogue,uncheck compression box and done.....set opacity of the layers 1st though...I usually set opacity of mine to 90 - 95 % result main tga on left and on right how it looks on model
-
1 pointOne other tip i forgot: play with opacity, but almost never have a tga at 100%. For something with bright colors, or a light tga over dark surface i will go 90-95%. On average i go around 70%, but have done dark serial nums on light surfaces as low as 35%. That's what I use, play with it and find whats best for you
-
1 point@gTerl and Dresam, it's always a pleasure to find out that real pilots are also enjoying FE2. As far as I've been able to analyze regarding real Dr.1s with rotaries - looking at many of the vids. that Mikael Carlson has posted on YouTube - he is usually using no more than 10-20% rudder in banks/rolls. There is one clip where he applied more rudder than typical at the top of a loop, and then spun out of it - although recovering quickly since he is a very skilled pilot. In terms of what sim. is right, that would be an endless debate. I think the real Dr.1 (at least the one Mikael Carlson uses) is probably somewhere between the FE2 and RoF FMs. One of the things I find odd in RoF is that there is too much "rise" as you put it Dresam in left-hand turns on the Dr.1 and Camel. I read somewhere on the RoF threads a while back - a post by Ankor (who has done excellent shader mods for WOFF) - that rudder and roll are coupled/linked too much - while ailerons are too heavily linked to yaw only (but not enough roll effect) - I'm paraphrasing from his post since I don't remember the exact words now - but, as he writes, thus the poor banks/turns on such types in RoF unless heavy rudder is applied, especially for left-hand turns. Unfortunately the FMs in RoF are locked across several DLL files and, according to Ankor, would require the programmer/developer to look into each aircraft model and modify it manually - a cumbersome process. If you apply heavy rudder in turns on the Dr.1 variants in FE2, you will get tighter turns - and may also slip into spins - if both heavy rudder and ailerons are used together. Light rudder usage coupled with good aileron coordination are usually adequate for tight maneuvers on the Dr.1 in FE2 - similar effect on the Camels too - although the rudder on the Camels (because of the vertical stabilizer) is not as sensitive as on the Dr.1. Since we are briefly comparing FMs in RoF and FE2, also check out the early war types in RoF (Eindeckers) and the early Pfalzes and Fokk. Eindeckers in FE2. The ones in RoF seem a bit too docile, especially when landing/taking off. From what I've been able to tweak with the FMs - I think that the early monoplanes in FE2 are a bit more difficult to handle, especially the E.I and E.II Fokkers - the Pfalz E.I and E.II are nasty too - but in another way - barge-like and less effective than the Fokkers. (It is also likely that wind effects are very differently modeled in RoF - which also creates a different "feeling" when using rudder, ailerons, elevators, etc. - wind effects in FE2 are much more subtle and don't really impact the FMs - except for things like stall buffeting and general wind drift at higher alts.) Happy flying all, Von S
-
1 pointBy the way, as for the flight model, I find a lot of differences between FE2 and Rof. I have tested the Dr 1 and on FE2 it warps using only the stick. In Rof you first have to use the pedal a little to be able to roll otherwise the plane rises and becomes very unwieldy. The same goes for the camel. What sim is right? Greetings.
-
1 point
-
1 pointYes. I need to look through my Mods to find where I put everything but I should have a package for most of the B-52's for you tomorrow.
-
1 pointAfter reading the Osprey campaign series on Rolling Thunder, Linebacker and Linebacker II I though I would set up the Vietnam BUFFs to carry the Linebacker II ordnance. A few years back I discovered gbreuder's SF1 Vietnam B-52 mods that allowed the Big Belly mod and the underwing mers and bombs. Took me the better part of the day to reposition bombs and mers to get the Linebacker II setup. But I only loaded the F model that way. Unfortunately the game doesn't allow an easy, correct transition of B-52 bomb loads throughout the three major Vietnam air campaigns, but if I can wrap my head around it I might get something useable and close to reality like different sets of B-52 for each campaign. Of course the gbreuder mods are for SF1. Might need to readjust bomb positions for SF2. (Thought this issue came up a year or two back for SF2. But my memory is short term, mostly now. Why even though I've read all this, can't remember most of it.)
-
1 pointI did some INI edits to the B-52's myself that updated and/or fixed a number of issues. If anyone wants the I will be happy to share.
-
1 pointHi Dresam, yes there are three possible solutions/steps to the flickering buildings/light flashes problem - if the following three steps don't work let us know and hopefully other FE2 specialists will also pitch in with advice. Step one, recommended (may resolve the problem): In the relevant data.ini file for whatever terrain you're flying (such as Palestine_data.ini), located under "C:\Users\Yourusername\Saved Games\ThirdWire\FirstEagles2\Terrains," scroll down to the SolidObjectTextureMaterial section and change the following entry: BlendOp=ONE should be changed to: BlendOp=BLEND_SRC_ALPHA (This helps to give proper looking telephone poles, cows, and some other objects on the fields - otherwise they show up as cows painted on a rectangle, poles painted onto a rectangle, and so on - should also help to reduce flickering.) Step two, optional (will most likely resolve the problem if info. in "step one" was not adequate): Follow the instructions (very carefully) in this post: https://combatace.com/forums/topic/91359-airfield-figures-help-wanted/?tab=comments#comment-738584 Step three, optional (will definitely resolve the flickering problem, especially on AMD vid. cards, but will give more of a "ghost city" effect to buildings in the sense that they will now look slightly more hollow - although they look great from a distance and trees seem to be more naturally interspersed among buildings then): Download the AMD-friendly terrain data ini files available in my FM & Realism Pack for FE2: https://combatace.com/files/file/15857-tweaked-flight-models-and-realism-pack-for-fe2/ ---------- In terms of your other question, specifically historical gun re-loading rates, also historical rate of fire, chance of gun blockage requiring tampering with guns, etc. - those details are all available in my big FM upgrade/realism pack (the necessary guns/weapons folders to install are located inside relevant folders in that big FM realism pack). All of the data inis for the aircraft contain correct links to guns within those relevant gun folders, as do the latest aircraft data ini files located in the various folders of the FM/realism package. On the topic of complex engine management to limit over-revving (RPMs), mixture/radiator control, as well as such things as engine cut-outs in rolls, loops, etc. - one can always dream of the possibilities - the ThirdWire sim. engine used in FE2 (also SF2) does not model such complex features. The best we modders/tweakers have been able to do so far is historical gun reloads, also subtle modification of chance of engine fire, for example, once an aircraft is damaged - and modified to an extent are damage model rates/risk in my FM upgrade packs too. Also modeled are subtle wind effects - this can be seen by speeding the time in the sim. up to about x4 or x8 and watching what happens to an aircraft you are in while parked on the airfield - it will usually display wing bobbing, or will eventually be rotated around, several degrees, by the wind. Also noticeable is subtle cloud movement above. Wind drift effects are subtle but noticeable above alts. of about 2500 or 3000 m (10,000 feet or so). Also available on some aircraft, such as the Sopwith Triplane, is a risk of engine fire if the rotary is idled for too long, either while flying or parked on a field - once the engine is re-engaged, an engine fire erupts. While the flight model itself is very believable in FE2 (also SF2, when tweaked properly) - these thorough (and exciting) engine management procedures that you like are, as far as I know, not possible in the ThirdWire sim. engine. I think that the only two WW1 sims. to have those details of extensive rotary/inline engine management are ROF, and also the old Red Baron 3D in cruder form if GabiLaser's "ReLoad" program is used to start RB3D - that panel had engine fine-tuning available. There is no extensive engine fine-tuning available in WOFF either, by the way - with the possible exception of manual air/mixture control (to a limited extent, if that option is chosen in WOFF), and brief engine cut-out in inverted maneuvers. I do think however that over-revving an engine in WOFF, for example in steep dives, with a rotary at full throttle - does increase the risk of engine breakdown. If I stumble on a way to implement at least some of those possibilities in FE2 I will let you know - although, from my experimentation so far - there are no values/entries available in the "Engine" section of the aircraft data inis to exploit such possibilities. Happy flying, Von S
-
1 point
-
1 point
-
1 pointSome Chinese attack aircraft, the Curtiss A-12 Shrike, Northrop Gamma 2E and Henschel Hs-123:
-
1 point
-
1 point
-
1 point
-
1 pointI think it's about completed, I have used a lot from my two previous models (brown navy boats) that I model so that made this one faster. soon the UVs and the data making.
-
1 point
-
1 pointHarrier Campaign became pretty much too impossible to complete, so Instead I am Intruding on enemy territory.
-
1 point
-
1 pointjust another SAM taking off, now maybe we can quit sweeping the flightline.....
-
1 pointNote to self: Always bring an ECM Pod when flying the AV-8A. Yes, #2 ate MiG, Yes, he survived.
-
1 point
-
1 point
-
1 pointFinal Operation of Northern Sabre 69' CF-8s, F-102s, BUFFs and Phantom FGR.2s.
-
1 point
-
1 pointdamn Devil Dogs at it too even the Air Force seems to want to bring 8 smoky engines to play....
-
1 point
-
1 pointNo hay muchos avances por falta de tiempo, dejo este video del Privatter que no me exige tiempo frente a la pc
-
1 point
-
1 pointCaptain Roscoe Brown, new pilot in tribute to the Brave and most excellent Black Pilots of the "Tuskegee" airmen squadrons.... not his plane as I dont have it yet,closest I can zoom....but its him as he looks here in pic below...Brave man...a Hero fighting on two fronts The Germans and Racism. put in for download after this
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..