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russouk2004

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Everything posted by russouk2004

  1. IIRC the terrain is Korea with starys mods.....fulcrum was I think UK PR with mods...its old cant remember lol
  2. Just for kev...will get it in max in AM and see whats what...
  3. I can get it game ready if maybe yakarov can do the helo RCS job for me...I aint fathomed out yet how the settings for them work via 3ds max...just copying other data
  4. There may be a freeware wessex about for FSX need to look...there is however this freeware model...
  5. making one object actually two....rather split one to look like two ?...like one large tga with 2 trees on it rather than one?
  6. some good news....origin of outbreak...only 1 new case in shanghai....maybe the chinese have a vaccine.....wonder if its germ warfare gone amiss...and they have it under their control? did it escape is it man made?.....we can only guess.
  7. If the models have them will do ,if not, not sure...will check
  8. Just one word WOW ...............check out 2:55 ish dont usually like music with jets...but this just suits it to a T
  9. Pity muse lod viewer doesnt show spec etc...save time loading game each time to view... heres some effects achievable...amount depends on ur taste
  10. Good textures\mapping is a case really of utilising space on texture....ie...the shape of the module there is easy to map in segments of maybe 4 quarters......placed top n tail alongside each other...depends on how much or less joins you want...ie...if you add say rust,you can get odd joins between 2 segments of the mapped parts....like some map top p[ols of a fuselage and then the 2 sides....with gaps ..I try to match up edges on textures to "hide " the joins... I try to find real life pictures to use parts of to map...eg...wheels tyres....metal panels etc etc... Bump maps...I usually with completed templates ,hide things like decals,etc and stuff thats not actually going to have depth like panel lines or height like rivets...and set all layers of panel lines,rivets,etc set to no opacity and have a regular colour background,usually grey. then using nvidia plugin for bump maps....its a matter of trial and error in max for depth of effects.... with spec....spec uses black and white .and in between is varied depth of opacity...(greys) this is good for areas of dirt....rust...scratches....paint wear etc etc...set in 3ds max over rides game settings....if you have a spec map,its subtle if you want or quite powerful if required.... below...basic bump map for padded cabin etc...and spec maps to show variety of results.... to highlight worn areas of paint and darker areas of dirt and shit etc lol......also spec map to imitate paint wear and loss....texture and the spec map that gives the metal seen through the worn areas is shiny due to the spec map plus wing diffuse map and spec for areas of rust dirt wear etc.
  11. View File Jet Provost.7Z Freeware FS2002 \FSX model adapted by me Russouk2004 This model is NOT to be uploaded to ANY site apart from here at CombatAce.com. This model isnt brilliant but ive spent a long while fixing bits ,remaking bits,altering mapping that used sub objects(more than 1 texture per mesh) as game doesnt support it. I will upload a base texture with wireframe and labelled parts in day or so...as I couldnt find any templates anywhere..and I did look...ages.... Original model by Rick Piper.... Despite some of the the original readme wording quoted bottom,...this model IS allowed to be shared as its now 100% Freeware,though obvioulsy some rules apply...no back engineering to use parts for something else....just sensible usage. Only fair use and NON commercial use is ALLOWED... Model used is not bad,and as I pointed out,took a lot to sort it for SF2 usage...had basically to stitch the meshes together,even polys.... Also included are.. Pilot and Copilot model... Correct seat... sounds... Low poly Distance LOD Also LOD for those who dont want self illuminated lights...(nav lights and nose light) just replace as required. Uses Starys Cockpit for the Saab 105,minus few parts I "removed" with ini dance... I added some of its performance characteristics where I was able to,limited by my knowledge of the flight data in SF2 lol... anyone wishing to better its flight data go ahead... also Lights arent perfect so feel free to fiddle with them...if you desire.and share results This model has no weapons as its a trainer....if required I can knock up some pylons as later versions did have some before it became the Full Strikemaster version. any bugs let me know ASAP at CA.....enjoy the A\C and hopefully it well get upgraded.... usual routine....drop folders into Mod folder and appropriate sub folders. cheers Russouk2004 original creators credits.... original pilots.......Rick Piper (2004) original Provost ......Rick Piper (2004) ........................ORIGINAL README.......................... Copyrights ---------- The included files have been tested and have been determined not to be harmful. However, the authors are not responsible for any direct, consequential or indirect damage these files may cause to you and your computer. Use entirely at your own risk. Any gauge provided with this panel can not be used in another panel without the permission of its author. This is FREEWARE. These files are strictly for your own personal, non-commercial use. Any redistribution, repackaging or reselling of these files in any form is expressly prohibited without the permission of the authors. Regards Rick http://www.btinternet.com/~rick.piper/ Submitter russouk2004 Submitted 03/16/2020 Category Other
  12. Version 1.0.0

    237 downloads

    Freeware FS2002 \FSX model adapted by me Russouk2004 This model is NOT to be uploaded to ANY site apart from here at CombatAce.com. This model isnt brilliant but ive spent a long while fixing bits ,remaking bits,altering mapping that used sub objects(more than 1 texture per mesh) as game doesnt support it. I will upload a base texture with wireframe and labelled parts in day or so...as I couldnt find any templates anywhere..and I did look...ages.... Original model by Rick Piper.... Despite some of the the original readme wording quoted bottom,...this model IS allowed to be shared as its now 100% Freeware,though obvioulsy some rules apply...no back engineering to use parts for something else....just sensible usage. Only fair use and NON commercial use is ALLOWED... Model used is not bad,and as I pointed out,took a lot to sort it for SF2 usage...had basically to stitch the meshes together,even polys.... Also included are.. Pilot and Copilot model... Correct seat... sounds... Low poly Distance LOD Also LOD for those who dont want self illuminated lights...(nav lights and nose light) just replace as required. Uses Starys Cockpit for the Saab 105,minus few parts I "removed" with ini dance... I added some of its performance characteristics where I was able to,limited by my knowledge of the flight data in SF2 lol... anyone wishing to better its flight data go ahead... also Lights arent perfect so feel free to fiddle with them...if you desire.and share results This model has no weapons as its a trainer....if required I can knock up some pylons as later versions did have some before it became the Full Strikemaster version. any bugs let me know ASAP at CA.....enjoy the A\C and hopefully it well get upgraded.... usual routine....drop folders into Mod folder and appropriate sub folders. cheers Russouk2004 original creators credits.... original pilots.......Rick Piper (2004) original Provost ......Rick Piper (2004) ........................ORIGINAL README.......................... Copyrights ---------- The included files have been tested and have been determined not to be harmful. However, the authors are not responsible for any direct, consequential or indirect damage these files may cause to you and your computer. Use entirely at your own risk. Any gauge provided with this panel can not be used in another panel without the permission of its author. This is FREEWARE. These files are strictly for your own personal, non-commercial use. Any redistribution, repackaging or reselling of these files in any form is expressly prohibited without the permission of the authors. Regards Rick http://www.btinternet.com/~rick.piper/
  13. try redownload i just dl top 2 and they unzip fine...with 7z
  14. I forget....does game randomly place areas of the tga`s or must it match size of texture ? IE...you place the holes texture where you want them on the alpha layer and they just show in the area where you place them..? I doubt game selects just areas. TIA
  15. Its like Reds under The Beds all again.....people here going mad buying up toilet rolls...what did they do before I wonder...didnt they buy it before ?.... no football...no rugby...country gone nuts....can understand international shutdown but come on football games too? maybe the mayans did a typo and it wasnt 2012 but 2021 ?...recall the bible...The meek shall inherit the world ? virus could be looked as a meek organism...
  16. No words needed except...check out the 25ft or less above water at end....:)
  17. its the background map I think for the mission map or planning? seems to be the base map for the image
  18. Thanks to Monster of Polycount... I wanted to scale up a uvmap mesh exactly as ive resized a texture from 1024 to 2048 which is obviously 2x so rescaling a uvmap is awkward unless you use the snap feature....which is jerky... heres a maxscript to make it so easy. open max,drop the maxscript Martinez_ScaleUVWsByNumber.mcr into vieport....then go to customise max ...then look for monsters uvmap scale...and add it to top tool bar...when you open a uvunwrap modifier....select the mesh.....open the toolbar button....and you get scale tool....just add amount....in my case it was 50% to fit the doubled size texture....abracadabra...mesh is exactly 50% scaled.... Martinez_ScaleUVWsByNumber.mcr
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  19. Use weaponeditor ...in list of games open the one you want to load the weapons listed in the data ini....then save....new weapons should then be available if added to game correctly..
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