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sophocles

+MODDER
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Everything posted by sophocles

  1. I'm ok with drawings now (worked with poor drawings during modelling and had to rely on good photos; but Derk has already provided me with fantastic drawings). I'm pretty sure there are none on Crete, but would love the chance fto visit Salonica to see them up close .. but .. too little time, too little money
  2. You mean bare .. bare metal? not silver painted? Gosh they would look marvelous!
  3. To be honest I use photographs as much as possible since technical drawings on this particular aircraft are very difficult to find, so every bit helps. Derk has since sent me some fantastic drawings which I'm using to check the dimensions on the model .. thankfully it's very close but small small modifications will be necessary. Squid, your pics have been very useful and I'm wondering where the closest F-5 is to where I live (Herakleion, Crete), so that perhaps I could visit this summer to get some real close up shots .. not to mention I'd love to see one for real!! Thanks again
  4. Soulfreak, those walkarounds were great! Thanks to all of you I have most of what I need I appreciate all of your input .. now I'm getting to the gritty parts like the flap and slat areas (where and how they fit the main wing) There's still plenty to do. Hope to have some in-game pics soon (thankfully it exports fine, just want to finish up some bits before I post ). Regards
  5. Squid, thanks for porn.. I mean pics!! many of them I haven't seen before. It would be great If you have any close up pics of the external cockpit area, depicting the stencils(especially the ones in Greek) . Regards
  6. Soulfreak, thanks JonathanRL, thanks for the comment and encouragement Derk has already sent me some excellent references so I'm committed to the Nf-5! Regards
  7. checked .. thanks again
  8. Bravo Bravo Ludo!! It looks epic!!
  9. Thanks PureBlue I personally would like to see some TAF schemes done as well .. Cheers
  10. Thanks tio .. you're right about the multi-nationality and longevity of this series of aircraft; hope once it's done that folks may want to do some re-paints. Cheers
  11. Greek language forun would be great! .. and thanks for the comments
  12. Hello all, just a small update. Fumbling about with bump and specular settings .. Derk sent me some fabulous references and hope to get to modelling the NF-5a soon. Comments welcome :) P.S ...και νικησανε οι Ελληνες
  13. Hello Russouk2004, I've been using it for the F-5 and use default settings (scale of 1), which I'm not exactly happy with at the moment so I don't really have any suggestions of which to speak. However I too would be interested If someone has something in mind .. especially the panel ripple effects I see on some planes which are achieved through bumpmaps. Regards
  14. I'm planning to do the Rf-5a recon version, the B(two-seater),C(shoshi tiger) and If I find some good references the CF-5a and the Dutch versions. I'm simply climbing the steep learning curve of getting the planes into the game with decals,animations etc.. not to mention the cockpit and all its respective animations. Regards
  15. Do you mean cast shadows/catch shadow/specular glossiness etc..? If you're referring to these,you can rem them out in the aircraft.ini or textureset.ini files and this will result in the model not using any of these attributes. But perhaps I've not understood..?
  16. Hello all was wondering If someone knows what the texture limits are in this game. Can they be 24-bit and 32-bit? Can we go beyond 2048 to 4096X4096? And If so, can such large textures be 32-bit bmps? Thanks
  17. hgbn, you're a life saver! It would never have occurred to me to try that (mine was in the skin folder). Now the bump maps show up in-game. Thanks a lot!! Regards
  18. Yes, thanks .. I realized too that the bmps have to be at 24-bit. What I haven't had success at, is getting my bump maps to show in game. They're properly set up (and render in max beautifully too!) but no show in game .. are there any parameters that have to be included for bumps in the texture.ini files? Regards
  19. My F-5a project will have 2 4096 textures for the entire external model; It still looks sweet at 2048, but the rivet and stenciling are not as clear. At any rate, the end user has the option of scaling that down himself should he so desire .. upscaling is impossible!
  20. Hello Wrench, I've been experimenting and I've finally got my textures to show at 24 bit bmp (32-bit wouldn't show) I'm off to see now If the 4096 will work at 24-bit.. Thanks for the speedy reply
  21. Hello Centurion-1, I'm definitely going to do a cockpit. I'll be needing as many references as possible; though I've already got the CF-5a manual; I'd be eager to look at photos and drawings of other variants
  22. Hello all. I've been trying to import my F-5a into the game and have some problems. If anyone could help I'd really appreciate it:) I'd exported earlier versions of my mesh with no hassles, but have since come up with problems (I wish I'd known that the maximum polys per mesh was between 4k and 5K, - exporter crashes!! I happened upon a post by Brain32 identifying the problem and I've since had to do a lot of cutting .. problem solved however, and the mesh exports ok; it's once I've exported that I have some problem's in game. The most serious is that my mesh is a dark transparrent color (see pic). the material I'm using is standard with opacity 100 and diffuse, specular and bump maps added. Even when I load without textures, the mesh is still this dark grey translucent color .. any ideas?
  23. Hello RussoUK, sorry for not being specific enough but the model is fully uvunwrapped and I've exported with the textures. Here's what's in the out file. Does this look right? TW Exporter Dec2010-C, Decals=TRUE HP_fuselage_mid [8528 polys, 25584 verts (decal)] 'F_5a_HP_1' HP_fuselage_hump [7040 polys, 21120 verts (decal)] 'F_5a_HP_1' Num Nodes: 2 Total: (15568 polys, 46704 verts) Mesh Max: (8528 polys, 25584 verts) CastShadow=FALSE Nodes: CatchShadow=FALSE Nodes: AllowDecals=FALSE Nodes: 1 Materials: ( 1) F_5a_HP_1: F_5a_HP_1.bmp F_5a_HP_1_b.bmp (bump map) F_5a_HP_1_S.bmp (specular map) 1 Textures: F_5a_HP_1.bmp Points Extents
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