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sophocles

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Everything posted by sophocles

  1. Thanks a ton for the tips! I'm going to need some help a little later, so cheers for the offer. Love your modelling btw, no pinches or stretching. Regards
  2. Would I ever!!!! Any references would be most welcome! Thanks, Coupi. Regards
  3. Thanks for the comments guys My first scheme will be a SEA vietnam variant .. of course this is actually the F-5C variant with the flight refueling receptacle on the port side .. so I'll probably model it in. Would anybody be interested in seeing some of the modified (Canadair, Dutch variants) variants? Will post some screens later on in the week when I've finished the basic templates. Regards
  4. Hello all. i think I've finally got my head around the basics of uv mapping .. Now it's on to the rest of the plane! Regards
  5. Thanks Eric J; I'm looking to get as much information as I can. Nice to hear on the polycount Stary, and thanks. I've made a start on the mapping .. it appears to be very overwhelming (studying tutorials etc.. on all the different methods) but I think i'lI settle on some variation of planar mapping. Hope to make some progress soon, can't wait to start painting .. Regards
  6. Hello all! I've managed to get the gear doors, wells and speed brakes cut out. (I've only rendered half the plane..) I know I'm going to have difficulty animating the gear and doors .. haven't had any experience doing that in Max. I wish there were some animation tutorials out there fort the Thirdwire animations :helpme: Regards
  7. Thanks Coupi Here's a hi-res shot. I've tried to keep the poly count as low as I could by avoiding too many edge loops and using smoothing groups instead. I've tested it in-game and am thankful that the smoothing groups work as they should. Am nearly finished cutting out the gear doors, speedbrakes .. should have some more screens soon. Regards
  8. Thank you gentlemen for your kind words truly honoured to get comments from some of the greats of this sim; Column 5, Brain32, Russouk2004 .. your work has provided me with inumerable hours of enjoyment!!. I'm so relieved the count will be ok. I'm actually looking forward the mapping so that I get to paint again (I'm actually a frustrated texture guy who then learned max ..) Hellenic paint schemes for sure Tiopilotos, and many others I hope! Regards
  9. Looks gorgeous! I'm glad increasing computer power is allowing for some higher poly models!
  10. Hello all. I've downloaded this editor and have provided the install path for the editor to find my game. Problem is when I get to adding aircraft, the page only shows about 2/3rds complete not allowing me any way in which to press "yes" for confirmatim .. strange thing is that with objects its ok. Any help please? sophocles
  11. This thread is very important. I've been working on a complete from scratch build of the WOI tiles at 1024x1024 for about 5 months. It's evolving well and dare I say I think it's looking pretty good. I've only completed the mountain, desert, farm and valley bmps to my satisfaction .. but all the while I've been thinking that wow! wouldn't it be great if we could pool our collective resources! We'd have excellent work done .. not to mention in a fraction of the time. I'd like an avenue where I could post WIPs and have the opportunity to have others see what i'm doing and vice versa.
  12. I'm trying to make sense of the terrain texture files in WOI to see If I could employ my photoshop skills to try and make some higher res ones from scratch; I've deduced that for example ISMOUNTAIN1.BMP through ISMOUNTAIN5.BMP would need 5 textures that were different in appearance but that would each join seemlessly at each of the 4 sides of every texture. That means that I would have to make texture1 so that it could seemlessly join texture2 flipped 90 degrees clockwise .. etc.. Is that right? Some idea of this process would help; thanks
  13. Whoops! posted the same pic twice; was wanting to post this one with all 5 desert textures done!
  14. making some slow progress; I have 4 mountain textures done so that they join on all sides, at any rotation, seemlessly(whew!!). Now to see If I can start assimilating some of these into aome nice sand textures ..
  15. I definitely don't mind and welcome all observations and criticism .. especially from you Brain32 you are my terrain "Hero"; having improved my enjoyment of the sim with your SeA and Europe terrains 10-fold. I am getting a clearer idea as I continue to experiment; trying to make a base layer for the outskirts of all the sides (on which to base the other files to avoid repetitive tiles).. very tricky .. but it's working. Thanks for your comments
  16. I've managed to make one texture which can be tiled every whichway (a lot of work here!!). This pic shows the same texture (I've renamed the same texture to represent the equivalent mountain textures in the game) tiled by the game over and over .. I'm hoping to see if I can get some success with any others ..
  17. Thankyou very much for those links; you've saved me a lot of effort! Still trying to sort out what's what .. putting the old color and letter codes like I did when skinning for FS ..
  18. Asus Gamers II extreme 3-way sli mobo.. I'm actually planning on 3rd GTX card once i see that everything's stable on Vista. Had to change to a 1000 watt power supply too! (which may or may not be enough for all 3)
  19. It's a Viewsonic 19" CRT (I've yet to see an LCD that even comes close to the color depth or clarity; so I'm not switching to LCD monitor). On the pre september WOV, WOE versions I too am getting phenomenal fps (70-200) but WOI and the others are still not as high as I would have hoped. FS9 is also phenomenal (even better believe it or not..) can't wait to re-install FSX; and I am considering a vista upgrade .. see what all this directx 10 thing is all about .. Thanks for the reply
  20. Hello X_Ray, I've got a very similar system to yours with the same card .. (I've got 2 of them running sli in XP) what frames do you get in WOV, WOE with the september patch? I've got all options maxxed out running 1600x1200; and get 12-25 fps in full cockpit mode. Is this a bit low?
  21. I agree wholeheartedly; the man has put enormous effort into getting the details so sharp. The textures can always be re-scaled to a lower resolution if the user has problems .. the opposite is not possible:) much appreciated Ravenclaw
  22. Hi all, this new patch is incredible; and the ground textures seem much sharper than the originals, so I was wondering If I could safely use VietnamSEA Terrain Tiles REPAINT v1.0***** by Brain32 and Green Hell 2 for more immersion? Thanks
  23. Thanks for the reply; I meant the screen shot key so that i could post a pic. Brain 32s render mesh and index counts are higher than these values in the vietnamsea_data.ini .. do these values solve the problem on your system? Do they perhaps degrade the quality? Thanks
  24. This mod looks even better post patch .. however I have the same problem with the water textures; there is tearing and blocking but only over the sea. I can't get my print screen to work; sorry.
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