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Everything posted by sophocles
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I wonder If any of our Dutch friends could tell me if this is some type of RWR?? I'd really like some more information .. oh, and ofcourse on the moving map deisplay on the left (which is covered in a nice sheet of aluminum:(
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Hello Coupi! Nice of you to ask. I've got back into working on her again and have 99% completed the NF-5a version with the hook,F-5E style nose-gear and side louver panels, bottom fuselage air-scoops,chaff/flare dispensers. NeverEnough is doing wonders with the Flight model too! So far i've completed the standard export F-5a, the Norwegian air-force variant (with 2 different cockpits!!) and the aforementioned NF-5a .. I still hope to make the cockpit of the NF-5a and to make an Rf-5a variant. .. still plenty to do!! Oh! and I've finally constructed and animated the canopy opening mechanism which because of the brain-strain, has probably shaved a few days off my life
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impeccable!!!!!!!! incredible attention to detail! (I'd tone down the horizontal streaks across the metal textures though..
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Velo, your model looks superb .. clean and efficient use of polys!!
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Velo, from the exporter notes again .. "set either in the INI file or using Specular Level checkbox, to reduce the amount of specular at each texture position" I think that the game has 2 ways of reading specular level; either by checking and adding entries (not the map itself) to the "Specular Level" in MAX, which is what I assume RussoUK does, or by using entries such as the following in the TextureSet.ini in the texture folder .. [TextureSet] Name=341 ARROW 1968 Nation=Greece Squadron=341 ARROW StartDefaultDate=1966 Specular=1.000000 Glossiness=0.900000 Reflection=1.000000 Here is a copy of the thirdwire export notes .. Exporter Notes Addendum.txt
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Guys this is from the exporter notes .. Specular Map ------------ To add Specular Map, check the box next to "Specular Color" in Maps, select "Bitmap" as Map type, and then select the texture map you want. Only the texture map name is exported, and none of the other Bitmap parameters are used. The Specular color map (can be any format including .jpg and .bmp) is multiplied with the regular specular setting, set either in the INI file or using Specular Level checkbox, to reduce the amount of specular at each texture position. So white color (255,255,255) has specular as usual, any other color reduces the specular at that pixel, down to no specular with black (0,0,0). The R, B, G amount can be adjusted to shift the specular color as well, so red (255,0,0) pixel will have a red specular, etc. Specular maps are applied per TextureSet basis, and should be included in each of the texture folder. Specular Map only works when running the game in DX10 mode. Personally, the above settings work for me. I've never tried anything different from the above so I wouldn't know If anything else works equally as well.. Cheers
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The only other thing I can think of is that specular textures should be placed together with the diffuse textures in the aircraft's texture folder, unlike the bump map, which should be placed in the aircraft folder together (and NOT in the texture folder). I've also just realized that im my settings, the "tile" boxes in the coordinates section are unchecked.
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Try unticking the "Specular Level" entries and leave only the Specular Color" ones. I see no other reason that the specular map should not show up in-game.
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Stupid question .. important anyway:)
sophocles replied to sophocles's topic in Mods & Skinning Discussion
Screw the house!! .. buddhist conversion doesn't sound too bad .. but I draw the line on the disk destruction .. it'd mean I'd have to get a life :( -
Stupid question .. important anyway:)
sophocles replied to sophocles's topic in Mods & Skinning Discussion
Thanks for the input guys! I've gone ahead and split the wing .. doing the ini check work is beyond me .. NeverEnough has been helping me with the flight model so Ill get the latest model to him'. Thanks again:) -
Hello all; I've modelled my F-5 wing as one piece (no Left/Right_Outer_wing model node calls). I've noticed that in the data file I'm using there is reference to "outer_wing" with a ton of variables .. my question is .. do I have to split my wing in order for the sim to make use of all that data .. ? or does the fact that it is called for in the data file (without corresponding model node) sufficient? Sorry If the answer is obvious..
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You are the MASTER Volker ..
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Awesome work!!! Thanks for these soviet bird cockpits..makes it so much more immersive!!!!
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You did some excellent work on your textures Mat, Regarding the F-5a, If left to my own devices I'd have broken up the textures some more and gone for even higher resolution (I really want to be able to clearly read those stencils:) .. but the projects will simply take too long and time is so precious! You're right Rus, I've seen it on many aircraft like the F-105 etc.. which British planes had it?
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My 2cents gentlemen; you really don't want to go down that road ..even though most of these models are very good they are very dated construction-wise; the corrections that have to be made..the re-mapping,,the animations..the re-adjustment of pivots..the flipping of polys .. personally i figure it'd take more time to fix these than to model from scratch..you'd best be off starting over ..
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I gotta agree .. Northrop designers were supposedly applying some "super duper advanced area rule physics??? .. or was it .. inverse square rule principles?????" to the fuselage and wing-tip tanks; some likenrd it to a coke bottle .. but to me it's just the ultimate female form:):)
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First steps toward the NF-5a(CF-5a) .. those vent doors on the rear fuselage were a #@$$$ to animate :( Now i've just got to do the f-5E style nose gear and the re-fueling probe ..
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Thanks for all your support and kind words gentlemen! I am planning to do the F-5c(skoshi-tiger) variant as well as the N-F-5a before I release the lot; but there's still much work left to do. Would any of our flightmodel masters be interested in overhauling the original flightmodel?? also would any of our talented skinners be up to ceating some vietnam liveries and a couple for the NF-5a? Please let me know if anyone is interested!
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Hello all! First, I'd like to apologize for taking so long to reply to those expressing interest; real life has put me through the grinder over the last year.. Nevertheless; The project is back on track and I'd like to post a few shots of progress .. Many thanks to Dag who has done the RNoAF F-5a texture work + tonnes of other stuff, plus a huge thankyou to Ravenclaw who has made corrections to the gear animation, has modelled the parachute internal bay, the arrestor hook deployment mechanism and has graciously provided his weapons and some of the "special" pylons. Brain32; as mentioned earlier helped put the cockpit in game and provided much of his time with templates;ini work .. and helpful advice! I'm currently trying to get the complex canopy mechanism animated and have plenty more to do, Hopefully I can post more progress shots as they transpire, Cheers
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Drop-dead-Gorgeous!!!!!!!!!! This is a work of art Volker;congratulations!!
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Congratulations to all involved!!! Spectacular!!!
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Prayers are out brother! Get well soon; you are a phenomenon! ..ain't nothing gonna keep you down:)
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Absolutely gorgeous!!!
