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sophocles

+MODDER
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Everything posted by sophocles

  1. It's things like this that really help!! I'd never have thought of checking yhe .out file (sounds obvious now :)
  2. The lighting and render setup I've got didn't show them up in scene; look ok now, just got to fiddle with the settings. Many thanks Brain32!
  3. Thanks Centurion, I already have these and about 1000 other references (spend hours over photos and plans). I'm trying to make her as accurate as possible (both inside and out!!)
  4. Then I must be doing something wrong (don't show in the scene either) .. I'll look into it some more; Thanks!
  5. Yes. I've put copies in the cockpit folder and in the main folder .. no luck:( Brain32, Have you got them to work in a cockpit? (can't remember them in the Hornet pits)
  6. Hello all! has anyone managed to get spec and normal maps work in the cockpit? I've been trying but thyey don't seem to show up in game !:( Many thanks in advance
  7. Excellent!! Thanks for sharing!
  8. Thanks all! The encouragement really helps:)
  9. Hello all! another major update ... The seat is the only thing that's left (modelling done, needs mapping and texturing). From there on it's placing the gauge needles and writing up the cockpit.ini Who knows? by the end of the week I may get back into the external model after a year's absence (woeking on the cockpit)!! Hope you like!
  10. Wow!! that terrain is really looking wonferful, JSFAggie!!!!
  11. Hello all, a little WIP on the gauge texturing. More updates to follow as per progress :)
  12. Hello Centurion-1, I haven't done any tape guages, but this is a little info from TW exporter notes .. " All movable parts, including individual needles on the gauges, should be made separate mesh. Most instruments will be moved either by simple rotation (needle on the analog gauge, lever on a switch, etc.) or by simple translation (“vertical” type gauge as seen on F-105). For simple rotation type instrument, its y-axis should be placed at the axis of rotation, i.e, for needle on the gauge, y-axis should go through the panel, and x-axis should point to the right, z-axis should point up. Artificial horizon should be modeled as a sphere (with enough polys), and its pivot point should be at the center of the “ball”, oriented the same way as the cockpit and the external models." Here's a jpg from the stock F-105 gauge I don't know if any of this helps ..
  13. Ooops! Got to try that .. Wouldn't want cloud layers getting in through the canopy!
  14. LOL! You know, now that I'm thinking about it, I'm testing on a vanilla SF2 install .. so could be why I haven't had any frame-rate hit on my reasonably modest system. I'll definitely test before deciding! You're right Brain32 in that the external model would end up being a very .. very high poly model, but couldn't we like make this, the preposterously detailed model, the 1st lod visible only at say 2 metres, and makethe same version without the pit details visible at 2 metres + etc.. Would that work?
  15. Hello SFP1Ace, I've just tried this and it appears to allow the external model canopy and frame to cast shadows into the cockpit .. hmm .. I might try including the entire cockpit model into the external model as an experiment and see what happens ..
  16. Thankyou friend :) Can't wait for the F1! By the way, does anybody know how to get dynamic shadows in the cockpit? Paladrian had suggested including the cockpit model into the main model .. but I'm not quite sure I understand how to go about doing this .. Any advice would be appreciated!
  17. Hello all! I'm now progressing again; I am reluctant to post progress pics as I don't know if you're interested in the build process .. maybe you'd prefer updates close to the projects release? (don't want to bore you..) Anyway, here's how she looks today!
  18. I'm sorry about my ignorance .. coud you tell me how to enable this (I only get to see spec and normals when rendering) thanks!
  19. Thanks! I didn't know about the "99 and manage alpha.." bit.
  20. I can't seem to find the "Modders section of the files site" is it available to all?
  21. Hello again:) What about controlling the reflectivity through a texture map? Can this be done (I know there's provision for a separate specular map)? I remember in FSX etc.. you could use the diffuse alpha channel to control reflectivity .. is this possible for SF series?
  22. I too don't mess with the material settings but get the effects I need through separate specular and bump maps .. I would however also like to know what material settings people use for transparencies/glass that you don't intend to make textures for Thanks
  23. Absolutely beautiful!! Exceptional work Centurion!!
  24. I appreciate the support Dag, I'm determined to finish this!
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