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sophocles

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Everything posted by sophocles

  1. 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
  2. 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
  3. 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!
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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?
  9. Oh boy!! Thanks a ton russouk2004!! That is exactly what I needed You are a real gentleman; I've been a fan of yours since way back when you were working on the Westland whirlwind ..
  10. Hello Derk; thanks for the offer .. I'd like you to share somer of the main differences; I'd like to make a model of the NF-5a as well. Pics and drawings would be most welcome! Regards
  11. It's good to get back to texturing! .. Regards BTW.. I've no idea how the decals are supposed to be set up in max, I understand that they are made from .tga files; but how does one specify where they are supposed to go in max? Do you like pick polys in the mesh where they are supposed to go? I'd really appreciate it If someone could give me some idea or point out where to get the info
  12. Hello squid; thanks for the encouragement .. I'm actually planning to do several HAF paint schemes including SEAcamo, Asia minor camo and the ghost 1 . It won't be available any time soon but I'm determined to complete it and share.
  13. Hello all, I'm currently having fun with the bump and specular maps .. I've still got way more to learn ..all the different variables for the maps are ming-blowing! regards
  14. 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
  15. Would I ever!!!! Any references would be most welcome! Thanks, Coupi. Regards
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. Hello all, I've been working on an F-5a freedom fighter, and I'm almost finished the model. Still have to map it, do animations etc.. but I'm new to strike fighters modeling and am trying to get all the information I can. How many polys are too many? I reckon the external model will take about 35K polys .. Is this too many? There are plans for much smaller lods. Regards
  23. Looks gorgeous! I'm glad increasing computer power is allowing for some higher poly models!
  24. 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.
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