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Everything posted by Geezer
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Below is a site that features many useful - FREE - textures. Only downside is they are intended for modern games so they are quite large. What I do is take a screen capture of useful looking textures - they are smaller - and then copy paste the captured wall, window, whatever into my model artwork. http://www.textures.com/category/windows/147
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Progress shots of the Arado 68E. Originally one of Daniel's models, I have made significant changes. Suitable for both the Spanish Civil War and the 1938 concept.
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Um, are you referring to an effect caused by the CFS3 game engine? I hope so, because in the real world it is exactly the opposite - distant colors are usually lighter and duller than close up colors. https://www.britannica.com/art/aerial-perspective http://combatace.com/topic/87534-art101-for-modders-theory/
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Here's a selection of building exteriors that might help? http://texturer.com/sub30/?page=2
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Skinning a 3D model is a two part process. First, the exterior surfaces of the model must be UVW mapped - converted into flat patterns. Then, using the flat patterns as templates, the artwork is developed so it will fit on the model's surfaces. I work in Max and have been given instructions on how to convert Max files to Gmax, but have not tried it yet. I found what look like pretty good tutorials for skinning in Gmax at Sim Outhouse: http://www.sim-outhouse.com/sohforums/showthread.php?89779-UVW-Mapping-in-Gmax-tutorial-series The church is part of some 1930s ground objects developed for SF/FE that I hope to adapt to WOFF.......someday.
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I started some 1938 Munich crisis skins for the Gauntlet, but have set them aside to work on ground objects. I would be happy to send you the 3D model, templates, and skins if you would like to continue development.
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Anyone want to try out my Verdun re-dux terrain?
Geezer replied to quack74's topic in Thirdwire - First Eagles 1&2
Good news! Quack, check your PM. I replaced my desktop earlier this year, so I dragged my old one out of the closet and found your mod! -
Anyone want to try out my Verdun re-dux terrain?
Geezer replied to quack74's topic in Thirdwire - First Eagles 1&2
Attached are "Verdun" files that Stephen1918 sent me - we used Verdun as a temporary test world for our SCW stuff. I'm not sure this is YOUR Verdun stuff, I just know that Steve used "Verdun" as a starting point. Verdun-Spain.rar -
Graphics card crashed my PC. Lost a .TFD
Geezer replied to quack74's topic in Thirdwire - First Eagles 1&2
Sorry to hear that, Quack. Hope you can recover all your lost work. -
Update: I've spent a fair amount of time evaluating CSF3 and Gmax. From the vantage point of a developer, not a player, the trade-offs are not good. It would actually take more work to produce something in CFS3/Gmax, but - with a few exceptions - the results would not justify the effort. WOFF looks outstanding but has been modified so much that it now uses just a small amount of the old CFS3 code. There are reasons why the WOFF guys replaced the code with better stuff! In contrast, TW code is actually pretty good but suffers from insufficient development.
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I don't know the answer to that question as I know next to nothing about Gmax. It appears that some Max plugins will work in Gmax, but the killer is exporting a Gmax model into a TW game. I would be very surprised if TK's exporters work in Gmax because of its extreme age. Gmax is basically a truncated version of Max4.2, while most of TK's exporters were designed for Max8, Max9, or Max2008.
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I have no answer because I don't know what I will do in the future. Stephen1918 and I are taking a break from the SCW mod to avoid burnout. Understand this is a massive undertaking for only two guys so it will take a long time to complete. Plus, we are only making objects at this time - we hope someone else will make FE/FE2 maps to run the objects in. From time to time I tinker with map art, which is why I am looking into CFS3. The WOFF team have done amazing things with the old CFS3 engine and I want to get a feel for making maps using the SDK editors. From what I've read so far, it looks like the CFS3 map editor isn't much better than TW map editors but I have no first hand experience. My first impression, based on many years' experience with complex systems, is that the TW editors are more flexible but are prohibitively labor intensive. The only map to come close to realizing TW's potential is gterl's FE/FE2 Italian Front map because of its many art tiles. To produce a professional quality map would require EVEN MORE art tiles, which is not realistic for guys fooling around in their spare time. Thus, I am looking into CFS3's map editor to see if it can produce a high quality map with a reasonable amount of effort. If it can, then I will decide if I will make objects for CFS3.
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Scroll down towards the bottom and you will find a VERY laborious procedure for loading a Max model into Gmax. Note that Gmax was originally designed to ONLY export to CFS3, so going the other way - exporting a Gmax model to Max would be even more difficult. There may now be a process to export Gmax files to programs other than CFS3, but I am not knowledgeable about Gmax so I can't help you there. http://www.sim-outhouse.com/sohforums/showthread.php?92258-CFS3-modelling&p=1034153#post1034153
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Been working a bit on skins, and had a good time fooling around with Golden Age biplanes.