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Geezer

+MODDER
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Everything posted by Geezer

  1. First Eagles WW2

    Actually, I agree with you. I also think FE is the better prop plane sim, for reasons you have described above. My forte is models and textures, but I still have much to learn about FE/SF files. I assumed that modeling early WW2 aircraft meant working in SF but your shots above show that is not necessary. You have shown I can continue working in FE2 - thanks!
  2. CR42 14

    From the album Storm Over The Sahara

  3. Hurricane 23

    From the album Storm Over The Sahara

  4. First Eagles WW2

    Very interesting. I've been drifting towards WW2 because of my interest in the last generation of biplanes, used in the conflicts of 1938-1940. Because they shared the skies with monoplanes, I've begun work on a few early WW2 aircraft - maybe I should think about making a few more?
  5. New Industrial Objects

    Not a bad idea. Shot below shows two civilian cars and a bunch of civilian trucks - all were impressed into military service in North Africa. Also got an unfinished Citroen TA laying around on my HD somewhere. Could also make the car version of the FIAT Topolino pickup.
  6. New Industrial Objects

    Heh - I could never afford one either. Style points!!!! One thing about these photos. I thought the only color used by Italian paint shops was RED!!!!
  7. New Industrial Objects

    Can't find drawings for the coupe, but did find some for the roadster. Better, really - the pilot's white scarf can flutter in the wind.
  8. New Industrial Objects

    Thanks. The used and abused look results from the actual photographs I use to make the artwork. Some evening, when I've had too much wine after dinner, I may have a little fun and make some more 1930s/40s airfield objects. Its been said the Italians may have lost WW2 on the battlefield, but won on style points. Every dashing fighter pilot wants to drive up to his aircraft in a cool sports car, so - someday - I might make a 1938 Alpha Romeo 8C-2900.
  9. Shot below shows how existing and future objects can be combined for most any time period.
  10. Waterfront 3

  11. Waterfront 1

  12. Thanks. Personally, I can't wait to see what the FE map guys do with this stuff - they requested most of it. Got more in the pipeline: industrial objects, harbor objects, and town/city objects - all European. Eventually, I would like to make some Mediterranean/desert equivalents - probably later next year. Given enough time, I may even make some Asian equivalents for PTO and Viet Nam. Test shot below gives you an idea of what might be possible when combining harbor and town/city objects.
  13. New Industrial Objects

    Double-checked my numbers, and shot above was too optimistic. Shots below show a 1024 JPEG applied to an FE 500m terrain tile. Still, not too bad, and we might get lucky with JPEGs which could mean larger ground art without impacting frame rates too much.
  14. test 3

  15. test 2

  16. New Industrial Objects

    Another concept layout. I realize this may be overkill, but it does suggest what MIGHT be possible if we get lucky with JPEGs, fanatical map makers, etc. The trucks are 1930s models, but could be WW1 or Cold War trucks. All ground objects are 512 art or - in a few cases - 256 art. The only large art is 1024 art applied to two FE-size 500m ground tiles. Gentlemen, warm up your bomb sights! Better still, drop down and strafe!
  17. New Industrial Objects

    Quick and dirty concept layout shows the method to the madness.
  18. Composite 2

  19. New Industrial Objects

    Thanks. The FE map guys sorta/kinda started this effort, but then Wrench pointed out that most of the objects could also be used in WW2 and the Cold War. The FE perspective also explains the interest in hi-res ground textures. Current sizes are probably OK at 20,000+ feet, but biplane/early monoplane operations occurred much lower. Many early WW2 bomb runs occurred at around 5,000 feet, to improve accuracy. It remains to be seen if the game engine can handle hi-res ground tile art, even in JPEG format. Maybe there is a trade-off in making slightly smaller maps to compensate for the larger ground tile art? Dunno - we'll have to test some prototypes and find out. Oops! Thanks for that correction, and my apologies to Gerwin.
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