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Geezer

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Everything posted by Geezer

  1. The industrial objects are nearly done - I'm working on the refinery modules now. When finished, I'll start on the harbors. When I get to that point, would it be possible for you to send me the 3D models you are using for your ports? That would give me something to base my own models on - a sense of scale for facilities, and real world layouts. I've also got a start on a couple of tramp steamers, and a few other small-ish vessels for the harbor objects. Shots below show one example - I will simplify the finals so there is less unnecessary detail.
  2. Geezer

    SH 5

    From the album: Storm Over The Sahara

  3. Geezer

    SH 6

    From the album: Storm Over The Sahara

  4. Models complete and ready for mapping, textures, data files, etc: FIAT CR42 (in work) Gloster Gladiator Hawker Hurricane MK1 (in work) Models 95% complete: Caproni Ca133 FIAT CR32 Gloster Gauntlet IMAM Ro37 Hawker Hind Savoia-Marchetti S79 Savoia-Marchetti S81 Bristol Bombay Not started: Blenheim MK1 Hawker Fury (Italian East Africa) Vickers Wellesly (Italian East Africa) IMAM Ro43 Breda Ba65 Messerschmitt Bf109E (for phase 2) Messerschmitt Bf110 C/D (for phase 2) Blenheim MK4
  5. Great information! Thanks, Wrench - your efforts are much appreciated. In a perfect world, we would have everything in one game system. I realize that some guys will be disappointed in FE's lack of anti-shipping missions. However, the LARGE number of likes and PMs that I have received indicate a lot of guys are willing to trade that off to get realistic handling and larger terrain art, for low level missions flying biplanes and early monoplanes. Shot below illustrates the low altitudes that were typical of operations in 1940. Shot is of Tobruk - ALL OF IT!! It was the second largest town in Libya back then, so you can see how it might be possible to construct some 3D models, as large modules, that could be assembled different ways in the TFD tool. To paraphrase an old joke, 1940 Libya wasn't the end of the world - but you could see it from there.
  6. Made good progress on some Italian trucks and the CR42 Falco.
  7. Nope, schedules and budgets would spoil the fun. Now that I'm retired, I can finally do what I want - make the digital equivalents of hand built Ferraris. Shot below of morning's progress. More variants of the Chevrolet WB, and a good start on the Bianchi Miles.
  8. I'm starting to make good progress - I've been gradually shifting my focus to the 1940 desert stuff. Should finish a BIG collection of industrial objects pretty soon, and will then continue work on the CR42 while making more skins for desert war objects.
  9. To expand on my earlier comments about JPEG art, shots below show development of the CR42 camo - I'm trying to capture the messy, soiled look of FIAT paint jobs. The artwork skins, pasted to the surface of the 3D model, are JPEGs - not BMPs. I can see subtle differences when I compare the JPEGs to the original Photoshop art, but the small differences don't amount to much. Based on this small amount of research, I will probably start using JPEGs for all of my released artwork. This will reduce the size of my art files by roughly 90%!!! This means we could use SIGNIFICANTLY larger artwork for future aircraft, ground objects, and maps of North Africa, BoB, Verdun, whatever. For twenty years, studies by business and the military have consistently shown the best way to improve immersion is to increase visual realism. With larger artwork and better models, we could produce a new generation of SF/FE mods.
  10. Shot below is of some DAK stuff for phase 2, plus a little US stuff for Tunisia. Wrench just wrote that both SF2 and FE2 can handle higher poly ground objects, and I am experimenting with JPEG art instead of BMP art to reduce impact on frame rates. So far, the differences in art quality are very subtle but a reduction from twelve MB (BMP) to only one MB (JPEG) is NOT subtle!
  11. My grand plan is to make a "phase 1" desert war mod for 1940. Then - hopefully - make a "phase 2" mod (with 1941-42 aircraft and Afrika Korps ground objects). We're talking a couple of years' work, but its something I have always wanted to do. Many of the aircraft will be usable for other theaters and time periods - such as BoB, Italian East Africa, Greece, etc. Gepard: Yes, I got your files to work in FE2, but it was late so I only tested landing gear and flaps. It's going to be a while - probably next summer/fall - but I can help you with new ground objects and terrain tile art when you get around to making a new map. Again, no hurry as I have LOTS of other stuff to do first. I also have some 1943 US vehicles laying around somewhere - they were made for a Tunisian tank mod that never went anywhere.
  12. Yes, it does! Took me a while to find FE1, but once installed, your files dropped in with no problem. Again, thanks.
  13. Found two more trucks. Some details - like the open tool boxes - are overkill, but most of the detail could be preserved if the vehicles were placed on an otherwise empty map?
  14. This brings up an interesting question about the complexity of ground objects. Two shots below are of some hi-poly models I made when I was contemplating making a CryEngine mod. Visualize the amount of effort needed to make a map of ALL of North Africa and the western Mediterranean. Total up the hours expended by the model makers, texture artists, map maker, file tweakers, etc and lets say it comes to 1,000 hours (or whatever). Now, visualize a smaller map that covers JUST the 1940-43 campaign in Libya/Egypt - a new map only 1/4 the size of the first map. There were only three small towns in that part of the world - Benghazi, Tobruk, and Mersa Matruh. No cities, and only a sprinkling of small villages, where the only vegetation was located because those were the only locations with water. Everywhere else on the map is EMPTY DESERT. There is literally nothing there. Nothing. Nada. Zip. Two things result from this concept. The load on the game engine is MUCH reduced, and that 1,000 hours can be focused on maybe a dozen locations with commensurate upgrades in detail and quality. Nearly all of the ground targets would be the ground defenses, guns, and vehicles - there is nothing else to attack!! Would such a concept permit the use of more complex vehicles, roughly like those shown below? Or would such complexity be wasted effort? Got it - thanks.
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