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VonBeerhofen

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Everything posted by VonBeerhofen

  1. You can not break down an entire plane to only a nose and concatenate it with an existing model within the time I need to add 8 or 10 polygons on an existing model with a proper working R/S. Fact is that 99% of the models out there have issues. just inspect the tail on your Ohka. Importing parts from it merely increases the risk of importing R/S issues as well and setting yourself up with having to fix none matching parts which are an additional risk for more R/S issues. If you start out with models which already have such issues and try to stretch and twirl them to get a viable shape then things will only get worse. Further more, adding your shape to mine isn't necessarily going to work for that same reason. You should know, you and Col, Gibbon have tried that for an eternity. VonBeerhofen
  2. Forgot to mention that that blimp was one of the first 100% models ever created back in 2010 and turned into one of the most memorable moments in my life :) All in all it turned out very well for me in the end, no hard feelings to the people involved, they never had any idea what it was all about, still don't. It's all sorted RiBob, don't worry. Thx for the input! VBH
  3. Doesn't sound as if it needs adapting. Roundest nosecone I've build is my 16 sided white blimp, which was called a fake. I'm sure you rember that one, :( Anyway there's no need to use the described method with the 100% models even though the method is available. You can do anything with them, provided you have knowledge about how the rendering sequence works. As I said previously they can be turned into multipart models without the need to copy it's R/S and unused nodes and polygons into every part and tweak your heart out. The result are fast rendering clean objects which can use the F.3DZ as intended and every node and polygon each 3DZ can provide. VonBeerhofen
  4. Told ya it can be any shape. This is what the 100% 3D models are all about. Call it a super tweak, but one that's really working. It's about fixing other 3D models which have R/S issues, which is about 99% of what's out there. You have to take my word for it that it's 100 working and when finished I'll proof it too. But I guess those who're working with 3D models don't really need that proof, right? VonBeerhofen
  5. Lol. torpedos aren't very round in EAW RiBob and shapes can not easily be copied and pasted into a model. However there's no problem with shortening the nose and adapting the curve . I agree that it's a little sharp and needs to be more like the previous version I posted (picture was already deleted). I will match it to the exact shape of the picture I have later. Having more fun with the escort carrier at the moment. VonBeerhofen
  6. I'm just displaying a better way of creating 3D models for EAW, the right way, the 100% way. There is no mention of any particular object or model prior to Mr. Jelly's disturbance or after and his reaction is therefore uncalled for. Fact is that nearly 99.9% of everything created has rendering issues except my objects. Ofcourse this causes unintentional pain with those who's models are flawed but such is the price of progress and not a reason to start a flame war.

    In the old days people constantly compared old to new if there was an improvement and yes it has caused many casualties. My 3D models are a huge improvement over the old, they're stable, more precise, smaller in filesize and faster rendering and have none of the anomalies which most other 3D models have. I'm not sorry my models are better as I know they can do the same with their models if they're willing to spend the same time on learning what I have learned about EAW's 3D models since january 2000.

    The right to criticise is another freedom we've always had in the EAW forum since the beginning of time and has always been seen as a necessity to get the game to a higher level. There is a difference between criticism and attack, the first uses founded comment, the 2nd doesn't. Rotton's remark is unfounded and a clear attack on my skills, if it was founded he's had ample time to tell the public why he thinks the carrier does not resemble a WWII carrier.

    Ofcourse Mr. Jelly's initial comment is not some loose observation but meant to hurt and demoralise, the same goes for Rotton's remark which is merely meant to rub it in. I'm sorry you're having a hard time Stratos but I already warned you that this behaviour is not going to stop, I'm a threat to their creations and this is how they deal with threats. To keep in step with Rotton's remark, I haven't said that other models are crap or do not resemble a WWII carrier and as such no attack has been made on anyone. I hope it's clear that I do NOT invade THEIR threads with loose comments or any comment for that matter. I can only advise you to tell these two to take up ANY issues with you so you can deal with them as you see fit, so my threads remain clean and on track. I will ofcourse do the same.

    I will keep comparing my models to others as proof that they're better, unless forum rules forbids such, just as others have been doing for over a decade comparing their work with mine and others, claiming superiority, and that goes especially for Rotton and Mr. Jelly who mainly use my work for comparison. That right is not only reserved to a few people but to all. I'm NOT asking people to pick a side or to like my creations, I just do what I think I'm good at and have as much right as anyone to keep doing it in peace and under the same rules as have been accepted since 1998. Anyone is welcome to criticise my work, when unfounded then the joke is on them, not me. 

    VonBeerhofen

  7. That trick was used on me before in SimHQ and it's intentions seems clear enough to me. In Rotton's own words "some constructive criticismcan should be tolerated", so let's just carrier on. Debating which carrier looks like a WWII carrier or not is futile, especially within EAW's limitations. If someone thinks there's something wrong then I'm willing to change it, that is when I agree ofcourse. As I said it can be turned into ANY shape. Added some more detail, :) VonBeerhofen
  8. Pretty condscending and hostile remark but I have those carriers too, they came from Fleet Defender, but I don't know what this is supposed to represent. If it's a WWII carrier then it needs a lot of fixing, some antenae and canons may also be an improvement: Anyway, what I have can be turned into any shape as the pictures show, and I'm not finished by a long way but it's getting there:
  9. Update! Slanted lines were replaced with a straight line, 2 canon positions with 4 canons and radar tower were added. Users have no control over 3D models unless they learn how to create them. All intermediate stages in the build were saved so other models can easily be derived from them .One thing is certain these new models will not suffer from any R/S anomalies like some other carriers do. VonBeerhofen
  10. Dangers of spring tide and steaming close to shore, :( VBH
  11. 8 hours to unravel it's R/S secrets and 8 more to tweak the model into a light fleet/escort cariier. From here the model can be turned into any carrier class or split up into a multipart model. As a single 3DZ it can be a moving interdiction target (not landable) as well as a static target in harbours or alongside the coast. This is just a start as the model will be turned into a 100% model and It's texture will be upgraded soon. VonBeerhofen This picture shows the R/S check of a beached carrier with a few additions already :) The model will be added to PTIV as the new EAWPRO exe has freed a slot for an extra ship.
  12. Can't argue with someone's personal taste Russ, it was just a try to see how easy it is to reskin the model. I also like the green one better, :) VBH
  13. An alternative color scheme for this plane. I hope people are noticing that these models are not suffering from flaws like for instance horizontal stabilisers not sitting behind the vertical stabiliser or shining through it, or disappearing polygons or parts at certain viewing angles. That's what a proper Rendering Sequence implies, a rock solid plane, no matter at which angle it's viewed. VonBeerhofen
  14. Yes, I've heard simmilar. Think from Naional Geographic. VBH
  15. Yes it is. There were plans for suicide attacks and a squadron for this was created but Adolf was against using it as such. I believe it's in SWOTL, however most of those planes were too late to make a difference. It was created because all planes are flyable in EAWPRO, including the V1 and I want it to behave as a normal flyable plane online. By doing this the ramjet can be used later and/or adapted for something else. The Americans later adapted their own version of this plane but it was probably more important for rocket technology then a war plane, after all jets became the preferred choice of weapon. VBH
  16. The Reichenberg was the first and last plane I created in 2010, but with some recently acquired knowledge I felt the model should benefit from it, hence II. The initial model had it's cockpit more integrated into the fuselage but pictures show it was more of a small cubicle on top of the body. The old version also only used 6 sides and now 10. It may be further improved someday but for now this is where it stands. Weapons wil be added later too. As usual a rock solid R/S, new skin, semi 3D pilot (as in the Ohka) and dashboard (not visible yet in this picture but it's already there). VBH
  17. Thx for the info RiBob, very usefull information and I'll see what I can do with it. It's more fun when the flyable version has guns. VBH
  18. There seems to have been a weaponised version, MXY7 type 11-26 which I came across in a Japanese model building kit. The above version is simmilar to it in shape but has a narrower wing with a canon? in the left wing. Another version with the wider wing was found at Okinawa and the nose of it is sleeker so I modelled that one as well. VonBeerhofen
  19. Yep, sure was a devastating weapon. Don't think any weaponised versions were actually designed. In ECA panel it was supposed to be a rocket fired projectile. Perhaps I can do something special with the rocket routine to make it more interesting, no promises as usual. As AI they're not designed to fight and my changes to it merely make em fly around. They do attack but they have very little steering capabillity. Not sure if it's in the FM that Theo created for the Reichenberg. Will keep experimenting with it and see where it goes. Sofar it's only been about creating a good working 3D model plane but as usual it's just the beginning of the story. As RiBob mentioned, it has no problem to create a spectacular explosion, :) VonBeerhofen
  20. Russ it can be anything you want it to be, what would you like? I'm thinking to have one as an ordinance file so it can be fired like a rocket and another one as a flyable plane, with or without guns. Ofcourse guns are a bit more fun. In EAWPRO a plane can also be set as a none flyable AI in which case it will behave as the V1 and plummet onto the target in an intercept mission. Just couldn't help it but I had to add the front- and backview of the pilot so he's visible from all angles. VonBeerhofen
  21. The final model, only some more work on the skin remains. VBH
  22. The summum of EAW roundess and perhaps a bit over the top which i think can't be further improved. I know, I know, it's been said before but all I wanted to learn was how to fix all the flawed planes I've seen throughout 20 years of playing this game and I think I found a fair number of solutions. Not that I'm going to fix all of em, only the one's I need. The Ohka is not EAW's toughest plane to create and there's always room for improvement but I'll only make the canopy rounder in the texture and match the nose, which is actually the exhaust of the V1 ramjet, and that'll be it, at least for now. Time to move on! VonBeerhofen
  23. Canopy got revised, the front side panels were canted backwards and the sidepanels are now more accurate. It's not entirely right yet as I'm still using the Reichenberg drawing for the canopy but I want a more round collar all around instead of the squary look. Also added a crosshair reticule. The wing still needs a bit of work for control surfaces, a smaller wing is opional and only requires the removal of 4 polygons. Will also try to get the nose more round (less pointy). VonBeerhofen
  24. The final 3D model? Don't think it can be further improved but I've had simmilar thoughts before. Next will be creating a proper skin for it. VonBeerhofen
  25. I've created this protype to have a flawless plane from which other planes can easily be derived and which is cheap in terms of nodes, polygons and framerates, yet just a little more interesting then what stock planes provide. It's also been a study of the issues you see on many other planes created for EAW and how to prevent problems. It's a single 3DZ which consists of 132 nodes and 163 polygons and I've made it more elaborate then it needed to be, which just was more of an accident but very illuminating nonetheless. It showed me how to make modifications to existing planes and tweak them without significantly altering the R/S. As I said it's a prototype but a very important one because you just can not alter planes which are inherently flawed without solving these flaws first. This model has no flaws whatsoever, has more polygons then it needs and adding or deleting polygons and reshaping the model is a piece of cake for those who understand the R/S. During the build I encountered about 10 different shapes, each one slightly deviating from the base model but still totally flawless and I hope to turn them into the planes I've admired for a long time. To show what's possible here's one modified version, it's not an OHKA yet but reshaping the tail and keeping the R/S intact is not going to be a problem. Turning the canopy into a bubble version is a bit harder I think but since it's a flawless base shouldn't take too long. VonBeerhofen
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