Lexx_Luthor
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Everything posted by Lexx_Luthor
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Gepard, I can't make tiles, and I was eventually going to use the work of others ( edit...with permissions!!!) for the Six Million Meter Map, unless somebody wants to try it. If you like to try new type of tiling project, never done before in any of The Sims....? Go for it. I guess populating that map might have to wait for the eventual Debate on what is required for planetary scale maps, and what should be bailed on.
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Shoulder length. In the first season of Lois and Lex, Lois had shoulder length hair, ideal for Lex.
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Lex is Goldman Sachs. Lex is the strong dollar policy. The banking system is sound, and TEH SUBPRIME contained! And Lex is the best man for Lois.
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Smooth Boopidoo made original Su-15TM cockpit. Helicoptors work well with the stargetic method.
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I finally punched out some simple instructions for flying inside A-Team's B-36 external model crew compartment. Page 44, scroll down some ~> http://bbs.thirdwire.com/phpBB/viewtopic.p...0&start=344 Works the same for all 3 of the B-36 subyptes releaced. Surprisingly for its size, this is an easy one to setup. The crew is already well placed with stargetically correct SeatID numbers, and the crew seats are already part of the B-36 model. No changes in crew area skin absolutely need be made, and the hazy canopy "glass" is not visible from the inside, etc... so nearly everything is a pinch here. It's simple to understand. And completely credible, and convincing. ...provided I didn't "forget" anything again.
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Correct. TK is among the first, if not the first, to attempt this, but the clouds remain the industry standard "combat flight sim" small puff 2D textures. All the Sims are like this today. The original Su-27 Flaker sim of 1995 had simple 3D polygon clouds which were great for its time. Someday the developers may return to that method, with the far higher polygons possible today.
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The Sims won't advance in air warfare environment modeling until developers create multi-polygon 3D cloud LOD models and skin them. 3D cloud "terrain" really needs developers so the AI is programmed to not see through them and to avoid them if the clouds are large enough, depending on the aircraft passing through, or attempt to fly over them.
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Interesting. I dunno, but maybe something video related -- ie..external view. Just swinging blindly here...Poast the contents of a Textureset file in one of your -2000 skin folders.
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Wow...pappychksix B-52 classical skin
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
Yep, Scorpion would be a good one for this. This is why I love your F-94 generic skin. -
Wow...pappychksix B-52 classical skin
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
I "forgot" to mention... The top advantage of using extreme metal Texturset numbers is that even very small direct sunlight reflections are visible from very long distances, up to the limit the aircraft LOD becomes "less than a pixel" and so invisible at a given player zoom/field of view. This is a visual effect sorely needed in The Sims. -
Wow...pappychksix B-52 classical skin
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
Finally, the white underside of the B-36J. I've tweaked upwards the brightness of the white undersides while leaving the metal upper surfaces and sides darker. One may just see the boundary between metal and white on the fuselage. Metal on top, white on bottom. Interestingly, the white underside is no different than the metal upperside -- just a brighter white or brighter shade of grey. When flying upside down, the white looks silvery shiny in the sunlight. But you never see that provided the aircraft flies, banks, and turns normally. For heavy strategic bombers, this works well as they generally don't fly upside down. -
Wow...pappychksix B-52 classical skin
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
i68409844 (type in random numbers) -- Bare metal, not chrome. Think "P-51Dora." Bare metal can act somewhat like a mirror or unworn coin -- shiny and easy to see from one angle, dark and hard to see from another, depending on relative angle to the sun (or desk lamp if you flip a coin around). kct -- I have not updated my B-52 yet. I will. I noticed my decals are off. -
Wow...pappychksix B-52 classical skin
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
However, the extreme Textureset numbers I use washes out darker colour skin decorations...for example, the red trim on the B-36B appears faded...washed out. Same with any darker colour. Here is my current Textureset for all my metal aircraft. This is designed around the unique Environment lighting I use. Textureset::... : Specular=1 Glossiness=0.1 Reflection=1 So I experiment with using decals to decorate skins. Below are large decals on all the surfaces needed, and are deep colour, not washed out. The problem here is the decals cover skin details. So this is just an experiment. Another possible benefit is not needing different skins for different decorative paint jobs. What is all the red paint for anyway? How much poundage was that to carry into the stratosphere? In my thinking for a fictional strategic campaign, long term, the red would be left on the ground to enable any extra altitude possible. Any weight savings helps every aspect of altitude performance except possibly dive. I don't need a stratospheric dive bomber, but it does sound fun. Another problem are all those gun turrets which never worked (except tail cannon). I am going to guess that SAC will leave the turrets and gunners on the ground with the red paint to gain any altitude performance against PVO interceptors -- only tail cannon will be carried. -
Wow...pappychksix B-52 classical skin
Lexx_Luthor replied to Lexx_Luthor's topic in General Discussion
I've been tweaking the B-36 skin, to give it a solid US Mint uncirculated, but not proof, appearance. -
Emp_Palpatine:: U-2, SR-71, MiG-25, B-70, F-12, F-108, MiG-31, etc... will do just fine. But its not for everyone.
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Aswim thats great to hear thanks! With the TK's HighAlt feature, we no longer have to use deep blue for all altitudes. However, we seem to have lost part of the Suncolor/Radiance feature...the color added to the sky facing the setting/rising sun. Previously, this only worked with CLEAR weather, so I assumed the Suncolor was not compatible with what TK had in mind for lighting beneath an overcast. Now it doesn't work at all. I am going to assume the Suncolor feature is incompatible with the new HighAlt feature. TK would know. I need to see screenshots. I need to update the cirrus clouds, to include my original one-ship one-cirrus method -- it gives a cirrus predictably where you want. For the new "advanced" methods, I'm not happy with the semi-random variable the game uses.
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I have seen this too, not sure with Vixen, possibly. If the gear rip off just after liftoff, go into data file and up the gear allowed airspeed.
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Yea its weird, stumped me it did. After you upload it, it looks different from the others, all surrounded by white. That means its awaiting congressional approval. I don't think anybody else but you and the serial moderators can see it at that time.
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I can now use normal "ThirdWire" bright blue sky at low altitude, and slowly transition to Oxcart Blue or "Lexx" blue at high altitudes. 80,000 feet with the HighAlt data poasted above. Notice the "horizon colour" defined band can be made to turn from standard white haze at sea level, to a bright blue at high altitude. This band drops away as you gain altitude, and becomes very thin, and really looks like the atmosphere's edge when looking at it from near space. Nice Patch.
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From the album: Siberian Sky
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From the album: Siberian Sky
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Saw it years ago. I'd love to find short videos of where the movie showed B-36 flying high near sunset, with giant golden cumulonimbus in the background, and B-36 pulling long thick contrails. Initial results of stargetic cockpit lab tests are in...
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I first found it in A-Team's HF24 Marut. Blew me away it did. Big surprise.
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No.
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Something that may interest militant radical NF-104 or MiG-25 fundamentalists... Enviro...these are my settings for now until further tests. TK was too conservative, didn't want to freak people out, they aren't used to it. [HighAlt] HighAltColorStart=0 HighAltColorEnd=30E+3 HighAltSkyColor=0,0,0.1 HighAltHorizonColor=0.30,0.50,0.90 HighAltFogColor=0.4,0.5,0.6 SunLightModifiler=1 AmbientModifiler=1 SpecularModifiler=1 ...The modifiers are mis-spelled Modifiler
