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Everything posted by Nyghtfall
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This looks nice! Don't forget the small numbers on the ruddertip.
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I know, that's tricky. That's why I made a template some time ago covering such things like tilted, staggered, staggered+tilted, different fonts, etc. :) Here are the decals: 3xx tilted without shadow (300-324) 3xx_tilted_all.7z 3xx tilted with small white shadow (300-324) 3xx_whiteshadow_tilted_all.7z Just say, if you need more.
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I only have 4xx with red shadow tilted and 3xx with white shadow non-tilted, but I have a template for different modexstyles and can do them later today.
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You could start learning Blender. Doing Fakepilot-stuff helps getting into it. Finding the correct position and size is easy enough with mue's LOD-viewer and exporting works with his Blender-exporter. Not exactly easy-mode, but it opens up options.
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...or you could simply set the type to inactive to get rid of it in SF2. Instrument[xxx]=Mirror01 .... [Mirror01] Type=inactive NodeName=mirror_mounting
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Looks interesting. Too bad we need the 3D-files for the cockpit, though.
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Good to see more people starting to play around with Blender. I learn it myself mostly by trial-and-error. Doing smaller objects and fakepilot-parts has helped me a lot to learn basic things of 3D-modelling and it was and often enough still is a big struggle to get things the way I want them to be. Finding helpful tips and shortcuts to functions was a big help and makes life _a lot_ easier, when you know them. So here are some things and infos that maybe help you guys, that are complete noobs in 3D-business, like myself: Feel free to add more tips, hint and useful infos. They are always welcome! Tips: - set units to metric in your project, so you can see actual measurements of your objects. - useful tools from the tools-section include * subdivide -> split edge or face in 2 or more sections * loop cut and slide -> have a cube and cut it into 2 parts along a loop, you can then slide the cut along the object - remove double vertices: when editing stuff, you sometimes get 2 vertices that are on top of each other. Those should be removed, as they affect shading and other stuff. When in edit-mode, in 3D-view-window, select "Mesh"->"Clean Up"->"Remove Doubles". Mapping: - recalculate normals -> blender tries to find the correct direction of faces (inside/outside). Flipped faces may result in visible holes. - smooth your objects to get rid of hard edges --> "Shading/UVs" in leftside menu of 3D-view-window --> smooth faces, edges, vertices - if a vertex/edges/face does not need to be smoothed, select it and hit flat/sharp/sharp - i recommend also enable autosmooth: properties-window (right side bottom) -> select the triangle-icon and under "normals" select autosmooth and an angle (60° works mostly for me, but sometimes have to be adjusted) - unwrap-menu->unwrap: works best, if you have marked seams on your model. marked seams are the edges, the model will be cut to get the 2d mapping of your 3d object. - unwrap-menu->project from view: works best for complex objects. Attention though: if you do this for example for a cube, the top and bottom-surfaces are just a line in your 3d-view, as those face are rotated 90° to your view. the mapping of those areas is stretched in your final object and can lead to visual distortions. Shortcuts: - Numlock 1 : front view - CTRL + Numlock 1 : back view - Numlock 2 : rotate view horizontal in steps in one direction - Numlock 3 : left view - CTRL + Numlock 3 : right view - Numlock 4 : rotate view vertical in steps in one direction - Numlock 5 : View changed between Orthographic-view (like Drawings) and Perspective view (like Photos) - Numlock 6 : rotate view vertical in steps in opposite direction as "4" - Numlock 7 : top view - CTRL + Numlock 7 : Bottom view - Numlock 8 : rotate view horizontal in steps in the opposite direction as "2" editing (if the key is followed by x, y or z it only affects the according axis. you can also give a value by typing in 2.0 for example): - TAB : changes between Object- and Edit-mode - Shift + s : set cursor to a certain location or move selection to cursor --> useful for scaling, etc. - a : select everything (in edit-mode: vertices/edges/faces, in object-mode: objects) - e : extrude selection --> for example start with a circle and extrude it to get cylinder - s : scaling, "s x 2.0" for example means you scale up the x-axis of your object by factor 2.0 - g : select a vertex, edge or face and move it. - r : rotate --> you should set the cursor with "Shift + s" to set the center of your rotation - CTRL + SHIFT + b : create rounded corners from a vertex or edge. mousewheel changes number of segments ...to be continued...
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When in Object-mode all 3 scale values of an object should always be 1.0. You can scale your object in edit-mode to the proper size (s key optional followed by x,y or z for the axis) It also helped me to set the units used to metric. So you always know how tall or long something is.
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As expected, the fault was on my end. It works now as intended! Let me thank you again mue...this Exporter is a HUGE timesaver for me! If we ever get a "Modders Walk of Fame", you are the first one to get a star!
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Ok, good to know. Thanks.
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Maybe I should just release what I have done so far, rather than trying to finish all skins for the next 5 years. :) new VA-46 Clansmen.
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Great work! v0.2 works like a charm. Just tested some Fakepilot-stuff. Just to understand stuff correct: At the moment the Material of the parent-object is the only material that is exported? So a child-object gets the same material as the parent? Or is it 1 material per object? I seem to get the first case, but I'm not sure, if I did everything correct ;)
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I'm still getting the following errors. Google doesn't really help here. *shrugs* I started a new test with a Cube. Cube has scale 1.0, has UV-mapping, has a material, has BM (squares in the picture), has SM (set up, but not visible?). Testfile is attached. Blender version 2.79, 64bit used. ExporterTest_Cube.7z
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Wow, this is awesome. Good job! I will run some tests later that day, when I have more time. A quick test I just run, got several errors and no loadable lod, but I'm pretty sure the fault was on my end, as I'm not that familiar with setting up materials/bump-/specmaps etc. I will also use some simple object then. :)
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Vikings - started it some time ago, but discontinued watching it. On second try i was hooked. Great actors, characters and an interesting story! Supernatural - My cousin told me to watch it and it is good, reminds me always a bit on Warehouse 13 Warehouse 13 - although older and canceled after 5th season, it's one of my favorite TV series. The characters are amazing. Not currently on Amazon Prime anymore. Sherlock - the new one from BBC, with B. Cumberbatch and M. Freeman. Another of my favorite shows. Not currently on Amazon Prime though.
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Have a look at the cockpit of my Malaysian Skyhawks. I moved many things around to get the right look. You can move stuff around in several directions, but always 1 direction at a time. So just add the movements 3 times for the same type. Here's an example - the type is always the same, as is the nodename. Arresting Hook Lever in the Skyhawk cockpit - 1st rotated around X-axis, 2nd moved in the Y-axis and 3rd moved in Z-axis: [ArrestingHookLever_rX] Type=ARRESTING_HOOK_INDICATOR NodeName=side_control_r MovementType=ROTATION_X //1=retracted 2=deployed ValueUnit=DEG Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=45.0 Set[02].Value=1.0 [ArrestingHookLever_Y] Type=ARRESTING_HOOK_INDICATOR NodeName=side_control_r MovementType=POSITION_Y //1=retracted 2=deployed Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=0.01 Set[02].Value=1.0 [ArrestingHookLever_Z] Type=ARRESTING_HOOK_INDICATOR NodeName=side_control_r MovementType=POSITION_Z //1=retracted 2=deployed Set[01].Position=0.0 Set[01].Value=0.0 Set[02].Position=-0.0175 Set[02].Value=1.0
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View File Templates for Fracture's TA-4 Skyhawk Fracture TA-4 Skyhawk layered Templates v2.0 ============================================ Layered PSD-Templates Redone templates in even bigger resolution (4096x4096). Added more details and stencils. I also corrected some things here and there. Included are the following camouflages: - Standard USN/USMC Gray/White in 2 variations (white rudder and gray rudder) - Trainer colors (White/Red) - LowVis Ghost Grey scheme (3 shades of grey) - IDF Israel (Brown/Sand/Green over LightBlue) - removed most of the layer-groups to make them more compatible with other Software 14.01.2018 Submitter Nyghtfall Submitted 01/14/2018 Category Skin Templates
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Version 2.0.0
41 downloads
Fracture TA-4 Skyhawk layered Templates v2.0 ============================================ Layered PSD-Templates Redone templates in even bigger resolution (4096x4096). Added more details and stencils. I also corrected some things here and there. Included are the following camouflages: - Standard USN/USMC Gray/White in 2 variations (white rudder and gray rudder) - Trainer colors (White/Red) - LowVis Ghost Grey scheme (3 shades of grey) - IDF Israel (Brown/Sand/Green over LightBlue) - removed most of the layer-groups to make them more compatible with other Software 14.01.2018 -
View File SF2 TA-4F Vietnam FastFACs - Revamp SF2 TA-4F Skyhawk "Vietnam FastFACs" - Revamp ============================================= *** SF2V required for the A-4F Cockpit, that is used here. Tested in full 5-merged installation *** This is a revamp of Wrenchs Update of 331Killerbees TA-4F FastFAC-Pack. ;) Skins have been redone in greater resolution with more details. Decals are new (although original Decals are still there). Some bits of the plane are removed by ini-edit and exchanged by FakePilot-Addons to add more details and get rid of the shadow-issue caused by the outer wing pylons. 5 new Droptanks are added (2x 150gal, 2x300gal, 1x400gal). BuNos are always correct for the squadron and many are also correct for the plane, although sources and pictures are very rare. H&MS-11 comes in 3 variations (CAG, Large Stripe + Bunny on Tail and Small Stripe without Bunny) that were used side by side as it seems H&MS-12 has CAG-Bird H&MS-13 has 2 Skins - The one from the original pack was used after Vietnam, but I redid it and included it. The one used in Vietnam has no special markings and a different Tailcode-style. I only found 1 pic as reference, so maybe other variation are possible too. Installation ============ 1. unzip to a temporary folder 2. open "Put_Content_In_Your_MOD folder" and do as you were told, if asked to overwrite, say 'yes' :P 3. enjoy! If the Squadron is missing in the loadout screen, you should add the following lines in the squadronlist.ini ("<mod>\pilotdata"-folder) with XXX changed to the next free numbers: [SquadronXXX] Name=HMS11 DisplayName=H&MS-11 'Playboys' Nation=USMC [SquadronXXX] Name=HMS12 DisplayName=H&MS-11 'Outlaws' Nation=USMC [SquadronXXX] Name=HMS13 DisplayName=H&MS-13 Nation=USMC Credits ======= - Thirdwire and TK for a great game and nice models. - Fracture for the TA-4 Model - FastCargo for the Fakepilot - 331Killerbee and Wrench for the Original and re-released Pack - Alejandro for Escapac-Seat - OldDiego for Pilotmodels - Nyghtfall - Updates in this Pack (Skins, Decals, Ini- and 3D-Work of Tanks, Pylons and Addons) Thanks ====== - cocas for help learning 3D-stuff - Coupi for testing - all modders at CombatAce for their work and inspiration P.S. ==== If you have any problems with this skin or have suggestions and hints, feel free to PM me. 14_01_2018 Submitter Nyghtfall Submitted 01/14/2018 Category A-4
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Version 1.0.0
246 downloads
SF2 TA-4F Skyhawk "Vietnam FastFACs" - Revamp ============================================= *** SF2V required for the A-4F Cockpit, that is used here. Tested in full 5-merged installation *** This is a revamp of Wrenchs Update of 331Killerbees TA-4F FastFAC-Pack. ;) Skins have been redone in greater resolution with more details. Decals are new (although original Decals are still there). Some bits of the plane are removed by ini-edit and exchanged by FakePilot-Addons to add more details and get rid of the shadow-issue caused by the outer wing pylons. 5 new Droptanks are added (2x 150gal, 2x300gal, 1x400gal). BuNos are always correct for the squadron and many are also correct for the plane, although sources and pictures are very rare. H&MS-11 comes in 3 variations (CAG, Large Stripe + Bunny on Tail and Small Stripe without Bunny) that were used side by side as it seems H&MS-12 has CAG-Bird H&MS-13 has 2 Skins - The one from the original pack was used after Vietnam, but I redid it and included it. The one used in Vietnam has no special markings and a different Tailcode-style. I only found 1 pic as reference, so maybe other variation are possible too. Installation ============ 1. unzip to a temporary folder 2. open "Put_Content_In_Your_MOD folder" and do as you were told, if asked to overwrite, say 'yes' :P 3. enjoy! If the Squadron is missing in the loadout screen, you should add the following lines in the squadronlist.ini ("<mod>\pilotdata"-folder) with XXX changed to the next free numbers: [SquadronXXX] Name=HMS11 DisplayName=H&MS-11 'Playboys' Nation=USMC [SquadronXXX] Name=HMS12 DisplayName=H&MS-11 'Outlaws' Nation=USMC [SquadronXXX] Name=HMS13 DisplayName=H&MS-13 Nation=USMC Credits ======= - Thirdwire and TK for a great game and nice models. - Fracture for the TA-4 Model - FastCargo for the Fakepilot - 331Killerbee and Wrench for the Original and re-released Pack - Alejandro for Escapac-Seat - OldDiego for Pilotmodels - Nyghtfall - Updates in this Pack (Skins, Decals, Ini- and 3D-Work of Tanks, Pylons and Addons) Thanks ====== - cocas for help learning 3D-stuff - Coupi for testing - all modders at CombatAce for their work and inspiration P.S. ==== If you have any problems with this skin or have suggestions and hints, feel free to PM me. 14_01_2018 -
I guess his question is about the loop antenna under the nose.
