-
Content count
1,877 -
Joined
-
Last visited
-
Days Won
18
Content Type
Profiles
Forums
Calendar
Gallery
Downloads
Store
Everything posted by Julhelm
-
SF2 Expansion Pack 1 released
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Acquired. -
Ca_Stary's Enhanced Israel Terrain
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
D'oh. Someone posted pics of the germanyce one so that was what I was talking about. -
Ca_Stary's Enhanced Israel Terrain
Julhelm replied to Dave's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
I've always wondered why the roads are almost white? It's the only thing keeping me from liking this particular tileset as the rest of it is brilliant. -
North Dakota Tanker
Julhelm replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
Oh cool. I'll fix it so it doesn't go black when killed then. -
North Dakota Tanker
Julhelm replied to Julhelm's topic in Thirdwire: Strike Fighters 2 Series - File Announcements
*Bump* -
Thunderwarrior
Julhelm replied to Wrench's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Maybe this can be of help: -
What`s your favorite helicopter?
Julhelm replied to Eagle99's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
AH-56, easily. Best attack helicopter concept EVER. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Might as well put up the article in question: -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
People do tend to confuse this with the NATF and think it's a kickass fighter rather than stealthy A-6 replacement. Probably because it looks like a stealthy Tomcat. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
It uses the PW7000, doesn't supercruise, and has avionics more suited to A/G work. It'll come with the AAAM for the fleet defense mission. Cockpit as you can see is a navalized F-22 pit. -
SF2I Add-On 14 New Pics by TW
Julhelm replied to Crusader's topic in Thirdwire: Strike Fighters 2 Series - General Discussion
Yeah, light flashes, that's only been around since what, Doom? Seriously, I wish he'd update the lighting of the engine with more reflections and better specular lighting as it's looking really old now, especially the canopies. -
PakFa is comming...
Julhelm replied to AleDucat's topic in Thirdwire: Strike Fighters 2 Series - Mods & Skinning Discussion
Canceled, yeah right. -
Soy de la extremidad del sur de Suecia, llamada Skåne.
-
I don't speak spanish anymore than you speak swedish, but I'll give some pointers as I'm honestly trying to help out here: On this tanker I made I'm using a 2048^1024 map for everything except the crewmen and the valves and moorings which are on a 512^2 map: ----------------------------------------------------------------------------- Yo no hablo español más de lo que ustedes hablan sueco, pero voy a dar algunos consejos para sinceramente tratar de ayudar aquí: En esta cisterna que hice estoy usando un mapa 2048 x 1024 para todo, excepto los tripulantes y las válvulas y los amarres que se encuentran en un mapa de 512 x 512 This is what the actual maps look like: ---------------------------------------------- Este es el Actual mapa que luce así : Note how almost no space is wasted, whereas your truck has LOTS of empty black space on it ie: it is poorly unwrapped. This black space is all wasted texture memory because on this map where you're using only around 50-60% of the actual texture space the game still has to load the entire bitmap and when you load more models with the same mistakes it all adds up to massive memory leaks that affect performance. Also, only use map sizes that are power of two ie: 64x64, 128x128, 1024x1024 and so on. If you don't, not only will most engines fail to read them, but they will not be able to mipmap (The gpu downscales the texture at distance to improve performance) again leading to loss of performance. Third, do not use large maps if you aren't actually putting in detail that justifies it. I remember downloading the De Mayo carrier, and it had crewmen mapped on 1024 maps where most of the map just consisted of flat colors. I went and downsized those to 64x64 with no noticeable loss of detail, but the difference in texture memory size is HUGE. As for specular, that's the value that controls the amount of highlight an object gets. You can find the values in the textureset.ini files. If set to 0, objects look flat and ugly. There's more examples I can post when I get home later today. --------------------------------------------------------------------------------- Tenga en cuenta que cómo casi no hay espacio desperdiciado, mientras que su camión tiene un montón de espacio negro vacío en que es decir: está mal mapeado , Este espacio negro es todo lo perdida para la memoria de textura, porque en este mapa donde se está utilizando solamente alrededor del 50-60% del espacio de la textura real del juego todavía tiene que cargar el mapa de bits completo y cuando se carga más modelos con los mismos errores todo suma hasta pérdidas de memoria masiva que afectan al rendimiento. También, utilicen únicamente tamaños de mapas que son potencia de dos es decir: 64x64, 128x128, 1024x1024 y así sucesivamente. Si no lo hacen, no sólo la mayoría de los motores no los lee, pero no será capaz de mipmap (La CPU Bjara la escala de la textura a distancia para mejorar el rendimiento) de nuevo con la consiguiente pérdida de rendimiento. En tercer lugar, no utilizan mapas grandes si usted no está de hecho poniendo un detalle que lo justifique. Yo recuerdo haber descargado el 25 De Mayo , y que había miembros de la tripulación asignada en mapas de 1024 x 1024 donde la mayor parte del mapa sólo consistió en colores planos. Fui reduciéndolos hasta 64x64 sin pérdida notable de detalles, pero la diferencia en el tamaño de la textura de memoria es enorme. En cuanto a especular, cual es el valor que controla la cantidad para resaltar en definición un objeto..... sufran. Usted puede encontrar los valores en los archivos textureset.ini. Si se pone a 0, los objetos se ven planos y feo. Hay mas ejemplos que voy a postear cuando llegue a casa hoy. Y como dijo Maradona :
-
How are you guys uv-mapping these and what size of maps are you using? The models themselves look good but the textures look very washed out and blurry. Also you are not using any specular on the models, which makes them look even more washed out. If you're doing new ground vehicles, at the very least you should be normalmapping them and making textures that are at least on the standard of the stock vehicles. ....................................................................................... Cómo estan chicos ?¿ mapeando ¿ y de qué tamaño son los mapas que utilizan ? Los modelos se ven bien, pero las texturas se ven muy lavada y borrosa. También ustedes no está usando ninguna Specular sobre los modelos, que los hace parecer aún más descolorido. Si estás haciendo nuevos vehículos de tierra, por lo menos, usted deberían usar normalmapping y tomar las texturas que son por lo menos los valores en el estándar de los vehículos.
-
Mustang cockpit teaser
Julhelm replied to DanW's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Dude, chill. Just trying to be helpful. -
Mustang cockpit teaser
Julhelm replied to DanW's topic in Thirdwire: Strike Fighters 1 Series - General Discussion
Nice work. Btw is "brake" on the pedals supposed to be misspelled? -
The full 39 minute video has been released by wikileaks btw. Anyway when I saw it on tv the first thing I thought was "those guys are packing rpgs". I'd have made the same call as it's not that easy identifying something through an EO camera. Pity about the kids but that's their tough luck for being there.
-
Swing Wing Phantom
Julhelm replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
I think it basically came down to having the Superhornet, or having no aircraft at all. -
Swing Wing Phantom
Julhelm replied to charlielima's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Well the navy had to replace the A-6 after not only A-12, but A-X and A/F-X too died, and with Cheney's cancellation of the F-14D they basically had the choice of the Superbug or nothing. The future USN airwing of the late 90's was always envisioned as consisting of A-12 handling the strike mission while the F-14D would handle the fleet defense mission. NATF was never a serious navy venture since their priority was on replacing the A-6, as the F-14D handled the fighter mission just fine. Of course Cheney then went and cancelled the D and now the navy is stuck with the Superbug. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Oh right, yeah. This new one has is completely unrelated to that old one. Well, I guess I should put my money were my mouth is and just show some pics of the thing in its current state: So as you can see it has zero commonality with the old one. -
The Tomcat's gone...
Julhelm replied to Fubar512's topic in Thirdwire: Strike Fighters 1 Series - Sci-Fi/Anime/What If Forum
Playing with what beta? -
Ye-152M WIP
Julhelm replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
In the maps rollout, just go down to where it says "bump <30> <filename>" and load your map there. It won't show in the viewport though unless you're using a DirectX material. I personally use XoliulShader1.3 but there should be a bunch that come with max if you change material from "standard" to "directx shader". Keep in mind that any bumpmapping is absolutely worthless unless you ramp up the spec a bit. -
Ye-152M WIP
Julhelm replied to 76.IAP-Blackbird's topic in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Well for starters you could use normalmapping for things like the insides of wheel wells, the cockpit, some panels here and there and all kinds of vents. Besides, if you can find pics of the real cockpit, it isn't terribly difficult to model a functional 1960's cockpit if you keep it simple. Spend most of the time on making pretty textures instead of getting some obscure indicator to function because normal folks are going to notice the textures.