Jump to content

Julhelm

+MODDER
  • Content count

    1,877
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Julhelm

  1. D'oh. Someone posted pics of the germanyce one so that was what I was talking about.
  2. 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.
  3. Oh cool. I'll fix it so it doesn't go black when killed then.
  4. AH-56, easily. Best attack helicopter concept EVER.
  5. Might as well put up the article in question:
  6. 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.
  7. 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.
  8. 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.
  9. WIP o Trabajos en progreso

    Soy de la extremidad del sur de Suecia, llamada Skåne.
  10. WIP o Trabajos en progreso

    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 :
  11. WIP o Trabajos en progreso

    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.
  12. Dude, chill. Just trying to be helpful.
  13. Nice work. Btw is "brake" on the pedals supposed to be misspelled?
  14. Wikileak Apache video

    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.
  15. I think it basically came down to having the Superhornet, or having no aircraft at all.
  16. 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.
  17. OMG........It's

    Happy birthday!
  18. 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.
  19. 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.
  20. 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.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..