Jump to content

Julhelm

+MODDER
  • Content count

    1,877
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Julhelm

  1. Not to steal Veltro's thunder, but does anyone else fancy an updated F-19? Because I was sort of working on one.
  2. It isn't that hard to implement that kind of stuff as long as you rebuild the rendering engine from the ground up. Then again there is zero chance of TK ever doing that, especially since his customers aren't going anywhere else anytime soon.
  3. Shameless plugs here, but I really like fighting in the Vigilante. It has the endurance to fly continously in full afterburner and is perfect for low to mid over-the-shoulder deliveries.
  4. I'd like to have a go at texturing that ship model, Ed.
  5. You can do any of my planes as long as all get done, lol.
  6. The point is that whatever rules of physics the AI actually uses is of no interest whatsoever to you the player as long as the AI appears to use the same physics as you do. Personally I think TK's engine is simply starting to show its age since he's essentially just bolting more and more stuff onto the same basic game engine which is some 8 years old now.
  7. SSAO is on shift-f10. Hit shift-f7 to get rid of the cloud anomalies.
  8. The results when you enable SSAO are pretty neat. Brings life even to otherwise dull textures.
  9. It needs some shading, then it'd look good. Right now the flat colors are killing it.
  10. I believe the digital display works just like the analog display.
  11. Just buy the Razbam A-6. The pit alone is worth the price.
  12. Now all we need is a mission where we can save POTUS from migs over the bay area only to gleefully shoot him down just as he's about to touch down on SF International. Just like the good old days.
  13. Normal mapping + light map on separate UV channel > ultra-hipoly geometry
  14. It's good texture work and a lot of post-production compositing and editing. If you look at the gear well on the SU-34 you can clearly see nothing's actually modelled inside, but rather painted on.
  15. I could do that stuff if it's OK with him.
  16. As you can see the whole bottom of the pit is angled way to sharp. If you can't see it I'm referring to the U/C, bottom MFD and Arming panel. If Dels has the time for it he could easily add the prominent stick, throttle and ejection handle with simple planes that use alpha, especially if hands and feet are added to further mask areas one doesn't have proper refs for. The easiest way to do this would be to simply rip things from photos and assemble in PS. If you set the view angles so none of the pit is actually visible when looking sideways there is no reason to have that stuff modelled in 3D.
  17. I think the pit would look a lot better if those side panels were set at a more vertical angle compared to the bottom MFD. You can clearly see how it gets this very blurred out part underneath the panel which kind of kills it IMO.
  18. Try and render it using the following setup: One omni light on top of and to the left or right set at 1.2 intensity and shadows to area shadows Another omni to the rear of and below the model with shadows set to off A single skylight anywhere with shadows set to on and intensity to around 0.5 - 0.7 and that should do it.
  19. 1. [HSIWheel] Type=MAGNETIC_COMPASS NodeName=CompassWheel MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=-360.0 Set[02].Value=360.0 2. [HSICourseDeviation] Type=COURSE_DEVIATION NodeName=HSICourseDeviation MovementType=POSITION_X ValueUnit=DEG Set[01].Position=0.018 Set[01].Value=-5.0 Set[02].Position=-0.018 Set[02].Value=5.0 3. [CourseArrow] Type=COURSE_ARROW NodeName=HSINeedle MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 4. [bearingMarker] Type=BEARING_MARKER NodeName=HSONeedle MovementType=ROTATION_Y ValueUnit=DEG Set[01].Position=00.0 Set[01].Value=0.0 Set[02].Position=360.0 Set[02].Value=360.0 ...is how the Skyray HSI is setup. Nice work on the pit meshwise, though you might want to clean it up a bit by using texture detail instead. A good way to do this would be to use camera projections to bake the diffuse texture from the pilot POV so that you get nice shading and detail. If you look at the pits over on cockpits.nl, these most certainly use this technique quite heavily. Either way, I really think you should work on the textures so they match the modelling.
  20. Hell yes! I never take a dump without bringing at least one of my Secret Projects books with me :D The VG F-4 looks like it could be a simple mod. Personally I'd rather see the McDD VFAX proposal with teh integrated triplane layout...
  21. Those "latest generation" russian jets are still 25+ years old technology no matter how they're pimped up. Meanwhile MFI didn't go very far, nor does Pak-FA seem to anytime soon. Current-gen fighter jets have simply become too damn expensive to develop for any single nation to be able to afford them.
  22. How to make the water look good with Brain32's tiles? Mine looks like it's completely broken.
  23. Yeah that's real texturing skill at work there.
×

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..