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Posts posted by Julhelm
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Well, I'm tweaking a few bits here and there and sorting out some bugs, and the C really needs a couple more skins than this Savage Sons one. I'm also toying with the idea of doing a block 2 RA-5 with the LERX wings as well as an A-5B with the tunnel bombbay from the A version (Yes, the A-5A model has a working linear bombbay ^_^).
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Totally new models, tbh.
Here are some more shots of the C viggie:
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Could you please post wires instead of lit renders? Just hit alt+printscreen while in the viewport with "edged faces" on and save as .jpg.
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I keep backup harddrives around for a reason, hence I still have all source files for my models.
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Yeah well, I always run out of ammo before I can shoot down every single enemy flight on a given mission, so I can do with the extra weight :)
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I've noticed that when playing the default merc campaign (F-100 most of the time, obviously) h4x0r1ng the F-100 to 750 rounds per gun rather than the stock 250 gives a lot more milage out of the wingmen, since they tend to hose targets.
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Primary flight testing has begun.
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So all we need are destroyed models for the various buildings and then hack the ini files?
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Sorry, the ftp I was using seems to have gone down the deep end, but a quick Apache install solved that dilemma :)
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No skeleton here, just a plain simple Linear motion controllers. You basically select the mesh(es) that need to be animated, go the animationID slot, Tag the mesh, move a couple of frames, move/rotate the mesh, tag it again, repeat until you are done with the animation and within the AnimationID slot.What 3DS Max version are you using? I have a document that explains how to transfer files across different Max version so we don't loose animation, coordinates, etc. 3ds format tends to loose data across, ASE is a better format
If you want help, contact me at capun1950 (at) yahoo (dot) com
Check yer inbox, me friend.
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My suggestion is that you apply for membership at www.column5.us. The majority of the modelers hang out there, and you'll find them more than willing to help you out.Alright, will do. Thanks.
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Thanks! To be honest, I would probably need a real "dummy" tutorial on how to rig/animate/export stuff to WoV. Does such a tutorial exist?
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One of my favourite concept-aircraft, and I used to play the Amiga version of F-19 religiously. This one clocks in at around 5000 something tris at the moment. I've worked out the control surfaces based on the Testors kit, with the elevator-thingy behind the exhaust, rudders on the fins and some kind of spoilers on the very small wings.
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I've read about the animation controllers and frames, but my biggest issue is the fact I can't rig worth a damn, as I assume the game uses a skeleton for animation purposes?
As for polycount, I guess I'll just go add detail and smooth it out a bit since I have around 3k tris left to play around with. I think I'll model, unwrap and skin the plane, then someone with proper experience and knowledge should be able to get it rigged, animated and into the game :) I'm already having trouble learning the HL2 compile tools courtesy of the mod team I work for: Hostile Intent, which by the way should be featured in this site's "tacsim" section. It's much more realistic than AA or First To Fight :D
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I've been working on this for the last couple of days. I can model/unwrap/skin but since I have no idea how to animate or export (I can't get the 3W exporter to work with my copy of Max7) this to SFP/WoV, so would anyone be interested in doing these parts?
Also, do I need to model the actual hardpoints on the wing or are these submodels so suitable hardpoints from other models could be used? Also, what's the deal as far as polycounts go? This one is 3402 tris right now and about the only things not yet modelled are the underwing spoilers and the tiny tailskid, along with a couple of aerials and cockpit detail.
Oh look
in Thirdwire: Strike Fighters 1 Series - Mods/Skinning Discussion
Posted
I've now made a Speartips skin and a Bats skin for it, and I've arranged for it to have a brand new virtual pit ^_^