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Julhelm

MODDER
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Everything posted by Julhelm

  1. 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.
  2. SSAO is on shift-f10. Hit shift-f7 to get rid of the cloud anomalies.
  3. The results when you enable SSAO are pretty neat. Brings life even to otherwise dull textures.
  4. It needs some shading, then it'd look good. Right now the flat colors are killing it.
  5. I believe the digital display works just like the analog display.
  6. Just buy the Razbam A-6. The pit alone is worth the price.
  7. 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.
  8. Normal mapping + light map on separate UV channel > ultra-hipoly geometry
  9. 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.
  10. I could do that stuff if it's OK with him.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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...
  16. 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.
  17. How to make the water look good with Brain32's tiles? Mine looks like it's completely broken.
  18. Yeah that's real texturing skill at work there.
  19. Looks good but it could benefit from some shading around the pods and wing/fin/stabilizer joints.
  20. Try and set it to high rather than unlimited and see if that works.
  21. Those are real cool. Sort of CS'ish.
  22. This article from the tells a different story:
  23. Well generally if I'm dealing with a BWB fuselage such as an Su-27 or F-16, I'd probably map it top/bottom splitting it along the leading edge of the wing. The thing is, the less seams you have the better, since the engine has to deal with all these UV points in the same manner as vertices which means that if you have lots and lots of seams on a model, it will run worse compared to one that is stretched a bit but has only one or two seams. Again, it really helps if you plan out your texture layout before you even start to model, since you can then make things considerably easier for yourself by strategically placing edges along where important panel lines go on the plane.
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